I love your theme and names ! The cards seems great to me but you don't have much variety so it's hard to see what the class is about besides Shadow Realm interactions. On that note, the inconsistent wording makes it hard to understand what it is meant to do : some times you use "THE Shadow Realm", implying that it is shared by both players, but other time you use "YOUR Shadow Realm" with would mean that each player has it's own Shadow Realm. I don't know which one you are going for but it need clarification and consistency. If it is the later (both players have their own) I'm concerned that opponent who get some Shadow Realm cards will never be able to use them. Overall it's a cool mechanic so I think it would be best to let both player interact with it, especially in mirror matches.
Thx for the Feedback! :D As far as the Shadow Realm is concerned, each player has their own. The reason I put "your" on Shadowball is because it can target anything but always moves it to your shadow realm, so this is basically a workaround to make the interactions in mirrors more clear. As for Xipilli, im with you on that one, it should say "the" not "your", thats just a plain mistake.
I love your theme and names ! The cards seems great to me but you don't have much variety so it's hard to see what the class is about besides Shadow Realm interactions. On that note, the inconsistent wording makes it hard to understand what it is meant to do : some times you use "THE Shadow Realm", implying that it is shared by both players, but other time you use "YOUR Shadow Realm" with would mean that each player has it's own Shadow Realm. I don't know which one you are going for but it need clarification and consistency. If it is the later (both players have their own) I'm concerned that opponent who get some Shadow Realm cards will never be able to use them. Overall it's a cool mechanic so I think it would be best to let both player interact with it, especially in mirror matches.
Thx for the Feedback! :D As far as the Shadow Realm is concerned, each player has their own. The reason I put "your" on Shadowball is because it can target anything but always moves it to your shadow realm, so this is basically a workaround to make the interactions in mirrors more clear. As for Xipilli, im with you on that one, it should say "the" not "your", thats just a plain mistake.
You can still edit your post as long as you are editing small typos like that and whatnot.
I love your theme and names ! The cards seems great to me but you don't have much variety so it's hard to see what the class is about besides Shadow Realm interactions. On that note, the inconsistent wording makes it hard to understand what it is meant to do : some times you use "THE Shadow Realm", implying that it is shared by both players, but other time you use "YOUR Shadow Realm" with would mean that each player has it's own Shadow Realm. I don't know which one you are going for but it need clarification and consistency. If it is the later (both players have their own) I'm concerned that opponent who get some Shadow Realm cards will never be able to use them. Overall it's a cool mechanic so I think it would be best to let both player interact with it, especially in mirror matches.
Thx for the Feedback! :D As far as the Shadow Realm is concerned, each player has their own. The reason I put "your" on Shadowball is because it can target anything but always moves it to your shadow realm, so this is basically a workaround to make the interactions in mirrors more clear. As for Xipilli, im with you on that one, it should say "the" not "your", thats just a plain mistake.
Ok so correct me if I'm wrong :
- Each player has a Shadow Realm of their own, not matter their class. These spaces store cards separately.
- Whenever a card doesn't say to which Shadow Realm it sends the card, it is send to the card's owner's Shadow Realm.
- In mirror matches or whenever an opponent gets a Shadow Realm interaction card, it interacts with the same two Shadow Realms as your cards do you.
I think you should clearify how it work because it is very interesting but quite confusing at first glance.
I love your theme and names ! The cards seems great to me but you don't have much variety so it's hard to see what the class is about besides Shadow Realm interactions. On that note, the inconsistent wording makes it hard to understand what it is meant to do : some times you use "THE Shadow Realm", implying that it is shared by both players, but other time you use "YOUR Shadow Realm" with would mean that each player has it's own Shadow Realm. I don't know which one you are going for but it need clarification and consistency. If it is the later (both players have their own) I'm concerned that opponent who get some Shadow Realm cards will never be able to use them. Overall it's a cool mechanic so I think it would be best to let both player interact with it, especially in mirror matches.
Thx for the Feedback! :D As far as the Shadow Realm is concerned, each player has their own. The reason I put "your" on Shadowball is because it can target anything but always moves it to your shadow realm, so this is basically a workaround to make the interactions in mirrors more clear. As for Xipilli, im with you on that one, it should say "the" not "your", thats just a plain mistake.
Ok so correct me if I'm wrong :
- Each player has a Shadow Realm of their own, not matter their class. These spaces store cards separately.
- Whenever a card doesn't say to which Shadow Realm it sends the card, it is send to the card's owner's Shadow Realm.
- In mirror matches or whenever an opponent gets a Shadow Realm interaction card, it interacts with the same two Shadow Realms as your cards do you.
I think you should clearify how it work because it is very interesting but quite confusing at first glance.
Alright, to clarify: Each player has their own shadow realm and can only interact with their own. The reason Shadowball says "your" is because i wanted to avoid confusion about whether the minion goes into the owners shadow realm or your own. On most cards it will say "the" though, because its shorter, and i want to keep these text as short as possible since Shadow Realm is a really long Keyword and cards can get cluttered easily. For your example of getting Witchdoctor cards without playing the class, no, the same rules still apply. You interact with your, and only your realm. The cards won't be too bad though, since balancing them is actually not that hard to do even keeping kinda good stats or effects for the cost without these interactions. Some will obviously be bad though, but that is to be expected and the case for every class.
Pretty much done with my submission post now, I think. Gonna leave this here now and post it later today or tomorrow probably.
