With Snorlax and Hurlen's suggestion, Weaponized Telescope is now a 1/4. I also made a shitty photoshop of how the keyword will display. I'm posting this for a final of feedback before submitting tomorrow.
Class: The Astromancer
Hero: Rishi Sterling
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
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!
Class Keyword:
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio 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. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
How do you know and keep track of which characters are Gazed? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
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 Telescope 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 from the class 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 Constellation 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.
Reworked the Wording on the Hero Power and added some more cards to better show the overall concept and flavor.
The Swindler
Overall concept and Class Identity:
The Swindler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking. And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well. So many of his classcards will have a combination of positive and negative effects.
His Hero-Power grants him the ability to adapt flexibly to the situation, but also shortens his ressources.
Regarding the overall flavor, I'm thinking of the travelling entertainers of the middleages (I don't like the term "gipsy", but I guess you'll get the idea). So it's about entertaining and manipulating people. Card-themes could be related to shows, acting, fortune-telling - but also selling useless junk or snatching something from your opponent.
Additional explanations and considerations regarding the Hero Power:
I know that selection of cards in your hand is deemed impossible at the moment. I still think that the same effect could be created at the current state of HS. Technically it could be put as "The next card you play costs (0). It is destroyed when played without triggering its effects. Draw a new card". This is very complicated, of course. But I hope we can agree, that this is how the Hero Power could actually work. (Basically identical to the effect of Counterspell: You play a card, it doesn't do anything and vanishes. In this case without any Mana spent, that is.)
There were proposals that it should be changed to "Discard your leftmost card" or something. But I think, that would be too weak, as it limits your range of action considerably. So I would still go for my initial version. I might have to work on the wording, though, to keep it simple enough.
Class Cards
Here are my first two showcase-cards to demonstrate ambivalent card-effects and possible interactions with the Hero Power:
Stunning Waitress
"Hey boys! What about some refreshments? You sure could use a little break..."
First example of the ambivalent character of the Swindler's classcards. The stunning waitress keeps the enemies busy, but the served Ale grants them some recovery, too.
Shifty Fortuneteller
"He knows your future. But don't worry - it won't be very long..."
The Fortuneteller benefits from carddraw - which means indirectly from the Swindler's Hero Power. I still tried to keep the cards general enough, so that they can also be useful in other combinations (and hypothetically not making them completely useless for other classes).
New Keyword: "Bribe"
With the Swindler's class I'd like to introduce the following keyword:
I deliberately chose a keyword that is not directly related to carddraw, but rather captures the Swindler's aspect of manipulation and his trying to talk or buy his way out of trouble.
When a Bribe-card is played, you'll get two alternative options (technically similar to Druid's "choose one") to select, if you wish to activate the optional effect, by that granting your opponent additional Mana Crystals.
Because this will set you into an inferior position in the game, the gained effects will usually be rather strong. (People were worrying about the effect in later phases of the game. I think at 10+ Mana the opponent will be given Excess Mana - so basically a free draw.)
Here you'll find the next two cards to give you an impression of how the keyword might work:
Mock up Dagger
"Yeah, that King's Bane is really cool, but seems a bit battered. Look at this shiny masterpiece! It can be yours, if you like!"
The first weapon, which I tried to design in a "Useless junk"-fashion. A nice shiny blade which is actually crap. Playing against non-weapon-classes will make it quite tech, but I like the idea of being able to trade weapons with your opponent. The Swindler will not have powerful weapons himself, so tricking your opponent to trade weapons would be his logical way of acting.
Alyria Stillcaller
"People say she got her name, because some of her victims are still calling for help."
The first legendary I'd like to show. Capturing the Swindler's attitude of snatching stuff from your enemy and showing the powerful possibility of using the Keyword Bribe. While running silence-effects is quite useful in many deck-archetypes, having it combined with buffing your own minions can be game-deciding.
And the last one for now:
Greasy Dealer
"So what? He deals much smoother this way!"
To compensate for the setback in Mana you might suffer, I'll also include cards that benefit indirectly from the use of Bribe. Greasy Dealer might help you to catch up, but can also be useful against certain classes in general (primarily against Druid in this case).
Presumed playstyle
The Swindler's gameplay will focus on control / combo play. His Hero Power will make it easier to find fitting cards at the right time, but won't grant him additional cards in hand. This won't be too beneficial for aggressive play. His few weapons will be rather tech-tools than mere means of destruction. The keyword Bribe might give him the chance to turn the tide or create momentum when necessary. And there'll always be possibilities to use the opponent's ressources to the Swindler's own advantage.
I think it would be really fun to work further on this dubious class and I'd really love to show you a bit more it!
Reworked the Wording on the Hero Power and added some more cards to better show the overall concept and flavor. (Deliberately made the new cards appear a bit bigger).
The Swindler
Explanations and considerations regarding the Hero Power:
I know that selection of cards in your hand is deemed impossible at the moment. I still think that the same effect could be created at the current state of HS. Technically it could be put as "The next card you play costs (0). It is destroyed when played without triggering its effects. Draw a new card". This is very complicated, of course. But I hope we can agree, that this is how the Hero Power could actually work. (Basically identical to the effect of Counterspell: You play a card, it doesn't do anything and vanishes. In this case without any Mana spent, that is.)
There were proposals that it should be changed to "Discard your leftmost card" or something. But I think, that would be too weak, as it limits your range of action considerably. So I would still go for my initial version. I might have to work on the wording, though, to keep it simple enough.
Overall concept and Class Identity:
The Swindler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking. And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well. So many of his classcards will have a combination of positive and negative effects.
His Hero-Power grants him the ability to adapt flexibly to the situation, but also shortens his ressources.
Regarding the overall flavor, I'm thinking of the travelling entertainers of the middleages (I don't like the term "gipsy", but I guess you'll get the idea). So it's about entertaining and manipulating people. Card-themes could be related to shows, acting, fortune-telling - but also selling useless junk or snatching something from your opponent.
Class-defining focusses shall be positioning of minions (aura-effects and changing positions on the battlefield), as well as ambivalent effects.
Examples:
Some more additions to show possible interactions with the Hero Power and to capture the theme of travelling entertainers:
And I'd like to introduce the following keyword:
When a Bribe-card is played, you'll get two alternative options (technically similar to Druid's "choose one") to select, if you wish to activate the optional effect, by that granting your opponent additional Mana Crystals.
Because this will set you into an inferior position in the game, the gained effects will usually be rather strong. (People were worrying about the effect in later phases of the game. I think at 10+ Mana the opponent will be given Excess Mana - so basically a free draw.)
Examples for some effects:
Another example of how it could be used:
And some more ideas how to present the class identity of manipulation, position-relevance and ambivalent effects:
Would be especially happy about comments on the overall "feeling" for the class. Do you get an consistent image? Or do you have the feeling, that all of this is too random!
Thanks a lot and good luck to everybody!
You should reduce the sizes of your images.
Beyond that, a problem I see is that Seductive Dancer's text "(can't switch player's sides)" should be an italics, and Stunning Waitress's text looks weird.
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Click the image to go to my custom Time Traveler class.
The Infuser is all about reducing the strength of the enemy while also increasing her own strength. You can only watch helplessly as slowly whittles away your health. The Infuser class has its own unique keyword; Absorb.
