After much consideration, I decided to go with the third version of Sera for my final submission since that is the most interesting interaction with Gaze effect. I also decided to replace the hero image after this beautiful one I just recently found and decided to showcase Hidden Meteorite instead of Mark of Scorpio.
Class: The Astromancer
Hero: Rishi Sterling
With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.
Class Keyword:
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer.
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets.
Flavor:
High RNG that is balanced by cards that grant Gaze.
Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Cards:
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect since all four of the missiles shot from this card will focus on the Gazed enemy.
Weaponized Telescrope and Starscryer Sera are two examples of cards that grant and synergize with Gaze. Cards with Gaze are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Starscryer Sera show another ways to interact and benefit from Gaze beside random effects.
Hidden Meteorite and Mark of Leo are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are. Mark of Leo (part of the Zodiac Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while Hidden Meteorite allows for you to basically Multi-Shot your opponent with Gaze or potentially some face damage / wipe out their smaller minions.
When do you guys plan on submitting your class? i'm new here. Does uploading it early have any advantages, or are the upvotes you get now irrelevant in the long run? How many classes pass on to the next stage?
I'm a bit confused how to make custom class backgrounds, so I skipped that for now. Most of these if not all of them would be class cards. I'm not an illustrator. I'm only really good I guess at the abstract stuff. So with this in mind, I guess I would be interested in hearing thoughts and such. I didn't see this contest until today/yesterday, so I'm a bit behind, but it has been fun so far.
Sorry about the big size, half way through it I remembered that maybe I should try to adjust the size of the images. The Genie Class would likely be swingy in nature. I feel like the Hero Power needs some work, and One Health Left probably could also use some love.
If I do keep this hero power, Violet Wurm would be a popular card in this class.
Mainly this class focuses around other card games, similar to One Night in Karazhan taking on Chess. But specifically, this class focuses on gin rummy.
Anyways, I'm curious on what people's thoughts are. I'm probably going to bed now, but I'll probably check in tomorrow/today.
The Infuser class is all about sapping away the strength of the enemy while at the same time bolstering their own. They manipulate the energies around them, infusing them into others and themselves. There are two prominent factions of Infusers; the Flame-Heart and the Ice-Soul. The Flame-Heart specializes in boosting their own offensive power while hampering their opponent's. While the Ice-Soul focuses on bolstering their health while weakening their opponent's. More factions will emerge over time with new focuses.
In order to capture the flavor of stealing away the strength and vitality of other minions, I created a new keyword:
The Absorb keyword can allow a minion to steal from another card or hero. This is most commonly done by Absorbing a creatures Attack or Health. Two prime examples of the Absorb mechanic can be seen in the Classic set:
It's important to remember that you are stealing from another minion. If the minion doesn't have anything to steal then nothing can be gained. If Flame-Heart Disciple tries to Absorb 2 Attack from a Target Dummy, then he will gain 0 Attack.
Buffs and debuffs are a common tool in the Infusers arsenal. Neutering a creature's power or haphazardly boost a creatures strengths, Infusers always have a trick up their sleeves.
I'm a bit confused how to make custom class backgrounds, so I skipped that for now. Most of these if not all of them would be class cards. I'm not an illustrator. I'm only really good I guess at the abstract stuff. So with this in mind, I guess I would be interested in hearing thoughts and such. I didn't see this contest until today/yesterday, so I'm a bit behind, but it has been fun so far.
Sorry about the big size, half way through it I remembered that maybe I should try to adjust the size of the images. The Genie Class would likely be swingy in nature. I feel like the Hero Power needs some work, and One Health Left probably could also use some love.
If I do keep this hero power, Violet Wurm would be a popular card in this class.
Mainly this class focuses around other card games, similar to One Night in Karazhan taking on Chess. But specifically, this class focuses on gin rummy.
Anyways, I'm curious on what people's thoughts are. I'm probably going to bed now, but I'll probably check in tomorrow/today.
I'll be honest with you: your card art is bad. You really need to search a bit online for some actual art, because these abstract color hazes are bad and ugly. Besides that, you are only allowed 1 keyword. You have 3 (4?). You never explain what set is, and May I and run are really hard and complex. Having 4 minions of 4 different mana costs is very difficult to pull off. You didn't show any example cards that discard or mill, so how is May i beneficial? All your cards are very expansive too. Try to make some low cost spells and minions. Go to your collection in hearthstone and look ate each class's basic and classic cards to have a better understanding of what you need to make. Most cards are below 5 mana for example. I don't want to discourage you, but you have waaay to complex ideas. You need to keep things simple.
If you want help making custom cards on hearthcards.net, send me a message and i'll try to explain it to you. Alternatively, look up a tutorial on youtube.
The Infuser class is all about sapping away the strength of the enemy while at the same time bolstering their own. They manipulate the energies around them, infusing them into others and themselves. There are two prominent factions of Infusers; the Flame-Heart and the Ice-Soul. The Flame-Heart specializes in boosting their own offensive power while hampering their opponent's. While the Ice-Soul focuses on bolstering their health while weakening their opponent's. More factions will emerge over time with new focuses.
In order to capture the flavor of stealing away the strength and vitality of other minions, I created a new keyword:
The Absorb keyword can allow a minion to steal from another card or hero. This is most commonly done by Absorbing a creatures Attack or Health. Two prime examples of the Absorb mechanic can be seen in the Classic set:
It's important to remember that you are stealing from another minion. If the minion doesn't have anything to steal then nothing can be gained. If Flame-Heart Disciple tries to Absorb 2 Attack from a Target Dummy, then he will gain 0 Attack.
Buffs and debuffs are a common tool in the Infusers arsenal. Neutering a creature's power or haphazardly boost a creatures strengths, Infusers always have a trick up their sleeves.
Really cool concept. I love the absorb mechanic! One thing to note is that you don't have any healing/armor cards to balance the damage you'll take from attacking with your hero. Arcane Muzzle is lovely (i'm biased to the art tbh) and Unstable Catalyst seems like a powerful aggro card. The biggest thing i hate about aggro is how hard it is to take down their big minions, but this makes them get smaller over time, which i like. Overall i think you have a solid concept, but again, you should have some health gain too.
If you want my advice, then drop one of the minions. Both have the Absorb keyword, and you only need 1 to show it off. You can use the other spot to explore a different aspect of your class.
After much consideration, I decided to go with the third version of Sera for my final submission since that is the most interesting interaction with Gaze effect. I also decided to replace the hero image after this beautiful one I just recently found and decided to showcase Hidden Meteorite instead of Mark of Scorpio.
Class: The Astromancer
Hero: Rishi Sterling
With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.
Class Keyword:
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer.
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets.
Flavor:
High RNG that is balanced by cards that grant Gaze.
Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Cards:
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect since all four of the missiles shot from this card will focus on the Gazed enemy.
