Mods really making my night by releasing this. Already had a Class Idea prior to the announcement so pretty happy no challenges up until Phase II (Even though I have Basic Set done so will most likely have to change some cards). Here's the idea so far:
The Magician
3 Variations of Hero Power Token:
Due to the 3rd variant being strictly stronger than the Warlock Hero Power, I made the other two variants. The first one is my favoured one but I wanted to hear some opinions on it.
The general idea of the class is that the Hero is a magician, though the whole flavor of the class is more so that of "Preformers". Be it acrobats, actors, clowns... anything goes really. Everyone loves impromptu shows but a practiced performance will more often than not come out much better than an improvised one. That is where the new keyword comes in: SCRIPT.
The main goal of this class thus far is deck manipulation with the main targetted archetypes being Control and Combo. A magician must always have control of the situation and be able to weave his tricks together for the performance to go smoothly! Right?
As I said I already have the Basic set that hasn't been affected by any Challenges so I'll post my 3 favorite cards out of them outside a spoiler and the rest in one.
I also have some Epic spells and two Legendaries made for the class. Most of them are planned for Classic (Apart from Hoodini) but you never know what the challenges will bring.
And a card that is just purely for the flavor but can also show the Script keyword abit:
I appreciate any feedback and will try respond to any people who post before I go to bed tonight!
Edit: Change Card sized abit.
Your class seems a bit more complex, so have a little patience with me.
I've never really liked HPs that generate spell tokens as I feel it'd make the class overly complex for beginners.
I like the focus of the class on drawing cards and, basically, tricking your own deck.
I don't reallt like the Script keyword, it's way too specific and, I feel, it makes cards overly complicated. Maybe you could try a keyword that does something when the card is drawn and such. Something that is more synergistic with card-draw, which seems to be a larger part of your class. That's just me, though.
If you want to keep it though, I'd showcase cards that shuffle other cards into the bottom of the deck. That, or maybe the Hero Power could shuffle a card from your hand into the bottom of your deck and then draw, or something like that.
I feel you focus too much on drawing cards and there are no other mechanics to check out in the class.
There's not much synergy with drawing, maybe you could come up with something cool that includes drawing? Something like, idk, Carnassa's Brood in the shape of damaging spells; you'd have to cycle through a whole deck while barraging your opponents with cards to the face.
I'd also consider including Discard into your class, since it also fits. The class would wield it in some way that differs from how Warlocks do it.
Mods really making my night by releasing this. Already had a Class Idea prior to the announcement so pretty happy no challenges up until Phase II (Even though I have Basic Set done so will most likely have to change some cards). Here's the idea so far:
The Magician
3 Variations of Hero Power Token:
Due to the 3rd variant being strictly stronger than the Warlock Hero Power, I made the other two variants. The first one is my favoured one but I wanted to hear some opinions on it.
The general idea of the class is that the Hero is a magician, though the whole flavor of the class is more so that of "Preformers". Be it acrobats, actors, clowns... anything goes really. Everyone loves impromptu shows but a practiced performance will more often than not come out much better than an improvised one. That is where the new keyword comes in: SCRIPT.
The main goal of this class thus far is deck manipulation with the main targetted archetypes being Control and Combo. A magician must always have control of the situation and be able to weave his tricks together for the performance to go smoothly! Right?
As I said I already have the Basic set that hasn't been affected by any Challenges so I'll post my 3 favorite cards out of them outside a spoiler and the rest in one.
I also have some Epic spells and two Legendaries made for the class. Most of them are planned for Classic (Apart from Hoodini) but you never know what the challenges will bring.
And a card that is just purely for the flavor but can also show the Script keyword abit:
I appreciate any feedback and will try respond to any people who post before I go to bed tonight!
Edit: Change Card sized abit.
Your class seems a bit more complex, so have a little patience with me.
I've never really liked HPs that generate spell tokens as I feel it'd make the class overly complex for beginners.
I like the focus of the class on drawing cards and, basically, tricking your own deck.
I don't reallt like the Script keyword, it's way too specific and, I feel, it makes cards overly complicated. Maybe you could try a keyword that does something when the card is drawn and such. Something that is more synergistic with card-draw, which seems to be a larger part of your class. That's just me, though.