Two prime examples of this keyword can be found in the Classic Set:
It is crucial to remember that you cannot absorb what isn't there. If Flame-Heart Disciple tries to absorb the attack of a feeble Target Dummy he will end up with 0 attack. If it doesn't have it, it cannot be taken.
The Infuser class is also adept in the art of killing. Utilize weapons and spells to pick off the weak is a specialty of the Infuser:
The Infuser class will sap away the strength of her foes with humiliating debuffs like the Arcane Muzzle:
Look forward to learning more about the Infusers many ways to belittle and destroy her enemies.
Like very much your work. It could really fit into a new hero! Great art too, keep it up!
Reworked the Wording on the Hero Power and added some more cards to better show the overall concept and flavor. (Deliberately made the new cards appear a bit bigger).
The Swindler
Explanations and considerations regarding the Hero Power:
I know that selection of cards in your hand is deemed impossible at the moment. I still think that the same effect could be created at the current state of HS. Technically it could be put as "The next card you play costs (0). It is destroyed when played without triggering its effects. Draw a new card". This is very complicated, of course. But I hope we can agree, that this is how the Hero Power could actually work. (Basically identical to the effect of Counterspell: You play a card, it doesn't do anything and vanishes. In this case without any Mana spent, that is.)
There were proposals that it should be changed to "Discard your leftmost card" or something. But I think, that would be too weak, as it limits your range of action considerably. So I would still go for my initial version. I might have to work on the wording, though, to keep it simple enough.
Overall concept and Class Identity:
The Swindler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking. And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well. So many of his classcards will have a combination of positive and negative effects.
His Hero-Power grants him the ability to adapt flexibly to the situation, but also shortens his ressources.
Regarding the overall flavor, I'm thinking of the travelling entertainers of the middleages (I don't like the term "gipsy", but I guess you'll get the idea). So it's about entertaining and manipulating people. Card-themes could be related to shows, acting, fortune-telling - but also selling useless junk or snatching something from your opponent.
Class-defining focusses shall be positioning of minions (aura-effects and changing positions on the battlefield), as well as ambivalent effects.
Examples:
Some more additions to show possible interactions with the Hero Power and to capture the theme of travelling entertainers:
And I'd like to introduce the following keyword:
When a Bribe-card is played, you'll get two alternative options (technically similar to Druid's "choose one") to select, if you wish to activate the optional effect, by that granting your opponent additional Mana Crystals.
Because this will set you into an inferior position in the game, the gained effects will usually be rather strong. (People were worrying about the effect in later phases of the game. I think at 10+ Mana the opponent will be given Excess Mana - so basically a free draw.)
Examples for some effects:
And some more ideas how to present the class identity of manipulation, position-relevance and ambivalent effects:
Would be especially happy about comments on the overall "feeling" for the class. Do you get an consistent image? Or do you have the think that all of this is too random?
Beyond that, a problem I see is that Seductive Dancer's text "(can't switch player's sides)" should be an italics, and Stunning Waitress's text looks weird.
Thanks for the feedback! Resized the images and modified the texts accordingly!
And in return regarding your battlemage: Don't know if this has been asked anywhere before, but how do you split the ground in case of an odd number of minions?
Ok, here is my attempt at making the official presentation:
The Bloodburner
Lore/Flavor: Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The bloodburner utilizes both his and his minions' health as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health.
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards with fresh blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of you actions to make the most out of your cards.
Example cards:
Swamp healer: This is an example of how Fresh Blood is utilized. You can play this on turn 5 and use your hero power, thus triggering the heal, or you can play it on turn 3. The enemy must decide whether to kill it, or attack your face (thus triggering a heal on their turn).
Serpentine Apprentice: The Bloodburner has a strong hero power, and many cards interact with it. This 2-drop allows better control of the board while inflicting less damage on yourself.
Regeneration amulet: Blood magic user prefer to not use weapons, as they already take enough damage fro their own magic. However, they are fond of amulets, trinkets and other amplifying charms. Bloodburner's weapons all have 0 attack, but they give you strong passive effects. Regeneration Amulet for example makes you take one less damage from all sources.
Fiery Blood: One strong benefit of fire based magic is powerful boardclears. This spell is an example of a running theme in my class, which is effects active during your opponent's turn. Fiery Blood can deal 0 damage if the enemy decides to ignore you for one turn, or it can deal a lot if they go all in. They can still trade with your minions, but if you take any damage (from spells, weapons, hero powers, fatigue or minions) your spilled blood will burn them.
Bloodflame Bolt: This turns your missing health directly into damage, making a great removal spell. Many spells get better the lower health your hero has, creating a risk/reward playstyle.
Another theme of the class is the relation between spells and minions. Spells will almost always hurt you, or benefit from low health, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast. Weapons will be very versatile and generally act as a buff to your hero, or a debuff to the enemy.
I hope you enjoyed my custom class and i hope i will be able to develop it further in this competition!
I am kinda bad at making explanations, so please let me know if the wording is off or i made any mistakes. Is the wording on the keyword ok? I feel it should say "on a turn" not "this turn". It should be able to trigger only once per turn, but every turn. And of course, if you have any suggestions about my 5 example cards, please let me know!
Quote from Muddler>>Thanks for the feedback! Resized the images and modified the texts accordingly!
And in return regarding your battlemage: Don't know if this has been asked anywhere before, but how do you split the ground in case of an odd number of minions?
I imagine the middle-most minion would probably go to the left by default, or it might just choose one side at random.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
@Demonxz95: Now that people have brought it up, is Split the Ground a permanent passive effect? Or it just affected the minions already on the battlefield? Because that will drastically change my opinion on the card.
Edit: If it is a permanent passive effect, I think it cost way too cheap (Its cost need to be increase to 6 or even 7). If not, I think it need to lose the Legendary rarity and demote to Epic.
Alright, I want to get my class out ASAP because I may not be available this WE.
Here are 6 concepts for you to choose from. Please tell me which is best.
#1 - Alchemist with buff HP
Main characteristics:
Synergy with any and all tribes
Token summoning
Small but numerous buffs
Hand
Probable showcase cards
Note: Ankylosaurus is going to be nerfed to 5 damage if I pick him.
#2 - Alchemist with add 2 to hand HP
Yeah, same as the other cheese, I know, but I think I'm headed in a different direction in terms of playstyle?
Main characteristics:
Synergy with any and all tribes
Hand synergy
Token summoning
Small but numerous buffs
Probable showcase cards
#3 - Alchemist with Potion HP
NOTE: I can cut any of these potions from the HP if it's too complicated. If I should only keep one it will probably be the "deal 2 damage" one so I can take ideas from my Sapper class (see below).
Main characteristics:
Synergy with any and all tribes
Token summoning
Small but numerous buffs
Hand
Probable showcase cards
I know Flavor Mixing has the same art as HP. Will change if I keep.
#4 - Tinker
THIS CLASS WAS MADE BY @Broeck1. We may make a coop submission, that's why I'm also posting his idea.
Main characteristics:
Adding cards to hand
Influencing cards in hand
Top & bottom of deck effects
Multiples of 2
Mechs
Possible showcase cards
Example: Play Scrap Rush into Robo-Engineer. 1/1 Charge is added to your hand and the 4/4 Taunt is fused into it.
#5 - Blademaster
"UNTIL YOUR NEXT TURN" -> Hero deals counter-attack damage with HP!!!!