The Researcher
Researcher is a class that is all about knowledge, science, and everything related to those. The class can draw cards well, but to balance that out, many of its cards are combo-dependent, situational, or have drawbacks in other ways. Researcher is unlikely to have cards that can answer to a situation whenever and with no trouble. Spells are another important thing for the class, and many of its minions synergize with them.
The class also has its own keyword, Study, which gives you a benefit if the last card you played fills a specific condition. Here I have Replicable Results, a spell which uses Study, as an example of the keywords formatting and of what could be done with it. In card text, it is written like "Study a (condition): X", and while uncommon, some cards, such as this one, might refer to the card that has been Studied. Replicable Results itself could be used to gain value by copying some big minions, or to duplicate minions for combos.
Deduce to Reduce: Researcher gets good card draw tools, and Deduce to Reduce is one of them. Same cost and same amount of draw as Arcane Intellect, but this lets you have some control over what you specifically draw, and gets through your deck faster. In a combo or control deck, you could use this to get those combo pieces or answers you need at the moment.
The Cost of Progress: For just two mana, this destroys a minion, but with the hefty cost of discarding two of your cards. If you can overcome that cost, it's quite strong. You could draw more cards to replace those you've lost, use the hero power to avoid having to discard valuable cards (the token goes to the right side of your hand), or you could play a tempo-like deck where the efficient way to gain board advantage is more valuable than the card advantage you lose.
Brain Blast: A removal spell that is made more powerful by the card draw in the class. Especially strong in decks that tend to keep their hands large, like control and combo.
Laboratory Guard: One of many spell synergy minions in the class. Could be used as a finisher in a miracle-like deck, if you can keep it alive for a turn. Buff this up with an Abusive Sergeant or something similar, then spam as many spells as you can for a large amount of burst.
Edit: done some adjustments, think I'm pretty much ready to post.
Hello all, I’ve been tinkering with this class, cards and keyword for the past nights after work. But before I submit, I will greatly appreciate if you can help me balance and refine the cards and power:) Correcting my grammar would be helpful too. Here it is...
"Worried about your secrets be known? Worry more! Unveiling…
The Infiltrator
Infiltrators are masters of disguise, able to do covert espionage and use the information they gathered against their opponents. Some send diplomat agents, then once they gain diplomatic immunity, it's when they use political powers to strike. Others pretend as Plague Doctors, disguised to help the poor, but after reaching the wealthy, their poisons are ready. No secrets are left hidden.. and whilst you’re still questioning your witty plan next turn, an Infiltrator has already outsmarted you with an answer. Everyone fears to fight the unknown.
Hero Power- Anarchy: Add a coin to your hand.
May not be the most powerful and probably undervalued, but a simple coin is always helpful!
Use the hero power in those turns that you have an extra mana to play and then ramp temporarily the next turn.
Supports Look mechanic as this mostly requires discarding a card.
New Keyword: Mask
Masked minions are not stealthed, and can be attacked. They appear with a "?" similar to Secrets when summoned on the battlefield (gonna make a mockup for this)
A minion will lose its Mask when another character attacks it such as another minion or a hero with an attack/weapon.
AOE spells and hero power can target and damage it, but will not break its mask.
When this minion attacks, it doesn’t lose Mask. However, the opponent will have a clue of its identity based from the damage it dealt.
All Masked minions costs 4, similar to secrets, preventing the opponent from guessing it.
Similar to Stealth and Divine shield, once a minion loses its Mask, the card text is still present but no longer does anything.
Sample Cards
Class Strength/Theme:
Mask (Unknown Minions)
Tech
Anti-Secret, Anti-combo
Information Exploitation from Look Mechanic
*Broad arsenal of countering almost every card ability
Weakness:
Lacks High health minions
Discard mechanic
Burst Damage
Lacks healing
Masked minions can easily be wiped by AOE
I really enjoyed crafting this class <3 Win or lose i may continue working with it.
Cutting and pasting the same image again is allowed, right? i just want to change its dimensions without constraining proports to make it not looking strange with the card on its left
Edit: looks like i can't do anything about it and it still looks so bad
Theme: Heal, Enhancements and sacrificing friendly minion to trigger effects.
In addition it has effects which trigger at the start of the next turn (so planning ahead with this class is important).
Unique Keywork:
Example Cards:
Not sure I like the hero power, sacrificing a minion seems a bit much for just two health (just look at Fungal Enhancer). Also, there's already a class focused on sacrificing minions in this competition, so look out for that. I quite like the idea of start of turn effects, but you might be in trouble if your opponent has a good board clear and your cards are similar to divine protection.
No exclusive keyword, but Lifesteal is the main mechanic (like Paladin does with Divine Shield);
Health manipulation, minion-reliant and death effects (Deathrattle and "whenever/after/when ... dies");
Weapon-based and (maybe) 3-mana secrets.
Cards (not definitive, may be changed)
Token:
I'm not sure of these cards effects and balance, so every advice/suggestion is welcome!
You might want to mention that the weapon has lifesteal on the HP, for a second I taught it's a regular 1/1. You might even be allowed to use the keyword, since Blizzard would change it one KotFT launched, but you'll have to ask a mod about that. The art for Dusk Strike is used on another card afaik, so you might want to change that. Essence drain seems kinda expensive, could probably cost 6. And you might want to mention on the Lobotomizer that the damage is dealt to another minion. The rest of the cards seem ok.