If you want to keep it though, I'd showcase cards that shuffle other cards into the bottom of the deck. That, or maybe the Hero Power could shuffle a card from your hand into the bottom of your deck and then draw, or something like that.
I feel you focus too much on drawing cards and there are no other mechanics to check out in the class.
There's not much synergy with drawing, maybe you could come up with something cool that includes drawing? Something like, idk, Carnassa's Brood in the shape of damaging spells; you'd have to cycle through a whole deck while barraging your opponents with cards to the face.
I'd also consider including Discard into your class, since it also fits. The class would wield it in some way that differs from how Warlocks do it.
Thanks for the feedback! I actually agree with most of the things you said so I'll just respond to them one by one if I have a response. If you have anything further to add there after. feel free to share them here or in DM ^ ^
The reason this version of the Hero Power produces a Spell Token is actually CCC#3 where that was a challenge requirement. Since I pretty much had to drop out in Phase II I dropped the class idea but decided to take the core concepts and implement some of them into the Magician. Personally I'm also not a fan of the spell token but don't really know how to adjust it so that it's more balanced without one. As for your suggestions to how I can change it, unfortunately the suggestion is already taken. The shuffle + draw one is already in use in the class on the previous page (Alchemist I believe).
The keyword script does feel sort of clunky right now so I'm not sure I'll even keep it. Though I do want to find something to replace it or as you suggested I could use Discard as my class mechanic. I actually love the idea of that and will need to think of some ways I can implement it that are not the same as the way Warlock does it. As for your suggestion on the keyword it's already been tried by Demonxz98 in CCC#4 in his Time Traveler Class. Since the idea of the class is already similar to the point we have some of the same cards, picking a keyword that's the same aswell might aswell be a rip-off of the other class.
Hey guys, i have a few questions. Last year i started participating in the weekly competitions and i absolutely loved it. I'd like to try these big competitions too, but i am a bit unsure. I have many exams this summer, so if by a miracle i get to the last stages of the comp, i don't want to drop out/rush thing because of my tests. When exactly does this end? How long do the stages last, and how many are there?
Another worry i have is the complexity. Making a whole class is a lot harder than just one card. From your experience, how time consuming are the big comps? As i said, i have to study, so i can't spend one hour a day making/balancing cards, even though i'd want to.
Go to the submission page for this, you have all the info to your first part of your post there. The whole thing should be over around may.
As for time investment, it is quite a lot, but you also have a lot more time to make your cards. Iirc, the phase with the most cards is the third one, with the classic one at 15 (someone correct me if I'm wrong). I say go for it at least the first two phases and see how it goes.
I'm dumb. I should have checked the submission thread. Well, i don't have anything to lose, so i'll try this. Questions: can the hero power be passive? Can the class use a secondary resource (thus having 2 keywords, one for the second resource, another for how it's consumed?
Pretty sure the Submission topic states that the Hero Power has to be 2 mana, so no, to my knowladge can't be a passive. As for secondary resource, it seems fine but you'll have to provide an example of what you mean for two keywords. Since it might get overly complicated at that point.
Lizard Fire-Blood Mage (name is still being worked on)
The basic concept for this class is that there is a form of fire magic that uses blood as fuel. It is very strong, but very deadly to the user. Thus only reptilian people (and in Rastakhan's rumble trolls too) can use it effectively, because they regenerate very fast. The core of this class is the hero power. This is the main way to control the board and get yourself to low health, which is something you want because of his keyword:
The class is risky. You get low very fast and you need to be careful how much you spam Blood to Fire. The minions are all designed to either heal you, or reduce how much damage your hero power does to you, while the spells all benefit from low health, and some even damage you. Here are 5 examples:
These are the classes themes across the expansions:
Self damage for stronger spells;
Minions heal and protect you;
Strong removal, weak minions;
Dragon synergy is introduced in Blackrock Mountain;
Control and combo oriented;
Deathrattle synergy introduced in Whispers of the Old Gods;
Each set besides basic and classic has a way to upgrade the hero power;
This is the first version, please give me some feedback to know what works and what doesn't. Class name suggestions are welcome.
