Thanks for the kind words! Yeah, I messed up with the Powerseeker. It should be a Scroll of Power, one of the Hero Power tokens. I'll edit it now. Prophecy is pretty difficult to asses, but I really like it and if it is problematic I'll think about bumping it to 6 mana.
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. 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.
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 your actions to make the most out of your cards.
Example cards:
Swamp healer: Example of a healing minion. 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 minion allows for 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 Charm basically prevents the first instance of damage you receive in a turn, for a maximum of 3 turns. You can shake off enemy attacks or the self damage of your abilities.
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. You generally use your hero power in the early game to remove stuff, so by turn 4 you should have taken around 4-6 damage. Combined with the damage taken from your enemy, this can often be a stronger minion-only Fireball.
I hope you enjoyed my custom class and i hope i will be able to develop it further in this competition!
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.
Love this class, miles better than your previous one and one of my favorites so far. My only criticise is that it doesn't look like a weapon class, so Weaponized Telescope feels off.
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?
Thanks a lot and good luck to everybody!
I like the flavor of the class, but I'm not sure the themes reflect well on it. The Bribe keyword is good, but positioning doesn't fit the theme, IMO.
I dunno, I'm not really sure how to express what's missing, because it's more a feeling than a reasonate thought, but I'm not quite sold.
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!
Okay, this take on the class is much better than the previous one. The regenerating aspect is a really good way to make it different from Warlock, who yes, has allways used healing, but it was Neutral, mostly.
I'd also give the class regular weapons, as it fits the theme pretty well and would make it even more different from Warlock.
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!!!!
Out of the Alchemists, I'd say I prefer the first version. I think the Hero Power is very elegant, in that it's really simple and more or less original (which means very original factoring we're talking about Hero Powers).
The only thing I don't like is the name, and not only because my class is also called Alchemist :P You know, alchemists are magic chemists, and your classes are more like magic genetists. Not sure what would be a good alternative name, though.
About the Tinker, I like that it focuses on Mechs (who are non-existent oustide their two expansions) and the Hero Power. Not really sold on Fusible, though. It's a bit unintuitive and seems too reminiscent of Magnetic.
I like the Blademaster, mostly because I'm a Warcraft 3 fan. However, it ends up being a little repetitive because ALL of it focus on board control and defensive plays. A minion that is a bit more aggresive might help to make the class a bit less one-dimensional.
The Sapper is allright and has personality. However, I think you'll struggle to find arts and concepts that fit the class (Therassian already feels out of place, flavor-wise).
Ay, gonna compete in this, just finished getting stuff ready. Not got too much longer for feedback, but I'm lazy and left this late. I'll be sure to get to any classes posted here after mine, I want to get back into the swing of things reviewing classes and all that. Enough talk though for now, might as well just put the cards forward.
Regina, the Ringleader
Signature Explanation:
Right, this keyword is another shot at a concept I've been coming back to continuously while making custom Hearthstone cards, spell manipulation. A signature spell is a trick that you, as the center of your circus tent, are most known for. Or at least, what that circus is most known for. When you start building a Ringleader deck and include a card with the word Signature on it, a slot appears at the top of the decklist, which starts off being populated by a banana, which is essentially the default option for a signature spell, alike Sense Demons' Worthless Imps or Mindgames' Shadow of Nothing. Should you obtain a Signature card but aren't using a deck that has a Signature, like many thieving priests and rogues, a banana shall be your Signature. The text is golden and slightly larger to make it distinguishable from normal cards in your collection. From there, you can simply drag any Ringleader spell you include in your deck into that slot to replace it, as seen below.
But this prompts the question of what a Signature card actually does. Well, I'll show a couple of the cards and explain. As it's your signature technique, you'll be able to acquire more copies of it over the course of the game, and change the way it works. Every good Ringleader can walk up on stage and perform any of these tricks, but not every ringmaster can perform that specific trick in the way you can. As a Ringleader, I could be running a deck built around the basic spell Star Performance. During deckbuilding, I know that I could potentially have quite a lot of star performances triggering this game, and can then build the whole deck around that. I could use token generation to keep the board full and then use a conal Star Performance as a finisher, I could use large quantities of it in general as burst, I could pack healing synergies to be seen later to take great use of the triple Star cone. After all...
Three times the targets doesn't just mean tripling the amount of minions affecting, it's giving you triple the spells. Ideally, if I handle Signature correctly it should allow for exceptional diversity between archetypes, allowing for more deckbuilding choices than usual. But I'd like some feedback on the concept of Signature as a whole, as thoughts on how to best implement it. Balancing out the levels of Signature generation might be hard, for starters. But for now, that's the keyword concept.
Themes and Basic/Classic List:
Below are a brief look on each of Ringleaders gimmicks and the first proper draft of its basic and classic cards, likely to be significantly updated as the class is better explored.
Ringleaders have a lot of flexibility, but some of their weaknesses include burn spells and wide AoE. They have lots of cones, hitting three minions at a time, but hitting 5 requires cards like Blazing Display or a dedicated Chain Dance or to be seen Meteor Spin deck with a Firedancer, with a cone-cone, which hits 5 minions. They also suffer from potentially being great at a lot of things, but are mostly just decent at the things that's not the signature card of their deck.
Classic:
Ringleader likes spells, but like them in a different way than perhaps a mage or a priest. They have their own aura spells, which last the turn you cast them like an aura attached to your hero. They're quite alike Lock and Load as well as Stampede. They also have cards like Bungling Busker, a cute but sad little chap who's trying his best but isn't playing that lute quite perfectly. Consider sticking him into a Blazing Display or Stage Fright Ringleader, or maybe a Ringleader that's going all in on utilising Brutal Tango with something like Meteor Spin. Showstopper Leon's a fan favourite at the circus, and can present the threat of being a slighty smaller King Krush that may just come back at the finale of the show... Albiet a tad different looking.
Tokens:
Every circus needs an illusion trick or two.
Showcase Thoughts:
Right now, for the showcase, I'm thinking the way to go's gonna be: Dining Dash Firedancer Star Performance Talent Seeker And Finale Architect, who's a spell manipulation epic like Bungling Busker, but from the Boomsday Project or Goblins vs Gnomes, I'll decide on that fully later.
She represents Ringleader miracle plays through massive turns with a whole lot of spells going off at once. In general, in the showcase, I want to show off Aura spells, a potential card to be used as a signature as well as a strong Signature synergy card like Firedancer, Signature generation like Talent Seeker which also represents token synergies, and something rather wacky to finish it all off. Talent Seeker could end up being replaced for the showcase with Costume Draft or Show Planning, and I'd like some thoughts on which is best here.
I'd like to give a quick thank you to Nikko, for allowing me to use the border I made way more easily than it would be otherwise, and just being a fantastic developer in general. All feedback for the class is appreciated, and now that I exist again I'll be sure to try and provide some off my own. Also if there are any formatting errors with this post, I'll get to it eventually don't worry. From what I've seen of what other people have been making so far, I'm pretty excited for this years entries. Post ended up becoming longer than it probably should have been for the discussion topic so I'm just gonna cut myself short here, toodloo for now.
Ay, gonna compete in this, just finished getting stuff ready. Not got too much longer for feedback, but I'm lazy and left this late. I'll be sure to get to any classes posted here after mine, I want to get back into the swing of things reviewing classes and all that. Enough talk though for now, might as well just put the cards forward.
Regina, the Ringleader
Signature Explanation:
Right, this keyword is another shot at a concept I've been coming back to continuously while making custom Hearthstone cards, spell manipulation. A signature spell is a trick that you, as the center of your circus tent, are most known for. Or at least, what that circus is most known for. When you start building a Ringleader deck and include a card with the word Signature on it, a slot appears at the top of the decklist, which starts off being populated by a banana, which is essentially the default option for a signature spell, alike Sense Demons' Worthless Imps or Mindgames' Shadow of Nothing. Should you obtain a Signature card but aren't using a deck that has a Signature, like many thieving priests and rogues, a banana shall be your Signature. The text is golden and slightly larger to make it distinguishable from normal cards in your collection. From there, you can simply drag any Ringleader spell you include in your deck into that slot to replace it, as seen below.
