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.
Ummm, excuse me ? You just copied my Hero Power from my The Bug class (can't post, writing on phone - just revert a few pages). I think you should change it in some way. Copying is just... not fair. Also, I introduced a Fury keyword that activate whenever your hero kills a minion, so the mechanic of the class is very simmilar to mine, too.
Man, do you think that I have read your post and this is a copy of your class? I have been working on this for like 5 days and i haven't read even one post in the discussion topic until today. With almost 200 ideas over here it's quite normal that two of them may be similar to each other, especially when they are not so strange.
Ok, I've been working on my class for about two weeks. However, there are no repeated hero powers in any classes posted here, so maybe you should consider changing yours ? :)
Ok, I've been working on my class for about two weeks. However, there are no repeated hero powers in any classes posted here, so maybe you should consider changing yours ? :)
I'm afraid there are repeated Hero Powers, or at least very similar ones. For instance, Muddler's Swindler has almost the same HP as my Alchemist. Hero Powers have a very narrow design space, so I think it's okay if there are two similar or identic ones.
Ok, I've been working on my class for about two weeks. However, there are no repeated hero powers in any classes posted here, so maybe you should consider changing yours ? :)
I'm afraid there are repeated Hero Powers, or at least very similar ones. For instance, Muddler's Swindler has almost the same HP as my Alchemist. Hero Powers have a very narrow design space, so I think it's okay if there are two similar or identic ones.
Agreed. There have been a lot of people in this and past competitions with similar hero powers. Even classes with token powers are often very similar. Your classes are both very different, so I don’t see an issue with this.
Ok, I've been working on my class for about two weeks. However, there are no repeated hero powers in any classes posted here, so maybe you should consider changing yours ? :)
I'm afraid there are repeated Hero Powers, or at least very similar ones. For instance, Muddler's Swindler has almost the same HP as my Alchemist. Hero Powers have a very narrow design space, so I think it's okay if there are two similar or identic ones.
Agreed. There have been a lot of people in this and past competitions with similar hero powers. Even classes with token powers are often very similar. Your classes are both very different, so I don’t see an issue with this.
I guess it's fine then :) As long as our concept are diffrent and don't go in the same direction, it is ok.
Finally got some time, so gonna review some of other people's classes, starting with those on page 15. I'll probably continue later with more reviews of either pages before that, or ones after it if there's been new posts.
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!
As always, feedback is welcome and encouraged!
The bloodmage-like theme isn't uncommon, but you've done some things to make it different from the normal bloodmages, and originality isn't a huge issue in my opinion as long as you're not directly copying someone else.
Hero power seems fine. Simple, probably balanced, and fitting for the class.
Fresh Blood seems like a nice keyword. The hero power makes it usable in all the decks of the class, and it's usually stronger if you can trigger it in some way without using the hero power.
Overall, the cards seem balanced. They show self-damage as a pretty major theme in the class, and it seems to me that the class might even be too narrow with its themes, if it doesn't have other major themes. It does show other themes of the class, but they're mostly tied around the self-damage theme. If I were you, I'd replace maybe the weapon with another weapon to show other things the class can do with them.
Wow I found out about this late. Oh well. A couple notes: one, in my haste to get this posted, balance isn't where I want it to be, but I opted not to wait too long. Also, I swear this was the first thing that came to mind. Don't ask why. Anyway, here goes, and thanks for any advice.
The Magical Girl
The Magical Girl is not a traditional fighter. Far from a hulking brute or wizened mage, she is a normal girl who, when evil rears its head, transforms into a powerful warrior who wields great power in the service of all that is good and pure. Unfortunately, it turns out that high-school girls aren’t exactly disposed to long drag-out brawls. Thus, the Magical Girl must conserve her strength, trusting in her friends to support her and waiting for the right time to unleash her power in a single burst that no evil can stand before.
The Magical Girl’s keyword, and unique mechanic, is Transform. She starts the game in her civilian form, but whenever she plays a card with transform, she-and her portrait-change into her costumed form (or back, if she was costumed). This doesn’t give her any new powers, per se, but several Magical Girl cars get more powerful based on which form she’s in. Generally, her spells become more power while Costumed, and she can better help her minions as a Civilian.
The Magical Girl has a couple of gameplay themes, but mostly she tends towards control/combo, biding her time until she can unleash a big play that ends the game in swift order. She isn’t the best at pure control, and she won’t do the best turbo-combo, but many of her cards are versatile, able to switch roles as needed.
Her primary theme depends heavily on spells, which she generally tries to make more powerful, either through her hero power, or with set cards like Dramatic Power-Up which gives a single big burst of power to be deployed as needed. It also transforms her, which allows her to get the full power out of Star-Shot (hopefully closing out the game).
The Magical Girl is also supported by her classmates, a new tribe that buffs both each other and help the Magical Girl shape the game to her favor (and definitely aren’t those other magical girls she keeps seeing). Though Classmates are heavily tribal-focused and give the Magical Girl a more proactive option, they aren’t aggressive. Most, like the Student Council President, are much slower, either buying the Magical Girl time or helping to set up her other combos. Alternatively, they can all band together with the Power of Friendship and win by themselves.
Even cards outside of the main playstyles are influenced by them. The Monster of the Week sure isn’t winning the game on his own, but he does keep on coming back, and back, and…
The Magical Girl plans for a long game, using her hero power and buffs from her classmates to make her spells more and more powerful until she can blow her opponents away is a single, suitably flashy, blast. She definitely needs helps from her classmates to win, but what would a magical girl be if she couldn’t win through tactical application of friendship?
My main questions:
1) How should I tweak the values of the spell buffs? I'm not sure how to value the ability to build-up damage over time with the hero power
2) Also, the numbers of the Monster. He's not supposed to be super strong (he is the monster of the week), but her certainly shouldn't be worthless
I'm not a fan of the theme and don't think it would fit into Hearthstone.
The hero power seems weak and like it would limit the class into being able to only do a few types of decks. It does nothing if you don't have damage spells with it, making it bad in many situations. Not a fan of it, I'd recommend trying to find an alternate effect that fits.
The Transform keyword seems like it could be bad if you don't have cards that work with the different forms, making those cards bad in decks that don't want to commit to the theme that much, and even in decks that do commit to it if they can't draw both types of cards.
The Classmate tribe and Power of Friendship seem flavorful. However, Student Council President isn't a fitting name for a legendary, so I'd either come up with a name or reduce the rarity. Power of Friendship also seems like it could be really bursty and too strong, surpassing the damage of Bloodlust at 4 minions, and costing only 3 mana.
Hello, hello! Welcome to my Lich class entry, which is absolutely not a Death Knight class in disguise! ...Seriously. It's not. It's not a DK class. Please understand.
Moving on - The Lich is a very minion-focused class. Whether it summons masses of small, easily removable minions, or singular large ones that can be almost impossible to take down, the Lich can do it all. It supports this playstyle with a variety of AoE damage, single target removal, sacrificial effects, self-healing, and a whole lot of value.
And, as fitting for a Lich, the class has a special keyword: Sacrifice!
"But Mr. Samswize, doesn't this effect already exist in-ga" Yes. Yes it is.
Anyways, Sacrifice is quite self-explanatory - sacrifice a minion to benefit your others. It DOES NOT trigger off of itself, as some people like to believe. This effect works quite well with some Lich cards.
Speaking of Lich cards, let's take a look at the special 5!
This isn't a DK class I hope you all enjoyed this pile of garbage, feedback and questions are... the point of the comp. So... uh...
VOILA! I feel that these five cards represent the main themes of the Lich class quite well. Let's go over each one in detail.
Shambling Horror - A simple but powerful minion, the Horror is a force to be reckoned with. It has reasonably good stats for the cost, and comes with the ability to shut down an entire archetype of decks! How cool is that?
Eternally Bound - This card is a great example of value within the Lich class - it provides a simple effect that can bring back any minion you desire - be it a wincon later in the game, or your Ghoul that just died for hidden lethal.