Pretty much done with my submission post now, I think. Gonna leave this here now and post it later today or tomorrow probably.
The Researcher
Researcher is a class that is all about knowledge, science, and everything related to those. The class can draw cards well, but to balance that out, many of its cards are combo-dependent, situational, or have drawbacks in other ways. Researcher is unlikely to have cards that can answer to a situation whenever and with no trouble. Spells are another important thing for the class, and many of its minions synergize with them.
The class also has its own keyword, Study, which gives you a benefit if the last card you played fills a specific condition. Here I have Replicable Results, a spell which uses Study, as an example of the keywords formatting and of what could be done with it. In card text, it is written like "Study a (condition): X", and while uncommon, some cards, such as this one, might refer to the card that has been Studied. Replicable Results itself could be used to gain value by copying some big minions, or to duplicate minions for combos.
Deduce to Reduce: A powerful card draw tool that allows you to have some control over what you exactly draw.
The Cost of Progress: For just two mana, this destroys a minion, but with the hefty cost of discarding two of your cards. Semi-controlled discard, like what this card has, is a theme that can sometimes show up in the class.
Brain Blast: Also a removal spell. While this one might be useless sometimes, it can also do a good amount of damage for its cost if you're able to get a lot of cards.
Laboratory Guard: One of many spell synergy minions in the class, this one can let you burst for a large amount of damage if it lives a turn and you have spells to power it up. Many of the spell synergy cards in the class are likely to affect minion combat, like this one does.
Thanks for putting your class in a spoiler for me :P. Replicable results seems incredibly powerful, since you can get copies f some very strong 9-drops. I suggest making it cost 2, since it's card draw where you have a great amount of control over what you get. The rest of the cards seem fine, but you might want to vary the rarity a little. I'd also suggest show casing a Study card with a weirder condition
Hello all, I’ve been tinkering with this class, cards and keyword for the past nights after work. But before I submit, I will greatly appreciate if you can help me balance and refine the cards and power:) Correcting my grammar would be helpful too. Here it is...
"Worried about your secrets be known? Worry more! Unveiling…
The Infiltrator
Infiltrators are masters of disguise, able to do covert espionage and use the information they gathered against their opponents. Some send diplomat agents, then once they gain diplomatic immunity, it's when they use political powers to strike. Others pretend as Plague Doctors, disguised to help the poor, but after reaching the wealthy, their poisons are ready. No secrets are left hidden.. and whilst you’re still questioning your witty plan next turn, an Infiltrator has already outsmarted you with an answer. Everyone fears to fight the unknown.
Hero Power- Anarchy: Add a coin to your hand.
May not be the most powerful and probably undervalued, but a simple coin is always helpful!
Use the hero power in those turns that you have an extra mana to play and then ramp temporarily the next turn.
Supports Look mechanic as this mostly requires discarding a card.
New Keyword: Mask
Masked minions are not stealthed, and can be attacked. They appear with a "?" similar to Secrets when summoned on the battlefield (gonna make a mockup for this)
A minion will lose its Mask when another character attacks it such as another minion or a hero with an attack/weapon.
AOE spells and hero power can target and damage it, but will not break its mask.
When this minion attacks, it doesn’t lose Mask. However, the opponent will have a clue of its identity based from the damage it dealt.
All Masked minions costs 4, similar to secrets, preventing the opponent from guessing it.
Similar to Stealth and Divine shield, once a minion loses its Mask, the card text is still present but no longer does anything.
Sample Cards
Class Strength/Theme:
Mask (Unknown Minions)
Tech
Anti-Secret, Anti-combo
Information Exploitation from Look Mechanic
*Broad arsenal of countering almost every card ability
Weakness:
Lacks High health minions
Discard mechanic
Burst Damage
Lacks healing
Masked minions can easily be wiped by AOE
I really enjoyed crafting this class <3 Win or lose i may continue working with it.
Really like the mechanic of the class, really nice. However, I feel you're not showcasing many other mechanics you can do, and that you rely a little too much on Mask. I also don't like your legendary, it's very weak, since it only counters 3 classes in the game, and as Chameleos, hand information isn't that valuable in this game. Same for Eavesdrop, discarding a card isn't worth the info. The wording for the Plague Doctor would be "Make a minion go Dormant". The rest of the cards seem balanced, but like I said, a little too much focus on Mask. I feel like that'd be better used in an expansion than a class.
I'll try to come tomorrow the final showcase for my class, but for now, I want some feedback on my new hero portrait and card border:
The lot of us are getting some serious mileage out of Lady Deathwhisper. No other named character comes close in representation; I dropped mine in-part to lessen the overlap.
The border's fine: it's the red version to the pink/purple one I'm using. The yellow "bone" part is always the part that comes off as unusual; I'm reasoning it as the skeletal flair for my Lich. If you're comfortable with the bone-part, then I'd say you're good to go. Picture seems fine, as well.
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
I'll try to come tomorrow the final showcase for my class, but for now, I want some feedback on my new hero portrait and card border:
The lot of us are getting some serious mileage out of Lady Deathwhisper. No other named character comes close in representation; I dropped mine in-part to lessen the overlap.
The border's fine: it's the red version to the pink/purple one I'm using. The yellow "bone" part is always the part that comes off as unusual; I'm reasoning it as the skeletal flair for my Lich. If you're comfortable with the bone-part, then I'd say you're good to go. Picture seems fine, as well.