But this prompts the question of what a Signature card actually does. Well, I'll show a couple of the cards and explain. As it's your signature technique, you'll be able to acquire more copies of it over the course of the game, and change the way it works. Every good Ringleader can walk up on stage and perform any of these tricks, but not every ringmaster can perform that specific trick in the way you can. As a Ringleader, I could be running a deck built around the basic spell Star Performance. During deckbuilding, I know that I could potentially have quite a lot of star performances triggering this game, and can then build the whole deck around that. I could use token generation to keep the board full and then use a conal Star Performance as a finisher, I could use large quantities of it in general as burst, I could pack healing synergies to be seen later to take great use of the triple Star cone. After all...
Three times the targets doesn't just mean tripling the amount of minions affecting, it's giving you triple the spells. Ideally, if I handle Signature correctly it should allow for exceptional diversity between archetypes, allowing for more deckbuilding choices than usual. But I'd like some feedback on the concept of Signature as a whole, as thoughts on how to best implement it. Balancing out the levels of Signature generation might be hard, for starters. But for now, that's the keyword concept.
Themes and Basic/Classic List:
Below are a brief look on each of Ringleaders gimmicks and the first proper draft of its basic and classic cards, likely to be significantly updated as the class is better explored.
Ringleaders have a lot of flexibility, but some of their weaknesses include burn spells and wide AoE. They have lots of cones, hitting three minions at a time, but hitting 5 requires cards like Blazing Display or a dedicated Chain Dance or to be seen Meteor Spin deck with a Firedancer, with a cone-cone, which hits 5 minions. They also suffer from potentially being great at a lot of things, but are mostly just decent at the things that's not the signature card of their deck.
Classic:
Ringleader likes spells, but like them in a different way than perhaps a mage or a priest. They have their own aura spells, which last the turn you cast them like an aura attached to your hero. They're quite alike Lock and Load as well as Stampede. They also have cards like Bungling Busker, a cute but sad little chap who's trying his best but isn't playing that lute quite perfectly. Consider sticking him into a Blazing Display or Stage Fright Ringleader, or maybe a Ringleader that's going all in on utilising Brutal Tango with something like Meteor Spin. Showstopper Leon's a fan favourite at the circus, and can present the threat of being a slighty smaller King Krush that may just come back at the finale of the show... Albiet a tad different looking.
Tokens:
Every circus needs an illusion trick or two.
Showcase Thoughts:
Right now, for the showcase, I'm thinking the way to go's gonna be: Dining Dash Firedancer Star Performance Talent Seeker And Finale Architect, who's a spell manipulation epic like Bungling Busker, but from the Boomsday Project or Goblins vs Gnomes, I'll decide on that fully later.
She represents Ringleader miracle plays through massive turns with a whole lot of spells going off at once. In general, in the showcase, I want to show off Aura spells, a potential card to be used as a signature as well as a strong Signature synergy card like Firedancer, Signature generation like Talent Seeker which also represents token synergies, and something rather wacky to finish it all off. Talent Seeker could end up being replaced for the showcase with Costume Draft or Show Planning, and I'd like some thoughts on which is best here.
I'd like to give a quick thank you to Nikko, for allowing me to use the border I made way more easily than it would be otherwise, and just being a fantastic developer in general. All feedback for the class is appreciated, and now that I exist again I'll be sure to try and provide some off my own. Also if there are any formatting errors with this post, I'll get to it eventually don't worry. From what I've seen of what other people have been making so far, I'm pretty excited for this years entries. Post ended up becoming longer than it probably should have been for the discussion topic so I'm just gonna cut myself short here, toodloo for now.
The wording of Brutal Tango looks a little bit weird. I'm assuming the effect is that it deals 2 damage to the enemy hero for each minion the Signature kills. In that case, better wording would probably be "deal 2 damage to the enemy hero for every minion it kills." Bungling Busker also looks weird, and I don't quite understand the point.
Ay, gonna compete in this, just finished getting stuff ready. Not got too much longer for feedback, but I'm lazy and left this late. I'll be sure to get to any classes posted here after mine, I want to get back into the swing of things reviewing classes and all that. Enough talk though for now, might as well just put the cards forward.
Regina, the Ringleader
Signature Explanation:
Right, this keyword is another shot at a concept I've been coming back to continuously while making custom Hearthstone cards, spell manipulation. A signature spell is a trick that you, as the center of your circus tent, are most known for. Or at least, what that circus is most known for. When you start building a Ringleader deck and include a card with the word Signature on it, a slot appears at the top of the decklist, which starts off being populated by a banana, which is essentially the default option for a signature spell, alike Sense Demons' Worthless Imps or Mindgames' Shadow of Nothing. Should you obtain a Signature card but aren't using a deck that has a Signature, like many thieving priests and rogues, a banana shall be your Signature. The text is golden and slightly larger to make it distinguishable from normal cards in your collection. From there, you can simply drag any Ringleader spell you include in your deck into that slot to replace it, as seen below.
But this prompts the question of what a Signature card actually does. Well, I'll show a couple of the cards and explain. As it's your signature technique, you'll be able to acquire more copies of it over the course of the game, and change the way it works. Every good Ringleader can walk up on stage and perform any of these tricks, but not every ringmaster can perform that specific trick in the way you can. As a Ringleader, I could be running a deck built around the basic spell Star Performance. During deckbuilding, I know that I could potentially have quite a lot of star performances triggering this game, and can then build the whole deck around that. I could use token generation to keep the board full and then use a conal Star Performance as a finisher, I could use large quantities of it in general as burst, I could pack healing synergies to be seen later to take great use of the triple Star cone. After all...
Three times the targets doesn't just mean tripling the amount of minions affecting, it's giving you triple the spells. Ideally, if I handle Signature correctly it should allow for exceptional diversity between archetypes, allowing for more deckbuilding choices than usual. But I'd like some feedback on the concept of Signature as a whole, as thoughts on how to best implement it. Balancing out the levels of Signature generation might be hard, for starters. But for now, that's the keyword concept.
Themes and Basic/Classic List:
Below are a brief look on each of Ringleaders gimmicks and the first proper draft of its basic and classic cards, likely to be significantly updated as the class is better explored.
Ringleaders have a lot of flexibility, but some of their weaknesses include burn spells and wide AoE. They have lots of cones, hitting three minions at a time, but hitting 5 requires cards like Blazing Display or a dedicated Chain Dance or to be seen Meteor Spin deck with a Firedancer, with a cone-cone, which hits 5 minions. They also suffer from potentially being great at a lot of things, but are mostly just decent at the things that's not the signature card of their deck.
Classic:
Ringleader likes spells, but like them in a different way than perhaps a mage or a priest. They have their own aura spells, which last the turn you cast them like an aura attached to your hero. They're quite alike Lock and Load as well as Stampede. They also have cards like Bungling Busker, a cute but sad little chap who's trying his best but isn't playing that lute quite perfectly. Consider sticking him into a Blazing Display or Stage Fright Ringleader, or maybe a Ringleader that's going all in on utilising Brutal Tango with something like Meteor Spin. Showstopper Leon's a fan favourite at the circus, and can present the threat of being a slighty smaller King Krush that may just come back at the finale of the show... Albiet a tad different looking.
Tokens:
Every circus needs an illusion trick or two.
Showcase Thoughts:
Right now, for the showcase, I'm thinking the way to go's gonna be: Dining Dash Firedancer Star Performance Talent Seeker And Finale Architect, who's a spell manipulation epic like Bungling Busker, but from the Boomsday Project or Goblins vs Gnomes, I'll decide on that fully later.