Phylactery - Death is eternal, unyielding... and this card proves it. It provides a powerful heal, letting you ignore that pesky Zoolock for a turn while letting you draw, giving you a chance to make a comeback.
Corpse Explosion - A powerful AoE that can be used early on - the perfect counter to aggressive decks, it DOES require you to kill off one of your own servants to use however, so don't get too hasty.
Plague Dog - The Sacrifice keyword makes an appearance on this early game minion! The Plague Dog is rather underwhelming by itself. Under-statted, and most removal is available by turn 3. But don't be deceived. This effect is very powerful, and if the Dog is protected, you can recover lots of health with your tokens swarming the board.
Really seems more like a Death Knight than a Lich, although I guess they can be very similar in some of their themes.
Hero power seems fine. Slightly weaker than a Mage hero power in some cases, but can trigger things that care about minions or minions dying (like Sacrifice)
Sacrifice is a reasonable thing to keyword, and fits the class flavor.
The cards seem mostly fine, but Shambling Horror feels like a boring card to showcase. It's a fine basic, but it doesn't feel like it shows the themes of the class as well as some other possible cards could.
Countdowns are only for spells. Some minions may cast or generate a Countdowns as well. This takes the place off a Secret/Quest slot, so no more than 5 (in any combination) can be simultaneously active. In addition, some cards may have effects that occur while a Countdown is active. Like Secrets and Quests, you may not have multiple copies of the same Cooldown active at the same time.
Plan for Phase 1:
(Not a collectable card.)
Which gal shall I choose?
Note: Sibyl may be too consistent.
Level Grind + Leeroy = Broken. Will nerf.
Feedback not required.
Theme seems cool. I haven't seen it too often and it could have potential
Hero power might be fine. Ending the turn is probably a reasonable drawback to balance out drawing a card, but it means that you'll always have to do it at the end of the turn, and I'm not sure how to feel about that.
Countdown should have some sort of a visual indicator in game, but in my opinion UI stuff is something that shouldn't be considered as a limiting factor for design, so it's fine.
Your cards seem mostly fine. However, the basic cards you currently have seem too complex for basic. Also not a huge fan of the "Take extra turn, end it as soon as it starts" mechanic, because it does nothing outside of synergy. Also, I assume that those turns don't draw you cards or give you mana crystals, because that would be strong. If they don't, it's a bit confusing as there's no reason for why it is so.
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)
Cards:
Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target. I've gotta head off to work so I'll update this with more info, my thoughts and what not later.
Battlemage is a common theme, but it's got enough potential to allow different kind of flavors, and so far yours seems unique enough.
Hero power is kinda neat, it's something I haven't seen before and probably has a reasonable balance. Dealing 2 damage with a hero power is fairly strong, so having a drawback like that seems fine.
I like the cards.The mechanic shown in Conjure: Divine Armor is cool and has potential as a smooth pseudo-choose one. I think you should make Spellfury count all damage done by both you and your minions. Makes it a bit less strict, allowing for more archetypes to benefit from it.
Also, I have some cards of my own as well. I think I've decided on my five cards to showcase for this phase, and have a good grasp of the themes of the class. I'll write and submit my thing within the next few days, but here's the class and the cards I'm planning to use.
Researcher
Some themes: Card draw, spell synergy, efficient but situational/combo-dependant cards, controlled(-ish) discard, Study. The class will hopefully be able to support multiple archetypes, but some specific I'm pushing are Tempo (with some evasive minions and efficient removal to keep those minions safe), and combo (based on cards that synergize with spells).
Deduce to Reduce: card draw, slightly stronger than Arcane Intellect but that's in my opinion fine since the class is supposed to be good at that
Brain Blast: Potentially efficient removal, with the drawback of being bad when you don't have a lot of cards in your hand
The Cost of Progress: Also efficient removal, but with a steep card advantage cost. Maybe good for tempo?
Replicable Results: A neat Study card that can allow you to copy your value things or maybe set up some kind of combos.
Laboratory Guard: Spell synergy, also possibly a combo enabler.
Hey ! I know the deadline is comming soon but I had an idea today of a hero power and keyword that I think are interesting so here we are...
The last HP is my favorite since it has synergie with the keyword and it has good flexibility but maybe an other option is better. Tell me what you thin !
I don't have much time until the 20th to make more cards but my other idea (the detective) is ready so we'll see...
The Dragoon (Going off of Kain from final fantasy) A more aggressive class with a dragon tribe, minions would have synergies off of your hero power such as "This happens when the minion is damaged or dies by your hero power" Class would not have taunts so it can be punished for its aggressive nature.
The Dragoon (Going off of Kain from final fantasy) A more aggressive class with a dragon tribe, minions would have synergies off of your hero power such as "This happens when the minion is damaged or dies by your hero power" Class would not have taunts so it can be punished for its aggressive nature.
Alright buckaroos, here's the basic set and a few others for my entry. With any luck I can get some more reviews up soon, though university is kicking into gear.
Basic Set:
Rift Dance: An alternate take on Shadowstep, where instead of a cost reduction, you instead just resummon the minion at the start of your next turn. You can either replay them at full cost for the battlecry trigger or let it reappear at the start of your turn.
Astral Incineration: As you can see from the Hero Power, this class trades having easy kills on the opponent for strong removal. The armor is always before the damage so that there's no abuse with Maly effects. There are quite a few cards which also USE the opponent's armor as a resource.
Dissipation: Let's start playing 4d chess! This card puts a minion on a removal clock for both players turns. It's costed at two, and isn't the fastest removal, but it does put both players in a spot where they need to be aware how many cards they're playing.
Nether Breeze: The hand bouncing cards mentioned earlier have support in the form of Nether Breeze, a simple elemental which deals the same 2 damage that Bluegill Warrior deals, but provides more versatility to bounce and play around with.
Grip from Beyond: Here's some soft removal that becomes more interesting with combo pieces. For much of the game, Grip from beyond doesn't do much but a slower sap, denying your opponent a minion for a solid turn. And then, later in the game you can replay any minion that costs 7 or less, as the void takes all...
Twisted Heartbeat: While not as 4d chess as Dissipation, Twisted Heartbeat gives you your basic AoE. Notably this turns your hand-dancing minions into deadly blowouts.
Research the Beyond: Strong draw, slight drawback. This is a simplistic card to start your deck up.
Deepstar Bulwark: +2 health on a large taunt was good enough Nesting Roc in Arena that I don't think it's out of place here. It's a decent defense and works both with your enemy's minions and yours.
Warp Allegiance: Halfway between Mind control and entomb, this is the hardest removal. I needs to be rephrased from "add" to "put" but hey.
Classic Set:
Hero:
I'll post the classics explanations and showcases soon, but this is what I have time to post.
Also: How the hell would I word this...?
I want to ask about y'all's opinions on Singularity as both a keyword and a balancing factor. I did a whole bunch of niche facts about how Singularity would work, for all you mechanics junkies...
The game simply has a checkmark for whether or not a Singularity has been played or is on your board per turn. Singularity cards in interesting situations....
- For all intents an purposes the Singularity secrets are more or less minions; They only tick as being on the battlefield, not take your singularity playing counter on any turn past when you first play it. If you SOMEHOW remove it from the board, you're free to play warplords, more secrets or spells.
- All those secret casting effects on minions cannot overlap singularity minions
- If a Warplord is attempting to return to a board from the affect of Rift Dance to a board with, (for example) Alleria on it, it won't go through. The warplord will remain in your hand.
- If you have no singularities currently, deck of wonders CAN cast one, and subsequently you will not be able to play any. same goes for things piloted shredder into portal baron. But hey, RNG fucks people all the time, no need to retailor the cards around it.
- Yogg'saron cannot cast more than one Singularity spell, and will not attempt to.
- Evolve cannot turn two 3-manas into warplords.
- Zul'jin will only cast the first singularity spell it casts. The other spells will not show up at all
- A Death's Shadow on a Singularity card cannot be played. Oof?
- Shudderwock can cast multiple Singularity battlecries, however; The singularity counter is not tripped by effects. Same for Undatakah.