Weaponized Telescrope and Starscryer Sera are two examples of cards that grant and synergize with Gaze. Cards with Gaze are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Starscryer Sera show another ways to interact and benefit from Gaze beside random effects.
Hidden Meteorite and Mark of Leo are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are. Mark of Leo (part of the Zodiac Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while Hidden Meteorite allows for you to basically Multi-Shot your opponent with Gaze or potentially some face damage / wipe out their smaller minions.
Other cards:
The first thing I have to say is that, even if RNG is not my favorite part of Hearthstone, it's clear you have thought a lot about it and of ways to use it to your benefit, and it shows. You laid out all the possible interactions of your keyword Gaze and created a thorough ruleset and I think you did a great job. I'm digging the overall flavor of your class and the keyword, Hero Poer and cards are very in line. Now, getting into specifics:
Meteor Shower looks strong and playable even without Gaze in the right deck, if we compare it to Cinderstorm. I like it, but I'd be wary of giving the class too much fuel for spell burst. Just take it into consideration if you ever design a cost-reducing card or anything that can cheat out Malygos.
Weaponized Telescope is interesting but weird. If you have a weapon, it means the Astromancer as a whole is a weapon class like Hunter or Warrior, but I don't think that fits its theme. Maybe turn it into a 1/3 minion? I dunno. The effect and design is cool though, cheap and simple Gaze effects should be staple in your class.
Starscryer Sera is probably my favorite out of your cards. It shows the different ways you can use Gaze, preparing an offensive spell against an enemy minion or protecting one of yours. Overall very good design in my opinion.
Your marks (Mark of Leo, Mark of Scorpio) are cool, and a different way to tackle secrets. Be careful not to blurry the line between your secrets and the marks, because the ones that affect your opponent could be mistaken for a secret. The ones you show here are alright though, I like them. Anything that encourages decision making is good in my book!
Hidden Meteorite is fine, a mix of Arcane Missiles and Explosive Runes. Maybe a bit boring, but mixed with Gaze I think it ends up being interesting enough.
Overall, I think your shown cards are really cool, and I like your class. The weakest I think is the Telescope, because the Astromancer doesn't strike me as a weapon class. Your other cards are good too, and I'm particularly fond of the ellegant simplicity of Endless Curiosity and Doomsday Hysteria's art. Oh, and just one more thing: I noticed you missed the 's' on some plurals and third person verbs in your text. Keep an eye on them!
The Infuser class is all about sapping away the strength of the enemy while at the same time bolstering their own. They manipulate the energies around them, infusing them into others and themselves. There are two prominent factions of Infusers; the Flame-Heart and the Ice-Soul. The Flame-Heart specializes in boosting their own offensive power while hampering their opponent's. While the Ice-Soul focuses on bolstering their health while weakening their opponent's. More factions will emerge over time with new focuses.
In order to capture the flavor of stealing away the strength and vitality of other minions, I created a new keyword:
The Absorb keyword can allow a minion to steal from another card or hero. This is most commonly done by Absorbing a creatures Attack or Health. Two prime examples of the Absorb mechanic can be seen in the Classic set:
It's important to remember that you are stealing from another minion. If the minion doesn't have anything to steal then nothing can be gained. If Flame-Heart Disciple tries to Absorb 2 Attack from a Target Dummy, then he will gain 0 Attack.
Buffs and debuffs are a common tool in the Infusers arsenal. Neutering a creature's power or haphazardly boost a creatures strengths, Infusers always have a trick up their sleeves.
I really like how you tried to fill a niche that has been mostly empty by all other Hearthstone classes, using permanent negative counters and tampering with stats in more ways than just buffing. The lore and factions you have built around it are very cool too! There is only one thing that I think you should be careful with, and that is leaving useless minions on your opponents side. If you design many Attack-reducing cards, a legit tactic may be to simply render your opponent's minions useless by reducing their attack to 0. With limited minion slots, this could lead to a very slow and uninteractive winning condition, so beware. Apart from that, I like the theme and feel of your class. Now, to specifics:
Flame-Heart Disciple is a prime example of a card I'd be careful with. I think it's power level is just fine, but at cost 3, this can render an early game minion useless for many decks. It's fine if there won't be many of this type, or at least not as early as this one. Otherwise, cool card.
Master Enchanter Ravius is more interesting. At first it looks a bit weak, because those effects aren't commonly present at the same time or in large quantities (beside Corpsetaker), but I guess it has some versatility, being able to serve as a Mass Dispel for aggro decks or just a big presence on the board. Maybe just push its stats to 7/ or lower its cost to 6? It just feels a bit underpowered for a legendary when things like Blood Knight or the aforementioned Corpsetaker exist.
Arcane Muzzle is a good card, but I worry about it in the same way than with the Disciple. Very cool art!
Unstable Catalyst is probably my favorite card out of these. Very interesting way to use buffs, just be careful with Leeroy Jenkins and powerful buffs.
Ice-Soul Spear is a very powerful control card, essentially acting as a 6 damage weapon against a single minion, or a Multi-Shot against more than one.
Overall a good set of cards. However, in a preview I'd like to see a bit more variety. You could use only one minion to show how Absorb work, using the space left to design another mechanic or interaction for your class. For example, if I were to preview shaman, I wouldn't show only Overload cards, Totems and Elementals. Shaman also has RNG based damaging spells, even-cost synergy, Battlecries-matter cards, etc. Maybe you could show a draw engine, spell synergy, I don't know. Just pushing you a bit here.
Oh boy! I've been checking back here every few days to make sure I didn't miss the next big comp and it seems I've made it just in time! I love creating classes as well so this shall be awesome!
Rollback Post to RevisionRollBack
Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
After much consideration, I decided to go with the third version of Sera for my final submission since that is the most interesting interaction with Gaze effect. I also decided to replace the hero image after this beautiful one I just recently found and decided to showcase Hidden Meteorite instead of Mark of Scorpio.
Class: The Astromancer
Hero: Rishi Sterling
With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.
Class Keyword:
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer.
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets.
Flavor:
High RNG that is balanced by cards that grant Gaze.
Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Cards:
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect since all four of the missiles shot from this card will focus on the Gazed enemy.
Weaponized Telescrope and Starscryer Sera are two examples of cards that grant and synergize with Gaze. Cards with Gaze are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Starscryer Sera show another ways to interact and benefit from Gaze beside random effects.
Hidden Meteorite and Mark of Leo are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are. Mark of Leo (part of the Zodiac Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while Hidden Meteorite allows for you to basically Multi-Shot your opponent with Gaze or potentially some face damage / wipe out their smaller minions.
Other cards:
Meteor Shower: Nice and flavorful, I can picture the animations in my head.
Weaponized Telescope: Would give it +1 Durability, the effect doesn't seem that strong at the moment.