She represents Ringleader miracle plays through massive turns with a whole lot of spells going off at once. In general, in the showcase, I want to show off Aura spells, a potential card to be used as a signature as well as a strong Signature synergy card like Firedancer, Signature generation like Talent Seeker which also represents token synergies, and something rather wacky to finish it all off. Talent Seeker could end up being replaced for the showcase with Costume Draft or Show Planning, and I'd like some thoughts on which is best here.
I'd like to give a quick thank you to Nikko, for allowing me to use the border I made way more easily than it would be otherwise, and just being a fantastic developer in general. All feedback for the class is appreciated, and now that I exist again I'll be sure to try and provide some off my own. Also if there are any formatting errors with this post, I'll get to it eventually don't worry. From what I've seen of what other people have been making so far, I'm pretty excited for this years entries. Post ended up becoming longer than it probably should have been for the discussion topic so I'm just gonna cut myself short here, toodloo for now.
Oh wow, this is a lot! Props to you for all the work you have done, this class is looking great. I'm going to comment on just a couple things, but overall I think this is a very well thought out class.
The first thing is your Keyword. Signature is a really interesting mechanic, one that promotes innovation and experimentation, so I love it. However, there's a very little thing I'd like to mention. Without a card that generates Signature spells, cards that interact with Signature will be textless when used by other classes. And well, I guess that if a rogue, for example, manages to play a card that creates Signature spells, Bananass will be used in place of them, am I right? I guess I like it so much that this doesn't seem like that big of a problem, but you might want to mention this special cases.
The second thing is more subjective and mainly just flavor, and that is that I'm not really seeing how a Ringleader, reckless and authorative in my mind, is linked to healing. Just asking here, it felt kind of odd. The interactions and overall synergies are cool though. Also, there is a couple cards I'm not feeling so sure of. The whole "set a minion's Attack to 1" bundle reminds me a lot of Paladin, with Humility and Aldor Peacekeeper. Oh, and compare Jaunty Tune to Force of Nature. Maybe two 3/3s instead, to make them more different?
Finally, I really like that you have created both the classic and basic sets already, just to have a bigger sample of the class. However, for this phase I think you should try to push the boundaries of the class a bit more, foreshadowing possible mechanics of future sets like you did with Finale Architect. This is also personal opinion though.
So yeah, really cool class you have there. Very interesting and flavorful! I think you will do well. Take a look at my Chronicler from last page if you have the time!
You need to change these. The "When you draw this" effect didn't appear until GvG, so Paid Riot being Basic feels off to me. T-1-Rantus also should say "2 of your Mana Crystals". The Hero Power also looks weak because it does nothing immediately and you get little benefit that you're not even guaranteed to use.
Also, I think Investor is the best name.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Ay, gonna compete in this, just finished getting stuff ready. Not got too much longer for feedback, but I'm lazy and left this late. I'll be sure to get to any classes posted here after mine, I want to get back into the swing of things reviewing classes and all that. Enough talk though for now, might as well just put the cards forward.
Regina, the Ringleader
Signature Explanation:
Right, this keyword is another shot at a concept I've been coming back to continuously while making custom Hearthstone cards, spell manipulation. A signature spell is a trick that you, as the center of your circus tent, are most known for. Or at least, what that circus is most known for. When you start building a Ringleader deck and include a card with the word Signature on it, a slot appears at the top of the decklist, which starts off being populated by a banana, which is essentially the default option for a signature spell, alike Sense Demons' Worthless Imps or Mindgames' Shadow of Nothing. Should you obtain a Signature card but aren't using a deck that has a Signature, like many thieving priests and rogues, a banana shall be your Signature. The text is golden and slightly larger to make it distinguishable from normal cards in your collection. From there, you can simply drag any Ringleader spell you include in your deck into that slot to replace it, as seen below.
But this prompts the question of what a Signature card actually does. Well, I'll show a couple of the cards and explain. As it's your signature technique, you'll be able to acquire more copies of it over the course of the game, and change the way it works. Every good Ringleader can walk up on stage and perform any of these tricks, but not every ringmaster can perform that specific trick in the way you can. As a Ringleader, I could be running a deck built around the basic spell Star Performance. During deckbuilding, I know that I could potentially have quite a lot of star performances triggering this game, and can then build the whole deck around that. I could use token generation to keep the board full and then use a conal Star Performance as a finisher, I could use large quantities of it in general as burst, I could pack healing synergies to be seen later to take great use of the triple Star cone. After all...
Three times the targets doesn't just mean tripling the amount of minions affecting, it's giving you triple the spells. Ideally, if I handle Signature correctly it should allow for exceptional diversity between archetypes, allowing for more deckbuilding choices than usual. But I'd like some feedback on the concept of Signature as a whole, as thoughts on how to best implement it. Balancing out the levels of Signature generation might be hard, for starters. But for now, that's the keyword concept.
Themes and Basic/Classic List:
Below are a brief look on each of Ringleaders gimmicks and the first proper draft of its basic and classic cards, likely to be significantly updated as the class is better explored.
Ringleaders have a lot of flexibility, but some of their weaknesses include burn spells and wide AoE. They have lots of cones, hitting three minions at a time, but hitting 5 requires cards like Blazing Display or a dedicated Chain Dance or to be seen Meteor Spin deck with a Firedancer, with a cone-cone, which hits 5 minions. They also suffer from potentially being great at a lot of things, but are mostly just decent at the things that's not the signature card of their deck.
Classic:
Ringleader likes spells, but like them in a different way than perhaps a mage or a priest. They have their own aura spells, which last the turn you cast them like an aura attached to your hero. They're quite alike Lock and Load as well as Stampede. They also have cards like Bungling Busker, a cute but sad little chap who's trying his best but isn't playing that lute quite perfectly. Consider sticking him into a Blazing Display or Stage Fright Ringleader, or maybe a Ringleader that's going all in on utilising Brutal Tango with something like Meteor Spin. Showstopper Leon's a fan favourite at the circus, and can present the threat of being a slighty smaller King Krush that may just come back at the finale of the show... Albiet a tad different looking.
Tokens:
Every circus needs an illusion trick or two.
Showcase Thoughts:
Right now, for the showcase, I'm thinking the way to go's gonna be: Dining Dash Firedancer Star Performance Talent Seeker And Finale Architect, who's a spell manipulation epic like Bungling Busker, but from the Boomsday Project or Goblins vs Gnomes, I'll decide on that fully later.
She represents Ringleader miracle plays through massive turns with a whole lot of spells going off at once. In general, in the showcase, I want to show off Aura spells, a potential card to be used as a signature as well as a strong Signature synergy card like Firedancer, Signature generation like Talent Seeker which also represents token synergies, and something rather wacky to finish it all off. Talent Seeker could end up being replaced for the showcase with Costume Draft or Show Planning, and I'd like some thoughts on which is best here.
I'd like to give a quick thank you to Nikko, for allowing me to use the border I made way more easily than it would be otherwise, and just being a fantastic developer in general. All feedback for the class is appreciated, and now that I exist again I'll be sure to try and provide some off my own. Also if there are any formatting errors with this post, I'll get to it eventually don't worry. From what I've seen of what other people have been making so far, I'm pretty excited for this years entries. Post ended up becoming longer than it probably should have been for the discussion topic so I'm just gonna cut myself short here, toodloo for now.
The wording of Brutal Tango looks a little bit weird. I'm assuming the effect is that it deals 2 damage to the enemy hero for each minion the Signature kills. In that case, better wording would probably be "deal 2 damage to the enemy hero for every minion it kills." Bungling Busker also looks weird, and I don't quite understand the point.
But I really like this class. Everything else looks great, and I absolutely love the art style.
Pai also mentioned the wording on Tango being potentially made more clear and I was waiting to see how many people could understand it here, so it being criticised almost immediately is something I appreciate. I'll be sure to think of something better for it. You've got the effect right though. Bungling Busker being weird is partially the point of it, it's a strong 3/1/5 spell damage minion but only really that effective of one should it not be a targeted spell, which a lot of Ringleader damage spells are. It should also come up every once in a while when there's something specific in an expansion that it synergises well with. Might work, might not.