- Counterspell takes your count if it counters a Singularity spell. Move carefully
- Your opponent's singularities do not affect you.
- If you control a singularity minion, you cannot mind control any opponent Singularity minions. They are Sylvanas and MC tech safe. They do still count for MC tech's count, though. Same goes for if you cast a Singularity spell. If you take control of a singularity minion, that is your singularity counter for the turn.
- Silence a warplord, and you can play another warplord as a start. (I will probably do some purify bullshit later)
- Electra Stormsurge fizzles. Brann and that elemental are fine.
- You can't evolve two minions into singularities at once, however... You can unstable as many singularity minions as you want, as long as they aren't on the board at the same. Time. The counter is only checked if there's a S on the board or played that turn, so plenty can summoned in one turn if they don't overlap.
- Zentimo, naaaaaah. He and Void Might are designed to not trigger multiple singularities as a balance measure.
- I'll add to this if anything crosses my mind...
Long story short; You can only have 1 Singularity card on the battlefield and you may only play one Singularity card per turn.
With that, here's the current Singularity cards I'm interested in getting opinions on
I wanted to do some 0-mana secret concepts, balanced around having only one on the board at the time (And it takes up your entire Singularity spot, so no Warplord+Secret combos.) Also, Alleria is basically just a slow Krush with a turn of immunity. I've got another whole section about nuances surrounding her effect.
Yes, the ENTIRE HERO is removed from the board. It's a thematic form of Immune. Your hero has no cost and is therefore unable to be played, it's Health is not restored, and your Hero Power cannot be used... But for the avergae player most of those will not matter as this cost will preclude you from HPing or even attempting to play the Hero. Also, I literally can't think of a single way to summon this minion and draw a card before the battlecry goes off, so I don't think you can, but...
If your hand is full you will destroy your hero and lose.
Whoops.
(Shudderwock can kill you, I did the numbers. Nothing else jumps to mind)
(No Sorceror King Hero background, I'm sad). I do need to ask... Is there any way I can get away with a Start of The Game hero? I.e, you equip him around when Genn or Baku would trigger, and since it shares a cost spot with Baku, baku's effect wouldn't matter. I've been toying with start of the game heroes for months now but this is the first time I'm showing one of them off and asking for opinions.
Anyway, have a great day, and I wish I could contribute more, but y'all know what universities like.
Haven't needed any feedback because I'm pretty much done and just waiting at this point, but here is my showcase. If you want to comment on it, go ahead. Before anyone says I need to change the name and art of Split the Ground, it will happen at some point.
Notes:
Your right is your opponent's right as well. Otherwise stuff like the Dorothee Brawl wouldn't work. You may think an enemy Battlemage Hero Power will hit your left-most minion, but this isn't the case.
If your opponent has no minions, the Hero Power will hit their hero. If they have one minion, it will hit that minion.
In other fantasy games and forms of media, Battlemages are people who specialize in forms of armed combat with weapons, and magic. Battlemage specializes in spells, weapons, and armor. In many ways, Battlemage can be thought of as a combination of Mage and Warrior. That's not to say there's no room for originality in this class because there certainly is.
Unlike most other classes in this competition, Battlemage does not have its own keyword. You don't need a fancy keyword to create a new class.
Minion Position Matters
Where you place your minions is the name of the game. One of the big things in Battlemage is minion placement. Stuff like the Hero Power and some of the cards interact with the placement of minions. When you play against Battlemage, it may be a good idea to think about where you place your minions. Tokens in particular as they are usually summoned to the far-right. But are you playing against someone smart enough to play around it? Not a problem. Play Arcane Force to move minions to the spot you want to combo with positioning cards, which this class will have a lot of. It's a cheap spell with Echo, so there's the spell synergy. The importance of minion positioning is upscaled with Split the Ground tenfold.
Some classes play spells. Some classes play with weapons...
Battlemage plays with both! You're a caster who's not afraid to use his face. We've all heard of spell synergy and weapon synergy, but what about weapons with spell synergy. Flame Rune Sword does exactly that! Swing in with the sword, AND you gain a benefit to your spells.
Elements and Armor
Burn it up, AND tank it up! In addition to the spells, you've also got the Armor and the synergy. But we've also got Elementals, which play a larger role in Un'Goro. Should Elemental Battlemage become a thing, Molten Chase is definitely a card to watch out for.
Freeze in place!
But Battlemage isn't all about fire and burning. We've got a "Hailfire Peaks" situation going on, with fire AND frost. Freeze Battlemage is a much more natural archetype than Freeze Shaman, with some actually prior support. Rain of Ice is a Classic Freeze card for Battlemage that also plays into the positioning theme.
Posting this again. I don't intend on changing any showcase cards, but here are the other cards I have just to have them there.
Purge of Flames will be moved to either Basic or Classic.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Hello, hello! Welcome to my Lich class entry, which is absolutely not a Death Knight class in disguise! ...Seriously. It's not. It's not a DK class. Please understand.
Moving on - The Lich is a very minion-focused class. Whether it summons masses of small, easily removable minions, or singular large ones that can be almost impossible to take down, the Lich can do it all. It supports this playstyle with a variety of AoE damage, single target removal, sacrificial effects, self-healing, and a whole lot of value.
And, as fitting for a Lich, the class has a special keyword: Sacrifice!
"But Mr. Samswize, doesn't this effect already exist in-ga" Yes. Yes it is.
Anyways, Sacrifice is quite self-explanatory - sacrifice a minion to benefit your others. It DOES NOT trigger off of itself, as some people like to believe. This effect works quite well with some Lich cards.
Speaking of Lich cards, let's take a look at the special 5!
This isn't a DK class I hope you all enjoyed this pile of garbage, feedback and questions are... the point of the comp. So... uh...
VOILA! I feel that these five cards represent the main themes of the Lich class quite well. Let's go over each one in detail.
Shambling Horror - A simple but powerful minion, the Horror is a force to be reckoned with. It has reasonably good stats for the cost, and comes with the ability to shut down an entire archetype of decks! How cool is that?
Eternally Bound - This card is a great example of value within the Lich class - it provides a simple effect that can bring back any minion you desire - be it a wincon later in the game, or your Ghoul that just died for hidden lethal.
Phylactery - Death is eternal, unyielding... and this card proves it. It provides a powerful heal, letting you ignore that pesky Zoolock for a turn while letting you draw, giving you a chance to make a comeback.
Corpse Explosion - A powerful AoE that can be used early on - the perfect counter to aggressive decks, it DOES require you to kill off one of your own servants to use however, so don't get too hasty.
Plague Dog - The Sacrifice keyword makes an appearance on this early game minion! The Plague Dog is rather underwhelming by itself. Under-statted, and most removal is available by turn 3. But don't be deceived. This effect is very powerful, and if the Dog is protected, you can recover lots of health with your tokens swarming the board.
As it was said, just watch out because Sacrifice will be way more powerful than normal in your class. The theme here is really together and I like that you have overlapping themes like Health restoration in Phylactery and then also with Sacrifice, on top of other minion death related cards in other ways. I would just suggest having a different card than Shambling Horror. I think it would be good to have something that fulfills a similar role, but this is just very basic, and while that's fine, I don't think it's really what you'd want to showcase. Other than that it looks good, it's straightforward and everything seems to work.
Countdowns are only for spells. Some minions may cast or generate a Countdowns as well. This takes the place off a Secret/Quest slot, so no more than 5 (in any combination) can be simultaneously active. In addition, some cards may have effects that occur while a Countdown is active. Like Secrets and Quests, you may not have multiple copies of the same Cooldown active at the same time.
Plan for Phase 1:
(Not a collectable card.)
Which gal shall I choose?
Note: Sibyl may be too consistent.
Level Grind + Leeroy = Broken. Will nerf.
Feedback not required.
I'm a big fan of the end your turn mechanic. And while I will say I've seen a lot of similar keywords to Countdown before, I feel like the class uses it particularly well. Timekeeper is just a really smart design in multiple regards with that. I would just recommend not getting too countdown-heavy. Having enough to make archetypes around it would be cool, but I feel like with too much it becomes less interesting, and it does add a few other dimensions to balancing. Still cool to imagine everything going off at once rather than a delay.