Ok, here is my attempt at making the official presentation:
The Bloodburner
Lore/Flavor: Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The bloodburner utilizes both his and his minions' health as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health.
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards with fresh blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of you actions to make the most out of your cards.
Example cards:
Swamp healer: This is an example of how Fresh Blood is utilized. You can play this on turn 5 and use your hero power, thus triggering the heal, or you can play it on turn 3. The enemy must decide whether to kill it, or attack your face (thus triggering a heal on their turn).
Serpentine Apprentice: The Bloodburner has a strong hero power, and many cards interact with it. This 2-drop allows better control of the board while inflicting less damage on yourself.
Regeneration amulet: Blood magic user prefer to not use weapons, as they already take enough damage fro their own magic. However, they are fond of amulets, trinkets and other amplifying charms. Bloodburner's weapons all have 0 attack, but they give you strong passive effects. Regeneration Amulet for example makes you take one less damage from all sources.
Fiery Blood: One strong benefit of fire based magic is powerful boardclears. This spell is an example of a running theme in my class, which is effects active during your opponent's turn. Fiery Blood can deal 0 damage if the enemy decides to ignore you for one turn, or it can deal a lot if they go all in. They can still trade with your minions, but if you take any damage (from spells, weapons, hero powers, fatigue or minions) your spilled blood will burn them.
Bloodflame Bolt: This turns your missing health directly into damage, making a great removal spell. Many spells get better the lower health your hero has, creating a risk/reward playstyle.
Another theme of the class is the relation between spells and minions. Spells will almost always hurt you, or benefit from low health, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast. Weapons will be very versatile and generally act as a buff to your hero, or a debuff to the enemy.
I hope you enjoyed my custom class and i hope i will be able to develop it further in this competition!
I am kinda bad at making explanations, so please let me know if the wording is off or i made any mistakes. Is the wording on the keyword ok? I feel it should say "on a turn" not "this turn". It should be able to trigger only once per turn, but every turn. And of course, if you have any suggestions about my 5 example cards, please let me know!
Swamp Healer typo: Capital "R" in "restore".
Regeneration Amulet strikes me as very eh... It might not be that good (or it might be broken), but it's a permanent weapon with a permanent, beneficial effect. It's not like Dragon Soul either, where you have to cast a bunch of spells for its effect, which you will eventually run out of. It's not like. It's not Skull of the Man'ari, in which you will run out Demons to summon, as well as relying on a little bit of RNG. It's not Aluneth, which has a powerful effect, but requires you to play extremely fast or you die to fatigue. This you simply just play it, forget about it and sit back. That healing may do more than I think too. I probably would avoid this card.
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Click the image to go to my custom Time Traveler class.
@Cheese: Alchemist #1 and #3 with only the deal 2 damage potion (preferably with different art) is my favorite. Alchemist #2 is WAAAY too similar to Warlock and doesn't feel like an "Alchemist" at all. Sapper and Tinker seems too much like GvG and BDP 2: Electric Boogaloo while Blademaster is WAAAY uninteractive for your opponent with the attack lasting until next turn and punish token deck too hard.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Ok, here is my attempt at making the official presentation:
The Bloodburner
Lore/Flavor: Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The bloodburner utilizes both his and his minions' health as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health.
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards with fresh blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of you actions to make the most out of your cards.
Example cards:
Swamp healer: This is an example of how Fresh Blood is utilized. You can play this on turn 5 and use your hero power, thus triggering the heal, or you can play it on turn 3. The enemy must decide whether to kill it, or attack your face (thus triggering a heal on their turn).
Serpentine Apprentice: The Bloodburner has a strong hero power, and many cards interact with it. This 2-drop allows better control of the board while inflicting less damage on yourself.
Regeneration amulet: Blood magic user prefer to not use weapons, as they already take enough damage fro their own magic. However, they are fond of amulets, trinkets and other amplifying charms. Bloodburner's weapons all have 0 attack, but they give you strong passive effects. Regeneration Amulet for example makes you take one less damage from all sources.
Fiery Blood: One strong benefit of fire based magic is powerful boardclears. This spell is an example of a running theme in my class, which is effects active during your opponent's turn. Fiery Blood can deal 0 damage if the enemy decides to ignore you for one turn, or it can deal a lot if they go all in. They can still trade with your minions, but if you take any damage (from spells, weapons, hero powers, fatigue or minions) your spilled blood will burn them.
Bloodflame Bolt: This turns your missing health directly into damage, making a great removal spell. Many spells get better the lower health your hero has, creating a risk/reward playstyle.
Another theme of the class is the relation between spells and minions. Spells will almost always hurt you, or benefit from low health, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast. Weapons will be very versatile and generally act as a buff to your hero, or a debuff to the enemy.
I hope you enjoyed my custom class and i hope i will be able to develop it further in this competition!
I am kinda bad at making explanations, so please let me know if the wording is off or i made any mistakes. Is the wording on the keyword ok? I feel it should say "on a turn" not "this turn". It should be able to trigger only once per turn, but every turn. And of course, if you have any suggestions about my 5 example cards, please let me know!
Swamp Healer typo: Capital "R" in "restore".
Regeneration Amulet strikes me as very eh... It might not be that good (or it might be broken), but it's a permanent weapon with a permanent, beneficial effect. It's not like Dragon Soul either, where you have to cast a bunch of spells for its effect, which you will eventually run out of. It's not like. It's not Skull of the Man'ari, in which you will run out Demons to summon, as well as relying on a little bit of RNG. It's not Aluneth, which has a powerful effect, but requires you to play extremely fast or you die to fatigue. This you simply just play it, forget about it and sit back. That healing may do more than I think too. I probably would avoid this card.
Yeah, you're right. How's this?
This way it's not permanent and it uses my keyword. It basically prevents the first time you take damage in a turn, for a maximum of 3 turns. It can prevent only one damage (mage hp for example) an entire attack from a minion, or some self damage from your own cards. Overall the total heal can vary, but it doesn't happen at once. Holy Light (2 mana paladin spell) restores 6, if you want a comparaison.
Alright buckaroos, here's the basic set and a few others for my entry. With any luck I can get some more reviews up soon, though university is kicking into gear.
Basic Set:
Rift Dance: An alternate take on Shadowstep, where instead of a cost reduction, you instead just resummon the minion at the start of your next turn. You can either replay them at full cost for the battlecry trigger or let it reappear at the start of your turn.
Astral Incineration: As you can see from the Hero Power, this class trades having easy kills on the opponent for strong removal. The armor is always before the damage so that there's no abuse with Maly effects. There are quite a few cards which also USE the opponent's armor as a resource.
Dissipation: Let's start playing 4d chess! This card puts a minion on a removal clock for both players turns. It's costed at two, and isn't the fastest removal, but it does put both players in a spot where they need to be aware how many cards they're playing.
Nether Breeze: The hand bouncing cards mentioned earlier have support in the form of Nether Breeze, a simple elemental which deals the same 2 damage that Bluegill Warrior deals, but provides more versatility to bounce and play around with.
Grip from Beyond: Here's some soft removal that becomes more interesting with combo pieces. For much of the game, Grip from beyond doesn't do much but a slower sap, denying your opponent a minion for a solid turn. And then, later in the game you can replay any minion that costs 7 or less, as the void takes all...