Fragment of Thrills is an illusion, like Leon's token. It's a scorpion, but it's not a real one. Also, thanks, I've spent quite a few hours looking for art, so hearing that it's paid off is good to hear. Thanks for such quick feedback!
Ay, gonna compete in this, just finished getting stuff ready. Not got too much longer for feedback, but I'm lazy and left this late. I'll be sure to get to any classes posted here after mine, I want to get back into the swing of things reviewing classes and all that. Enough talk though for now, might as well just put the cards forward.
Regina, the Ringleader
Signature Explanation:
Right, this keyword is another shot at a concept I've been coming back to continuously while making custom Hearthstone cards, spell manipulation. A signature spell is a trick that you, as the center of your circus tent, are most known for. Or at least, what that circus is most known for. When you start building a Ringleader deck and include a card with the word Signature on it, a slot appears at the top of the decklist, which starts off being populated by a banana, which is essentially the default option for a signature spell, alike Sense Demons' Worthless Imps or Mindgames' Shadow of Nothing. Should you obtain a Signature card but aren't using a deck that has a Signature, like many thieving priests and rogues, a banana shall be your Signature. The text is golden and slightly larger to make it distinguishable from normal cards in your collection. From there, you can simply drag any Ringleader spell you include in your deck into that slot to replace it, as seen below.
But this prompts the question of what a Signature card actually does. Well, I'll show a couple of the cards and explain. As it's your signature technique, you'll be able to acquire more copies of it over the course of the game, and change the way it works. Every good Ringleader can walk up on stage and perform any of these tricks, but not every ringmaster can perform that specific trick in the way you can. As a Ringleader, I could be running a deck built around the basic spell Star Performance. During deckbuilding, I know that I could potentially have quite a lot of star performances triggering this game, and can then build the whole deck around that. I could use token generation to keep the board full and then use a conal Star Performance as a finisher, I could use large quantities of it in general as burst, I could pack healing synergies to be seen later to take great use of the triple Star cone. After all...
Three times the targets doesn't just mean tripling the amount of minions affecting, it's giving you triple the spells. Ideally, if I handle Signature correctly it should allow for exceptional diversity between archetypes, allowing for more deckbuilding choices than usual. But I'd like some feedback on the concept of Signature as a whole, as thoughts on how to best implement it. Balancing out the levels of Signature generation might be hard, for starters. But for now, that's the keyword concept.
Themes and Basic/Classic List:
Below are a brief look on each of Ringleaders gimmicks and the first proper draft of its basic and classic cards, likely to be significantly updated as the class is better explored.
Ringleaders have a lot of flexibility, but some of their weaknesses include burn spells and wide AoE. They have lots of cones, hitting three minions at a time, but hitting 5 requires cards like Blazing Display or a dedicated Chain Dance or to be seen Meteor Spin deck with a Firedancer, with a cone-cone, which hits 5 minions. They also suffer from potentially being great at a lot of things, but are mostly just decent at the things that's not the signature card of their deck.
Classic:
Ringleader likes spells, but like them in a different way than perhaps a mage or a priest. They have their own aura spells, which last the turn you cast them like an aura attached to your hero. They're quite alike Lock and Load as well as Stampede. They also have cards like Bungling Busker, a cute but sad little chap who's trying his best but isn't playing that lute quite perfectly. Consider sticking him into a Blazing Display or Stage Fright Ringleader, or maybe a Ringleader that's going all in on utilising Brutal Tango with something like Meteor Spin. Showstopper Leon's a fan favourite at the circus, and can present the threat of being a slighty smaller King Krush that may just come back at the finale of the show... Albiet a tad different looking.
Tokens:
Every circus needs an illusion trick or two.
Showcase Thoughts:
Right now, for the showcase, I'm thinking the way to go's gonna be: Dining Dash Firedancer Star Performance Talent Seeker And Finale Architect, who's a spell manipulation epic like Bungling Busker, but from the Boomsday Project or Goblins vs Gnomes, I'll decide on that fully later.
She represents Ringleader miracle plays through massive turns with a whole lot of spells going off at once. In general, in the showcase, I want to show off Aura spells, a potential card to be used as a signature as well as a strong Signature synergy card like Firedancer, Signature generation like Talent Seeker which also represents token synergies, and something rather wacky to finish it all off. Talent Seeker could end up being replaced for the showcase with Costume Draft or Show Planning, and I'd like some thoughts on which is best here.
I'd like to give a quick thank you to Nikko, for allowing me to use the border I made way more easily than it would be otherwise, and just being a fantastic developer in general. All feedback for the class is appreciated, and now that I exist again I'll be sure to try and provide some off my own. Also if there are any formatting errors with this post, I'll get to it eventually don't worry. From what I've seen of what other people have been making so far, I'm pretty excited for this years entries. Post ended up becoming longer than it probably should have been for the discussion topic so I'm just gonna cut myself short here, toodloo for now.
Oh wow, this is a lot! Props to you for all the work you have done, this class is looking great. I'm going to comment on just a couple things, but overall I think this is a very well thought out class.
The first thing is your Keyword. Signature is a really interesting mechanic, one that promotes innovation and experimentation, so I love it. However, there's a very little thing I'd like to mention. Without a card that generates Signature spells, cards that interact with Signature will be textless when used by other classes. And well, I guess that if a rogue, for example, manages to play a card that creates Signature spells, Bananass will be used in place of them, am I right? I guess I like it so much that this doesn't seem like that big of a problem, but you might want to mention this special cases.
The second thing is more subjective and mainly just flavor, and that is that I'm not really seeing how a Ringleader, reckless and authorative in my mind, is linked to healing. Just asking here, it felt kind of odd. The interactions and overall synergies are cool though. Also, there is a couple cards I'm not feeling so sure of. The whole "set a minion's Attack to 1" bundle reminds me a lot of Paladin, with Humility and Aldor Peacekeeper. Oh, and compare Jaunty Tune to Force of Nature. Maybe two 3/3s instead, to make them more different?
Finally, I really like that you have created both the classic and basic sets already, just to have a bigger sample of the class. However, for this phase I think you should try to push the boundaries of the class a bit more, foreshadowing possible mechanics of future sets like you did with Finale Architect. This is also personal opinion though.
So yeah, really cool class you have there. Very interesting and flavorful! I think you will do well. Take a look at my Chronicler from last page if you have the time!
"Should you obtain a Signature card but aren't using a deck that has a Signature, like many thieving priests and rogues, a banana shall be your Signature." was added to my original post a little bit afterwards, but when it comes to the submission post, I'll definitely elaborate on it, yeah. It's probably fine, since any class that's stealing some of your cards is probably gonna steal quite a few, and they'll hopefully hit a Seeker, Draft or Planning eventually, and'll have charged up a pretty large banana over time hopefully. Brutal Tango is a complete miss unfortunately though, alike Glacial Mysteries and other such cards.
I think you and I think of different things when we think of Ringleaders. Sure, they're the authority of the circus, its face and its ruler, but a Ringleader doesn't necessarily have to be too authoritarian. The class takes good care of its performers, it's important for them to do so. That said, despite that, most of the healing cares more about you healing yourself anyway. The class was originally going to have weapons which would be stuff like whips and all that but I dropped it due to art concerns, but maybe in an alternate timeline Ringleader might've been more commanding. Think of the class as the circus as a whole rather than as a Ringleader specifically.
I am also a little unsure on Jaunty Tune but since Doppelgangster exists I feel that Force of Nature might just not really be an actual card, but the remains of one. I do have some cards started for later sets, now that you mention it, I just only recently finished my classes border and only basic/classic/Architect have been updated. I could definitely throw out some more stuff later, though I wanna keep some behind my back, don't wanna spoil too much. Thanks for your thoughts in general, I'll be sure to check out Chronicler in a second.
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.
Other cards
Alternate Hero and Improved Hero Power
Hope you like it! Any comments are welcome.