I know I have been slacking with feedback these past couple days due to exams, but today is pretty much my last important one so I'll get to giving some of the newer posts feedback in the coming couple days. I've pretty much decided on which cards I'm using for my showcase cards, so I'd like an opinion on if these cards provide a good identity of what the class is.
A quick reminder of what the magician class is:
The Showcase cards:
Apart from that I'd also like some feedback on how balanced Tommy Kruz is, UP? OP? He is meant to act as a board swing with cards like Science Show!as well as a finisher with Script cards that will provide Charge and Minion Attack/HP Buffs.
I think this is a great selection of cards; they all help explain one another. I would say the legendary could probably have a bit higher stats, just going off of similar designs in the game where you really only need to have played one or two cards to get significant value. That being said, the shown scripts are rather powerful but still not the easiest to activate, so maybe just a couple more stats.
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)
Cards:
Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target. I've gotta head off to work so I'll update this with more info, my thoughts and what not later.
I like the thematic direction of this class, with conjuring at all; also a theme rather unique to Hearthstone itself. The Hero Power seems rather weak to me but I understand making it different from giving your Hero +2 Attack this turn, and the value from having a weapon in this class, although you're only showing one card that synergizes. I don't think the aspect of timing and planning is bad in the slightest though, it does draw the fantasy well. I really like the concept of the different targeting from Divine Armor. I'm not sure if there's any possible clearer wording though, since there isn't really anything like it (I think not saying 'gain armor' is different enough from relative cards). I'm not sure I totally understand Spellfury; does the damage increase by 1 or also by X? Regardless I think it's a good tie-in to pull together the fighter and spellcaster aspects. And Axeman is a really clever way to achieve this as well.
The Dragoon (Going off of Kain from final fantasy) A more aggressive class with a dragon tribe, minions would have synergies off of your hero power such as "This happens when the minion is damaged or dies by your hero power" Class would not have taunts so it can be punished for its aggressive nature.
Upgraded hero power would be +2/-1
I think the Hero Power is a bit too weak seeing as it requires you to have a friendly minion on the board in the first place. Since it has synergy with damaging / reducing your minions' Health, I think it would be fine to make the upgraded version the basic version -- this also makes it close to Inner Rage, and the goal of the Hero Power should be to be worth around 0 Mana. Other than that the three cards you have look interesting. There are some minor things like keeping capitalization consistent with other cards, (i.e. having Hero Power be capitalized) and I imagine Highwind Dragonling should have the Dragon tribe. I also think Jump could use a slight buff since bypassing taunt is probably niche enough to not make the card too much more valuable than just gaining 5 Attack, so maybe 6 damage or 3 mana in my opinion, although it's up to you. Promising stuff, dragons are cool.
Alright buckaroos, here's the basic set and a few others for my entry. With any luck I can get some more reviews up soon, though university is kicking into gear.
Basic Set:
Rift Dance: An alternate take on Shadowstep, where instead of a cost reduction, you instead just resummon the minion at the start of your next turn. You can either replay them at full cost for the battlecry trigger or let it reappear at the start of your turn.
Astral Incineration: As you can see from the Hero Power, this class trades having easy kills on the opponent for strong removal. The armor is always before the damage so that there's no abuse with Maly effects. There are quite a few cards which also USE the opponent's armor as a resource.
Dissipation: Let's start playing 4d chess! This card puts a minion on a removal clock for both players turns. It's costed at two, and isn't the fastest removal, but it does put both players in a spot where they need to be aware how many cards they're playing.
Nether Breeze: The hand bouncing cards mentioned earlier have support in the form of Nether Breeze, a simple elemental which deals the same 2 damage that Bluegill Warrior deals, but provides more versatility to bounce and play around with.
Grip from Beyond: Here's some soft removal that becomes more interesting with combo pieces. For much of the game, Grip from beyond doesn't do much but a slower sap, denying your opponent a minion for a solid turn. And then, later in the game you can replay any minion that costs 7 or less, as the void takes all...
Twisted Heartbeat: While not as 4d chess as Dissipation, Twisted Heartbeat gives you your basic AoE. Notably this turns your hand-dancing minions into deadly blowouts.
Research the Beyond: Strong draw, slight drawback. This is a simplistic card to start your deck up.
Deepstar Bulwark: +2 health on a large taunt was good enough Nesting Roc in Arena that I don't think it's out of place here. It's a decent defense and works both with your enemy's minions and yours.
Warp Allegiance: Halfway between Mind control and entomb, this is the hardest removal. I needs to be rephrased from "add" to "put" but hey.
Classic Set:
Hero:
I'll post the classics explanations and showcases soon, but this is what I have time to post.
Also: How the hell would I word this...?
I want to ask about y'all's opinions on Singularity as both a keyword and a balancing factor. I did a whole bunch of niche facts about how Singularity would work, for all you mechanics junkies...
The game simply has a checkmark for whether or not a Singularity has been played or is on your board per turn. Singularity cards in interesting situations....
- For all intents an purposes the Singularity secrets are more or less minions; They only tick as being on the battlefield, not take your singularity playing counter on any turn past when you first play it. If you SOMEHOW remove it from the board, you're free to play warplords, more secrets or spells.
- All those secret casting effects on minions cannot overlap singularity minions
- If a Warplord is attempting to return to a board from the affect of Rift Dance to a board with, (for example) Alleria on it, it won't go through. The warplord will remain in your hand.
- If you have no singularities currently, deck of wonders CAN cast one, and subsequently you will not be able to play any. same goes for things piloted shredder into portal baron. But hey, RNG fucks people all the time, no need to retailor the cards around it.
- Yogg'saron cannot cast more than one Singularity spell, and will not attempt to.
- Evolve cannot turn two 3-manas into warplords.
- Zul'jin will only cast the first singularity spell it casts. The other spells will not show up at all
- A Death's Shadow on a Singularity card cannot be played. Oof?
- Shudderwock can cast multiple Singularity battlecries, however; The singularity counter is not tripped by effects. Same for Undatakah.
- Counterspell takes your count if it counters a Singularity spell. Move carefully
- Your opponent's singularities do not affect you.
- If you control a singularity minion, you cannot mind control any opponent Singularity minions. They are Sylvanas and MC tech safe. They do still count for MC tech's count, though. Same goes for if you cast a Singularity spell. If you take control of a singularity minion, that is your singularity counter for the turn.
- Silence a warplord, and you can play another warplord as a start. (I will probably do some purify bullshit later)
- Electra Stormsurge fizzles. Brann and that elemental are fine.
- You can't evolve two minions into singularities at once, however... You can unstable as many singularity minions as you want, as long as they aren't on the board at the same. Time. The counter is only checked if there's a S on the board or played that turn, so plenty can summoned in one turn if they don't overlap.
- Zentimo, naaaaaah. He and Void Might are designed to not trigger multiple singularities as a balance measure.
- I'll add to this if anything crosses my mind...
Long story short; You can only have 1 Singularity card on the battlefield and you may only play one Singularity card per turn.
With that, here's the current Singularity cards I'm interested in getting opinions on
I wanted to do some 0-mana secret concepts, balanced around having only one on the board at the time (And it takes up your entire Singularity spot, so no Warplord+Secret combos.) Also, Alleria is basically just a slow Krush with a turn of immunity. I've got another whole section about nuances surrounding her effect.
Yes, the ENTIRE HERO is removed from the board. It's a thematic form of Immune. Your hero has no cost and is therefore unable to be played, it's Health is not restored, and your Hero Power cannot be used... But for the avergae player most of those will not matter as this cost will preclude you from HPing or even attempting to play the Hero. Also, I literally can't think of a single way to summon this minion and draw a card before the battlecry goes off, so I don't think you can, but...
If your hand is full you will destroy your hero and lose.
Whoops.