Kinda limited in the "I'm gonna freeze you to death" department, since mage has Sindragosa. Neither Marrowgar nor Surfang come close. After searching the wiki for a bit, I might go with Rimefang.
Theme: Heal, Enhancements and sacrificing friendly minion to trigger effects.
In addition it has effects which trigger at the start of the next turn (so planning ahead with this class is important).
Unique Keywork:
Example Cards:
Not sure I like the hero power, sacrificing a minion seems a bit much for just two health (just look at Fungal Enhancer). Also, there's already a class focused on sacrificing minions in this competition, so look out for that. I quite like the idea of start of turn effects, but you might be in trouble if your opponent has a good board clear and your cards are similar to divine protection.
No exclusive keyword, but Lifesteal is the main mechanic (like Paladin does with Divine Shield);
Health manipulation, minion-reliant and death effects (Deathrattle and "whenever/after/when ... dies");
Weapon-based and (maybe) 3-mana secrets.
Cards (not definitive, may be changed)
Token:
I'm not sure of these cards effects and balance, so every advice/suggestion is welcome!
You might want to mention that the weapon has lifesteal on the HP, for a second I taught it's a regular 1/1. You might even be allowed to use the keyword, since Blizzard would change it one KotFT launched, but you'll have to ask a mod about that. The art for Dusk Strike is used on another card afaik, so you might want to change that. Essence drain seems kinda expensive, could probably cost 6. And you might want to mention on the Lobotomizer that the damage is dealt to another minion. The rest of the cards seem ok.
Pretty much done with my submission post now, I think. Gonna leave this here now and post it later today or tomorrow probably.
The Researcher
Researcher is a class that is all about knowledge, science, and everything related to those. The class can draw cards well, but to balance that out, many of its cards are combo-dependent, situational, or have drawbacks in other ways. Researcher is unlikely to have cards that can answer to a situation whenever and with no trouble. Spells are another important thing for the class, and many of its minions synergize with them.
The class also has its own keyword, Study, which gives you a benefit if the last card you played fills a specific condition. Here I have Replicable Results, a spell which uses Study, as an example of the keywords formatting and of what could be done with it. In card text, it is written like "Study a (condition): X", and while uncommon, some cards, such as this one, might refer to the card that has been Studied. Replicable Results itself could be used to gain value by copying some big minions, or to duplicate minions for combos.
Deduce to Reduce: A powerful card draw tool that allows you to have some control over what you exactly draw.
The Cost of Progress: For just two mana, this destroys a minion, but with the hefty cost of discarding two of your cards. Semi-controlled discard, like what this card has, is a theme that can sometimes show up in the class.
Brain Blast: Also a removal spell. While this one might be useless sometimes, it can also do a good amount of damage for its cost if you're able to get a lot of cards.
Laboratory Guard: One of many spell synergy minions in the class, this one can let you burst for a large amount of damage if it lives a turn and you have spells to power it up. Many of the spell synergy cards in the class are likely to affect minion combat, like this one does.
Thanks for putting your class in a spoiler for me :P. Replicable results seems incredibly powerful, since you can get copies f some very strong 9-drops. I suggest making it cost 2, since it's card draw where you have a great amount of control over what you get. The rest of the cards seem fine, but you might want to vary the rarity a little. I'd also suggest show casing a Study card with a weirder condition
Hello all, I’ve been tinkering with this class, cards and keyword for the past nights after work. But before I submit, I will greatly appreciate if you can help me balance and refine the cards and power:) Correcting my grammar would be helpful too. Here it is...
"Worried about your secrets be known? Worry more! Unveiling…
The Infiltrator
Infiltrators are masters of disguise, able to do covert espionage and use the information they gathered against their opponents. Some send diplomat agents, then once they gain diplomatic immunity, it's when they use political powers to strike. Others pretend as Plague Doctors, disguised to help the poor, but after reaching the wealthy, their poisons are ready. No secrets are left hidden.. and whilst you’re still questioning your witty plan next turn, an Infiltrator has already outsmarted you with an answer. Everyone fears to fight the unknown.
Hero Power- Anarchy: Add a coin to your hand.
May not be the most powerful and probably undervalued, but a simple coin is always helpful!
Use the hero power in those turns that you have an extra mana to play and then ramp temporarily the next turn.
Supports Look mechanic as this mostly requires discarding a card.
New Keyword: Mask
Masked minions are not stealthed, and can be attacked. They appear with a "?" similar to Secrets when summoned on the battlefield (gonna make a mockup for this)
A minion will lose its Mask when another character attacks it such as another minion or a hero with an attack/weapon.
AOE spells and hero power can target and damage it, but will not break its mask.
When this minion attacks, it doesn’t lose Mask. However, the opponent will have a clue of its identity based from the damage it dealt.
All Masked minions costs 4, similar to secrets, preventing the opponent from guessing it.
Similar to Stealth and Divine shield, once a minion loses its Mask, the card text is still present but no longer does anything.
Sample Cards
Class Strength/Theme:
Mask (Unknown Minions)
Tech
Anti-Secret, Anti-combo
Information Exploitation from Look Mechanic
*Broad arsenal of countering almost every card ability
Weakness:
Lacks High health minions
Discard mechanic
Burst Damage
Lacks healing
Masked minions can easily be wiped by AOE
I really enjoyed crafting this class <3 Win or lose i may continue working with it.