I definitely like this class, it's been handled really well. The class concept feels a lot fresher than stuff like Tinkers and Alchemists which show up each year (Not that they're bad though), and you've done a good job describing said concept. I'm often turned off by random token hero powers, they're often hard to manage and suffer from the same RNG issue as shaman. While it's still technically true for this, there's a lot less reliance on the RNG due to the way they're stored in the hand and can't stack. Good job there. Recall is a fantastic keyword. Generally applicable, fits the class well, lots of design space, etc etc. Reminds me a lot of Combo in it being a simple battlecry alternative trigger.
Westfall Settler is a really nice simple 1 drop for the class. It definitely does a good job of showing off the keyword; Voodoo Doctor is often a wasteful turn 1 play because the healing is wasted, yet Recall allows this to put that healing in the fridge for later. Definitely include it in the showcase.
Nether Storm is playable as a 9 mana silence and destroy all minions, yet the card is a lot more than that. I'd definitely recommend keeping recall effects more towards the low end of the scales, but having exceptions is fine. Chronicler so far seems like it's a little slow naturally, and though it works well like that, I'd avoid making it much slower than it has to be.
Cartographer Merrian is a card I have a few problems with. To preface this, I'd like to go over her status as the Fandral Staghelm or Brann Bronzebeard for the class. At first, while I was working on Ringmaster, my classic legendary was this dude: (Mind the old border)
He was intended to fill a similar role, and I'm still unsure on his design in general but regardless of how good he is for the class, the spot he'd belong simply isn't classic. I feel similarly about Merrian. Fandral Staghelm also isn't the classic druid legendary, and there's a few reasons for all this. The classic legendary for the class is quite important to get right. Classic as a whole is meant to be rather simple, but the legendary for each of the non-warlock classes are especially so, despite being in the rarity that holds the most potential for complexity. King Krush has one word in the text, Grommash Hellscream is that same word with an Enrage effect, Tirion Fordring was two keywords and a big stick, etc etc. The classic legendary should be a simple, yet extreme version of the fundamental principle of the class. Hunter has a bunch of scary beasts and to smack you with the beasts, thus the legendary is a really big one. Warrior has angry guys and punches his own guys in the face which makes them angrier, thus they get a really big one. Shaman's a mess and therefore their legendary is a really big one. Mage's entire principle is spells so they gave their legendary a condition of play spell with a reward of get spell. Classic Legendaries are intended to be cards that often lead to the game finishing when they hit the board, which is why a third of them have charge, a couple of them are exploitable otk fuel, Tirion represents 15 damage you can't really deal with, Edwin is an all in card that gives you a minion your opponent literally can't deal with at such an early stage of the game and Jaraxxus is borderline impossible to sustain yourself against in classic.
That was all a bit long-winded but hopefully my point's clear enough. The classic legendary best fits the set when it's simple, extreme and causes your opponent to die soon after. That said, as for the card itself, it feels like it could probably reduce design space for Recall effects, but not really much else.
Prophecy is a card that I'm happy exists but might need some tuning down. A lot of people making classes, I feel, like to make their class a "control" class with no considerations for anything else. Drawing 7 for 5 is a lot though, golly. If you have 3 cards in hand, it's still a draw 4, so I think maybe it could go down to 6. That said, it's power is, moreso than most dependant on the power of other cards that enable more aggressive or tempo focused iterations of chronicler to exist. Keep this card in the back of your head at all times I suppose.
Mountain's Gift, I feel, is a bad card to showcase. Showing off that you have battlecry synergies is nice, but there aren't any other battlecry cards in the showcase. For highly synergistic card like this, my first thought is to think of what cards I could use it with obviously, yet since this is my first sight of the class, that pool of cards that I could use this on is dry. I'm a little skeptical of battlecry chronicler in general regardless, because their recall keyword typically means that they'll actually have a lower than average battlecry count unless you go out of your way to make sure otherwise.
On a side note, happy with the art you've used for all of your cards mostly, only real outliers are Merrian being too zoomed in, and perhaps Nether Storm not looking destructive enough. In the other cards shown, I'm mostly happy with them but have a couple of criticisms. Trauma feels quite strong, being 1 damage off of vanilla damage spells and having an attached boardwide freeze. Gilnean Reveler and Oblivious Ruin and both quite cool but their text is very filled out, the presentation of the cards could be better.
I think the class overall is great, easily in the top 3 other classes I've seen in the comp so far, I mostly just don't like Merrian, that's about it.
Reworked the Wording on the Hero Power and added some more cards to better show the overall concept and flavor.
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 think that all of this is too random?
Thanks a lot and good luck to everybody!
I like the flavor of the class, but I'm not sure the themes reflect well on it. The Bribe keyword is good, but positioning doesn't fit the theme, IMO.
I dunno, I'm not really sure how to express what's missing, because it's more a feeling than a reasonate thought, but I'm not quite sold.
Thanks for the feedback! Maybe you're right... In the beginning I was really eager to work with minion-positioning, because I had the feeling that it hasn't been really exploited so far. But by now there are several class-proposals including minon-positioning which seem to better integrate the subject in their flavor.
And further working on my cards I actually went more and more away from the positioning-mechanics. So I guess I'll really kick this out and will try to find something more appropriate for the theme. Thanks again!
Focusing on the balance between your hero's hp and your minions for buffs along with spells that get bonuses off of spell damage+. While none shown so far, there would be class minions that also gain certain bonuses that when played from hand or on the field already if spell damage+ is in effect.
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
Does the class look interesting?
Is it balanced?
Are all five cards balanced?
What could I change?
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
HEy, I'm almost done with my Phase I cards for THE DETECTIVE. Here's my final draft (very different from previous drafts but it's ok, I think this one is THE one) :
I think these cards showcase the themes, mechanics and playstyle of the Detective.
HEy, I'm almost done with my Phase I cards for THE DETECTIVE. Here's my final draft (very different from previous drafts but it's ok, I think this one is THE one) :
I think these cards showcase the themes, mechanics and playstyle of the Detective.
What do you think ? I'll probably post it tomorrow or the day after that.
Happy CCC to everyone !
I think making cards that do nothing but reveal information without doing anything with it could be a mistake. Hearthstone cards that reveal information already exist, many priest cards perform that role for example, but they all do something on top of revealing information. The power of revealing information should be valued at next to nothing, for it would provide little impact to decision making against a lot of archetypes and ends up being quite matchup dependant. Adding cards to your hand, doing something that scales with stuff in your opponents hand, etc, all do other things while revealing just as much if not more, it's more interesting to add information cards like that.
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
Does the class look interesting?
Is it balanced?
Are all five cards balanced?
What could I change?
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
To me everything looks pretty balanced and consistent. For the Karg, I think his 4 mana 3/4 version is the one that feels more like a legendary minion from the classic set. The only card I have a problem with it is the assistant, right now it is a stronger Wolfrider and if you hold it in your hand it becomes a stronger Kor'kron Elite, maybe make it a 2/3 instead with the same text?
Now this complain it's mostly about aesthetic. You should probably find better art for your Hero and Hero Power. For the Hero Power you could find a dagger with blood or something along those lines and for the Hero, maybe this could work?
I know he is an orc.
Remember to end all your card texts with a period and your keyword has to be Bold. And also Lust sounds kinda weird, maybe Blood Lust or Impatience would sound better.
Anyone have a problem with including a natural keyword in the Hero Power?
I don't, as I'm using Freeze in my Hero Power. Some take issue with Keywords in Hero Powers but in my opinion, the Shaman's Spell Damage and Taunt Totems undermine those arguments *shrugs*
Sounds good. Right then here's what I have for the class so far.
The Enchanter
A spell-casting, weapon-using, secretive class.
The Enchanter is about change; altering, transforming, improving. The Enchanter's basic and classic cards set up several potential playstyles. Spell Damage, buffs, spell positioning, token creation, Secrets, mana manipulation, and weapons.