Twisted Heartbeat: While not as 4d chess as Dissipation, Twisted Heartbeat gives you your basic AoE. Notably this turns your hand-dancing minions into deadly blowouts.
Research the Beyond: Strong draw, slight drawback. This is a simplistic card to start your deck up.
Deepstar Bulwark: +2 health on a large taunt was good enough Nesting Roc in Arena that I don't think it's out of place here. It's a decent defense and works both with your enemy's minions and yours.
Warp Allegiance: Halfway between Mind control and entomb, this is the hardest removal. I needs to be rephrased from "add" to "put" but hey.
Classic Set:
Hero:
I'll post the classics explanations and showcases soon, but this is what I have time to post.
@Demonxz95: Now that people have brought it up, is Split the Ground a permanent passive effect? Or it just affected the minions already on the battlefield? Because that will drastically change my opinion on the card.
Edit: If it is a permanent passive effect, I think it cost way too cheap (Its cost need to be increase to 6 or even 7). If not, I think it need to lose the Legendary rarity and demote to Epic.
Yes. Split the Ground is permanent. You play it and its effect lasts for the rest of the game.
Alright, I want to get my class out ASAP because I may not be available this WE.
Here are 6 concepts for you to choose from. Please tell me which is best.
#1 - Alchemist with buff HP
Main characteristics:
Synergy with any and all tribes
Token summoning
Small but numerous buffs
Hand
Probable showcase cards
Note: Ankylosaurus is going to be nerfed to 5 damage if I pick him.
#2 - Alchemist with add 2 to hand HP
Yeah, same as the other cheese, I know, but I think I'm headed in a different direction in terms of playstyle?
Main characteristics:
Synergy with any and all tribes
Hand synergy
Token summoning
Small but numerous buffs
Probable showcase cards
#3 - Alchemist with Potion HP
NOTE: I can cut any of these potions from the HP if it's too complicated. If I should only keep one it will probably be the "deal 2 damage" one so I can take ideas from my Sapper class (see below).
Main characteristics:
Synergy with any and all tribes
Token summoning
Small but numerous buffs
Hand
Probable showcase cards
I know Flavor Mixing has the same art as HP. Will change if I keep.
#4 - Tinker
THIS CLASS WAS MADE BY @Broeck1. We may make a coop submission, that's why I'm also posting his idea.
Main characteristics:
Adding cards to hand
Influencing cards in hand
Top & bottom of deck effects
Multiples of 2
Mechs
Possible showcase cards
Example: Play Scrap Rush into Robo-Engineer. 1/1 Charge is added to your hand and the 4/4 Taunt is fused into it.
#5 - Blademaster
"UNTIL YOUR NEXT TURN" -> Hero deals counter-attack damage with HP!!!!
You misspelled "Ghouls" in Rapid Contamination ("Gools"). I think it the second sentence should also say "Summon any excess Ghouls".
Apothecary Putress looks pretty good.
Shadra, the Spider is neat, but I think the text should say "when" instead of "but".
Alchemist (Concoct #2)
One problem I see is the naming of Potions, particularly because of Mean Streets of Gadgetzan. It's especially going to be confusing when you consider that this class would supposedly be retroactively added to the game before Mean Streets came out.
Am I missing something, or did you forget to post the Potions from the Hero Power?
You misspelled Flask Smuggler's tribe as "Demopirate". I think it's supposed to be "Demonpirate", but "Demon Pirate" or "Demon/Pirate" is probably better. I like the card though.
Nit-picky, but you accidentally posted Cocktail Throw twice. What isn't nit-picky though is that it uses MSoG-like art, when it's a Basic card. Once again, like the effect.
Varithmaras is cool. I like it, but Zanywoop said something about how Classic Legendaries should be win the game for you. This doesn't look like it does that, although some of the existing ones could be arguable. I remember Kara from my Time Traveler didn't do that either.
Tinker
So Fusible combines everything? This might be problematic once it gets expensive because it either becomes a higher Cost than 10 and becomes completely unplayable (except with Grobbix), or it stays at 10 which could be abused, and limits your design space for higher Cost Fusible minions. It also seems too similar to Magnetic.
How much does the 2/2 minion you get from Construct cost? The Hero Power also quite obviously uses the same artwork as Clockwork Gnome.
Same question as above applies to Robo-Engineer.
I don't like Accidental Excellence, simply because there's no possibly way to make it work. It would be better if your class had ways to look at the top of your deck.
Mechanical Parrot uses artwork from the LoE adventure. I'm pretty sure the card that uses it is also called Mechanical Parrot, so this card needs a complete rework aesthetically.
Mechmaster Grobbix should say "If your hand has a Fusible minion, summon it from your hand." or maybe "put it into the battlefield".
Blademaster
I already said this to you on Discord, but I'm not a fan of Honor as a keyword or a class mechanic. Too limited in design space.
I also already told you this, but Stealth is not allowed on Basic cards.
I'm not a fan of Hero attack on your opponent's turn. Just doesn't feel right.
Hero Stealth also feels out of flavor for Blademaster and might become problematic if there are too many ways to get it.
Incineratus should be an Elemental. The effect seems fine, but judging by the wording and the context of the class, it looks like the effect is also active during your opponent's turn. Again, I don't really like this, but that's just me.
Sapper
This is definitely my favorite class of yours. I really like everything here. Firecracker was actually a card I was going to make for my Battlemage Basic set, but you get it now.
You may want to avoid making too many "mine" cards, or it might get out of hand.
Mogul Razdunk's Spell Damage +2 looks pointless because I don't think spells cast from your hand with these effects are affected by Spell Damage.
I really like Thassarian, although its name sounds pretty similar to "Thaurrisan".
If I were in this situation, I would pick this class.
Ok, here is my attempt at making the official presentation:
The Bloodburner
Lore/Flavor: Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The bloodburner utilizes both his and his minions' health as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health.
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards with fresh blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of you actions to make the most out of your cards.
Example cards:
Swamp healer: This is an example of how Fresh Blood is utilized. You can play this on turn 5 and use your hero power, thus triggering the heal, or you can play it on turn 3. The enemy must decide whether to kill it, or attack your face (thus triggering a heal on their turn).
Serpentine Apprentice: The Bloodburner has a strong hero power, and many cards interact with it. This 2-drop allows better control of the board while inflicting less damage on yourself.
Regeneration amulet: Blood magic user prefer to not use weapons, as they already take enough damage fro their own magic. However, they are fond of amulets, trinkets and other amplifying charms. Bloodburner's weapons all have 0 attack, but they give you strong passive effects. Regeneration Amulet for example makes you take one less damage from all sources.
Fiery Blood: One strong benefit of fire based magic is powerful boardclears. This spell is an example of a running theme in my class, which is effects active during your opponent's turn. Fiery Blood can deal 0 damage if the enemy decides to ignore you for one turn, or it can deal a lot if they go all in. They can still trade with your minions, but if you take any damage (from spells, weapons, hero powers, fatigue or minions) your spilled blood will burn them.
Bloodflame Bolt: This turns your missing health directly into damage, making a great removal spell. Many spells get better the lower health your hero has, creating a risk/reward playstyle.
Another theme of the class is the relation between spells and minions. Spells will almost always hurt you, or benefit from low health, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast. Weapons will be very versatile and generally act as a buff to your hero, or a debuff to the enemy.