Starscryer Sera: Would it deal 4 damage to the Gazed character as welll? Or does the "all others" refers to the exclusion of herself as a target? Either way, I think it's a great card!
Hidden Meteorite: I think that is waaaay to strong. The 4 random damage seems too overkill to me. Imagine yor opponent with four 1/1s, then he plays a Raid Leader and suddenly loses all his board. The thing I don't like about this card is how unfun it is to play around for some decks. I don't know how to make it feel more fair. Reducing the random damage would be a nice start. Perhaps dealing 4 damage to the played minion and only 2 among all enemies.
Endless Curiosity: I like it, pretty simple. Powerful with Gadgetzan Auctioneer, but your class doesn't seem to be going that direction.
Blessing of the Star: Fine.
Silent Night: I think the wording could be better. "Secret: After your opponent plays a Battlecry minion, put a copy of it into your hand and Counter its Battlecry".
Mosh'Ogg Astrologist: That's nice LOL!
Celestial Guardian: Nice card for your Classic set, matches your class very well and simply.
Doomsday Hysteria: I'd bump it to 3-mana. It's like hitting with Supercollider and not losing health!
The Infuser class is all about sapping away the strength of the enemy while at the same time bolstering their own. They manipulate the energies around them, infusing them into others and themselves. There are two prominent factions of Infusers; the Flame-Heart and the Ice-Soul. The Flame-Heart specializes in boosting their own offensive power while hampering their opponent's. While the Ice-Soul focuses on bolstering their health while weakening their opponent's. More factions will emerge over time with new focuses.
In order to capture the flavor of stealing away the strength and vitality of other minions, I created a new keyword:
The Absorb keyword can allow a minion to steal from another card or hero. This is most commonly done by Absorbing a creatures Attack or Health. Two prime examples of the Absorb mechanic can be seen in the Classic set:
It's important to remember that you are stealing from another minion. If the minion doesn't have anything to steal then nothing can be gained. If Flame-Heart Disciple tries to Absorb 2 Attack from a Target Dummy, then he will gain 0 Attack.
Buffs and debuffs are a common tool in the Infusers arsenal. Neutering a creature's power or haphazardly boost a creatures strengths, Infusers always have a trick up their sleeves.
Flame-Heart Disciple: Comparing it with Aldor Peacekeeper, I think it would be OK for it to +1 Health or to Absorb +1 Attack.
Master Enchanter Ravius: I think it is too weak. In an optimistic scenario it is a 6/6 Taunt Divine Shield. It may be worse than A New Challenger.... Absorbing from enemies won't be that likely for anything but Taunt. I would raise buff it into a 7/7 at least.
Arcane Muzzle: Nice and flavorful!
Unstable Catalyst: I think it's too strong at the moment, you can have the +4/+4 on your turn, your opponent may have to deal with a +3/+3 which is pretty annoying on a Taunt for only 2 mana, that considering that it has also screwed him last turn getting attacked by the +4/+4... FeelsBadMan. I would change the -1/-1 into a -2/-2. It becomes more comparable with Power Overwhelming.
After much consideration, I decided to go with the third version of Sera for my final submission since that is the most interesting interaction with Gaze effect. I also decided to replace the hero image after this beautiful one I just recently found and decided to showcase Hidden Meteorite instead of Mark of Scorpio.
Class: The Astromancer
Hero: Rishi Sterling
With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.
Class Keyword:
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer.
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets.
Flavor:
High RNG that is balanced by cards that grant Gaze.
Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Cards:
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect since all four of the missiles shot from this card will focus on the Gazed enemy.
Weaponized Telescrope and Starscryer Sera are two examples of cards that grant and synergize with Gaze. Cards with Gaze are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Starscryer Sera show another ways to interact and benefit from Gaze beside random effects.
Hidden Meteorite and Mark of Leo are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are. Mark of Leo (part of the Zodiac Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while Hidden Meteorite allows for you to basically Multi-Shot your opponent with Gaze or potentially some face damage / wipe out their smaller minions.
Other cards:
The first thing I have to say is that, even if RNG is not my favorite part of Hearthstone, it's clear you have thought a lot about it and of ways to use it to your benefit, and it shows. You laid out all the possible interactions of your keyword Gaze and created a thorough ruleset and I think you did a great job. I'm digging the overall flavor of your class and the keyword, Hero Poer and cards are very in line. Now, getting into specifics:
Meteor Shower looks strong and playable even without Gaze in the right deck, if we compare it to Cinderstorm. I like it, but I'd be wary of giving the class too much fuel for spell burst. Just take it into consideration if you ever design a cost-reducing card or anything that can cheat out Malygos.
Weaponized Telescope is interesting but weird. If you have a weapon, it means the Astromancer as a whole is a weapon class like Hunter or Warrior, but I don't think that fits its theme. Maybe turn it into a 1/3 minion? I dunno. The effect and design is cool though, cheap and simple Gaze effects should be staple in your class.
Starscryer Sera is probably my favorite out of your cards. It shows the different ways you can use Gaze, preparing an offensive spell against an enemy minion or protecting one of yours. Overall very good design in my opinion.
Your marks (Mark of Leo, Mark of Scorpio) are cool, and a different way to tackle secrets. Be careful not to blurry the line between your secrets and the marks, because the ones that affect your opponent could be mistaken for a secret. The ones you show here are alright though, I like them. Anything that encourages decision making is good in my book!
Hidden Meteorite is fine, a mix of Arcane Missiles and Explosive Runes. Maybe a bit boring, but mixed with Gaze I think it ends up being interesting enough.
Overall, I think your shown cards are really cool, and I like your class. The weakest I think is the Telescope, because the Astromancer doesn't strike me as a weapon class. Your other cards are good too, and I'm particularly fond of the ellegant simplicity of Endless Curiosity and Doomsday Hysteria's art. Oh, and just one more thing: I noticed you missed the 's' on some plurals and third person verbs in your text. Keep an eye on them!
I was imagining them more like a Shaman/Paladin type of class in regarding to weapon: They use them sparingly but they don't have any cards to synergize with them. Of course, I can always just remove it and replace it with Endless Curiosity, but I think I showcase enough spells as it is. Plus, an Astromancer class without a Telescope is like having a Priest and showcase no healing cards.
@The Genie
I'll be honest here: Your class doesn't seem like a class. There is not cohesion between all the cards you showed and the Hero Power. The art and flavor absolutely no sense in regard to their effects and in relation to the class. As of right now, they look like a bunch of Neutral cards stitch together. And that not to go into how much and how complicated all of your keywords are, as well as missing one entire keyword.
Ok. After the feedback i've received i've decided to change my keyword. Here's the new version of the Bloodburner:
Death's door was flavorful, but hard to balance. This way i have more free room for innovation. However, i will not abandon the concept of bonus effects at low health. It just won't be a separate keyword (just like enrage is now).