The class is inspired by the idea of a general and a strategist using force and cunning to win his battles. Warchief might be better, but I felt like it would be to similar to Warrior (I know Thrall is a Shaman), and I felt like Hearthstone needed a Tauren hero.
So how does the Hero Power work? I think the picture below will tell it, but to explain it a bit further: Obviously, the minion targeted gains +1 Attack. The Officer tag is showcased where the tribe is shown. So does a minion with a tribe lose its original tag? Yes. This, in addition to the +1 Attack, make it more playable by other classes (Sir Finley Mrrgglton), as they can use it to obstruct tribe-synergy.
→
The cards below are just pretty random, showing a little synergy, and are from different sets with different rarities. I'm not certain if some of these cards are broken, especially thinkin of Operation Icecrown, but I can't come to think of why they should be.
And of course the Death Knight because... they're pretty cool (and annoying).
Lizard Fire-Blood Mage (name is still being worked on)
The basic concept for this class is that there is a form of fire magic that uses blood as fuel. It is very strong, but very deadly to the user. Thus only reptilian people (and in Rastakhan's rumble trolls too) can use it effectively, because they regenerate very fast. The core of this class is the hero power. This is the main way to control the board and get yourself to low health, which is something you want because of his keyword:
The class is risky. You get low very fast and you need to be careful how much you spam Blood to Fire. The minions are all designed to either heal you, or reduce how much damage your hero power does to you, while the spells all benefit from low health, and some even damage you. Here are 5 examples:
These are the classes themes across the expansions:
Self damage for stronger spells;
Minions heal and protect you;
Strong removal, weak minions;
Dragon synergy is introduced in Blackrock Mountain;
Control and combo oriented;
Deathrattle synergy introduced in Whispers of the Old Gods;
Each set besides basic and classic has a way to upgrade the hero power;
This is the first version, please give me some feedback to know what works and what doesn't. Class name suggestions are welcome.
Really interesting and unique idea. The one problem I have with it is that any other class that manages to get it would be majorly screwed. I'd tone the damage dealt to your hero down to 2 and allow it to target anything (basically a combination of the mage and warlock ones).
Regarding the cards, Master Zugrashh seems op to me, maybe tweak the stats and only give him one of the effects. Bloodflame Bolt is waaay overcosted, look at Shield Slam. Everything else seems ok balance-wise, just be careful that you're not allowed class keywords on basic cards, so you migth want to change the rarity of Pheonix Haerth (I'm guessing that's a typo).
The class is inspired by the idea of a general and a strategist using force and cunning to win his battles. Warchief might be better, but I felt like it would be to similar to Warrior (I know Thrall is a Shaman), and I felt like Hearthstone needed a Tauren hero.
So how does the Hero Power work? I think the picture below will tell it, but to explain it a bit further: Obviously, the minion targeted gains +1 Attack. The Officer tag is showcased where the tribe is shown. So does a minion with a tribe lose its original tag? Yes. This, in addition to the +1 Attack, make it more playable by other classes (Sir Finley Mrrgglton), as they can use it to obstruct tribe-synergy.
The cards below are just pretty random, showing a little synergy, and are from different sets with different rarities. I'm not certain if some of these cards are broken, especially thinkin of Operation Icecrown, but I can't come to think of why they should be.
And of course the Death Knight because... they're pretty cool (and annoying).
I hope you enjoy it!
Interesting idea. I'm a little worried that another class gaining the hero power might not have much to do with it, though +1 attack seems pretty balanced. Question: what happens if you silence an officer?
The cards seem pretty balanced. Just be weary that you can't use the DK in Phase I, since you're not allowed tokens.
Wooooooo! We're back at it boys! Some general suggestions from the many times we've been through this.
- Start with a simple concept: Crazy ideas aren't bad, but root them in something accesible. Work with 0-1 keywords, do something new with it, and you can't really go wrong
- Keep the Hero Power hyper-simple: All the basic HPs are essentially 0-cost spells; Fireblast corresponds to Moonfire, for example. Not all have a direct correspondent, but they fit that power level. Also... any card draw hero power must give your class a severe downside. This isn't exactly Yu-Gi-Oh, card draw isn't the most broken effect in the game, but there's a reason there's no non-conditional 1-cost draw. Also, avoid keywords; They didn't appear in HS hero powers until Bloodreaver Gul'dan.