I hope you enjoyed my custom class and i hope i will be able to develop it further in this competition!
I am kinda bad at making explanations, so please let me know if the wording is off or i made any mistakes. Is the wording on the keyword ok? I feel it should say "on a turn" not "this turn". It should be able to trigger only once per turn, but every turn. And of course, if you have any suggestions about my 5 example cards, please let me know!
Swamp Healer typo: Capital "R" in "restore".
Regeneration Amulet strikes me as very eh... It might not be that good (or it might be broken), but it's a permanent weapon with a permanent, beneficial effect. It's not like Dragon Soul either, where you have to cast a bunch of spells for its effect, which you will eventually run out of. It's not like. It's not Skull of the Man'ari, in which you will run out Demons to summon, as well as relying on a little bit of RNG. It's not Aluneth, which has a powerful effect, but requires you to play extremely fast or you die to fatigue. This you simply just play it, forget about it and sit back. That healing may do more than I think too. I probably would avoid this card.
Yeah, you're right. How's this?
This way it's not permanent and it uses my keyword. It basically prevents the first time you take damage in a turn, for a maximum of 3 turns. It can prevent only one damage (mage hp for example) an entire attack from a minion, or some self damage from your own cards. Overall the total heal can vary, but it doesn't happen at once. Holy Light (2 mana paladin spell) restores 6, if you want a comparaison.
Judging by the fact that you got an upvote here, it's pretty good. I would agree. I like this version.
Alright buckaroos, here's the basic set and a few others for my entry. With any luck I can get some more reviews up soon, though university is kicking into gear.
Rift Dance: An alternate take on Shadowstep, where instead of a cost reduction, you instead just resummon the minion at the start of your next turn. You can either replay them at full cost for the battlecry trigger or let it reappear at the start of your turn.
Astral Incineration: As you can see from the Hero Power, this class trades having easy kills on the opponent for strong removal. The armor is always before the damage so that there's no abuse with Maly effects. There are quite a few cards which also USE the opponent's armor as a resource.
Dissipation: Let's start playing 4d chess! This card puts a minion on a removal clock for both players turns. It's costed at two, and isn't the fastest removal, but it does put both players in a spot where they need to be aware how many cards they're playing.
Nether Breeze: The hand bouncing cards mentioned earlier have support in the form of Nether Breeze, a simple elemental which deals the same 2 damage that Bluegill Warrior deals, but provides more versatility to bounce and play around with.
Grip from Beyond: Here's some soft removal that becomes more interesting with combo pieces. For much of the game, Grip from beyond doesn't do much but a slower sap, denying your opponent a minion for a solid turn. And then, later in the game you can replay any minion that costs 7 or less, as the void takes all...
Twisted Heartbeat: While not as 4d chess as Dissipation, Twisted Heartbeat gives you your basic AoE. Notably this turns your hand-dancing minions into deadly blowouts.
Research the Beyond: Strong draw, slight drawback. This is a simplistic card to start your deck up.
Deepstar Bulwark: +2 health on a large taunt was good enough Nesting Roc in Arena that I don't think it's out of place here. It's a decent defense and works both with your enemy's minions and yours.
Warp Allegiance: Halfway between Mind control and entomb, this is the hardest removal. I needs to be rephrased from "add" to "put" but hey.
I'll post the classics and showcases soon, but this is what I have time to post.
First thing's first. I love the art style of this class. The drawback of giving Armor is interesting, but it probably shouldn't be on the Hero Power because it makes it useless in certain circumstances and it's also really bad against Warrior.
Rift Dance is weird... but okay. Let's keep going.
The wording, and just the general mechanics of Hearthstone, implies that the minion you take with Grip From Beyond can be played by you, which is broken. I also think the wording would be better if you replaced "add" with "put".
Twisted Heartbeat is a nice card, but it might be too complicated for Basic.
Alright buckaroos, here's the basic set and a few others for my entry. With any luck I can get some more reviews up soon, though university is kicking into gear.
Rift Dance: An alternate take on Shadowstep, where instead of a cost reduction, you instead just resummon the minion at the start of your next turn. You can either replay them at full cost for the battlecry trigger or let it reappear at the start of your turn.
Astral Incineration: As you can see from the Hero Power, this class trades having easy kills on the opponent for strong removal. The armor is always before the damage so that there's no abuse with Maly effects. There are quite a few cards which also USE the opponent's armor as a resource.
Dissipation: Let's start playing 4d chess! This card puts a minion on a removal clock for both players turns. It's costed at two, and isn't the fastest removal, but it does put both players in a spot where they need to be aware how many cards they're playing.
Nether Breeze: The hand bouncing cards mentioned earlier have support in the form of Nether Breeze, a simple elemental which deals the same 2 damage that Bluegill Warrior deals, but provides more versatility to bounce and play around with.
Grip from Beyond: Here's some soft removal that becomes more interesting with combo pieces. For much of the game, Grip from beyond doesn't do much but a slower sap, denying your opponent a minion for a solid turn. And then, later in the game you can replay any minion that costs 7 or less, as the void takes all...
Twisted Heartbeat: While not as 4d chess as Dissipation, Twisted Heartbeat gives you your basic AoE. Notably this turns your hand-dancing minions into deadly blowouts.
Research the Beyond: Strong draw, slight drawback. This is a simplistic card to start your deck up.
Deepstar Bulwark: +2 health on a large taunt was good enough Nesting Roc in Arena that I don't think it's out of place here. It's a decent defense and works both with your enemy's minions and yours.
Warp Allegiance: Halfway between Mind control and entomb, this is the hardest removal. I needs to be rephrased from "add" to "put" but hey.
I'll post the classics and showcases soon, but this is what I have time to post.
Rift dance is too strong because leroy exists. There is a mage card with the same effect as zero point. I think grip from beyond should cost 1 more mana because seven mana to take control of a four cost minion seems really strong. Twisted heartbeat is also too strong and should probably cost at least 5 mana if not 6 (dealing any damage to all enemy minions is an incredibly strong ability and this could do so much damage in combination with the cheep spells you also showcased). Research from beyond might be balanced but is probably too strong.
Thematically, I think your class seems pretty cool and I really like your hero power. Remember to add rarities and maybe showcase a singularity card. Also, I hope you are carful to avoid making your class use mechanics that belong to priest, rogue, and warlock. Maybe have cards that do different things depending on how much armor your opponent has? Also, you might want to have cards that start out dormant and come into play one or two turns later. There was a dragon added to arena for a while that worked like that and it seemed pretty cool and delayed entrance seems like a perfect affect for a void/rift based class.
So, question: How does it change the power of my cards if Gaze aura stack? It means that if grant 2 Gaze, next 2 random effect target this character or if it grants a more long-lasting Gaze, until the first Gaze disappear.
Edit: All heil NoahMcGrath for a less shitty visualization of Gaze. I'll edit it into my post.
Hey guys! I have finally finished my first pass on my class, the Chronicler. It is based on historians, explorers and lorekeepers, the like of Lorewalker Cho, Brann Bronzebeard and a bit of story magic. I'm gonna post it below, using some spoilers so as not to clutter the thread. I hope you like it! I'd love some feedback on my keyword, hero power and preview cards. Thanks in advance!