(Shudderwock can kill you, I did the numbers. Nothing else jumps to mind)
(No Sorceror King Hero background, I'm sad). I do need to ask... Is there any way I can get away with a Start of The Game hero? I.e, you equip him around when Genn or Baku would trigger, and since it shares a cost spot with Baku, baku's effect wouldn't matter. I've been toying with start of the game heroes for months now but this is the first time I'm showing one of them off and asking for opinions.
Anyway, have a great day, and I wish I could contribute more, but y'all know what universities like.
You've got a really cool theme here. I think Singularity is neat but could have much simpler wording. Maybe something along the lines of 'You can only have one singularity in play at a time, other singularities are unplayable [or cannot enter the battlefield] if one is already on the battlefield.' I think it's particularly smart to put Singularity on all of your secrets, and also have 0 Mana secrets, because it would allow you to design for them while avoiding having them being busted with Secretkeeper. For other things:
My take for Astral confluence: "The difference between the highest and lowest Cost of minions in play determines this card's Cost" (Or this card's Cost is determined by...)
I don't know about Start of Game heroes. I believe the original design of the Old Gods was supposed to be similar to this, but it ended up not feeling very special when every game started with it (I might have to check the reasoning) but of course this is fan creations, so if you like it and others like it, then why not? What you have does seem pretty cool.
And finally, I absolutely love Alleria. It's unique, it's wild, it's hilarious. What a card. Really adds to the feel of the class.
Thanks, I thought about making the hero power applicable to any minion since it has it's drawbacks if you are pinging down an opponent's minion. What made me decide to make it only friendly minions was jaina's already did 1 dmg, althought I do suppose Jaina's can go face while this one cannot.
For texts I kept it consistent with current Hearthstone cards in which they had 'Hero Power' not capitalized throughout.
For texts I kept it consistent with current Hearthstone cards in which they had 'Hero Power' not capitalized throughout.
Every card, past and present, capitalizes the phrase "Hero Power"; Blizzard has not changed this.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Alright gonna drop what I got since I like what I got but need feedback to refine it.
My class is the Phantom
The focus of this class is based around the new keyword Undying and harassing powerful affects that usually have the downside of sacrificing minions/need friendly minions to die in order to be useful.
Undying is a unique mechanic that acts like a variation of Echo. The cards with Undying are going to have more bang for their buck but they force you to commit into playing it 2 turns in a row or lose the 2nd copy which can create interesting balancing acts of greed as you try to maximize the value of your cards without dying.
Cards:
Ghostly Touch shows the undying keyword and also presents some interesting choices. Do we use it with our hero power to have cheap and fast damage/healing or do we use this a minion that doesn't die to get a bigger benefit out of it?
Vengeful Entity shows some uses that Undying gives because this minions grows as you play more copies of it eventually ending up with massive rush minions if.
Lonely Wanderer is a massive minion if you can play it on turn 4 however needing to have a minion so it doesn't destroy itself but when paired with the hero power it comes in without any extra resources spent but then becomes a 6 mana 7/7 which is less impressive. ( I would assume that is how the battlecry works since it has to destroy a friendly minion and it would be the only one on the board but someone correct me if I'm wrong here)
Call the Spirits is a simple card that can be used as a basic removal, face damage, or as a way to a activate cards that require minions to die to get use out of them.
Kyra, Reaper of Souls is the hay maker value card in this class that will probably draw you at least 4-5 cards when you play her. I'm probably gonna change the stats around due to how powerful she is value wise so does a 10 mana 6/6 sound better then what i currently have or should I have some other change?
I'm going to post my 5 cards for submission and a few other ideas, then I'll do some reviews. Let me know what you think!
My class is the Tinker, a crafty hero who is never satisfied with his creations. His hero power ensures he has a full hand and no end of token minions, and help fuels his unique keywork, Synchronize.
Synchronize is similar to Combo, in that you get a bonus when the effect is triggered. When you play a Synchronize card, you generally want it to be your last that turn and you want it to use up all your Mana Crystals. Synchronize cards will be balanced more than just 'play this on-curve and win' which was the biggest concern from my previous feedback,
The class has a bunch of themes, which include:
Mechs!
Weapons!
1-Cost Secrets!
Disruption!
Tokens! including replacing Hero Power tokens!
Hand size!
A bunch of other cards, some of which need rebalancing.
A spirit undead class is interesting, as we've seen enough that are normal Liches or Necromancers. I like the idea of Undying as a way to replay cards, but be real careful balancing it.
I don't like the Hero Power. The ability to summon a Charge minion at any time is extremely dangerous with the right buffs. Combined with replaying Ghostly Touch you can burst down a player real fast, which is scary.
Vengeful Entity looks extremely powerful as a cheap Rush minion. Kyra could afford to lose some stats, as she already summons a bunch of minions,
Overall, interesting class. I'd like to see some more things you can do with the Keyword. Right now most of your cards are just 'make big stats' which is fun, but not unique.
@Demonxz95 - The Battlemage
I don't have a lot to say. Your class looks solid. Good cards which combine weapons and spell synergies, with placement fun. Lots of room to expand. My only real 'complaints': I wish we could have a graphic showing Split the Ground, and I wish Molten Chaser had a different name, since it doesn't chase anything but give you armor instead.
@Zanywoop - The... Locus-Walker? Idk the class name...
Great art, interesting Hero Power that promotes board dominance in exchange for protecting the enemy hero. 0-mana secrets are also interesting, though potentially hard to balance. I get they are balanced by Singularity, which brings me to my next point.
I don't like Singularity. It feels unnecessarily restrictive. It limits you to one secret at a time, and then you can't play any of your example minions or spells while its active. And Singularity itself does nothing else. I can't imagine how boring it would be to have a hand full of Singularity cards that you can't play. I think this entire mechanic needs to be reworked.
I have no idea how to balance Limbo-Walker, but I don't like the idea of a class that is 2 classes at once. Heroes at the start of the game shouldn't be a thing, IMO.
Overall, some interesting ideas and very great art, but I don't like the mechanics. Sorry :(
OttawaCloset - The Dragoon
I... don't know what you are looking to do with this class yet. Definitely not enough examples. I like the idea of self-damage with dragons...but Warrior does that already. How will your class be different?
Hero Power is real weak. I get the self-damage synergy, but it's weaker than Inner Rage. Severely so, since the -1 means the minion can't get healed back up.
@Klipce 1st Hero Power is best, the others feel too weak. I assume the 2 healing won't help if the target is dead. Maybe add 'if it survives, restore 2 health'...or make the health 3 or 4 so it actually does something.
Alright gonna drop what I got since I like what I got but need feedback to refine it.
My class is the Phantom
The focus of this class is based around the new keyword Undying and harassing powerful affects that usually have the downside of sacrificing minions/need friendly minions to die in order to be useful.
Undying is a unique mechanic that acts like a variation of Echo. The cards with Undying are going to have more bang for their buck but they force you to commit into playing it 2 turns in a row or lose the 2nd copy which can create interesting balancing acts of greed as you try to maximize the value of your cards without dying.
Cards:
Ghostly Touch shows the undying keyword and also presents some interesting choices. Do we use it with our hero power to have cheap and fast damage/healing or do we use this a minion that doesn't die to get a bigger benefit out of it?
Vengeful Entity shows some uses that Undying gives because this minions grows as you play more copies of it eventually ending up with massive rush minions if.
Lonely Wanderer is a massive minion if you can play it on turn 4 however needing to have a minion so it doesn't destroy itself but when paired with the hero power it comes in without any extra resources spent but then becomes a 6 mana 7/7 which is less impressive. ( I would assume that is how the battlecry works since it has to destroy a friendly minion and it would be the only one on the board but someone correct me if I'm wrong here)
Call the Spirits is a simple card that can be used as a basic removal, face damage, or as a way to a activate cards that require minions to die to get use out of them.
Kyra, Reaper of Souls is the hay maker value card in this class that will probably draw you at least 4-5 cards when you play her. I'm probably gonna change the stats around due to how powerful she is value wise so does a 10 mana 6/6 sound better then what i currently have or should I have some other change?