Fresh blood cards trigger the first time your hero takes damage in a turn. This means it triggers only once per turn, and it can trigger every turn, yours or the opponent's. Here is an example:
or
(i think the first version better illustrates the keyword, but the second one is more versatile)
You can play this on turn 5 and use your hero power to trigger it. You can play it on turn 3 and let the enemy decide whether to kill it, or go face (in which case you will be healed). Fresh Blood cards all have a pseudo-taunt, as the enemy wants to get rid of them before they attack your face. Also, since it can only trigger once per turn you need to be careful in what order you play your cards, as some of them will damage you.
Another aspect i want to explore is Amulets. Amulets are 0 attack weapons with passive effects (and they all are amulets and pendants). Magic users don't really need weapons, and blood magic users consider staffs and wands useless, so they use amplifying amulets. See below for an example. Right now, these are the cards i want to showcase in stage 1:
+ Swamp healer.
I'm not sure which swamp healer to add to this. Both versions seem possible, but the first one is more powerful. These 5 cards all represent a different aspect of the class.
Serpentine Apprentice: Hero Power interaction;
Bloodflame Bolt: Spells empowered by low health;
Fiery Blood: Effect active during your opponent's turn, that requires them to play around it;
Regeneration Amulet: Example of an amulet with passive effects;
Swamp healer: Low stated minion that heals/protects you;
Besides these 5, here are some other cards i made:
The only aspect i didn't capture in the 5 example cards is spells that damage you for a buff, Maybe Fan the Flames, or Blood for Power should take the place of Bloodflame bolt.
Thanks to freddoccinoand thepowrofcheese for your feedback! Damage is the central theme of the class. How is the damage used is what i think makes the Bloodburner unique. Weapons were a great idea, but i don't think traditional warrior like weapons are a fit in my class. Self damage from cards is already a big thing, so taking damage from attacking minions seems a bit over the top. However, based on your suggestion i added a way for the Bloodurner to use the weapon slot. I'll try to review some more classes later today.
Definitely go with the first Swamp Healer. Battlecry and Deathrattle cards didn't exist until GvG, and are sparingly used.
Heart-seeker is pretty cool, although I think it could possibly cost 3.
After much consideration, I decided to go with the third version of Sera for my final submission since that is the most interesting interaction with Gaze effect. I also decided to replace the hero image after this beautiful one I just recently found and decided to showcase Hidden Meteorite instead of Mark of Scorpio.
Class: The Astromancer
Hero: Rishi Sterling
With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.
Class Keyword:
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer.
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets.
Flavor:
High RNG that is balanced by cards that grant Gaze.
Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Cards:
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect since all four of the missiles shot from this card will focus on the Gazed enemy.
Weaponized Telescrope and Starscryer Sera are two examples of cards that grant and synergize with Gaze. Cards with Gaze are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Starscryer Sera show another ways to interact and benefit from Gaze beside random effects.
Hidden Meteorite and Mark of Leo are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are. Mark of Leo (part of the Zodiac Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while Hidden Meteorite allows for you to basically Multi-Shot your opponent with Gaze or potentially some face damage / wipe out their smaller minions.
Other cards:
I just thought of a problem. In Boomsday, Mage takes Astronomy as its scientific field of choice. What are you going to take?
Your new hero artwork is REALLY great, and Hidden Meteorite is a cool new card.
When do you guys plan on submitting your class? i'm new here. Does uploading it early have any advantages, or are the upvotes you get now irrelevant in the long run? How many classes pass on to the next stage?
Normally I always wait until page 2 starts, because that seems to work for me (and I do that for the WCDCs too). Uploading really early can give you more exposure time and therefore more time to get upvotes, but if your class is really high quality, you should get a good number of votes regardless of when you post. If a new page is about to start, I also recommend waiting until that page starts. Once you reach Phase III, upvotes don't matter anymore, as polls are used to determine the scores from that point onwards.
Roughly half of the field makes it through each phase. If 100 people submit in Phase I, you can expect about 50 people to make it to Phase II.
I'm a bit confused how to make custom class backgrounds, so I skipped that for now. Most of these if not all of them would be class cards. I'm not an illustrator. I'm only really good I guess at the abstract stuff. So with this in mind, I guess I would be interested in hearing thoughts and such. I didn't see this contest until today/yesterday, so I'm a bit behind, but it has been fun so far.
Sorry about the big size, half way through it I remembered that maybe I should try to adjust the size of the images. The Genie Class would likely be swingy in nature. I feel like the Hero Power needs some work, and One Health Left probably could also use some love.
If I do keep this hero power, Violet Wurm would be a popular card in this class.
Mainly this class focuses around other card games, similar to One Night in Karazhan taking on Chess. But specifically, this class focuses on gin rummy.
Anyways, I'm curious on what people's thoughts are. I'm probably going to bed now, but I'll probably check in tomorrow/today.
Yes, your image sizes are very big. Your artwork is not great either. You also have 4 new keywords for this class, which is definitely too much in my opinion. Classes generally either have 1 or 0. Many of your cards are also too complicated. Deal Tilter in particularly is, exactly that, tilting. Start of Game effects also didn't appear until Karazhan (Prince Malchezaar) and wasn't keyworded until The Witchwood (Genn and Baku). It's definitely not a Classic keyword. It also breaks the unwritten rule that cards can never have 5 lines of text. It needs to be shortened. Play From Hand is admittedly a pretty interesting idea, but Set, Run, and May I have limited design space.
The Infuser class is all about sapping away the strength of the enemy while at the same time bolstering their own. They manipulate the energies around them, infusing them into others and themselves. There are two prominent factions of Infusers; the Flame-Heart and the Ice-Soul. The Flame-Heart specializes in boosting their own offensive power while hampering their opponent's. While the Ice-Soul focuses on bolstering their health while weakening their opponent's. More factions will emerge over time with new focuses.
In order to capture the flavor of stealing away the strength and vitality of other minions, I created a new keyword:
The Absorb keyword can allow a minion to steal from another card or hero. This is most commonly done by Absorbing a creatures Attack or Health. Two prime examples of the Absorb mechanic can be seen in the Classic set:
It's important to remember that you are stealing from another minion. If the minion doesn't have anything to steal then nothing can be gained. If Flame-Heart Disciple tries to Absorb 2 Attack from a Target Dummy, then he will gain 0 Attack.
Buffs and debuffs are a common tool in the Infusers arsenal. Neutering a creature's power or haphazardly boost a creatures strengths, Infusers always have a trick up their sleeves.
The Hero Power is actually pretty neat. My biggest concern is the fact that enemy minions can be reduced to 0 Attack with these cards (Arcane Muzzle and Flame-Heart Disciple in particular), making them clog up board space. This is why permanent Attack reduction is not something very many people are willing to mess with.