The Chronicler
The Chronicler is a class based on harnessing your memories and the power of the places you have visited or studied, summoning beasts of alien worlds or making your opponent feel what an eruption is like. Roaming through Azeroth and beyond, these explorers and scribes have witnessed or read about nearly everything, but their thirst for knowledge and adventure lingers on.
Karnik, one of the most important members of the Explorer's League, is also in charge of keeping the Great Library of Ironforge in order. However, he is no ordinary archivist. As adventurous as any other member of the Guild, he has travelled the world, personally adding dozens or hundreds of new entries to the library. With a basic knowledge of arcane magic, he has travelled through Outland and Azeroth, catalloguing each new landmark or race he encounters. He then uses this knowledge in battle if needed, making enemies shiver with Winterspring's blizzards or drown in Vashj'ir depths. He has even caught a glimpse of the Shadowlands, a realm usually for the dead... or worse.
Hero Power tokens
This Hero Power functions in a very similar way to the Shaman Hero Power. This means that, when you use it, a Scroll that you don't already have is added to your hand. So, the probabilities of getting the Scroll you want improve every time you use it without casting the others. However, you can't have more than one of each, so once yo have all four you must cast one before being able to use the Hero Power again. This exactly how the Shaman Hero Power works. Improving your Hero Power makes it so that you choose which Scroll you add to your hand, and you can now have duplicates. Once again, this behaviour is exactly the same as Shaman's improved Hero Power.
Some cards will interact with your Scrolls in different ways. Some minions add an specific Scroll to your hand, others transform them. These are just some of the many things a Chronicler can do with their archives.
Preview
Westfall Settler is an example of a simple Recall minion. If you play it on curve you are likely to lose its effect, but if planned correctly it can heal you without you doing anything special. In dire situations it could also be played directly for the heal, making it a {3} mana 1/2 that heals you for 3 and gives you a Scroll.
On the other end of the spectrum, Nether Storm is a really powerful spell, with most of its weight in its Recall effect. The powers of the Nether tamper with all magic, silencing all minions. But that is the calm before the storm. A storm you can recreate when you check your narration of the event.
Cartographer Merian is the Fandral Staghelm or Brann Bronzebeard of Recall. As long as she lives, you will be able to relive any event any number of times, increasing the value of any Recall card considerably.
Prophecy is an example of the Chronicler's draw engines. Its methodical and studious nature makes them very precise, making you play around their predictable outcome. This card acts as a potent refuel for the more aggro or tempo archetypes of the Chronicler, at the cost of considerable tempo.
But the Chronicler doesn't just study. Mountain's Gift is an example of the relationship between Battlecries and this class, having an abundance of them and some cards that synergize directly with them.
Hey guys! I have finally finished my first pass on my class, the Chronicler. It is based on historians, explorers and lorekeepers, the like of Lorewalker Cho, Brann Bronzebeard and a bit of story magic. I'm gonna post it below, using some spoilers so as not to clutter the thread. I hope you like it! I'd love some feedback on my keyword, hero power and preview cards. Thanks in advance!
The Chronicler
The Chronicler is a class based on harnessing your memories and the power of the places you have visited or studied, summoning beasts of alien worlds or making your opponent feel what an eruption is like. Roaming through Azeroth and beyond, these explorers and scribes have witnessed or read about nearly everything, but their thirst for knowledge and adventure lingers on.
Karnik, one of the most important members of the Explorer's League, is also in charge of keeping the Great Library of Ironforge in order. However, he is no ordinary archivist. As adventurous as any other member of the Guild, he has travelled the world, personally adding dozens or hundreds of new entries to the library. With a basic knowledge of arcane magic, he has travelled through Outland and Azeroth, catalloguing each new landmark or race he encounters. He then uses this knowledge in battle if needed, making enemies shiver with Winterspring's blizzards or drown in Vashj'ir depths. He has even caught a glimpse of the Shadowlands, a realm usually for the dead... or worse.
Hero Power tokens
This Hero Power functions in a very similar way to the Shaman Hero Power. This means that, when you use it, a Scroll that you don't already have is added to your hand. So, the probabilities of getting the Scroll you want improve every time you use it without casting the others. However, you can't have more than one of each, so once yo have all four you must cast one before being able to use the Hero Power again. This exactly how the Shaman Hero Power works. Improving your Hero Power makes it so that you choose which Scroll you add to your hand, and you can now have duplicates. Once again, this behaviour is exactly the same as Shaman's improved Hero Power.
Some cards will interact with your Scrolls in different ways. Some minions add an specific Scroll to your hand, others transform them. These are just some of the many things a Chronicler can do with their archives.
Preview
Westfall Settler is an example of a simple Recall minion. If you play it on curve you are likely to lose its effect, but if planned correctly it can heal you without you doing anything special. In dire situations it could also be played directly for the heal, making it a {3} mana 1/2 that heals you for 3 and gives you a Scroll.
On the other end of the spectrum, Nether Storm is a really powerful spell, with most of its weight in its Recall effect. The powers of the Nether tamper with all magic, silencing all minions. But that is the calm before the storm. A storm you can recreate when you check your narration of the event.
Cartographer Merian is the Fandral Staghelm or Brann Bronzebeard of Recall. As long as she lives, you will be able to relive any event any number of times, increasing the value of any Recall card considerably.
Prophecy is an example of the Chronicler's draw engines. Its methodical and studious nature makes them very precise, making you play around their predictable outcome. This card acts as a potent refuel for the more aggro or tempo archetypes of the Chronicler, at the cost of considerable tempo.
But the Chronicler doesn't just study. Mountain's Gift is an example of the relationship between Battlecries and this class, having an abundance of them and some cards that synergize diretly with them.
Other cards
Alternate Hero and Improved Hero Power
Hope you like it! Any comments are welcome.
Personally prefer the first Hero art. The Hero Power is similar to quite a few Hero Powers in this competition, but it's fine, so I say you can keep it as is. I like the Recall mechanic because it's just as useful if you get these cards as other classes, which is a mistake some people make when designing classes. Overall, your presentation looks really good.
Honestly, your cards look really nice. Prophecy slightly concerns me because it looks like it might be good draw for an Aggro deck, but everything else looks good. Although, you didn't specify what a "Tome of Power" is from Powerseeker.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
People requested a way to use custom class templates (borders) they made on HearthCards for this competition, so here it is very crude but functional (you have to be logged in first, only for advanced users):
With Snorlax and Hurlen's suggestion, Weaponized Telescope is now a 1/4. I also made a shitty photoshop of how the keyword will display. I'm posting this for a final of feedback before submitting tomorrow.
Class: The Astromancer
Hero: Rishi Sterling
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
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!
Class Keyword:
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio 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. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
How do you know and keep track of which characters are Gazed? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
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 Telescope 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 from the class 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 Constellation 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.
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:
Reworked the Wording on the Hero Power and added some more cards to better show the overall concept and flavor.
The Swindler
Overall concept and Class Identity:
The Swindler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking.
And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well.
So many of his classcards will have a combination of positive and negative effects.
His Hero-Power grants him the ability to adapt flexibly to the situation, but also shortens his ressources.
Regarding the overall flavor, I'm thinking of the travelling entertainers of the middleages (I don't like the term "gipsy", but I guess you'll get the idea). So it's about entertaining and manipulating people. Card-themes could be related to shows, acting, fortune-telling - but also selling useless junk or snatching something from your opponent.