Anyway thoughts on what I have so far?
The cards seem balanced enough to me, except for for Vengeful Entity and Lonely Wanderer. The first one scales pretty fast and has an immediate effect on the board, maybe tone it down to +1/+1 or just +2 Health?. And with the second one, if you want the effect you described, it should read something like "Battlecry: Destroy a friendly minion to summon this minion" or "Battlecry: Destroy a friendly minion, otherwise destroy this minion". Also the legendary's effect is okay as it is (it should read "add all Undying cards you played this game to your hand"), it reminds me of Hex Lord Malacrass so yeah, you could probably tone down her stats by a bunch, the other problem is that it doesn't feel like a Classic lego, maybe a KotFT one?
Ps. the wording of keyword could maybe read: "at the start of your next turn", instead of "for the next turn only".
I'm going to post my 5 cards for submission and a few other ideas, then I'll do some reviews. Let me know what you think!
My class is the Tinker, a crafty hero who is never satisfied with his creations. His hero power ensures he has a full hand and no end of token minions, and help fuels his unique keywork, Synchronize.
Synchronize is similar to Combo, in that you get a bonus when the effect is triggered. When you play a Synchronize card, you generally want it to be your last that turn and you want it to use up all your Mana Crystals. Synchronize cards will be balanced more than just 'play this on-curve and win' which was the biggest concern from my previous feedback,
The class has a bunch of themes, which include:
Mechs!
Weapons!
1-Cost Secrets!
Disruption!
Tokens! including replacing Hero Power tokens!
Hand size!
A bunch of other cards, some of which need rebalancing.
Honestly dude I really like your class and the mechanic. The only small nitpick I have to say is that I'm not entirely sure if you need to add (wherever they are) to the gauntlet. From the cards in the spoiler I love the tinker solider, although I think it is on the strong side of things.
Honestly dude I really like your class and the mechanic. The only small nitpick I have to say is that I'm not entirely sure if you need to add (wherever they are) to the gauntlet. From the cards in the spoiler I love the tinker solider, although I think it is on the strong side of things.
Thanks! I added it because I wanted to make sure both the ones in your hand and battlefield had the effect. Although, I guess it doesn't matter for the ones on the battlefield, so I could just say "Your Scrapbots and Boom Bots in your hand have Magnetic." I also agree that Tinker Soldier is on the strong side, I might nerf it or have it not make a copy. Or just make it a 1 or 2 cost minion instead.
Ok, I've been working on my class for about two weeks. However, there are no repeated hero powers in any classes posted here, so maybe you should consider changing yours ? :)
...Soul of Wyrm. Soul of Root. Heart of Void...
I'm afraid there are repeated Hero Powers, or at least very similar ones. For instance, Muddler's Swindler has almost the same HP as my Alchemist. Hero Powers have a very narrow design space, so I think it's okay if there are two similar or identic ones.
Agreed. There have been a lot of people in this and past competitions with similar hero powers. Even classes with token powers are often very similar. Your classes are both very different, so I don’t see an issue with this.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
I guess it's fine then :) As long as our concept are diffrent and don't go in the same direction, it is ok.
...Soul of Wyrm. Soul of Root. Heart of Void...
Finally got some time, so gonna review some of other people's classes, starting with those on page 15. I'll probably continue later with more reviews of either pages before that, or ones after it if there's been new posts.
The bloodmage-like theme isn't uncommon, but you've done some things to make it different from the normal bloodmages, and originality isn't a huge issue in my opinion as long as you're not directly copying someone else.
Hero power seems fine. Simple, probably balanced, and fitting for the class.
Fresh Blood seems like a nice keyword. The hero power makes it usable in all the decks of the class, and it's usually stronger if you can trigger it in some way without using the hero power.
Overall, the cards seem balanced. They show self-damage as a pretty major theme in the class, and it seems to me that the class might even be too narrow with its themes, if it doesn't have other major themes. It does show other themes of the class, but they're mostly tied around the self-damage theme. If I were you, I'd replace maybe the weapon with another weapon to show other things the class can do with them.
I'm not a fan of the theme and don't think it would fit into Hearthstone.
The hero power seems weak and like it would limit the class into being able to only do a few types of decks. It does nothing if you don't have damage spells with it, making it bad in many situations. Not a fan of it, I'd recommend trying to find an alternate effect that fits.
The Transform keyword seems like it could be bad if you don't have cards that work with the different forms, making those cards bad in decks that don't want to commit to the theme that much, and even in decks that do commit to it if they can't draw both types of cards.
The Classmate tribe and Power of Friendship seem flavorful. However, Student Council President isn't a fitting name for a legendary, so I'd either come up with a name or reduce the rarity. Power of Friendship also seems like it could be really bursty and too strong, surpassing the damage of Bloodlust at 4 minions, and costing only 3 mana.
Really seems more like a Death Knight than a Lich, although I guess they can be very similar in some of their themes.
Hero power seems fine. Slightly weaker than a Mage hero power in some cases, but can trigger things that care about minions or minions dying (like Sacrifice)
Sacrifice is a reasonable thing to keyword, and fits the class flavor.
The cards seem mostly fine, but Shambling Horror feels like a boring card to showcase. It's a fine basic, but it doesn't feel like it shows the themes of the class as well as some other possible cards could.
Theme seems cool. I haven't seen it too often and it could have potential
Hero power might be fine. Ending the turn is probably a reasonable drawback to balance out drawing a card, but it means that you'll always have to do it at the end of the turn, and I'm not sure how to feel about that.
Countdown should have some sort of a visual indicator in game, but in my opinion UI stuff is something that shouldn't be considered as a limiting factor for design, so it's fine.
Your cards seem mostly fine. However, the basic cards you currently have seem too complex for basic. Also not a huge fan of the "Take extra turn, end it as soon as it starts" mechanic, because it does nothing outside of synergy. Also, I assume that those turns don't draw you cards or give you mana crystals, because that would be strong. If they don't, it's a bit confusing as there's no reason for why it is so.
Battlemage is a common theme, but it's got enough potential to allow different kind of flavors, and so far yours seems unique enough.
Hero power is kinda neat, it's something I haven't seen before and probably has a reasonable balance. Dealing 2 damage with a hero power is fairly strong, so having a drawback like that seems fine.
I like the cards.The mechanic shown in Conjure: Divine Armor is cool and has potential as a smooth pseudo-choose one. I think you should make Spellfury count all damage done by both you and your minions. Makes it a bit less strict, allowing for more archetypes to benefit from it.
Also, I have some cards of my own as well. I think I've decided on my five cards to showcase for this phase, and have a good grasp of the themes of the class. I'll write and submit my thing within the next few days, but here's the class and the cards I'm planning to use.
Researcher
Some themes: Card draw, spell synergy, efficient but situational/combo-dependant cards, controlled(-ish) discard, Study. The class will hopefully be able to support multiple archetypes, but some specific I'm pushing are Tempo (with some evasive minions and efficient removal to keep those minions safe), and combo (based on cards that synergize with spells).
Deduce to Reduce: card draw, slightly stronger than Arcane Intellect but that's in my opinion fine since the class is supposed to be good at that
Brain Blast: Potentially efficient removal, with the drawback of being bad when you don't have a lot of cards in your hand
The Cost of Progress: Also efficient removal, but with a steep card advantage cost. Maybe good for tempo?
Replicable Results: A neat Study card that can allow you to copy your value things or maybe set up some kind of combos.
Laboratory Guard: Spell synergy, also possibly a combo enabler.
Hey ! I know the deadline is comming soon but I had an idea today of a hero power and keyword that I think are interesting so here we are...
The last HP is my favorite since it has synergie with the keyword and it has good flexibility but maybe an other option is better. Tell me what you thin !
I don't have much time until the 20th to make more cards but my other idea (the detective) is ready so we'll see...
Happy CCC to everyone !
@Klipce
I'll go with the first one. Other looks just too weak for me.
The Dragoon (Going off of Kain from final fantasy)
A more aggressive class with a dragon tribe, minions would have synergies off of your hero power such as "This happens when the minion is damaged or dies by your hero power" Class would not have taunts so it can be punished for its aggressive nature.