The Enchanter has two potential major tribe synergies: Dragons, and Demons. Demons will be explored as an archetype from K&C onwards, while Dragons will have their day in Un'Goro, KFT, and Witchwood.
The Enchant and Enchanted keywords function similarly, but their triggers are slightly different. Think of it kind of like what Choose Twice is to Choose One. Enchant will be used more often, as a triggered effect that does something when targeted with an enchantment (e.g with Shattered Sun Cleric), and can be activated multiple times. Enchanted will be used for aura effects, that is activated while the card has an enchantment—whether it is targeted, or granted by an aura (e.g. Dire Wolf Alpha), for an aura effect.
The Enchanter doesn't have good healing or survival by default, but they have exceptional spell damage synergy, albeit with a limited selection of damaging spells. Each expansion will help the Enchanter to survive or find a new win condition. Secret synergy does not exist in classic, but these 2 mana Secrets provide some measure of defence that circumvents armor or healing.
One win condition in classic is the 'machine gun' tactic that involves Mistveil Drake and other left-most card synergies, playing cards out all at once.
≻—— BASIC ——≺
Token:
≻—— CLASSIC ——≺
≻—— Other Cards ——≺
That's what I have for now. I need some advice on a few things:
1) Are there enough damage dealing spells to justify/render useful the Hero Power? 2) Are the buff spells/enchant effects too strong? 3) Is the class too aggro? 4) Is the hand-positioning idea intuitive enough? It may not have the most amazing synergy so far, but the idea is to plan ahead with your hand (see The Grave Keeper). 5) Does the class have enough draw? Does it need more? 6) Does it need more survivability? 7) Is Nightwell Tome OP? 8) Am I going in the right direction here?
@Demonxz95
Thanks for the kind words! Yeah, I messed up with the Powerseeker. It should be a Scroll of Power, one of the Hero Power tokens. I'll edit it now. Prophecy is pretty difficult to asses, but I really like it and if it is problematic I'll think about bumping it to 6 mana.
Hopefully i haven't made any mistakes this time.
As always, feedback is welcome and encouraged!
Love this class, miles better than your previous one and one of my favorites so far. My only criticise is that it doesn't look like a weapon class, so Weaponized Telescope feels off.
I like the flavor of the class, but I'm not sure the themes reflect well on it. The Bribe keyword is good, but positioning doesn't fit the theme, IMO.
I dunno, I'm not really sure how to express what's missing, because it's more a feeling than a reasonate thought, but I'm not quite sold.
Okay, this take on the class is much better than the previous one. The regenerating aspect is a really good way to make it different from Warlock, who yes, has allways used healing, but it was Neutral, mostly.
I'd also give the class regular weapons, as it fits the theme pretty well and would make it even more different from Warlock.
Wow, that's a lot of classes.
Out of the Alchemists, I'd say I prefer the first version. I think the Hero Power is very elegant, in that it's really simple and more or less original (which means very original factoring we're talking about Hero Powers).
The only thing I don't like is the name, and not only because my class is also called Alchemist :P You know, alchemists are magic chemists, and your classes are more like magic genetists. Not sure what would be a good alternative name, though.
About the Tinker, I like that it focuses on Mechs (who are non-existent oustide their two expansions) and the Hero Power. Not really sold on Fusible, though. It's a bit unintuitive and seems too reminiscent of Magnetic.
I like the Blademaster, mostly because I'm a Warcraft 3 fan. However, it ends up being a little repetitive because ALL of it focus on board control and defensive plays. A minion that is a bit more aggresive might help to make the class a bit less one-dimensional.
The Sapper is allright and has personality. However, I think you'll struggle to find arts and concepts that fit the class (Therassian already feels out of place, flavor-wise).
Overall, the second Alchemist is the best, IMO.
Ay, gonna compete in this, just finished getting stuff ready. Not got too much longer for feedback, but I'm lazy and left this late. I'll be sure to get to any classes posted here after mine, I want to get back into the swing of things reviewing classes and all that. Enough talk though for now, might as well just put the cards forward.
Regina, the Ringleader
Signature Explanation:
Right, this keyword is another shot at a concept I've been coming back to continuously while making custom Hearthstone cards, spell manipulation. A signature spell is a trick that you, as the center of your circus tent, are most known for. Or at least, what that circus is most known for. When you start building a Ringleader deck and include a card with the word Signature on it, a slot appears at the top of the decklist, which starts off being populated by a banana, which is essentially the default option for a signature spell, alike Sense Demons' Worthless Imps or Mindgames' Shadow of Nothing. Should you obtain a Signature card but aren't using a deck that has a Signature, like many thieving priests and rogues, a banana shall be your Signature. The text is golden and slightly larger to make it distinguishable from normal cards in your collection. From there, you can simply drag any Ringleader spell you include in your deck into that slot to replace it, as seen below.
But this prompts the question of what a Signature card actually does. Well, I'll show a couple of the cards and explain.
As it's your signature technique, you'll be able to acquire more copies of it over the course of the game, and change the way it works. Every good Ringleader can walk up on stage and perform any of these tricks, but not every ringmaster can perform that specific trick in the way you can. As a Ringleader, I could be running a deck built around the basic spell Star Performance.
During deckbuilding, I know that I could potentially have quite a lot of star performances triggering this game, and can then build the whole deck around that. I could use token generation to keep the board full and then use a conal Star Performance as a finisher, I could use large quantities of it in general as burst, I could pack healing synergies to be seen later to take great use of the triple Star cone. After all...
Three times the targets doesn't just mean tripling the amount of minions affecting, it's giving you triple the spells. Ideally, if I handle Signature correctly it should allow for exceptional diversity between archetypes, allowing for more deckbuilding choices than usual. But I'd like some feedback on the concept of Signature as a whole, as thoughts on how to best implement it. Balancing out the levels of Signature generation might be hard, for starters. But for now, that's the keyword concept.
Themes and Basic/Classic List:
Below are a brief look on each of Ringleaders gimmicks and the first proper draft of its basic and classic cards, likely to be significantly updated as the class is better explored.
Themes:
Healing
Tokens
Buffs
Cones
Draw
1 Attack
Spells, Aura Spells and Spell Manipulation
Basic:
Ringleaders have a lot of flexibility, but some of their weaknesses include burn spells and wide AoE. They have lots of cones, hitting three minions at a time, but hitting 5 requires cards like Blazing Display or a dedicated Chain Dance or to be seen Meteor Spin deck with a Firedancer, with a cone-cone, which hits 5 minions. They also suffer from potentially being great at a lot of things, but are mostly just decent at the things that's not the signature card of their deck.
Classic:
Ringleader likes spells, but like them in a different way than perhaps a mage or a priest. They have their own aura spells, which last the turn you cast them like an aura attached to your hero. They're quite alike Lock and Load as well as Stampede. They also have cards like Bungling Busker, a cute but sad little chap who's trying his best but isn't playing that lute quite perfectly. Consider sticking him into a Blazing Display or Stage Fright Ringleader, or maybe a Ringleader that's going all in on utilising Brutal Tango with something like Meteor Spin. Showstopper Leon's a fan favourite at the circus, and can present the threat of being a slighty smaller King Krush that may just come back at the finale of the show... Albiet a tad different looking.
Tokens:
Every circus needs an illusion trick or two.
Showcase Thoughts:
Right now, for the showcase, I'm thinking the way to go's gonna be:
Dining Dash
Firedancer
Star Performance
Talent Seeker
And Finale Architect, who's a spell manipulation epic like Bungling Busker, but from the Boomsday Project or Goblins vs Gnomes, I'll decide on that fully later.
She represents Ringleader miracle plays through massive turns with a whole lot of spells going off at once. In general, in the showcase, I want to show off Aura spells, a potential card to be used as a signature as well as a strong Signature synergy card like Firedancer, Signature generation like Talent Seeker which also represents token synergies, and something rather wacky to finish it all off. Talent Seeker could end up being replaced for the showcase with Costume Draft or Show Planning, and I'd like some thoughts on which is best here.