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Click the image to go to my custom Time Traveler class.
@Demonxz95: I'm not planning that far ahead yet. But I do plan to let the class take Mathematic (akin to Star Aligner), Physic or even Chronomancy if I'm feeling inspired by any of them.
Edit: Or I can just fully lean on the fantasy side of them and make them focus on the "fortune-telling" aspect of their class.
@Snorlax: Sera is meant to also deal 4 damage to the Gazed character as well, yes (Abyssal Enforcer).
You underestimate how strong a 1/3 weapon with a minor upside is. Candleshot is a widely played card in Hunter and its upside is that you don't have to pay a bunch of health to swing it.
I don't think Hidden Meteorite is overkill at all. Compare to Explosive Runes. This card trade reliability and removal potential for power. I do think that it is better against token decks, but I think that Explosive Runes is still better against bigger minions.
Doomsday Hysteria is one of those cards that I never intended to showcase but just have to make since the art and the idea is just perfect. I may adjust it if I move on from the competition.
I'm a bit confused how to make custom class backgrounds, so I skipped that for now. Most of these if not all of them would be class cards. I'm not an illustrator. I'm only really good I guess at the abstract stuff. So with this in mind, I guess I would be interested in hearing thoughts and such. I didn't see this contest until today/yesterday, so I'm a bit behind, but it has been fun so far.
Sorry about the big size, half way through it I remembered that maybe I should try to adjust the size of the images. The Genie Class would likely be swingy in nature. I feel like the Hero Power needs some work, and One Health Left probably could also use some love.
If I do keep this hero power, Violet Wurm would be a popular card in this class.
Mainly this class focuses around other card games, similar to One Night in Karazhan taking on Chess. But specifically, this class focuses on gin rummy.
Anyways, I'm curious on what people's thoughts are. I'm probably going to bed now, but I'll probably check in tomorrow/today.
I'll be honest with you: your card art is bad. You really need to search a bit online for some actual art, because these abstract color hazes are bad and ugly. Besides that, you are only allowed 1 keyword. You have 3 (4?). You never explain what set is, and May I and run are really hard and complex. Having 4 minions of 4 different mana costs is very difficult to pull off. You didn't show any example cards that discard or mill, so how is May i beneficial? All your cards are very expansive too. Try to make some low cost spells and minions. Go to your collection in hearthstone and look ate each class's basic and classic cards to have a better understanding of what you need to make. Most cards are below 5 mana for example. I don't want to discourage you, but you have waaay to complex ideas. You need to keep things simple.
If you want help making custom cards on hearthcards.net, send me a message and i'll try to explain it to you. Alternatively, look up a tutorial on youtube.
I explained what set was but the code or whatever got messed up. It showed up as a link instead. My card art is bad for Hearthstone; got it. I'm not expecting to win here, but I'll see if I can simplify it. As for the discourage part, I'm trying to break my way into the board game design industry, so I need to be pretty open minded and figure out what criticism will help out my design.
I was imagining them more like a Shaman/Paladin type of class in regarding to weapon: They use them sparingly but they don't have any cards to synergize with them. Of course, I can always just remove it and replace it with Endless Curiosity, but I think I showcase enough spells as it is. Plus, an Astromancer class without a Telescope is like having a Priest and showcase no healing cards.
Oh well, ok then. That sounds alright! Looking forward to seeing how the Astromancer handles other weapons then. However...
You underestimate how strong a 1/3 weapon with a minor upside is. Candleshot is a widely played card in Hunter and its upside is that you don't have to pay a bunch of health to swing it.
I think here you are underevaluating Candleshot's abiity. Without it, most hunter's wouldn't run it. Furthermore, one of the main reasons it's so powerful right now is because of Hunter's Mark. There aren't any paladins running Light's Justice and I think only the aggroest of Pirate Paladins ever did. I'd bump its Durability by one, like SnorlaxBR said.
You cannot find an innkeeper anywhere on Azeroth that hasn't heard tale of Silas Mellowsong, or that wouldn't pay a small fortune to have him perform in their tavern for even one night. His songs are known to lift the spirit, and move even the most calloused of souls to tears. But life on the road is not all fun and games. While he detests violence, if forced to fight Silas' performing gift can be used to strike fear and demoralise, with enemies been driven to the edge of insanity with the utterance of but a few verses.
Borrowing from classic themes of the Bard in a variety of fantasy mediums, the class has no direct damage spells or weapons, but rather excels in building a resilient board presence and efficiently manipulating the stats of minions on the board throughout the game.
The most basic tool in the Bard's arsenal is the Hero Power, giving a minion +2 Health for 2 mana. This allows the Bard to establish a more resilient early board presence than other classes, and synergises with many of the Bard's spells that benefit, or otherwise interact with, the highest Health minion on the board.
The importance of minion Health in the Bard's game plan is further bolstered by the class-specific keyword: Forte.
An artist as talented as Silas travels only with the best, and the best shine under the spotlight. Any minion with the Forte keyword has Taunt and Lifesteal when its health is the highest on the board. This makes for an extremely dynamic board: Trading into a minion with Forte active will more than likely cause it to lose Taunt and Lifesteal, but it may very well cause another Forte minion to gain it.
Example Cards
As the above cards make clear, the Bard is geared towards board control and midrange strategies. While all out aggression is possible, capitalising on early board superiority to beat the enemy into submission quickly, the class in at its best when it is ahead on board, and has a variety of tools allowing it to do just that.
Cutting Words is a Basic card, allowing the Bard to set up beneficial trades for a price that cannot be beat.
Young Troubadour is the perfect target for a turn-2 hero power, more than likely transforming it into a 2/3 with Taunt and Lifesteal.
Technicolor Dreamcoat exemplifies the Bard's ability to capitalise on being ahead on board. Quite inefficient as a +2/+2 buff, it becomes exceptional if it also gives the target Taunt and Lifesteal.
Persuasive Argument is another example of tools available to the Bard: Secrets. Costed at 2 mana, Bard Secrets act similarly to the rest of the class' arsenal, redirecting or stopping attacks and manipulating stats on board, rather than dealing direct damage.
Scorpio the Inimitable, on the other hand, (the Bard's Classic legendary) is one of the few Bard cards that deals direct damage, converting board presence into a finishing blow.
I hope you enjoyed this preliminary look at the Bard, and I hope I'll get a chance to showcase more of it in the future. As a final note, I'm not very happy with the class art assets borrowed from HearthCards.net (the pink might be a bit too bright for my taste), and should my submission pass to the next phase I'll more than likely create custom ones from scratch.
You should first submit to disscusion topic, then to submission topic, when you're sure younwon't make too many changes. just imagine this situation: Somebody now will give you feedback and say you that your class id bad. Meanwhile, some people will give you up-votes. Then, you can't make too many changes, because that would be unfair for those who liked your class. That's even meant in the rules, that you shouldn't change your post entirely. Anyway, I'll review some new classes and cards here, including yours, but I don't have time now.