- Build in the context of when the cards came out: I.E. do some research of what keywords, effects and statlines were common at the time. Most of what we'll build is probably standard, but the basic set is the basic set. If you need a good example, compare Silverback Patriarch to Stonehill Defender (Though for the record Silverback was ALWAYS a weak card).
- The classic Legendary should probably be the game-clincher:King Krush, Archmage Antonidas, Prophet Velen, Grommash Hellscream, Edwin VanCleef, Lord Jaraxxus, Tirion Fordring, Cenarius and Al'Akir the Windlord. All of these have some sort of instant effect that is designed to close out a game. This doesn't mean you need an instant damage legendary; Jaraxxus for example was designed to cancel out the card draw and self damage HP in the lategame. However, I do see a lot of people have a fairly synergistic but not highly impactful legendary; These first round legendaries were overtuned, and when they were thrown down the boardstate should swing in your favour.
- Your class NEEDS a weakness: Hunter has terrible draw. Druid has never had good single target or even AoE removal. Warlock never used to be able to heal. Whatever your class does, it can do well, but be highly aware of what it can't do. If it does everything, it's overpowered and people will probably see that.
- Have fun! One of the big parts of this challenge that people love is the flavour of it all, having your effects parallel the characters lore. So have fun with your designs! Put some love into matching art with effects.
And just generally, have a good time! I know in my corner of the internet it's a time for old friends to grudgingly say cards made more sense in our day and bombard each other with horribly unbalanced concepts and fifty-bajillion tokens. However you do this comp, do it to have a good time.
- Keep the Hero Power hyper-simple: All the basic HPs are essentially 0-cost spells; Fireblast corresponds to Moonfire, for example. Not all have a direct correspondent, but they fit that power level. Also... any card draw hero power must give your class a severe downside. This isn't exactly Yu-Gi-Oh, card draw isn't the most broken effect in the game, but there's a reason there's no non-conditional 1-cost draw. Also, avoid keywords; They didn't appear in HS hero powers until Bloodreaver Gul'dan.
Thanks for saying that for me. Saves me from developing ulcers.
Another class contest! I’m excited for this one! The big contests are always fun, and giving us more time to work with help a LOT with retention. My Apothecary didn’t do so well last time, so I’m eager to do better this time around. I’ve got an idea for a Tinker class that emphasies hand size, order of cards played, and fun, wholesome explosions. Hopefully I can upload some of these ideas soon and give some reviews.
- Keep the Hero Power hyper-simple: All the basic HPs are essentially 0-cost spells; Fireblast corresponds to Moonfire, for example. Not all have a direct correspondent, but they fit that power level. Also... any card draw hero power must give your class a severe downside. This isn't exactly Yu-Gi-Oh, card draw isn't the most broken effect in the game, but there's a reason there's no non-conditional 1-cost draw. Also, avoid keywords; They didn't appear in HS hero powers until Bloodreaver Gul'dan.
Thanks for saying that for me. Saves me from developing ulcers.
I remember you and I both pushed this rule a little bit last time. Best of luck.
You're going to be my biggest rival this competition.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
- Keep the Hero Power hyper-simple: All the basic HPs are essentially 0-cost spells; Fireblast corresponds to Moonfire, for example. Not all have a direct correspondent, but they fit that power level. Also... any card draw hero power must give your class a severe downside. This isn't exactly Yu-Gi-Oh, card draw isn't the most broken effect in the game, but there's a reason there's no non-conditional 1-cost draw. Also, avoid keywords; They didn't appear in HS hero powers until Bloodreaver Gul'dan.
Thanks for saying that for me. Saves me from developing ulcers.
I remember you and I both pushed this rule a little bit last time. Best of luck.
You're going to be my biggest rival this competition.
I've been berating people about putting in keywords in Hero Powers since forever. In fact, Zany was talking about a guy using "Freeze a minion/target" as a Hero Power and wondered if he should do it and I threatened to punch him.