Additional explanations and considerations regarding the Hero Power:
I know that selection of cards in your hand is deemed impossible at the moment. I still think that the same effect could be created at the current state of HS. Technically it could be put as "The next card you play costs (0). It is destroyed when played without triggering its effects. Draw a new card". This is very complicated, of course. But I hope we can agree, that this is how the Hero Power could actually work. (Basically identical to the effect of Counterspell: You play a card, it doesn't do anything and vanishes. In this case without any Mana spent, that is.)
There were proposals that it should be changed to "Discard your leftmost card" or something. But I think, that would be too weak, as it limits your range of action considerably. So I would still go for my initial version. I might have to work on the wording, though, to keep it simple enough.
Class Cards
Here are my first two showcase-cards to demonstrate ambivalent card-effects and possible interactions with the Hero Power:
Stunning Waitress
"Hey boys! What about some refreshments? You sure could use a little break..."
First example of the ambivalent character of the Swindler's classcards. The stunning waitress keeps the enemies busy, but the served Ale grants them some recovery, too.
Shifty Fortuneteller
"He knows your future. But don't worry - it won't be very long..."
The Fortuneteller benefits from carddraw - which means indirectly from the Swindler's Hero Power. I still tried to keep the cards general enough, so that they can also be useful in other combinations (and hypothetically not making them completely useless for other classes).
New Keyword: "Bribe"
With the Swindler's class I'd like to introduce the following keyword:
I deliberately chose a keyword that is not directly related to carddraw, but rather captures the Swindler's aspect of manipulation and his trying to talk or buy his way out of trouble.
When a Bribe-card is played, you'll get two alternative options (technically similar to Druid's "choose one") to select, if you wish to activate the optional effect, by that granting your opponent additional Mana Crystals.
Because this will set you into an inferior position in the game, the gained effects will usually be rather strong. (People were worrying about the effect in later phases of the game. I think at 10+ Mana the opponent will be given Excess Mana - so basically a free draw.)
Here you'll find the next two cards to give you an impression of how the keyword might work:
Mock up Dagger
"Yeah, that King's Bane is really cool, but seems a bit battered. Look at this shiny masterpiece! It can be yours, if you like!"
The first weapon, which I tried to design in a "Useless junk"-fashion. A nice shiny blade which is actually crap. Playing against non-weapon-classes will make it quite tech, but I like the idea of being able to trade weapons with your opponent. The Swindler will not have powerful weapons himself, so tricking your opponent to trade weapons would be his logical way of acting.
Alyria Stillcaller
"People say she got her name, because some of her victims are still calling for help."
The first legendary I'd like to show. Capturing the Swindler's attitude of snatching stuff from your enemy and showing the powerful possibility of using the Keyword Bribe. While running silence-effects is quite useful in many deck-archetypes, having it combined with buffing your own minions can be game-deciding.
And the last one for now:
Greasy Dealer
"So what? He deals much smoother this way!"
To compensate for the setback in Mana you might suffer, I'll also include cards that benefit indirectly from the use of Bribe. Greasy Dealer might help you to catch up, but can also be useful against certain classes in general (primarily against Druid in this case).
Presumed playstyle
The Swindler's gameplay will focus on control / combo play. His Hero Power will make it easier to find fitting cards at the right time, but won't grant him additional cards in hand. This won't be too beneficial for aggressive play. His few weapons will be rather tech-tools than mere means of destruction. The keyword Bribe might give him the chance to turn the tide or create momentum when necessary. And there'll always be possibilities to use the opponent's ressources to the Swindler's own advantage.
I think it would be really fun to work further on this dubious class and I'd really love to show you a bit more it!
Good luck to everyone!
You should reduce the sizes of your images.
Beyond that, a problem I see is that Seductive Dancer's text "(can't switch player's sides)" should be an italics, and Stunning Waitress's text looks weird.
Click the image to go to my custom Time Traveler class.
Like very much your work. It could really fit into a new hero! Great art too, keep it up!
Thanks for the feedback! Resized the images and modified the texts accordingly!
And in return regarding your battlemage: Don't know if this has been asked anywhere before, but how do you split the ground in case of an odd number of minions?
Ok, here is my attempt at making the official presentation:
I am kinda bad at making explanations, so please let me know if the wording is off or i made any mistakes. Is the wording on the keyword ok? I feel it should say "on a turn" not "this turn". It should be able to trigger only once per turn, but every turn. And of course, if you have any suggestions about my 5 example cards, please let me know!
I imagine the middle-most minion would probably go to the left by default, or it might just choose one side at random.
Click the image to go to my custom Time Traveler class.
@Demonxz95: Now that people have brought it up, is Split the Ground a permanent passive effect? Or it just affected the minions already on the battlefield? Because that will drastically change my opinion on the card.
Edit: If it is a permanent passive effect, I think it cost way too cheap (Its cost need to be increase to 6 or even 7). If not, I think it need to lose the Legendary rarity and demote to Epic.
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:
Alright, I want to get my class out ASAP because I may not be available this WE.
Here are 6 concepts for you to choose from. Please tell me which is best.
#1 - Alchemist with buff HP
Main characteristics:
Probable showcase cards
Note: Ankylosaurus is going to be nerfed to 5 damage if I pick him.
#2 - Alchemist with add 2 to hand HP
Yeah, same as the other cheese, I know, but I think I'm headed in a different direction in terms of playstyle?
Main characteristics:
Probable showcase cards
#3 - Alchemist with Potion HP
NOTE: I can cut any of these potions from the HP if it's too complicated. If I should only keep one it will probably be the "deal 2 damage" one so I can take ideas from my Sapper class (see below).
Main characteristics:
Probable showcase cards
I know Flavor Mixing has the same art as HP. Will change if I keep.
#4 - Tinker
THIS CLASS WAS MADE BY @Broeck1. We may make a coop submission, that's why I'm also posting his idea.
Main characteristics:
Possible showcase cards
Example: Play Scrap Rush into Robo-Engineer. 1/1 Charge is added to your hand and the 4/4 Taunt is fused into it.
#5 - Blademaster
"UNTIL YOUR NEXT TURN" -> Hero deals counter-attack damage with HP!!!!
Main characteristics:
Probable showcase cards
#6 - Sapper
NOTE: I might limit Dynamite to minions.
Main characteristics:
Probable showcase cards
Which set is best? How can it be improved
answer fast pls my weekdays are short
https://www.youtube.com/watch?v=VTHsOSGJHN0
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Swamp Healer typo: Capital "R" in "restore".
Regeneration Amulet strikes me as very eh... It might not be that good (or it might be broken), but it's a permanent weapon with a permanent, beneficial effect. It's not like Dragon Soul either, where you have to cast a bunch of spells for its effect, which you will eventually run out of. It's not like. It's not Skull of the Man'ari, in which you will run out Demons to summon, as well as relying on a little bit of RNG. It's not Aluneth, which has a powerful effect, but requires you to play extremely fast or you die to fatigue. This you simply just play it, forget about it and sit back. That healing may do more than I think too. I probably would avoid this card.
Click the image to go to my custom Time Traveler class.
@Cheese: Alchemist #1 and #3 with only the deal 2 damage potion (preferably with different art) is my favorite. Alchemist #2 is WAAAY too similar to Warlock and doesn't feel like an "Alchemist" at all. Sapper and Tinker seems too much like GvG and BDP 2: Electric Boogaloo while Blademaster is WAAAY uninteractive for your opponent with the attack lasting until next turn and punish token deck too hard.