A couple quick comments while I’m on my lunch break!
- Lifesteal didn’t exist in Standard, so it’s inclusion in Forte is odd. Actually, a Keyword that includes another Keyword is odd. But I do like the idea of situational Taunt.
- Bolster I worry could ramp out of control real quick. But I like the synergy with your Forte. Just be careful with your minions to not give them too much health.
- Cutting Words - Hearthstone doesn’t use -1 Health effects. And if it did... this is a 0 cost Arcane Explosion that also reduces their Attack temporarily. Too good for 0 mana.
- Other cards are fine, except...
- Scorpio. So he casts a free Avenging Wrath (6 mana) as a Battlecry. Which gets a LOT stronger the more minions you have, AND your hero power can preemptively boost it? This is C’Thun without the build around cards. This is an immensely powerful effect, and I don’t quite see how having stout minions leads to good barding. I’d consider toning down his Health if not giving him a new effect altogether.
IMO, if you are going for stout minions and taunt, you probably won’t have much in the way of removal or fast minions. It’s an intriguing set so far, I’d like to see what else you can do with it.
Yeah, what MurderyUnicorn and thepowrofcheese said. For instance, I don't think your keyword is allowed. It uses the Lifesteal keyword, and that wasn't released until Knights of the Frozen Throne. It is in my opinion too restrictive, too. What do you think about transforming it into the condition, explaining what the minion gains in the following line. Your current implementation would be, for example, "Forte: Gain Taunt and Lifesteal". Remember that you shouldn't use Lifesteal in the Classic set, though!
A couple quick comments while I’m on my lunch break!
- Lifesteal didn’t exist in Standard, so it’s inclusion in Forte is odd. Actually, a Keyword that includes another Keyword is odd. But I do like the idea of situational Taunt.
- Bolster I worry could ramp out of control real quick. But I like the synergy with your Forte. Just be careful with your minions to not give them too much health.
- Cutting Words - Hearthstone doesn’t use -1 Health effects. And if it did... this is a 0 cost Arcane Explosion that also reduces their Attack temporarily. Too good for 0 mana.
- Other cards are fine, except...
- Scorpio. So he casts a free Avenging Wrath (6 mana) as a Battlecry. Which gets a LOT stronger the more minions you have, AND your hero power can preemptively boost it? This is C’Thun without the build around cards. This is an immensely powerful effect, and I don’t quite see how having stout minions leads to good barding. I’d consider toning down his Health if not giving him a new effect altogether.
IMO, if you are going for stout minions and taunt, you probably won’t have much in the way of removal or fast minions. It’s an intriguing set so far, I’d like to see what else you can do with it.
- I wasn't very clear about the premise of the competition being that the custom class existed in HS from the beginning, so keyword anachronisms were frowned upon, I did remove Lifesteal from the keyword. I think the keyword is strong enough without it, given buffing (esp. Health) is a core class competency.
- Cutting Words is now just "-1 Attack". It was never intended to kill minions that had 1 hp, but trying to explain that made the card text messy and un-HS-like, and a Basic 0 mana cantrip shouldn't be complicated anyway.
- I think you overestimate Scorpio. Sure, if everything has gone according to plan and you have board dominance it is a very powerful effect. But in most cases it will just be a decent board swing at best, or an unplayable understated minion at worse.
This is absolutely a class all about board control. As I say on the submission, it will have no weapons and very few direct damage effects. The fantasy behind it is that Silas is something of a pacifist. He will strengthen his companions and taunt his enemies (or on occasion mesmerise them), but he has no interest in keeping Charger or Rushers around.
I'll be honest here: Your class doesn't seem like a class. There is not cohesion between all the cards you showed and the Hero Power. The art and flavor absolutely no sense in regard to their effects and in relation to the class. As of right now, they look like a bunch of Neutral cards stitch together. And that not to go into how much and how complicated all of your keywords are, as well as missing one entire keyword.
In hindsight, I was comparing the cards I designed to different card expansions rather than the original class cards. The "set", "run" and "may i" is very thematic towards Shanghai Rum. May I is similar "Buy" from that link. But maybe what I'm thinking about isn't suited for Hearthstone.
Anyways, I thought of a new keyword just now thats already a part of Hearthstone, so I'm going to play around with that for now.
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After much consideration, I decided to go with the third version of Sera for my final submission since that is the most interesting interaction with Gaze effect. I also decided to replace the hero image after this beautiful one I just recently found and decided to showcase Hidden Meteorite instead of Mark of Scorpio.
Class: The Astromancer
Hero: Rishi Sterling
With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.
Class Keyword:
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer.
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets.
Flavor:
Cards:
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect since all four of the missiles shot from this card will focus on the Gazed enemy.
Weaponized Telescrope and Starscryer Sera are two examples of cards that grant and synergize with Gaze. Cards with Gaze are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Starscryer Sera show another ways to interact and benefit from Gaze beside random effects.
Hidden Meteorite and Mark of Leo are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are. Mark of Leo (part of the Zodiac Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while Hidden Meteorite allows for you to basically Multi-Shot your opponent with Gaze or potentially some face damage / wipe out their smaller minions.
Other cards:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
When do you guys plan on submitting your class? i'm new here. Does uploading it early have any advantages, or are the upvotes you get now irrelevant in the long run? How many classes pass on to the next stage?
I'm a bit confused how to make custom class backgrounds, so I skipped that for now. Most of these if not all of them would be class cards. I'm not an illustrator. I'm only really good I guess at the abstract stuff. So with this in mind, I guess I would be interested in hearing thoughts and such. I didn't see this contest until today/yesterday, so I'm a bit behind, but it has been fun so far.
Class: The Genie
Sorry about the big size, half way through it I remembered that maybe I should try to adjust the size of the images. The Genie Class would likely be swingy in nature. I feel like the Hero Power needs some work, and One Health Left probably could also use some love.
If I do keep this hero power, Violet Wurm would be a popular card in this class.
Mainly this class focuses around other card games, similar to One Night in Karazhan taking on Chess. But specifically, this class focuses on gin rummy.
Anyways, I'm curious on what people's thoughts are. I'm probably going to bed now, but I'll probably check in tomorrow/today.
Infuser [Revised]
The Infuser class is all about sapping away the strength of the enemy while at the same time bolstering their own. They manipulate the energies around them, infusing them into others and themselves. There are two prominent factions of Infusers; the Flame-Heart and the Ice-Soul. The Flame-Heart specializes in boosting their own offensive power while hampering their opponent's. While the Ice-Soul focuses on bolstering their health while weakening their opponent's. More factions will emerge over time with new focuses.