- Keep the Hero Power hyper-simple: All the basic HPs are essentially 0-cost spells; Fireblast corresponds to Moonfire, for example. Not all have a direct correspondent, but they fit that power level. Also... any card draw hero power must give your class a severe downside. This isn't exactly Yu-Gi-Oh, card draw isn't the most broken effect in the game, but there's a reason there's no non-conditional 1-cost draw. Also, avoid keywords; They didn't appear in HS hero powers until Bloodreaver Gul'dan.
Thanks for saying that for me. Saves me from developing ulcers.
I remember you and I both pushed this rule a little bit last time. Best of luck.
You're going to be my biggest rival this competition.
I've been berating people about putting in keywords in Hero Powers since forever. In fact, Zany was talking about a guy using "Freeze a minion/target" as a Hero Power and wondered if he should do it and I threatened to punch him.
I've been berating people about putting in keywords in Hero Powers since forever. In fact, Zany was talking about a guy using "Freeze a minion/target" as a Hero Power and wondered if he should do it and I threatened to punch him.
Uhm... That was LinkBlade91
Indeed, that was me. I would not condone threatening violence on a moderator *awkward cough*
Also, Keywords in Hero Powers was there from the very beginning: the Shaman had Taunt and Spell Damage Totems in Vanilla.
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
Really interesting and unique idea. The one problem I have with it is that any other class that manages to get it would be majorly screwed. I'd tone the damage dealt to your hero down to 2 and allow it to target anything (basically a combination of the mage and warlock ones).
Regarding the cards, Master Zugrashh seems op to me, maybe tweak the stats and only give him one of the effects. Bloodflame Bolt is waaay overcosted, look at Shield Slam. Everything else seems ok balance-wise, just be careful that you're not allowed class keywords on basic cards, so you migth want to change the rarity of Pheonix Haerth (I'm guessing that's a typo).
As for class name, how about Bloodburner?
Thanks for the feedback! Bloodburner sounds really cool! I made the hp do 4 to you to fit the thematic of always almost dying, but i guess 4 is too much. 2 for 2 on any target seems more balanced indeed. Master Zugrashh was designed to be similar to Velen, because they both vastly amplify spells and hero powers. Maybe it won't be that op if the blood to fire only "heals" you for 2.
Bloodflame bolt costs that much because in my mind it would be a better Flame Lance most of the time (you only need to hp twice to get the same value), but again, with the reduced damage 4 mana or even 3 might be better. And yes, Haerth is a typo.
I want to give some feedback too, but i'm very inexperienced with these big comps so i fear what i say might be stupid, but i'll try:
The class is inspired by the idea of a general and a strategist using force and cunning to win his battles. Warchief might be better, but I felt like it would be to similar to Warrior (I know Thrall is a Shaman), and I felt like Hearthstone needed a Tauren hero.
So how does the Hero Power work? I think the picture below will tell it, but to explain it a bit further: Obviously, the minion targeted gains +1 Attack. The Officer tag is showcased where the tribe is shown. So does a minion with a tribe lose its original tag? Yes. This, in addition to the +1 Attack, make it more playable by other classes (Sir Finley Mrrgglton), as they can use it to obstruct tribe-synergy.
→
The cards below are just pretty random, showing a little synergy, and are from different sets with different rarities. I'm not certain if some of these cards are broken, especially thinkin of Operation Icecrown, but I can't come to think of why they should be.
And of course the Death Knight because... they're pretty cool (and annoying).
I hope you enjoy it!
Aspiring cadet is very weak against classes that can target minions with their hp. Operation Icecrown seems ok, as you do "silence" their buffs, but trigger their deathrattles. Strategic meeting suffers from an evident flaw. How many officers can you have on the board at the same time? You can only make one per turn and it costs 2 mana. Unless you add more ways to promote guys, synergies requiring many officers won't work. Turncoat is a great design, as it is assassinate with a body (probably too strong for 5 mana, maybe make it 6), but it works with the slow hp. I just don't see how you can have more than 2 officers on the board at a time.
Your class seems a bit more complex, so have a little patience with me.
Thanks for the feedback! I actually agree with most of the things you said so I'll just respond to them one by one if I have a response. If you have anything further to add there after. feel free to share them here or in DM ^ ^
Thank you Kanye,
Very Cool.