Upgraded hero power would be +2/-1
Use the ‘insert image’ button and the Imgur ‘Direct Link’
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Here's the full first post....
Alright buckaroos, here's the basic set and a few others for my entry. With any luck I can get some more reviews up soon, though university is kicking into gear.
Basic Set:
Rift Dance: An alternate take on Shadowstep, where instead of a cost reduction, you instead just resummon the minion at the start of your next turn. You can either replay them at full cost for the battlecry trigger or let it reappear at the start of your turn.
Zero Point: In the same sense that Radiant Elemental is a simple retrain of Sorcerer's Apprentice, and is targetable AoE which works well in the class.
Astral Incineration: As you can see from the Hero Power, this class trades having easy kills on the opponent for strong removal. The armor is always before the damage so that there's no abuse with Maly effects. There are quite a few cards which also USE the opponent's armor as a resource.
Dissipation: Let's start playing 4d chess! This card puts a minion on a removal clock for both players turns. It's costed at two, and isn't the fastest removal, but it does put both players in a spot where they need to be aware how many cards they're playing.
Nether Breeze: The hand bouncing cards mentioned earlier have support in the form of Nether Breeze, a simple elemental which deals the same 2 damage that Bluegill Warrior deals, but provides more versatility to bounce and play around with.
Grip from Beyond: Here's some soft removal that becomes more interesting with combo pieces. For much of the game, Grip from beyond doesn't do much but a slower sap, denying your opponent a minion for a solid turn. And then, later in the game you can replay any minion that costs 7 or less, as the void takes all...
Twisted Heartbeat: While not as 4d chess as Dissipation, Twisted Heartbeat gives you your basic AoE. Notably this turns your hand-dancing minions into deadly blowouts.
Research the Beyond: Strong draw, slight drawback. This is a simplistic card to start your deck up.
Deepstar Bulwark: +2 health on a large taunt was good enough Nesting Roc in Arena that I don't think it's out of place here. It's a decent defense and works both with your enemy's minions and yours.
Warp Allegiance: Halfway between Mind control and entomb, this is the hardest removal. I needs to be rephrased from "add" to "put" but hey.
Classic Set:
Hero:
I'll post the classics explanations and showcases soon, but this is what I have time to post.
Also: How the hell would I word this...?
I want to ask about y'all's opinions on Singularity as both a keyword and a balancing factor. I did a whole bunch of niche facts about how Singularity would work, for all you mechanics junkies...
The game simply has a checkmark for whether or not a Singularity has been played or is on your board per turn.
Singularity cards in interesting situations....
- For all intents an purposes the Singularity secrets are more or less minions; They only tick as being on the battlefield, not take your singularity playing counter on any turn past when you first play it. If you SOMEHOW remove it from the board, you're free to play warplords, more secrets or spells.
- All those secret casting effects on minions cannot overlap singularity minions
- If a Warplord is attempting to return to a board from the affect of Rift Dance to a board with, (for example) Alleria on it, it won't go through. The warplord will remain in your hand.
- If you have no singularities currently, deck of wonders CAN cast one, and subsequently you will not be able to play any. same goes for things piloted shredder into portal baron. But hey, RNG fucks people all the time, no need to retailor the cards around it.
- Yogg'saron cannot cast more than one Singularity spell, and will not attempt to.
- Evolve cannot turn two 3-manas into warplords.
- Zul'jin will only cast the first singularity spell it casts. The other spells will not show up at all
- A Death's Shadow on a Singularity card cannot be played. Oof?
- Shudderwock can cast multiple Singularity battlecries, however; The singularity counter is not tripped by effects. Same for Undatakah.
- Counterspell takes your count if it counters a Singularity spell. Move carefully
- Your opponent's singularities do not affect you.
- If you control a singularity minion, you cannot mind control any opponent Singularity minions. They are Sylvanas and MC tech safe. They do still count for MC tech's count, though. Same goes for if you cast a Singularity spell. If you take control of a singularity minion, that is your singularity counter for the turn.
- Silence a warplord, and you can play another warplord as a start. (I will probably do some purify bullshit later)
- Electra Stormsurge fizzles. Brann and that elemental are fine.
- You can't evolve two minions into singularities at once, however... You can unstable as many singularity minions as you want, as long as they aren't on the board at the same. Time. The counter is only checked if there's a S on the board or played that turn, so plenty can summoned in one turn if they don't overlap.
- Zentimo, naaaaaah. He and Void Might are designed to not trigger multiple singularities as a balance measure.
- I'll add to this if anything crosses my mind...
Long story short; You can only have 1 Singularity card on the battlefield and you may only play one Singularity card per turn.
With that, here's the current Singularity cards I'm interested in getting opinions on
I wanted to do some 0-mana secret concepts, balanced around having only one on the board at the time (And it takes up your entire Singularity spot, so no Warplord+Secret combos.) Also, Alleria is basically just a slow Krush with a turn of immunity. I've got another whole section about nuances surrounding her effect.
Yes, the ENTIRE HERO is removed from the board. It's a thematic form of Immune. Your hero has no cost and is therefore unable to be played, it's Health is not restored, and your Hero Power cannot be used... But for the avergae player most of those will not matter as this cost will preclude you from HPing or even attempting to play the Hero. Also, I literally can't think of a single way to summon this minion and draw a card before the battlecry goes off, so I don't think you can, but...
If your hand is full you will destroy your hero and lose.
Whoops.
(Shudderwock can kill you, I did the numbers. Nothing else jumps to mind)
(No Sorceror King Hero background, I'm sad). I do need to ask... Is there any way I can get away with a Start of The Game hero? I.e, you equip him around when Genn or Baku would trigger, and since it shares a cost spot with Baku, baku's effect wouldn't matter. I've been toying with start of the game heroes for months now but this is the first time I'm showing one of them off and asking for opinions.
Anyway, have a great day, and I wish I could contribute more, but y'all know what universities like.
Thanks mate, all set.
Posting this again. I don't intend on changing any showcase cards, but here are the other cards I have just to have them there.
Purge of Flames will be moved to either Basic or Classic.
Click the image to go to my custom Time Traveler class.
As it was said, just watch out because Sacrifice will be way more powerful than normal in your class. The theme here is really together and I like that you have overlapping themes like Health restoration in Phylactery and then also with Sacrifice, on top of other minion death related cards in other ways. I would just suggest having a different card than Shambling Horror. I think it would be good to have something that fulfills a similar role, but this is just very basic, and while that's fine, I don't think it's really what you'd want to showcase. Other than that it looks good, it's straightforward and everything seems to work.
I'm a big fan of the end your turn mechanic. And while I will say I've seen a lot of similar keywords to Countdown before, I feel like the class uses it particularly well. Timekeeper is just a really smart design in multiple regards with that. I would just recommend not getting too countdown-heavy. Having enough to make archetypes around it would be cool, but I feel like with too much it becomes less interesting, and it does add a few other dimensions to balancing. Still cool to imagine everything going off at once rather than a delay.
I think this is a great selection of cards; they all help explain one another. I would say the legendary could probably have a bit higher stats, just going off of similar designs in the game where you really only need to have played one or two cards to get significant value. That being said, the shown scripts are rather powerful but still not the easiest to activate, so maybe just a couple more stats.
I like the thematic direction of this class, with conjuring at all; also a theme rather unique to Hearthstone itself. The Hero Power seems rather weak to me but I understand making it different from giving your Hero +2 Attack this turn, and the value from having a weapon in this class, although you're only showing one card that synergizes. I don't think the aspect of timing and planning is bad in the slightest though, it does draw the fantasy well. I really like the concept of the different targeting from Divine Armor. I'm not sure if there's any possible clearer wording though, since there isn't really anything like it (I think not saying 'gain armor' is different enough from relative cards). I'm not sure I totally understand Spellfury; does the damage increase by 1 or also by X? Regardless I think it's a good tie-in to pull together the fighter and spellcaster aspects. And Axeman is a really clever way to achieve this as well.