In order to capture the flavor of stealing away the strength and vitality of other minions, I created a new keyword:
The Absorb keyword can allow a minion to steal from another card or hero. This is most commonly done by Absorbing a creatures Attack or Health. Two prime examples of the Absorb mechanic can be seen in the Classic set:
It's important to remember that you are stealing from another minion. If the minion doesn't have anything to steal then nothing can be gained. If Flame-Heart Disciple tries to Absorb 2 Attack from a Target Dummy, then he will gain 0 Attack.
Buffs and debuffs are a common tool in the Infusers arsenal. Neutering a creature's power or haphazardly boost a creatures strengths, Infusers always have a trick up their sleeves.
@cay_owner: The Genie
I'm a bit confused how to make custom class backgrounds, so I skipped that for now. Most of these if not all of them would be class cards. I'm not an illustrator. I'm only really good I guess at the abstract stuff. So with this in mind, I guess I would be interested in hearing thoughts and such. I didn't see this contest until today/yesterday, so I'm a bit behind, but it has been fun so far.
Class: The Genie
<pre class="codeStyle"><img src="https://i.imgur.com/B6JwTUd.png" /></pre>
Sorry about the big size, half way through it I remembered that maybe I should try to adjust the size of the images. The Genie Class would likely be swingy in nature. I feel like the Hero Power needs some work, and One Health Left probably could also use some love.
If I do keep this hero power, Violet Wurm would be a popular card in this class.
Mainly this class focuses around other card games, similar to One Night in Karazhan taking on Chess. But specifically, this class focuses on gin rummy.
Anyways, I'm curious on what people's thoughts are. I'm probably going to bed now, but I'll probably check in tomorrow/today.
I'll be honest with you: your card art is bad. You really need to search a bit online for some actual art, because these abstract color hazes are bad and ugly. Besides that, you are only allowed 1 keyword. You have 3 (4?). You never explain what set is, and May I and run are really hard and complex. Having 4 minions of 4 different mana costs is very difficult to pull off. You didn't show any example cards that discard or mill, so how is May i beneficial? All your cards are very expansive too. Try to make some low cost spells and minions. Go to your collection in hearthstone and look ate each class's basic and classic cards to have a better understanding of what you need to make. Most cards are below 5 mana for example. I don't want to discourage you, but you have waaay to complex ideas. You need to keep things simple.
If you want help making custom cards on hearthcards.net, send me a message and i'll try to explain it to you. Alternatively, look up a tutorial on youtube.
@Giz4Gamer: Infuser
Infuser [Revised]
The Infuser class is all about sapping away the strength of the enemy while at the same time bolstering their own. They manipulate the energies around them, infusing them into others and themselves. There are two prominent factions of Infusers; the Flame-Heart and the Ice-Soul. The Flame-Heart specializes in boosting their own offensive power while hampering their opponent's. While the Ice-Soul focuses on bolstering their health while weakening their opponent's. More factions will emerge over time with new focuses.
In order to capture the flavor of stealing away the strength and vitality of other minions, I created a new keyword:
The Absorb keyword can allow a minion to steal from another card or hero. This is most commonly done by Absorbing a creatures Attack or Health. Two prime examples of the Absorb mechanic can be seen in the Classic set:
It's important to remember that you are stealing from another minion. If the minion doesn't have anything to steal then nothing can be gained. If Flame-Heart Disciple tries to Absorb 2 Attack from a Target Dummy, then he will gain 0 Attack.
Buffs and debuffs are a common tool in the Infusers arsenal. Neutering a creature's power or haphazardly boost a creatures strengths, Infusers always have a trick up their sleeves.
Really cool concept. I love the absorb mechanic! One thing to note is that you don't have any healing/armor cards to balance the damage you'll take from attacking with your hero. Arcane Muzzle is lovely (i'm biased to the art tbh) and Unstable Catalyst seems like a powerful aggro card. The biggest thing i hate about aggro is how hard it is to take down their big minions, but this makes them get smaller over time, which i like. Overall i think you have a solid concept, but again, you should have some health gain too.
If you want my advice, then drop one of the minions. Both have the Absorb keyword, and you only need 1 to show it off. You can use the other spot to explore a different aspect of your class.
Mini round of reviews before posting my first draft of my class! Let's see if I can be of help around here.
@Shatterstar1998: The Astromancer
The first thing I have to say is that, even if RNG is not my favorite part of Hearthstone, it's clear you have thought a lot about it and of ways to use it to your benefit, and it shows. You laid out all the possible interactions of your keyword Gaze and created a thorough ruleset and I think you did a great job. I'm digging the overall flavor of your class and the keyword, Hero Poer and cards are very in line. Now, getting into specifics:
Overall, I think your shown cards are really cool, and I like your class. The weakest I think is the Telescope, because the Astromancer doesn't strike me as a weapon class. Your other cards are good too, and I'm particularly fond of the ellegant simplicity of Endless Curiosity and Doomsday Hysteria's art. Oh, and just one more thing: I noticed you missed the 's' on some plurals and third person verbs in your text. Keep an eye on them!
@Giz4Gamer: The Infuser
I really like how you tried to fill a niche that has been mostly empty by all other Hearthstone classes, using permanent negative counters and tampering with stats in more ways than just buffing. The lore and factions you have built around it are very cool too! There is only one thing that I think you should be careful with, and that is leaving useless minions on your opponents side. If you design many Attack-reducing cards, a legit tactic may be to simply render your opponent's minions useless by reducing their attack to 0. With limited minion slots, this could lead to a very slow and uninteractive winning condition, so beware. Apart from that, I like the theme and feel of your class. Now, to specifics:
Overall a good set of cards. However, in a preview I'd like to see a bit more variety. You could use only one minion to show how Absorb work, using the space left to design another mechanic or interaction for your class. For example, if I were to preview shaman, I wouldn't show only Overload cards, Totems and Elementals. Shaman also has RNG based damaging spells, even-cost synergy, Battlecries-matter cards, etc. Maybe you could show a draw engine, spell synergy, I don't know. Just pushing you a bit here.
Oh boy! I've been checking back here every few days to make sure I didn't miss the next big comp and it seems I've made it just in time! I love creating classes as well so this shall be awesome!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I was imagining them more like a Shaman/Paladin type of class in regarding to weapon: They use them sparingly but they don't have any cards to synergize with them. Of course, I can always just remove it and replace it with Endless Curiosity, but I think I showcase enough spells as it is. Plus, an Astromancer class without a Telescope is like having a Priest and showcase no healing cards.
@The Genie
I'll be honest here: Your class doesn't seem like a class. There is not cohesion between all the cards you showed and the Hero Power. The art and flavor absolutely no sense in regard to their effects and in relation to the class. As of right now, they look like a bunch of Neutral cards stitch together. And that not to go into how much and how complicated all of your keywords are, as well as missing one entire keyword.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Definitely go with the first Swamp Healer. Battlecry and Deathrattle cards didn't exist until GvG, and are sparingly used.