Really like the mechanic of the class, really nice. However, I feel you're not showcasing many other mechanics you can do, and that you rely a little too much on Mask. I also don't like your legendary, it's very weak, since it only counters 3 classes in the game, and as Chameleos, hand information isn't that valuable in this game. Same for Eavesdrop, discarding a card isn't worth the info. The wording for the Plague Doctor would be "Make a minion go Dormant". The rest of the cards seem balanced, but like I said, a little too much focus on Mask. I feel like that'd be better used in an expansion than a class.
Thanks so much NiRaSt. These are all really good feedback :)
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, and spellfury needs a decent weapon so you need to think ahead, and your opponent has a chance to interrupt your plans), brutally countered by weapon removal.
More will be revealed as the class is fleshed out!
Keyword:
Spellfury gives 1 damage for every X damage your hero did from attacking this turn. So if your hero did 10 damage, Spellfury: (1) would give 10 bonus damage where as Spellfury: (3) would only give 3 (it give 4 bonus damage if your hero did 12 damage). And don't worry, there will be ways to go all out with this!
Cards:
Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately. You'll only skip 1 draw even if you play more than one on a turn.
Conjure: Divine Armor is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT.
Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo.
Arcane Fury: If used alone it's pretty weak, but spellfury (1) makes it gain damage easily. This can deal 5 damage just with an attack from the hero power weapon making it pretty good!
Gerrart the Swordslinger: On his own he's an alright card. Normal decks will have some difficulty getting more than 1 bonus damage out of spellfury (3), but decks aiming for big spellfury turns will love this guy. A simple, classic legendary that shows what the class is about.
Other cards:
I'm not 100% sure if I've included the right cards for my showcase. What do you guys think?
Edit: Updated post with more info and some changes.
I just want to quickly put down what I'm working with before I move any forward. I'd love to get some feedback.
Hopefully most of the idea of the class gets across even though this will be very brief. I'll be back with more feedback for the last bunch of posts soon after.
Akama - The Sage
We've got, wide board favored, cheap spells, splash damage, and stat manipulation along with a whole bunch of other minor theme ideas I have in mind that I can put in place of any of these cards. In return, no direct damage, aoe, limited hard removal, large minions, armor/taunt/etc
The fantasy behind the class is basically this mystical type figure, mostly coming from races who have dealt with some form of magic corruption, namely broken draenei or wretched elves, arakkoa, furbolgs, and not excluding the rest of the classic races. They have strength in newfound ways and are not unfamiliar with overwhelming power. Being tribal they have strength in numbers, along with being skilled combatants.
I realize there's gonna be a lot of stuff about the direction of this class missing or anything else I've just omitted, but hopefully the gist is there. I'd just like to hear any thoughts about how this looks. Ghost Mushroom is definitely the biggest question mark right now. I have a good handful of other potential cards, but I'd like to know what needs changing in order to find one that would be better suiting.
As I think about it now, your HP is very strong. I like the cards, especially Ghost Mushroom. As I see, you don't wanna change Phasing Strike. Ok, as it's Basic that's not bad. However, I feel that it shouldn't be your showcase card.
@Turkeybag
Your HP seems weak. Of course I know that +2 attack HP can be a bit too strong, but disadvantage of disabling attack on first turn is much. Cauterize doesn't look too strong. I would replace it with Arcane Rush. I know that it doesn't show weapon synergy like Cauterize, but you already posted Spellfury cards, which shows it. If you realy want to show other ways to weapon synergy, I think that Clone Wepon is still better way than Cauterize, so you can show it instead, or replace one of your Spellfury cards with it. But that's all are only my thoughts.
No exclusive keyword, but Lifesteal is the main mechanic (like Paladin does with Divine Shield);
Health manipulation, minion-reliant and death effects (Deathrattle and "whenever/after/when ... dies");
Weapon-based and (maybe) 3-mana secrets.
Cards (not definitive, may be changed)
Token:
I'm not sure of these cards effects and balance, so every advice/suggestion is welcome!
You might want to mention that the weapon has lifesteal on the HP, for a second I taught it's a regular 1/1. You might even be allowed to use the keyword, since Blizzard would change it one KotFT launched, but you'll have to ask a mod about that. The art for Dusk Strike is used on another card afaik, so you might want to change that. Essence drain seems kinda expensive, could probably cost 6. And you might want to mention on the Lobotomizer that the damage is dealt to another minion. The rest of the cards seem ok
Well, I think he shouldn't use Lifesteal, or at least mention somewhere that before KoFT text on it could be 'After your Hero attacks, restore its Health equal to the damage dealt'. Then, he could use Lifesteal keyword.
@OttawaCloset
I know I'm a bit late, because you already submitted, but I have few words to say about your class. For the first, enrage is not longer a keyword, and your Chained Drakeshould read as 'Has Flight while damaged'. Also Death from Above and Dragon's Breath looks like they give permament Attack. If that's intended, I don't like it. Permament Attack is realy hard thing to balance, and you shouldn't go with it.
@MurderyUnicorn Thanks for the feedback! With Cauterize , I just really like the flavor of the card and think the way it kinda has negative synergy with high attack weapons is interesting. Arcane Rush is also pretty flavorful seeing as it shows the contrast between the battlmages more power driven use of arcane, and the mages knowledge driven use (Arcane Intellect). Plus it synergies with itself as if you play 2 of them, you'll draw 4 cards but still only skip 1 draw and that's pretty interesting so I shall go with Arcane Rush!