I'd like to give a quick thank you to Nikko, for allowing me to use the border I made way more easily than it would be otherwise, and just being a fantastic developer in general. All feedback for the class is appreciated, and now that I exist again I'll be sure to try and provide some off my own. Also if there are any formatting errors with this post, I'll get to it eventually don't worry. From what I've seen of what other people have been making so far, I'm pretty excited for this years entries. Post ended up becoming longer than it probably should have been for the discussion topic so I'm just gonna cut myself short here, toodloo for now.
The wording of Brutal Tango looks a little bit weird. I'm assuming the effect is that it deals 2 damage to the enemy hero for each minion the Signature kills. In that case, better wording would probably be "deal 2 damage to the enemy hero for every minion it kills." Bungling Busker also looks weird, and I don't quite understand the point.
Fragment of Thrill's artwork also looks like it should be a Beast.
But I really like this class. Everything else looks great, and I absolutely love the art style.
Click the image to go to my custom Time Traveler class.
Oh wow, this is a lot! Props to you for all the work you have done, this class is looking great. I'm going to comment on just a couple things, but overall I think this is a very well thought out class.
The first thing is your Keyword. Signature is a really interesting mechanic, one that promotes innovation and experimentation, so I love it. However, there's a very little thing I'd like to mention. Without a card that generates Signature spells, cards that interact with Signature will be textless when used by other classes. And well, I guess that if a rogue, for example, manages to play a card that creates Signature spells, Bananass will be used in place of them, am I right? I guess I like it so much that this doesn't seem like that big of a problem, but you might want to mention this special cases.
The second thing is more subjective and mainly just flavor, and that is that I'm not really seeing how a Ringleader, reckless and authorative in my mind, is linked to healing. Just asking here, it felt kind of odd. The interactions and overall synergies are cool though. Also, there is a couple cards I'm not feeling so sure of. The whole "set a minion's Attack to 1" bundle reminds me a lot of Paladin, with Humility and Aldor Peacekeeper. Oh, and compare Jaunty Tune to Force of Nature. Maybe two 3/3s instead, to make them more different?
Finally, I really like that you have created both the classic and basic sets already, just to have a bigger sample of the class. However, for this phase I think you should try to push the boundaries of the class a bit more, foreshadowing possible mechanics of future sets like you did with Finale Architect. This is also personal opinion though.
So yeah, really cool class you have there. Very interesting and flavorful! I think you will do well. Take a look at my Chronicler from last page if you have the time!
can someone help with this class naming? i have an idea of merchant/investor/businessman but im not sure
Characteristic:
1. Cast When Drawn
2. Mana Destroy
3. Temporal Mana
4. Deck Manipulation
The first thing I'm noticing that that every card of your has artwork already being used.
Saving Coin/Saved Coin - Gallywix's Coin
Interest - Bag'o'Coins
Thief - Cutpurse
Paid Riot - Hired Gun
Bragful Bodyguard - I Know a Guy
T-1-Rantus - Robosaur
You need to change these. The "When you draw this" effect didn't appear until GvG, so Paid Riot being Basic feels off to me. T-1-Rantus also should say "2 of your Mana Crystals". The Hero Power also looks weak because it does nothing immediately and you get little benefit that you're not even guaranteed to use.
Also, I think Investor is the best name.
Click the image to go to my custom Time Traveler class.
Pai also mentioned the wording on Tango being potentially made more clear and I was waiting to see how many people could understand it here, so it being criticised almost immediately is something I appreciate. I'll be sure to think of something better for it. You've got the effect right though. Bungling Busker being weird is partially the point of it, it's a strong 3/1/5 spell damage minion but only really that effective of one should it not be a targeted spell, which a lot of Ringleader damage spells are. It should also come up every once in a while when there's something specific in an expansion that it synergises well with. Might work, might not.
Fragment of Thrills is an illusion, like Leon's token. It's a scorpion, but it's not a real one. Also, thanks, I've spent quite a few hours looking for art, so hearing that it's paid off is good to hear. Thanks for such quick feedback!
"Should you obtain a Signature card but aren't using a deck that has a Signature, like many thieving priests and rogues, a banana shall be your Signature." was added to my original post a little bit afterwards, but when it comes to the submission post, I'll definitely elaborate on it, yeah. It's probably fine, since any class that's stealing some of your cards is probably gonna steal quite a few, and they'll hopefully hit a Seeker, Draft or Planning eventually, and'll have charged up a pretty large banana over time hopefully. Brutal Tango is a complete miss unfortunately though, alike Glacial Mysteries and other such cards.
I think you and I think of different things when we think of Ringleaders. Sure, they're the authority of the circus, its face and its ruler, but a Ringleader doesn't necessarily have to be too authoritarian. The class takes good care of its performers, it's important for them to do so. That said, despite that, most of the healing cares more about you healing yourself anyway. The class was originally going to have weapons which would be stuff like whips and all that but I dropped it due to art concerns, but maybe in an alternate timeline Ringleader might've been more commanding. Think of the class as the circus as a whole rather than as a Ringleader specifically.
I am also a little unsure on Jaunty Tune but since Doppelgangster exists I feel that Force of Nature might just not really be an actual card, but the remains of one. I do have some cards started for later sets, now that you mention it, I just only recently finished my classes border and only basic/classic/Architect have been updated. I could definitely throw out some more stuff later, though I wanna keep some behind my back, don't wanna spoil too much. Thanks for your thoughts in general, I'll be sure to check out Chronicler in a second.
I definitely like this class, it's been handled really well. The class concept feels a lot fresher than stuff like Tinkers and Alchemists which show up each year (Not that they're bad though), and you've done a good job describing said concept. I'm often turned off by random token hero powers, they're often hard to manage and suffer from the same RNG issue as shaman. While it's still technically true for this, there's a lot less reliance on the RNG due to the way they're stored in the hand and can't stack. Good job there. Recall is a fantastic keyword. Generally applicable, fits the class well, lots of design space, etc etc. Reminds me a lot of Combo in it being a simple battlecry alternative trigger.
Westfall Settler is a really nice simple 1 drop for the class. It definitely does a good job of showing off the keyword; Voodoo Doctor is often a wasteful turn 1 play because the healing is wasted, yet Recall allows this to put that healing in the fridge for later. Definitely include it in the showcase.
Nether Storm is playable as a 9 mana silence and destroy all minions, yet the card is a lot more than that. I'd definitely recommend keeping recall effects more towards the low end of the scales, but having exceptions is fine. Chronicler so far seems like it's a little slow naturally, and though it works well like that, I'd avoid making it much slower than it has to be.
Cartographer Merrian is a card I have a few problems with. To preface this, I'd like to go over her status as the Fandral Staghelm or Brann Bronzebeard for the class. At first, while I was working on Ringmaster, my classic legendary was this dude: (Mind the old border)
He was intended to fill a similar role, and I'm still unsure on his design in general but regardless of how good he is for the class, the spot he'd belong simply isn't classic. I feel similarly about Merrian. Fandral Staghelm also isn't the classic druid legendary, and there's a few reasons for all this. The classic legendary for the class is quite important to get right. Classic as a whole is meant to be rather simple, but the legendary for each of the non-warlock classes are especially so, despite being in the rarity that holds the most potential for complexity. King Krush has one word in the text, Grommash Hellscream is that same word with an Enrage effect, Tirion Fordring was two keywords and a big stick, etc etc. The classic legendary should be a simple, yet extreme version of the fundamental principle of the class. Hunter has a bunch of scary beasts and to smack you with the beasts, thus the legendary is a really big one. Warrior has angry guys and punches his own guys in the face which makes them angrier, thus they get a really big one. Shaman's a mess and therefore their legendary is a really big one. Mage's entire principle is spells so they gave their legendary a condition of play spell with a reward of get spell. Classic Legendaries are intended to be cards that often lead to the game finishing when they hit the board, which is why a third of them have charge, a couple of them are exploitable otk fuel, Tirion represents 15 damage you can't really deal with, Edwin is an all in card that gives you a minion your opponent literally can't deal with at such an early stage of the game and Jaraxxus is borderline impossible to sustain yourself against in classic.