Hey guys, i have a few questions. Last year i started participating in the weekly competitions and i absolutely loved it. I'd like to try these big competitions too, but i am a bit unsure. I have many exams this summer, so if by a miracle i get to the last stages of the comp, i don't want to drop out/rush thing because of my tests. When exactly does this end? How long do the stages last, and how many are there?
Another worry i have is the complexity. Making a whole class is a lot harder than just one card. From your experience, how time consuming are the big comps? As i said, i have to study, so i can't spend one hour a day making/balancing cards, even though i'd want to.
Go to the submission page for this, you have all the info to your first part of your post there. The whole thing should be over around may.
As for time investment, it is quite a lot, but you also have a lot more time to make your cards. Iirc, the phase with the most cards is the third one, with the classic one at 15 (someone correct me if I'm wrong). I say go for it at least the first two phases and see how it goes.
I'm dumb. I should have checked the submission thread. Well, i don't have anything to lose, so i'll try this. Questions: can the hero power be passive? Can the class use a secondary resource (thus having 2 keywords, one for the second resource, another for how it's consumed?
Pretty sure the Submission topic states that the Hero Power has to be 2 mana, so no, to my knowladge can't be a passive. As for secondary resource, it seems fine but you'll have to provide an example of what you mean for two keywords. Since it might get overly complicated at that point.
Thank you Kanye,
Very Cool.
Oh god here we go again
First time here so be gentle.
Lizard Fire-Blood Mage (name is still being worked on)
The basic concept for this class is that there is a form of fire magic that uses blood as fuel. It is very strong, but very deadly to the user. Thus only reptilian people (and in Rastakhan's rumble trolls too) can use it effectively, because they regenerate very fast. The core of this class is the hero power. This is the main way to control the board and get yourself to low health, which is something you want because of his keyword:
The class is risky. You get low very fast and you need to be careful how much you spam Blood to Fire. The minions are all designed to either heal you, or reduce how much damage your hero power does to you, while the spells all benefit from low health, and some even damage you. Here are 5 examples:
These are the classes themes across the expansions:
This is the first version, please give me some feedback to know what works and what doesn't. Class name suggestions are welcome.
High Chieftain
The class is inspired by the idea of a general and a strategist using force and cunning to win his battles. Warchief might be better, but I felt like it would be to similar to Warrior (I know Thrall is a Shaman), and I felt like Hearthstone needed a Tauren hero.
So how does the Hero Power work? I think the picture below will tell it, but to explain it a bit further: Obviously, the minion targeted gains +1 Attack. The Officer tag is showcased where the tribe is shown. So does a minion with a tribe lose its original tag? Yes. This, in addition to the +1 Attack, make it more playable by other classes (Sir Finley Mrrgglton), as they can use it to obstruct tribe-synergy.
→
The cards below are just pretty random, showing a little synergy, and are from different sets with different rarities. I'm not certain if some of these cards are broken, especially thinkin of Operation Icecrown, but I can't come to think of why they should be.
And of course the Death Knight because... they're pretty cool (and annoying).
I hope you enjoy it!
Really interesting and unique idea. The one problem I have with it is that any other class that manages to get it would be majorly screwed. I'd tone the damage dealt to your hero down to 2 and allow it to target anything (basically a combination of the mage and warlock ones).
Regarding the cards, Master Zugrashh seems op to me, maybe tweak the stats and only give him one of the effects. Bloodflame Bolt is waaay overcosted, look at Shield Slam. Everything else seems ok balance-wise, just be careful that you're not allowed class keywords on basic cards, so you migth want to change the rarity of Pheonix Haerth (I'm guessing that's a typo).
As for class name, how about Bloodburner?
Interesting idea. I'm a little worried that another class gaining the hero power might not have much to do with it, though +1 attack seems pretty balanced. Question: what happens if you silence an officer?
The cards seem pretty balanced. Just be weary that you can't use the DK in Phase I, since you're not allowed tokens.
Wooooooo! We're back at it boys! Some general suggestions from the many times we've been through this.
- Start with a simple concept: Crazy ideas aren't bad, but root them in something accesible. Work with 0-1 keywords, do something new with it, and you can't really go wrong
- Keep the Hero Power hyper-simple: All the basic HPs are essentially 0-cost spells; Fireblast corresponds to Moonfire, for example. Not all have a direct correspondent, but they fit that power level. Also... any card draw hero power must give your class a severe downside. This isn't exactly Yu-Gi-Oh, card draw isn't the most broken effect in the game, but there's a reason there's no non-conditional 1-cost draw. Also, avoid keywords; They didn't appear in HS hero powers until Bloodreaver Gul'dan.