As for the hero power, I still think it's balanced since if you use it after attacking you bypass the downside so to speak as you couldn't attack with it anyway. And 2 damage is a pretty big deal early on as it can take out 3/2s and other things. Any changes I can think of hurt the feel of the class or are too drastic so I'm probably gonna stick with it unless I can think of a minor buff I'm happy with.
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
So, I should be wrapping up my submission. Made some changes to my cards, so here's what I got.
THE NECROLYTE
Shadow token:
I'm split between these two artworks; thoughs?
Sacrifice
The way it works is, when a Sacrifice card is played, you can choose another minion (if not specified) to destroy. If you do so, the card gains a bonus. When you play a Sacrifice card, the following will pop up. From there on, it's your choice.
Themes & Playstyles
The whole flavour behind the class is that of Darkness, Shadow Magic, twisted minions, and dark pacts of Sacrifice. Basically the opposite of a Paladin.
The playstyle would range from Aggro, to midrange, to a more control/stall/hand-oriented playstyle.
Strengths: Good single-target removal; Good board control; Both aggresive and control-ish; Powerful card generation.
Weaknesses: Drawing is more limited; Lackluster AoE; Most powerful cards are at the expense of minions; Lackluster healing.
Some mechanics to be expected
Sacrifice. Some minions take advantage of being Sacrificed.
Deathrattle synergy.
Shadow and token generation.
Weapons wielding.
"Multiple copies" mechanics.
Hand-size synergy and card-holding.
Example cards
I'm currently unsure of which of these I should include as my last example card, thoughts?
Sidenote- Are we allowed to use logos an such? I wanted to use this one that I've made yesterday for the competition. I know banners are allowed, but don't know if that's the case here.
I'll try giving feedback back to whoever, as soon as I can.
So, I should be wrapping up my submission. Made some changes to my cards, so here's what I got.
THE NECROLYTE
Shadow token:
I'm split between these two artworks; thoughs?
Sacrifice
The way it works is, when a Sacrifice card is played, you can choose another minion (if not specified) to destroy. If you do so, the card gains a bonus. When you play a Sacrifice card, the following will pop up. From there on, it's your choice.
Themes & Playstyles
The whole flavour behind the class is that of Darkness, Shadow Magic, twisted minions, and dark pacts of Sacrifice. Basically the opposite of a Paladin.
The playstyle would range from Aggro, to midrange, to a more control/stall/hand-oriented playstyle.
Strengths: Good single-target removal; Good board control; Both aggresive and control-ish; Powerful card generation.
Weaknesses: Drawing is more limited; Lackluster AoE; Most powerful cards are at the expense of minions; Lackluster healing.
Some mechanics to be expected
Sacrifice. Some minions take advantage of being Sacrificed.
Deathrattle synergy.
Shadow and token generation.
Weapons wielding.
"Multiple copies" mechanics.
Hand-size synergy and card-holding.
Example cards
I'm currently unsure of which of these I should include as my last example card, thoughts?
Sidenote- Are we allowed to use logos an such? I wanted to use this one that I've made yesterday for the competition. I know banners are allowed, but don't know if that's the case here.
I'll try giving feedback back to whoever, as soon as I can.
Looks good imo. The first Shadow artwork looks way better to me. Think I would go with Dark Legacy as it is more simple. The wording of the others sounds a bit weird and can't picture them so easily. You can use your stylised name no problem I think.
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Thx for the Feedback! :D As far as the Shadow Realm is concerned, each player has their own. The reason I put "your" on Shadowball is because it can target anything but always moves it to your shadow realm, so this is basically a workaround to make the interactions in mirrors more clear. As for Xipilli, im with you on that one, it should say "the" not "your", thats just a plain mistake.
You can still edit your post as long as you are editing small typos like that and whatnot.
Ok so correct me if I'm wrong :
- Each player has a Shadow Realm of their own, not matter their class. These spaces store cards separately.
- Whenever a card doesn't say to which Shadow Realm it sends the card, it is send to the card's owner's Shadow Realm.
- In mirror matches or whenever an opponent gets a Shadow Realm interaction card, it interacts with the same two Shadow Realms as your cards do you.
I think you should clearify how it work because it is very interesting but quite confusing at first glance.
Alright, to clarify: Each player has their own shadow realm and can only interact with their own. The reason Shadowball says "your" is because i wanted to avoid confusion about whether the minion goes into the owners shadow realm or your own. On most cards it will say "the" though, because its shorter, and i want to keep these text as short as possible since Shadow Realm is a really long Keyword and cards can get cluttered easily.
For your example of getting Witchdoctor cards without playing the class, no, the same rules still apply. You interact with your, and only your realm. The cards won't be too bad though, since balancing them is actually not that hard to do even keeping kinda good stats or effects for the cost without these interactions. Some will obviously be bad though, but that is to be expected and the case for every class.
Did i clear everything up?
My first ever attempt at a card creation.
The Angel
Theme: Heal, Enhancements and sacrificing friendly minion to trigger effects.
In addition it has effects which trigger at the start of the next turn (so planning ahead with this class is important).
Unique Keywork:
Example Cards:
Grim Reaper
Pretty much done with my submission post now, I think. Gonna leave this here now and post it later today or tomorrow probably.