I think the Hero Power is a bit too weak seeing as it requires you to have a friendly minion on the board in the first place. Since it has synergy with damaging / reducing your minions' Health, I think it would be fine to make the upgraded version the basic version -- this also makes it close to Inner Rage, and the goal of the Hero Power should be to be worth around 0 Mana. Other than that the three cards you have look interesting. There are some minor things like keeping capitalization consistent with other cards, (i.e. having Hero Power be capitalized) and I imagine Highwind Dragonling should have the Dragon tribe. I also think Jump could use a slight buff since bypassing taunt is probably niche enough to not make the card too much more valuable than just gaining 5 Attack, so maybe 6 damage or 3 mana in my opinion, although it's up to you. Promising stuff, dragons are cool.
You've got a really cool theme here. I think Singularity is neat but could have much simpler wording. Maybe something along the lines of 'You can only have one singularity in play at a time, other singularities are unplayable [or cannot enter the battlefield] if one is already on the battlefield.' I think it's particularly smart to put Singularity on all of your secrets, and also have 0 Mana secrets, because it would allow you to design for them while avoiding having them being busted with Secretkeeper. For other things:
My take for Astral confluence: "The difference between the highest and lowest Cost of minions in play determines this card's Cost" (Or this card's Cost is determined by...)
I don't know about Start of Game heroes. I believe the original design of the Old Gods was supposed to be similar to this, but it ended up not feeling very special when every game started with it (I might have to check the reasoning) but of course this is fan creations, so if you like it and others like it, then why not? What you have does seem pretty cool.
And finally, I absolutely love Alleria. It's unique, it's wild, it's hilarious. What a card. Really adds to the feel of the class.
Thanks, I thought about making the hero power applicable to any minion since it has it's drawbacks if you are pinging down an opponent's minion. What made me decide to make it only friendly minions was jaina's already did 1 dmg, althought I do suppose Jaina's can go face while this one cannot.
For texts I kept it consistent with current Hearthstone cards in which they had 'Hero Power' not capitalized throughout.
Every card, past and present, capitalizes the phrase "Hero Power"; Blizzard has not changed this.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Alright gonna drop what I got since I like what I got but need feedback to refine it.
My class is the Phantom
The focus of this class is based around the new keyword Undying and harassing powerful affects that usually have the downside of sacrificing minions/need friendly minions to die in order to be useful.
Undying is a unique mechanic that acts like a variation of Echo. The cards with Undying are going to have more bang for their buck but they force you to commit into playing it 2 turns in a row or lose the 2nd copy which can create interesting balancing acts of greed as you try to maximize the value of your cards without dying.
Cards:
Ghostly Touch shows the undying keyword and also presents some interesting choices. Do we use it with our hero power to have cheap and fast damage/healing or do we use this a minion that doesn't die to get a bigger benefit out of it?
Vengeful Entity shows some uses that Undying gives because this minions grows as you play more copies of it eventually ending up with massive rush minions if.
Lonely Wanderer is a massive minion if you can play it on turn 4 however needing to have a minion so it doesn't destroy itself but when paired with the hero power it comes in without any extra resources spent but then becomes a 6 mana 7/7 which is less impressive. ( I would assume that is how the battlecry works since it has to destroy a friendly minion and it would be the only one on the board but someone correct me if I'm wrong here)
Call the Spirits is a simple card that can be used as a basic removal, face damage, or as a way to a activate cards that require minions to die to get use out of them.
Kyra, Reaper of Souls is the hay maker value card in this class that will probably draw you at least 4-5 cards when you play her. I'm probably gonna change the stats around due to how powerful she is value wise so does a 10 mana 6/6 sound better then what i currently have or should I have some other change?
Anyway thoughts on what I have so far?
I'm going to post my 5 cards for submission and a few other ideas, then I'll do some reviews. Let me know what you think!
My class is the Tinker, a crafty hero who is never satisfied with his creations. His hero power ensures he has a full hand and no end of token minions, and help fuels his unique keywork, Synchronize.
Synchronize is similar to Combo, in that you get a bonus when the effect is triggered. When you play a Synchronize card, you generally want it to be your last that turn and you want it to use up all your Mana Crystals. Synchronize cards will be balanced more than just 'play this on-curve and win' which was the biggest concern from my previous feedback,
The class has a bunch of themes, which include:
A bunch of other cards, some of which need rebalancing.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
FunPolice749 - The Phantom
A spirit undead class is interesting, as we've seen enough that are normal Liches or Necromancers. I like the idea of Undying as a way to replay cards, but be real careful balancing it.
I don't like the Hero Power. The ability to summon a Charge minion at any time is extremely dangerous with the right buffs. Combined with replaying Ghostly Touch you can burst down a player real fast, which is scary.
Vengeful Entity looks extremely powerful as a cheap Rush minion. Kyra could afford to lose some stats, as she already summons a bunch of minions,
Overall, interesting class. I'd like to see some more things you can do with the Keyword. Right now most of your cards are just 'make big stats' which is fun, but not unique.
@Demonxz95 - The Battlemage
I don't have a lot to say. Your class looks solid. Good cards which combine weapons and spell synergies, with placement fun. Lots of room to expand. My only real 'complaints': I wish we could have a graphic showing Split the Ground, and I wish Molten Chaser had a different name, since it doesn't chase anything but give you armor instead.
@Zanywoop - The... Locus-Walker? Idk the class name...
Great art, interesting Hero Power that promotes board dominance in exchange for protecting the enemy hero. 0-mana secrets are also interesting, though potentially hard to balance. I get they are balanced by Singularity, which brings me to my next point.
I don't like Singularity. It feels unnecessarily restrictive. It limits you to one secret at a time, and then you can't play any of your example minions or spells while its active. And Singularity itself does nothing else. I can't imagine how boring it would be to have a hand full of Singularity cards that you can't play. I think this entire mechanic needs to be reworked.
I have no idea how to balance Limbo-Walker, but I don't like the idea of a class that is 2 classes at once. Heroes at the start of the game shouldn't be a thing, IMO.
Overall, some interesting ideas and very great art, but I don't like the mechanics. Sorry :(
OttawaCloset - The Dragoon
I... don't know what you are looking to do with this class yet. Definitely not enough examples. I like the idea of self-damage with dragons...but Warrior does that already. How will your class be different?
Hero Power is real weak. I get the self-damage synergy, but it's weaker than Inner Rage. Severely so, since the -1 means the minion can't get healed back up.
@Klipce
1st Hero Power is best, the others feel too weak. I assume the 2 healing won't help if the target is dead. Maybe add 'if it survives, restore 2 health'...or make the health 3 or 4 so it actually does something.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
The cards seem balanced enough to me, except for for Vengeful Entity and Lonely Wanderer. The first one scales pretty fast and has an immediate effect on the board, maybe tone it down to +1/+1 or just +2 Health?. And with the second one, if you want the effect you described, it should read something like "Battlecry: Destroy a friendly minion to summon this minion" or "Battlecry: Destroy a friendly minion, otherwise destroy this minion". Also the legendary's effect is okay as it is (it should read "add all Undying cards you played this game to your hand"), it reminds me of Hex Lord Malacrass so yeah, you could probably tone down her stats by a bunch, the other problem is that it doesn't feel like a Classic lego, maybe a KotFT one?
Ps. the wording of keyword could maybe read: "at the start of your next turn", instead of "for the next turn only".
Honestly dude I really like your class and the mechanic. The only small nitpick I have to say is that I'm not entirely sure if you need to add (wherever they are) to the gauntlet. From the cards in the spoiler I love the tinker solider, although I think it is on the strong side of things.
Thanks! I added it because I wanted to make sure both the ones in your hand and battlefield had the effect. Although, I guess it doesn't matter for the ones on the battlefield, so I could just say "Your Scrapbots and Boom Bots in your hand have Magnetic." I also agree that Tinker Soldier is on the strong side, I might nerf it or have it not make a copy. Or just make it a 1 or 2 cost minion instead.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End