Heart-seeker is pretty cool, although I think it could possibly cost 3.
I just thought of a problem. In Boomsday, Mage takes Astronomy as its scientific field of choice. What are you going to take?
Your new hero artwork is REALLY great, and Hidden Meteorite is a cool new card.
Normally I always wait until page 2 starts, because that seems to work for me (and I do that for the WCDCs too). Uploading really early can give you more exposure time and therefore more time to get upvotes, but if your class is really high quality, you should get a good number of votes regardless of when you post. If a new page is about to start, I also recommend waiting until that page starts. Once you reach Phase III, upvotes don't matter anymore, as polls are used to determine the scores from that point onwards.
Roughly half of the field makes it through each phase. If 100 people submit in Phase I, you can expect about 50 people to make it to Phase II.
Yes, your image sizes are very big. Your artwork is not great either. You also have 4 new keywords for this class, which is definitely too much in my opinion. Classes generally either have 1 or 0. Many of your cards are also too complicated. Deal Tilter in particularly is, exactly that, tilting. Start of Game effects also didn't appear until Karazhan (Prince Malchezaar) and wasn't keyworded until The Witchwood (Genn and Baku). It's definitely not a Classic keyword. It also breaks the unwritten rule that cards can never have 5 lines of text. It needs to be shortened. Play From Hand is admittedly a pretty interesting idea, but Set, Run, and May I have limited design space.
The Hero Power is actually pretty neat. My biggest concern is the fact that enemy minions can be reduced to 0 Attack with these cards (Arcane Muzzle and Flame-Heart Disciple in particular), making them clog up board space. This is why permanent Attack reduction is not something very many people are willing to mess with.
Click the image to go to my custom Time Traveler class.
@Demonxz95: I'm not planning that far ahead yet. But I do plan to let the class take Mathematic (akin to Star Aligner), Physic or even Chronomancy if I'm feeling inspired by any of them.
Edit: Or I can just fully lean on the fantasy side of them and make them focus on the "fortune-telling" aspect of their class.
@Snorlax: Sera is meant to also deal 4 damage to the Gazed character as well, yes (Abyssal Enforcer).
You underestimate how strong a 1/3 weapon with a minor upside is. Candleshot is a widely played card in Hunter and its upside is that you don't have to pay a bunch of health to swing it.
I don't think Hidden Meteorite is overkill at all. Compare to Explosive Runes. This card trade reliability and removal potential for power. I do think that it is better against token decks, but I think that Explosive Runes is still better against bigger minions.
Doomsday Hysteria is one of those cards that I never intended to showcase but just have to make since the art and the idea is just perfect. I may adjust it if I move on from the competition.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I explained what set was but the code or whatever got messed up. It showed up as a link instead. My card art is bad for Hearthstone; got it. I'm not expecting to win here, but I'll see if I can simplify it. As for the discourage part, I'm trying to break my way into the board game design industry, so I need to be pretty open minded and figure out what criticism will help out my design.
@Demonxz95
Thanks for your input. I'll see what I can do.
Oh well, ok then. That sounds alright! Looking forward to seeing how the Astromancer handles other weapons then. However...
I think here you are underevaluating Candleshot's abiity. Without it, most hunter's wouldn't run it. Furthermore, one of the main reasons it's so powerful right now is because of Hunter's Mark. There aren't any paladins running Light's Justice and I think only the aggroest of Pirate Paladins ever did. I'd bump its Durability by one, like SnorlaxBR said.
All feedback welcome.
@DrNoOne
You should first submit to disscusion topic, then to submission topic, when you're sure younwon't make too many changes. just imagine this situation: Somebody now will give you feedback and say you that your class id bad. Meanwhile, some people will give you up-votes. Then, you can't make too many changes, because that would be unfair for those who liked your class. That's even meant in the rules, that you shouldn't change your post entirely. Anyway, I'll review some new classes and cards here, including yours, but I don't have time now.
@DrNoOne
A couple quick comments while I’m on my lunch break!
- Lifesteal didn’t exist in Standard, so it’s inclusion in Forte is odd. Actually, a Keyword that includes another Keyword is odd. But I do like the idea of situational Taunt.
- Bolster I worry could ramp out of control real quick. But I like the synergy with your Forte. Just be careful with your minions to not give them too much health.
- Cutting Words - Hearthstone doesn’t use -1 Health effects. And if it did... this is a 0 cost Arcane Explosion that also reduces their Attack temporarily. Too good for 0 mana.
- Other cards are fine, except...
- Scorpio. So he casts a free Avenging Wrath (6 mana) as a Battlecry. Which gets a LOT stronger the more minions you have, AND your hero power can preemptively boost it? This is C’Thun without the build around cards. This is an immensely powerful effect, and I don’t quite see how having stout minions leads to good barding. I’d consider toning down his Health if not giving him a new effect altogether.
IMO, if you are going for stout minions and taunt, you probably won’t have much in the way of removal or fast minions. It’s an intriguing set so far, I’d like to see what else you can do with it.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
@DrNoOne
Yeah, what MurderyUnicorn and thepowrofcheese said. For instance, I don't think your keyword is allowed. It uses the Lifesteal keyword, and that wasn't released until Knights of the Frozen Throne. It is in my opinion too restrictive, too. What do you think about transforming it into the condition, explaining what the minion gains in the following line. Your current implementation would be, for example, "Forte: Gain Taunt and Lifesteal". Remember that you shouldn't use Lifesteal in the Classic set, though!
- I wasn't very clear about the premise of the competition being that the custom class existed in HS from the beginning, so keyword anachronisms were frowned upon, I did remove Lifesteal from the keyword. I think the keyword is strong enough without it, given buffing (esp. Health) is a core class competency.
- Cutting Words is now just "-1 Attack". It was never intended to kill minions that had 1 hp, but trying to explain that made the card text messy and un-HS-like, and a Basic 0 mana cantrip shouldn't be complicated anyway.
- I think you overestimate Scorpio. Sure, if everything has gone according to plan and you have board dominance it is a very powerful effect. But in most cases it will just be a decent board swing at best, or an unplayable understated minion at worse.
This is absolutely a class all about board control. As I say on the submission, it will have no weapons and very few direct damage effects. The fantasy behind it is that Silas is something of a pacifist. He will strengthen his companions and taunt his enemies (or on occasion mesmerise them), but he has no interest in keeping Charger or Rushers around.
In hindsight, I was comparing the cards I designed to different card expansions rather than the original class cards. The "set", "run" and "may i" is very thematic towards Shanghai Rum. May I is similar "Buy" from that link. But maybe what I'm thinking about isn't suited for Hearthstone.
Anyways, I thought of a new keyword just now thats already a part of Hearthstone, so I'm going to play around with that for now.