The Researcher
Researcher is a class that is all about knowledge, science, and everything related to those. The class can draw cards well, but to balance that out, many of its cards are combo-dependent, situational, or have drawbacks in other ways. Researcher is unlikely to have cards that can answer to a situation whenever and with no trouble. Spells are another important thing for the class, and many of its minions synergize with them.
The class also has its own keyword, Study, which gives you a benefit if the last card you played fills a specific condition. Here I have Replicable Results, a spell which uses Study, as an example of the keywords formatting and of what could be done with it. In card text, it is written like "Study a (condition): X", and while uncommon, some cards, such as this one, might refer to the card that has been Studied. Replicable Results itself could be used to gain value by copying some big minions, or to duplicate minions for combos.
Deduce to Reduce: Researcher gets good card draw tools, and Deduce to Reduce is one of them. Same cost and same amount of draw as Arcane Intellect, but this lets you have some control over what you specifically draw, and gets through your deck faster. In a combo or control deck, you could use this to get those combo pieces or answers you need at the moment.
The Cost of Progress: For just two mana, this destroys a minion, but with the hefty cost of discarding two of your cards. If you can overcome that cost, it's quite strong. You could draw more cards to replace those you've lost, use the hero power to avoid having to discard valuable cards (the token goes to the right side of your hand), or you could play a tempo-like deck where the efficient way to gain board advantage is more valuable than the card advantage you lose.
Brain Blast: A removal spell that is made more powerful by the card draw in the class. Especially strong in decks that tend to keep their hands large, like control and combo.
Laboratory Guard: One of many spell synergy minions in the class. Could be used as a finisher in a miracle-like deck, if you can keep it alive for a turn. Buff this up with an Abusive Sergeant or something similar, then spam as many spells as you can for a large amount of burst.
Edit: done some adjustments, think I'm pretty much ready to post.
Hello all, I’ve been tinkering with this class, cards and keyword for the past nights after work. But before I submit, I will greatly appreciate if you can help me balance and refine the cards and power:) Correcting my grammar would be helpful too. Here it is...
"Worried about your secrets be known? Worry more! Unveiling…
The Infiltrator
Infiltrators are masters of disguise, able to do covert espionage and use the information they gathered against their opponents. Some send diplomat agents, then once they gain diplomatic immunity, it's when they use political powers to strike. Others pretend as Plague Doctors, disguised to help the poor, but after reaching the wealthy, their poisons are ready. No secrets are left hidden.. and whilst you’re still questioning your witty plan next turn, an Infiltrator has already outsmarted you with an answer. Everyone fears to fight the unknown.
Hero Power- Anarchy: Add a coin to your hand.
New Keyword: Mask
Sample Cards
Class Strength/Theme:
Weakness:
I really enjoyed crafting this class <3 Win or lose i may continue working with it.
Cutting and pasting the same image again is allowed, right? i just want to change its dimensions without constraining proports to make it not looking strange with the card on its left
Edit: looks like i can't do anything about it and it still looks so bad
Not sure I like the hero power, sacrificing a minion seems a bit much for just two health (just look at Fungal Enhancer). Also, there's already a class focused on sacrificing minions in this competition, so look out for that. I quite like the idea of start of turn effects, but you might be in trouble if your opponent has a good board clear and your cards are similar to divine protection.
You might want to mention that the weapon has lifesteal on the HP, for a second I taught it's a regular 1/1. You might even be allowed to use the keyword, since Blizzard would change it one KotFT launched, but you'll have to ask a mod about that. The art for Dusk Strike is used on another card afaik, so you might want to change that. Essence drain seems kinda expensive, could probably cost 6. And you might want to mention on the Lobotomizer that the damage is dealt to another minion. The rest of the cards seem ok.
Thanks for putting your class in a spoiler for me :P. Replicable results seems incredibly powerful, since you can get copies f some very strong 9-drops. I suggest making it cost 2, since it's card draw where you have a great amount of control over what you get. The rest of the cards seem fine, but you might want to vary the rarity a little. I'd also suggest show casing a Study card with a weirder condition
Really like the mechanic of the class, really nice. However, I feel you're not showcasing many other mechanics you can do, and that you rely a little too much on Mask. I also don't like your legendary, it's very weak, since it only counters 3 classes in the game, and as Chameleos, hand information isn't that valuable in this game. Same for Eavesdrop, discarding a card isn't worth the info. The wording for the Plague Doctor would be "Make a minion go Dormant". The rest of the cards seem balanced, but like I said, a little too much focus on Mask. I feel like that'd be better used in an expansion than a class.
I'll try to come tomorrow the final showcase for my class, but for now, I want some feedback on my new hero portrait and card border:
The lot of us are getting some serious mileage out of Lady Deathwhisper. No other named character comes close in representation; I dropped mine in-part to lessen the overlap.
The border's fine: it's the red version to the pink/purple one I'm using. The yellow "bone" part is always the part that comes off as unusual; I'm reasoning it as the skeletal flair for my Lich. If you're comfortable with the bone-part, then I'd say you're good to go. Picture seems fine, as well.
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
Kinda limited in the "I'm gonna freeze you to death" department, since mage has Sindragosa. Neither Marrowgar nor Surfang come close. After searching the wiki for a bit, I might go with Rimefang.
Thanks so much NiRaSt. These are all really good feedback :)
I'm think I'm almost ready to post!