- Build in the context of when the cards came out: I.E. do some research of what keywords, effects and statlines were common at the time. Most of what we'll build is probably standard, but the basic set is the basic set. If you need a good example, compare Silverback Patriarch to Stonehill Defender (Though for the record Silverback was ALWAYS a weak card).
- The classic Legendary should probably be the game-clincher: King Krush, Archmage Antonidas, Prophet Velen, Grommash Hellscream, Edwin VanCleef, Lord Jaraxxus, Tirion Fordring, Cenarius and Al'Akir the Windlord. All of these have some sort of instant effect that is designed to close out a game. This doesn't mean you need an instant damage legendary; Jaraxxus for example was designed to cancel out the card draw and self damage HP in the lategame. However, I do see a lot of people have a fairly synergistic but not highly impactful legendary; These first round legendaries were overtuned, and when they were thrown down the boardstate should swing in your favour.
- Your class NEEDS a weakness: Hunter has terrible draw. Druid has never had good single target or even AoE removal. Warlock never used to be able to heal. Whatever your class does, it can do well, but be highly aware of what it can't do. If it does everything, it's overpowered and people will probably see that.
- Have fun! One of the big parts of this challenge that people love is the flavour of it all, having your effects parallel the characters lore. So have fun with your designs! Put some love into matching art with effects.
And just generally, have a good time! I know in my corner of the internet it's a time for old friends to grudgingly say cards made more sense in our day and bombard each other with horribly unbalanced concepts and fifty-bajillion tokens. However you do this comp, do it to have a good time.
Glad to see you went with my suggestion for the schedule!
Will showcase my ideas and do mass reviews this weekend.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Thanks for saying that for me. Saves me from developing ulcers.
Another class contest! I’m excited for this one! The big contests are always fun, and giving us more time to work with help a LOT with retention. My Apothecary didn’t do so well last time, so I’m eager to do better this time around. I’ve got an idea for a Tinker class that emphasies hand size, order of cards played, and fun, wholesome explosions. Hopefully I can upload some of these ideas soon and give some reviews.
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 remember you and I both pushed this rule a little bit last time. Best of luck.
You're going to be my biggest rival this competition.
Click the image to go to my custom Time Traveler class.
I've been berating people about putting in keywords in Hero Powers since forever. In fact, Zany was talking about a guy using "Freeze a minion/target" as a Hero Power and wondered if he should do it and I threatened to punch him.
Uhm... That was LinkBlade91
Indeed, that was me. I would not condone threatening violence on a moderator *awkward cough*
Also, Keywords in Hero Powers was there from the very beginning: the Shaman had Taunt and Spell Damage Totems in Vanilla.
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
Thanks for the feedback! Bloodburner sounds really cool! I made the hp do 4 to you to fit the thematic of always almost dying, but i guess 4 is too much. 2 for 2 on any target seems more balanced indeed. Master Zugrashh was designed to be similar to Velen, because they both vastly amplify spells and hero powers. Maybe it won't be that op if the blood to fire only "heals" you for 2.
Bloodflame bolt costs that much because in my mind it would be a better Flame Lance most of the time (you only need to hp twice to get the same value), but again, with the reduced damage 4 mana or even 3 might be better. And yes, Haerth is a typo.
I want to give some feedback too, but i'm very inexperienced with these big comps so i fear what i say might be stupid, but i'll try:
Aspiring cadet is very weak against classes that can target minions with their hp. Operation Icecrown seems ok, as you do "silence" their buffs, but trigger their deathrattles. Strategic meeting suffers from an evident flaw. How many officers can you have on the board at the same time? You can only make one per turn and it costs 2 mana. Unless you add more ways to promote guys, synergies requiring many officers won't work. Turncoat is a great design, as it is assassinate with a body (probably too strong for 5 mana, maybe make it 6), but it works with the slow hp. I just don't see how you can have more than 2 officers on the board at a time.