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:
Yeah, you're right. How's this?
This way it's not permanent and it uses my keyword. It basically prevents the first time you take damage in a turn, for a maximum of 3 turns. It can prevent only one damage (mage hp for example) an entire attack from a minion, or some self damage from your own cards. Overall the total heal can vary, but it doesn't happen at once. Holy Light (2 mana paladin spell) restores 6, if you want a comparaison.
Alright buckaroos, here's the basic set and a few others for my entry. With any luck I can get some more reviews up soon, though university is kicking into gear.
Basic Set:
Rift Dance: An alternate take on Shadowstep, where instead of a cost reduction, you instead just resummon the minion at the start of your next turn. You can either replay them at full cost for the battlecry trigger or let it reappear at the start of your turn.
Zero Point: In the same sense that Radiant Elemental is a simple retrain of Sorcerer's Apprentice, and is targetable AoE which works well in the class.
Astral Incineration: As you can see from the Hero Power, this class trades having easy kills on the opponent for strong removal. The armor is always before the damage so that there's no abuse with Maly effects. There are quite a few cards which also USE the opponent's armor as a resource.
Dissipation: Let's start playing 4d chess! This card puts a minion on a removal clock for both players turns. It's costed at two, and isn't the fastest removal, but it does put both players in a spot where they need to be aware how many cards they're playing.
Nether Breeze: The hand bouncing cards mentioned earlier have support in the form of Nether Breeze, a simple elemental which deals the same 2 damage that Bluegill Warrior deals, but provides more versatility to bounce and play around with.
Grip from Beyond: Here's some soft removal that becomes more interesting with combo pieces. For much of the game, Grip from beyond doesn't do much but a slower sap, denying your opponent a minion for a solid turn. And then, later in the game you can replay any minion that costs 7 or less, as the void takes all...
Twisted Heartbeat: While not as 4d chess as Dissipation, Twisted Heartbeat gives you your basic AoE. Notably this turns your hand-dancing minions into deadly blowouts.
Research the Beyond: Strong draw, slight drawback. This is a simplistic card to start your deck up.
Deepstar Bulwark: +2 health on a large taunt was good enough Nesting Roc in Arena that I don't think it's out of place here. It's a decent defense and works both with your enemy's minions and yours.
Warp Allegiance: Halfway between Mind control and entomb, this is the hardest removal. I needs to be rephrased from "add" to "put" but hey.
Classic Set:
Hero:
I'll post the classics explanations and showcases soon, but this is what I have time to post.
Also: How the hell would I word this...?
Yes. Split the Ground is permanent. You play it and its effect lasts for the rest of the game.
I'm going to respond to everything.
Alchemist (Concoct #1)
Alchemist (Enigmatic Portal)
Alchemist (Concoct #2)
Tinker
Blademaster
Sapper
Click the image to go to my custom Time Traveler class.
Judging by the fact that you got an upvote here, it's pretty good. I would agree. I like this version.
First thing's first. I love the art style of this class. The drawback of giving Armor is interesting, but it probably shouldn't be on the Hero Power because it makes it useless in certain circumstances and it's also really bad against Warrior.
Click the image to go to my custom Time Traveler class.
Rift dance is too strong because leroy exists. There is a mage card with the same effect as zero point. I think grip from beyond should cost 1 more mana because seven mana to take control of a four cost minion seems really strong. Twisted heartbeat is also too strong and should probably cost at least 5 mana if not 6 (dealing any damage to all enemy minions is an incredibly strong ability and this could do so much damage in combination with the cheep spells you also showcased). Research from beyond might be balanced but is probably too strong.
Thematically, I think your class seems pretty cool and I really like your hero power. Remember to add rarities and maybe showcase a singularity card. Also, I hope you are carful to avoid making your class use mechanics that belong to priest, rogue, and warlock. Maybe have cards that do different things depending on how much armor your opponent has? Also, you might want to have cards that start out dormant and come into play one or two turns later. There was a dragon added to arena for a while that worked like that and it seemed pretty cool and delayed entrance seems like a perfect affect for a void/rift based class.
So, question: How does it change the power of my cards if Gaze aura stack? It means that if grant 2 Gaze, next 2 random effect target this character or if it grants a more long-lasting Gaze, until the first Gaze disappear.
Edit: All heil NoahMcGrath for a less shitty visualization of Gaze. I'll edit it into my post.
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:
Hey guys! I have finally finished my first pass on my class, the Chronicler. It is based on historians, explorers and lorekeepers, the like of Lorewalker Cho, Brann Bronzebeard and a bit of story magic. I'm gonna post it below, using some spoilers so as not to clutter the thread. I hope you like it! I'd love some feedback on my keyword, hero power and preview cards. Thanks in advance!
The Chronicler
The Chronicler is a class based on harnessing your memories and the power of the places you have visited or studied, summoning beasts of alien worlds or making your opponent feel what an eruption is like. Roaming through Azeroth and beyond, these explorers and scribes have witnessed or read about nearly everything, but their thirst for knowledge and adventure lingers on.
Karnik, one of the most important members of the Explorer's League, is also in charge of keeping the Great Library of Ironforge in order. However, he is no ordinary archivist. As adventurous as any other member of the Guild, he has travelled the world, personally adding dozens or hundreds of new entries to the library. With a basic knowledge of arcane magic, he has travelled through Outland and Azeroth, catalloguing each new landmark or race he encounters. He then uses this knowledge in battle if needed, making enemies shiver with Winterspring's blizzards or drown in Vashj'ir depths. He has even caught a glimpse of the Shadowlands, a realm usually for the dead... or worse.
Hero Power tokens
This Hero Power functions in a very similar way to the Shaman Hero Power. This means that, when you use it, a Scroll that you don't already have is added to your hand. So, the probabilities of getting the Scroll you want improve every time you use it without casting the others. However, you can't have more than one of each, so once yo have all four you must cast one before being able to use the Hero Power again. This exactly how the Shaman Hero Power works. Improving your Hero Power makes it so that you choose which Scroll you add to your hand, and you can now have duplicates. Once again, this behaviour is exactly the same as Shaman's improved Hero Power.
Some cards will interact with your Scrolls in different ways. Some minions add an specific Scroll to your hand, others transform them. These are just some of the many things a Chronicler can do with their archives.
Preview
Other cards
Alternate Hero and Improved Hero Power
Hope you like it! Any comments are welcome.
Personally prefer the first Hero art. The Hero Power is similar to quite a few Hero Powers in this competition, but it's fine, so I say you can keep it as is. I like the Recall mechanic because it's just as useful if you get these cards as other classes, which is a mistake some people make when designing classes. Overall, your presentation looks really good.
Honestly, your cards look really nice. Prophecy slightly concerns me because it looks like it might be good draw for an Aggro deck, but everything else looks good. Although, you didn't specify what a "Tome of Power" is from Powerseeker.
Click the image to go to my custom Time Traveler class.
People requested a way to use custom class templates (borders) they made on HearthCards for this competition, so here it is very crude but functional (you have to be logged in first, only for advanced users):
http://www.hearthcards.net/customsubmit/
Make sure you follow the instructions, no assistance can be provided for this functionality unfortunately.
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