The Battlemage
Info:
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, and spellfury needs a decent weapon so you need to think ahead, and your opponent has a chance to interrupt your plans), brutally countered by weapon removal.
More will be revealed as the class is fleshed out!
Keyword:
Spellfury gives 1 damage for every X damage your hero did from attacking this turn. So if your hero did 10 damage, Spellfury: (1) would give 10 bonus damage where as Spellfury: (3) would only give 3 (it give 4 bonus damage if your hero did 12 damage). And don't worry, there will be ways to go all out with this!
Cards:
Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately. You'll only skip 1 draw even if you play more than one on a turn.
Conjure: Divine Armor is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT.
Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo.
Arcane Fury: If used alone it's pretty weak, but spellfury (1) makes it gain damage easily. This can deal 5 damage just with an attack from the hero power weapon making it pretty good!
Gerrart the Swordslinger: On his own he's an alright card. Normal decks will have some difficulty getting more than 1 bonus damage out of spellfury (3), but decks aiming for big spellfury turns will love this guy. A simple, classic legendary that shows what the class is about.
Other cards:
I'm not 100% sure if I've included the right cards for my showcase. What do you guys think?
Edit: Updated post with more info and some changes.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I just want to quickly put down what I'm working with before I move any forward. I'd love to get some feedback.
Hopefully most of the idea of the class gets across even though this will be very brief. I'll be back with more feedback for the last bunch of posts soon after.
Akama - The Sage
We've got, wide board favored, cheap spells, splash damage, and stat manipulation along with a whole bunch of other minor theme ideas I have in mind that I can put in place of any of these cards. In return, no direct damage, aoe, limited hard removal, large minions, armor/taunt/etc
The fantasy behind the class is basically this mystical type figure, mostly coming from races who have dealt with some form of magic corruption, namely broken draenei or wretched elves, arakkoa, furbolgs, and not excluding the rest of the classic races. They have strength in newfound ways and are not unfamiliar with overwhelming power. Being tribal they have strength in numbers, along with being skilled combatants.
I realize there's gonna be a lot of stuff about the direction of this class missing or anything else I've just omitted, but hopefully the gist is there. I'd just like to hear any thoughts about how this looks. Ghost Mushroom is definitely the biggest question mark right now. I have a good handful of other potential cards, but I'd like to know what needs changing in order to find one that would be better suiting.
@freddoccino
As I think about it now, your HP is very strong. I like the cards, especially Ghost Mushroom. As I see, you don't wanna change Phasing Strike. Ok, as it's Basic that's not bad. However, I feel that it shouldn't be your showcase card.
@Turkeybag
Your HP seems weak. Of course I know that +2 attack HP can be a bit too strong, but disadvantage of disabling attack on first turn is much. Cauterize doesn't look too strong. I would replace it with Arcane Rush. I know that it doesn't show weapon synergy like Cauterize, but you already posted Spellfury cards, which shows it. If you realy want to show other ways to weapon synergy, I think that Clone Wepon is still better way than Cauterize, so you can show it instead, or replace one of your Spellfury cards with it. But that's all are only my thoughts.
Well, I think he shouldn't use Lifesteal, or at least mention somewhere that before KoFT text on it could be 'After your Hero attacks, restore its Health equal to the damage dealt'. Then, he could use Lifesteal keyword.
@OttawaCloset
I know I'm a bit late, because you already submitted, but I have few words to say about your class. For the first, enrage is not longer a keyword, and your Chained Drake should read as 'Has Flight while damaged'. Also Death from Above and Dragon's Breath looks like they give permament Attack. If that's intended, I don't like it. Permament Attack is realy hard thing to balance, and you shouldn't go with it.
@MurderyUnicorn
Thanks for the feedback! With Cauterize , I just really like the flavor of the card and think the way it kinda has negative synergy with high attack weapons is interesting. Arcane Rush is also pretty flavorful seeing as it shows the contrast between the battlmages more power driven use of arcane, and the mages knowledge driven use (Arcane Intellect). Plus it synergies with itself as if you play 2 of them, you'll draw 4 cards but still only skip 1 draw and that's pretty interesting so I shall go with Arcane Rush!
As for the hero power, I still think it's balanced since if you use it after attacking you bypass the downside so to speak as you couldn't attack with it anyway. And 2 damage is a pretty big deal early on as it can take out 3/2s and other things. Any changes I can think of hurt the feel of the class or are too drastic so I'm probably gonna stick with it unless I can think of a minor buff I'm happy with.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
So, I should be wrapping up my submission. Made some changes to my cards, so here's what I got.
THE NECROLYTE
Shadow token:
I'm split between these two artworks; thoughs?
Sacrifice
The way it works is, when a Sacrifice card is played, you can choose another minion (if not specified) to destroy. If you do so, the card gains a bonus. When you play a Sacrifice card, the following will pop up. From there on, it's your choice.
Themes & Playstyles
Some mechanics to be expected
Example cards
I'm currently unsure of which of these I should include as my last example card, thoughts?
Sidenote- Are we allowed to use logos an such? I wanted to use this one that I've made yesterday for the competition. I know banners are allowed, but don't know if that's the case here.
I'll try giving feedback back to whoever, as soon as I can.
Looks good imo. The first Shadow artwork looks way better to me. Think I would go with Dark Legacy as it is more simple. The wording of the others sounds a bit weird and can't picture them so easily. You can use your stylised name no problem I think.