That was all a bit long-winded but hopefully my point's clear enough. The classic legendary best fits the set when it's simple, extreme and causes your opponent to die soon after. That said, as for the card itself, it feels like it could probably reduce design space for Recall effects, but not really much else.
Prophecy is a card that I'm happy exists but might need some tuning down. A lot of people making classes, I feel, like to make their class a "control" class with no considerations for anything else. Drawing 7 for 5 is a lot though, golly. If you have 3 cards in hand, it's still a draw 4, so I think maybe it could go down to 6. That said, it's power is, moreso than most dependant on the power of other cards that enable more aggressive or tempo focused iterations of chronicler to exist. Keep this card in the back of your head at all times I suppose.
Mountain's Gift, I feel, is a bad card to showcase. Showing off that you have battlecry synergies is nice, but there aren't any other battlecry cards in the showcase. For highly synergistic card like this, my first thought is to think of what cards I could use it with obviously, yet since this is my first sight of the class, that pool of cards that I could use this on is dry. I'm a little skeptical of battlecry chronicler in general regardless, because their recall keyword typically means that they'll actually have a lower than average battlecry count unless you go out of your way to make sure otherwise.
On a side note, happy with the art you've used for all of your cards mostly, only real outliers are Merrian being too zoomed in, and perhaps Nether Storm not looking destructive enough. In the other cards shown, I'm mostly happy with them but have a couple of criticisms. Trauma feels quite strong, being 1 damage off of vanilla damage spells and having an attached boardwide freeze. Gilnean Reveler and Oblivious Ruin and both quite cool but their text is very filled out, the presentation of the cards could be better.
I think the class overall is great, easily in the top 3 other classes I've seen in the comp so far, I mostly just don't like Merrian, that's about it.
Thanks for the feedback! Maybe you're right... In the beginning I was really eager to work with minion-positioning, because I had the feeling that it hasn't been really exploited so far. But by now there are several class-proposals including minon-positioning which seem to better integrate the subject in their flavor.
And further working on my cards I actually went more and more away from the positioning-mechanics. So I guess I'll really kick this out and will try to find something more appropriate for the theme. Thanks again!
Uh, so which one is it?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Ouch, I meant the second one the whole time. The one with the Homunculus Hero Power.
Blood Mage
Focusing on the balance between your hero's hp and your minions for buffs along with spells that get bonuses off of spell damage+. While none shown so far, there would be class minions that also gain certain bonuses that when played from hand or on the field already if spell damage+ is in effect.
[img]http://www.hearthcards.net/cards/95d63a5a.png[/img]
[img]http://www.hearthcards.net/cards/d4b0919f.png[/img]
[img]http://www.hearthcards.net/cards/03ebefdb.png[/img]
[img]http://www.hearthcards.net/cards/673cb1fe.png[/img]
[img]http://www.hearthcards.net/cards/b5f79787.png[/img]
The Killmonger
The Killmonger can easily take down enemy minions with his weapons and hero power. As the class name says, his main goal is to kill as many enemies (or random creatures that found themselves in a wrong place in a wrong moment) as he can. So here comes the first class mechanic - minions or weapons that gain bonuses after killing an enemy minion. But why would you kill just one of those weak creatures when you can kill so many of them?
Here's the first weapon that shows the flavor of my class and it could easily be the core of many decks:
Seems strange? Maybe this weapon would be weak without our hero's faithful assistants and other tools that help him bringing slaughter and gore:
When the Killmonger can't find any prey for a long time, he feels a very strong Lust. Of course, it doesn't mean that he becomes weaker. He is even stronger and more alert. After he finally finds his prey, there's no way it can escape. His helpers feel Lust too, although he doesn't care much about them. They're just like puppets
The only assistants he truly cares about, are those strong enough to live on their own in the wild, but they've decided to stay with him and kill for him. Here's his favourite one:
So, my main questions are
I personally think that the legendary is too good, so i have prepared two different versions of it:
The last question: Which one do you like the most?
I hope that my experience from previous Class, Year etc. Creation Competitions helped me and i made no huge mistakes here.
HEy, I'm almost done with my Phase I cards for THE DETECTIVE. Here's my final draft (very different from previous drafts but it's ok, I think this one is THE one) :
I think these cards showcase the themes, mechanics and playstyle of the Detective.
Themes : Investigation, fairplay
Mechanics : "Both players", card draw, removal, revealing cards
Playstyle : Slow (Control, Combo), Mill
What do you think ? I'll probably post it tomorrow or the day after that.
Happy CCC to everyone !
I think making cards that do nothing but reveal information without doing anything with it could be a mistake. Hearthstone cards that reveal information already exist, many priest cards perform that role for example, but they all do something on top of revealing information. The power of revealing information should be valued at next to nothing, for it would provide little impact to decision making against a lot of archetypes and ends up being quite matchup dependant. Adding cards to your hand, doing something that scales with stuff in your opponents hand, etc, all do other things while revealing just as much if not more, it's more interesting to add information cards like that.
To me everything looks pretty balanced and consistent. For the Karg, I think his 4 mana 3/4 version is the one that feels more like a legendary minion from the classic set. The only card I have a problem with it is the assistant, right now it is a stronger Wolfrider and if you hold it in your hand it becomes a stronger Kor'kron Elite, maybe make it a 2/3 instead with the same text?
Now this complain it's mostly about aesthetic. You should probably find better art for your Hero and Hero Power. For the Hero Power you could find a dagger with blood or something along those lines and for the Hero, maybe this could work?
I know he is an orc.
Remember to end all your card texts with a period and your keyword has to be Bold. And also Lust sounds kinda weird, maybe Blood Lust or Impatience would sound better.
Sounds good. Right then here's what I have for the class so far.
The Enchanter
A spell-casting, weapon-using, secretive class.
The Enchanter is about change; altering, transforming, improving. The Enchanter's basic and classic cards set up several potential playstyles. Spell Damage, buffs, spell positioning, token creation, Secrets, mana manipulation, and weapons.
The Enchanter has two potential major tribe synergies: Dragons, and Demons. Demons will be explored as an archetype from K&C onwards, while Dragons will have their day in Un'Goro, KFT, and Witchwood.
The Enchant and Enchanted keywords function similarly, but their triggers are slightly different. Think of it kind of like what Choose Twice is to Choose One. Enchant will be used more often, as a triggered effect that does something when targeted with an enchantment (e.g with Shattered Sun Cleric), and can be activated multiple times. Enchanted will be used for aura effects, that is activated while the card has an enchantment—whether it is targeted, or granted by an aura (e.g. Dire Wolf Alpha), for an aura effect.
The Enchanter doesn't have good healing or survival by default, but they have exceptional spell damage synergy, albeit with a limited selection of damaging spells. Each expansion will help the Enchanter to survive or find a new win condition. Secret synergy does not exist in classic, but these 2 mana Secrets provide some measure of defence that circumvents armor or healing.
One win condition in classic is the 'machine gun' tactic that involves Mistveil Drake and other left-most card synergies, playing cards out all at once.
≻—— BASIC ——≺
≻—— CLASSIC ——≺
≻—— Other Cards ——≺
That's what I have for now. I need some advice on a few things:
1) Are there enough damage dealing spells to justify/render useful the Hero Power?
2) Are the buff spells/enchant effects too strong?
3) Is the class too aggro?
4) Is the hand-positioning idea intuitive enough? It may not have the most amazing synergy so far, but the idea is to plan ahead with your hand (see The Grave Keeper).
5) Does the class have enough draw? Does it need more?
6) Does it need more survivability?
7) Is Nightwell Tome OP?
8) Am I going in the right direction here?
Thanks!
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •