I apreciate your comments. I struggle a lot with the hero power, i didn't make art for the others ideas that i would put further and i do agree that my hero power idea could be too much powerful in most of the situations. I totally forgot about that gvg card LOL. I do think 1 cost is ok on the secrets that i have on mind. These are my secondaries proposals on the hero power and the keyword, could you guys give me a last feedback on thoses since they are the mosr important stuff?
Hero power: (1) Deal 2 damage to the left-most enemy (it would be implied, i think, that only with a clear board this will hit the enemy hero) or a simplier (2) "Give 2 attack this turn"
Second keyword idea: (2) "Loaded" Deal double damage to the left-most enemy this turn. Otherwise i may consider not using a keyword at all.
I would for a different name. "Enchanter" doesn't feel quite unique IMO. I think you must go for a name that doesn't resemble at all with a "mage"
I dont think that legendary would be a good card to showcase your class, while i personally like it.
This may sounds oddly specific but for theme-relate stuff have you think i make your hero power staff a sort of "energy made" or "ethereal" stuff? so it make more sence that you hero can create alot on a fight.
The tinker
I also like your class in general since, while is tinker, is a different approach to the regular stuff that people create of that.
I dont like the secret, is to specific IMO, i think may you want to show that your class will have disrupt effects on the opponents strategies? even if is that the case, i would say the same.
For more or less the same reason i dont like the legendary, because we only know one of your class secrets.
So, maybe you can use those two spots to showcase better the others mechanics thatn you want to put on your class.
Greetings, interlopers! For your consideration, I bring you...me, Kel'Thuzad !
The Lich
Master of the cold dark, I bring death to the living and the dead back to life! My touch can Freeze the blood in your veins, and my magic will rip the soul from your body, all to be used for...later purposes. Together, we will bring the might of the endless Scourge down upon our foes!
Strengths + Themes
( Freeze ) The frozen corpses of my enemies decorate the halls of Naxxramas like statues. I have room for more!
( Deathrattles , "if it dies" effects ) My time spent practicing necromancy has taught me much in the ways of the dead and dying. Let me show you...
( Reviving minions , healing , "if it survives" effects ) With power over death itself, I can bring my warriors back to life...or something close.
( Late-game fuel ) With each body that falls, the Scourge grows larger. The resources of the living dwindle, while ours return manifold!
Weaknesses Rumored Shortcomings
( Slow archetypes ) The Scourge may be endless, but putting those bodies back together is a time-consuming process. Sometimes they come to me alive first and then it becomes a whole thing. It would be tiresome if I was still alive and needed rest.
( Freeze doesn't kill ) Freezing people alive is always entertaining...except occasionally they thaw and resume charging. There are days where I just want them to give up and die already!
( Lacking card draw ) I encourage all of my underlings to recycle those dead bodies in the blue bin. That being said, it would be nice to see some new skeletons now and then...
Example Cards
Dark Resurgence - A surge of necrotic energy will end the life of an enemy. A surge of greater power will heal a fallen warrior. It makes sense if you don't think about it...
Unnatural Selector - After a member of the Scourge falls, we can rebuild them! We have the technology magic: they will come back stronger, faster, better than ever!
Skeletal Frostguard - It was their idea: "we'll create a wall in front of you, and you Freeze us in place." I thought they were crazy, but turns out it's a rather effective tactic.
Onyxia, Fallen Matriarch - With the remains of Onyxia under my control, I will create an undying army of dragons for the Scourge! Which would you rather have: a skeleton, or a skeletal dragon ?
Baroness Anastari - A banshee's cry is said to drive their loved ones insane. While amusing, I'd rather they were driven dead. Those slain by the cry of Anastari will return to haunt the living!
Thank you for your consideration and upvotes, in bringing me into Hearthstone! " Kel'Thuzad is already in the game," you say? I have never seen that powerful and handsome card before, although "Curse of Naxxramas" sounds like a great addition to the game. An expansion, all about me; if you don't like it, I'll resurrect a body who will!
Personally not sold on the Kel'Thuzad "roleplay", and I feel like my descriptions are lacking.
I feel like your class is basically just "KotFT 2". It's fine that your class is based around an expansion, but you can't just literally copy every mechanics featured in that expansion into your class.
Kel'Thuzad as a character overlaps with KFT's themes of cold and undead, this is true. But to insinuate that I'm "literally" just copying KFT is not fair, and frankly a little insulting. It would be like saying your Astromancer is a ripoff of Stargazer Luna, Astromancer the card and the Mage's other TBP themes, or that the Hunter is just a copy of Un'Goro's Beast themes. It undercuts the effort you put forth to make an interesting product, and insults your creativity.
Kel'Thuzad has existed for a lot longer than Hearthstone, and paying respect to the character without overlapping with Curse of Naxxramas or KFT would be impossible. Toeing the line is an added challenge to making a respectable Lich class, but I'd like to think I'm working as hard as you might be; certainly more so than "copy every mechanics featured in that expansion" :(
If I came off as condescending, I do apologize. But I genuinely think that you were inspired too heavily by the expansion. There are other ways to express the theme of Ice and Death more creatively and I think you didn't do well enough to distinguish yourself from the expansion of KotF and, to a lesser extend Naxxramas. Really, only Unnatural Selector has any mechanics that didn't appear one way or another from those expansions. I remember a few years ago there's a Spring and Summer expansion and the creator goes out of their way to not use too much Freeze mechanic and create an entire Chill keyword just to create more distinction between them and the KoTF expansion.
I agree with others - the name of the class feels odd. Minor issue, but I'm sure you can come up with a better name,
Juju Juice should read "Restore a minion to full Health. Draw a spell from your deck."
Soul Crusher is very powerful, as has been said. Should be a Classic card at least. It feels a bit too strong, but then I remembered Aldor Peacekeeper is a thing. I would include in italics (rounded down). Why not round up? Because then you could make a 1-Attack minion into 0 Attack.
Fresh is basically the opposite of enrage, and feels just as useful. Tribal Champ could simply read "While at full Health, your other minions have +1/+1." I'd like to see if you can do anything more clever with it.
Vul'rajas feels like Blackhowl Gunspire cranked up to 11. Overall, neat set, would love to see more variety.
Thanks a lot for the feedback ! I see that the name is a problem, I'll think about replacements (maybe Hexxer or Potion Master...). Soul Crusher needs a bit of tweaking I agree but I feel more like moving it (and the Halving mecanic) to the classic set. The effect isn't that powerful, especially in the early turns, and later on reducing a big minion's Attack isn't that helpful. Like you pointed out, it's a worse effect than Aldor Peacekeeper so I think it's ok in terms of power level. I will most definitly use the text in itallic, it makes the mecanic much clearer. The reason I want to round up is because i don't want it to be able to kill a minion at 1 Health. It would certainly be more powerful if it rounded down so I need to think about it before I choose one or the other. Fresh is a simple keyword by design. I know Enrage isn't very popular but I like it... I now that it could easely be replaced by "While at full Health" but in that regard Taunt could be replaced by "Enemy minions must attack this first" and Battlecry by "When this is played". The point of keywords is to convey simple effects that come up often and to enable synergy with cards that have the keyword. I didn't what to make the whole set about Fresh but I will make sure to make it a bit more interesting in later phases. One of the cards I'm making for the Classic set would read something like " Fresh: At the end of your turn, restore 2 Health to a friendly minion" and it this instance Fresh really helps to clarify the text.
Edit: Form what I can get on wow lore, their are 3 types of voodoo users. 1) Hexer ; 2) Shadow Hunter ; 3) Witchdoctor. The first sounds like the closeset to what I want the class to be about. Shadow Hunter is more of a fighter type, useful for my cards but not my hero. Witchdoctor seems to be more on the dark side of Voodoo which, again, will be useful for cards. I don't know much about all this so please let me know if you think one is better
Taking all the feedback into consideration, I have made a fair few changes. This is what my updated post would look like:
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), can setup for very high power turns, excels against decks with lots of minions such as zoo decks
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, struggles to trigger spellfury against decks with few minions
More will be revealed as the class is fleshed out!
Keyword:
Spellfury changes the effect it's after (usually upgrading it) if your hero did X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't.It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Showcase 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 (2) is easy to trigger and 3 mana for 5 damage is solid!
Gerrart the Swordslinger: On his own he's an alright card. but if you manage to trigger the Spellfury (10) then he's insane (assuming there are minions left for him to hit :P). A simple, classic legendary that shows what the class is about.
The main things are the hero power is now 3/1. I figure since Pounce isn't that strong, and hero powers are meant to be about as strong as 0 cost cards, I figured this'd be fine. I thought a 2/2 would have been a bit too strong. I also remade spellfury. Your hero needs to do X damage against minions by attacking to upgrade an effect. Since it's against minions only now it should make the keyword pretty interesting, and prevent this class from going face too much :P
I'll try give some feedback to everyone once I get a bit more time.
Next time y'all do this, can people just use one of the 9 already designed hero powers if they wish. There are so many classes that would be better off with an existing copy of one of the hero powers already on show. Without serious hoops to jump through, you can only do basic stat boosts or a simple weapon. Some examples do that, and some ignore that entirely. And some class designs don't fit either of those parameters, so people create more than 2 mana hero powers or they are weirdly designed.
The battle-mage(Demonx95), for example. Would be better off if the hero power didn't move minions and it just had Fireblast as the hero power.
Having a delayed card draw attached to a minion is a little bit convoluted Cogito_ergo_sum, and yours is just one. It's not even the worst offender from all the classes, and it's not even the only class with a delayed card draw. The Magician from cL4wzHS also does this, and has the same problem. You'd both be better off if you could just have warlocks hero power and designed basic/class card(s) to fit the niche your hero powers staggered draw backs provide.
Also, stuff like the Researcher from aaro54, The Chronicler from Hurien, The pint sized Witch from Ragnador, etc. basically gets around the 2 mana restriction of hero powers by designing a token or group of tokens that costs 1 mana to use.
I get this is for fun for the people who get involved and at the end of the day that's all it's about. But, I guess I just have a serious disconnect to part of this community. Lots of things aren't super appealing to me this go around, aesthetically or basic design wise. Personally speaking I can only back a few. I guess maybe my standards are too high, or I dunno.
The Witch(Thezzy), The Archeologist(Pircival). The Lich(Linkblade 91). Lowering my 'WOW aesthetic compliant' standards I gave The Bug(SunnoxPL) a pass, too.
I couldn't come up with anything so clearly I also couldn't do better myself. I just think of the hundreds of people who have competed in the past. Not plagiarizing while trying to carve out your own thing is hard to do, it's a rough task and this time illness, coupled with my own lack of creativity led me to avoid this competition from a competitors process.
'We want to breed new creativity with this competition.' Lich/Necromancer, Alchemist, Bard, Tinker/Engineer. (You can probably throw battle-mage and/or some witchdoctor variant in there too.) If you really wanted to 'breed creativity' you'd stop equally common ideas. Otherwise, remove the monk, demon hunter, death knight restriction. Seems rather arbitrary to me from my perspective. I see those other classes just as often, if not more so across the hearthstone community since everyone seems to want to restrict those 3 classes. I probably should've complained about this sooner, or before the competition even started in the feedback thread, but it just didn't occur to me until now that this is a problem. I don't see a problem with people coming up with new ideas for those classes, I don't think we need that restriction for future class competitions.
Biggerbossman who just posted his submission while I was writing this. Not only is your class poorly balanced, I think it's offensive to Japanese mythos and culture, while also demeaning suicide and the victims there-of. 'There's nothing a good old shot of Seppuku can't solve.' YIKES. I'm sure it wasn't your intent, but that is not a good look there, bud.
I know it's a bit late but i really wanted to join the competition.
Any advice is more than welcome, i will try to fix it if i got time or maybe in the next phase.
The Botanist
Tempest Keep was merely a set back.
Freywinn, the High Botanist
Tempest Keep was merely a setback. Freywinn was in charge of the experiments the blood elves were conducting on the plants in the Botanica.After the destruction of Tempest Keep he managed to survive returning to the simple life of a scholar, growing his knowledge about the native plantlife of Draenor/Outland, discovering the secrets behind the Evergrowth and the power hidden among the plants. Someone supposed that he has been infested by a rare specimen.
What's a Botanist?
A Botanist is not a Druid, Blood Elves will never be druids. A Botanist is a scholar fascinated by plant life: the resilience and adaptability of weeds, the ability of simple grass to harness the power of the sun, the way a tree may be divided into two, or two branches grafted into one.While the Druids are a protectors of the wild, a Botanist is focused on the research of nature secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life forcein order to unlock their hidden power: the ancient and lost connections of the Evergrowth. Patient is their main assistance because it takes time for a seed to grow strong.
Cultivation and Evergrowth
The Hero Power of the Botanist is going to test your patient and luck, but if you can wait enough it can show you some pretty good miracles. Every time he Hero Power is played the Botanist shuffle a Seed card into the deck that is gonna be cast when drawn, summoning a Seedling on the board. For the first time it will be a 1 Attacck 1 Health minion but thanks to the Evergrowth it will get bigger and stronger (If you won't get killed before, but you know, it's not easy to take care of a plant).
KEYWORD EVERGROWTH
The EVERGROWTH works similar to the Jade Golem mechanic. Every time a minion with EVERGROWTH is played it get its stats buffed by +1+1 for for each other minions with EVERGROWTH already played in that game. Because it's a buff, it can be silenced.
As you can imagine, the more Seed the more Seedling, the more Seedling the bigger stats. At this stage the new keyword is also the major strength of the Botanist, as long as you can draw enough of them before your opponent will end your planting session. Because of that here are some hints of how a Botanist could help himself and his crop to bloom.
Mutated Mageroyal: It's always good to have an extra Evergrowth on the board, you just need to wait to draw 2 Seeds. The value of the card is that it give you an extra +1+1 to the next Seedling you will play. The stats are not great but it's cheap and if you have many Evergrowth already played it can be a problem.
Seeding: You need time to build your plantation so it is better to remove any threat since the beginning. Oh and you will get an extra seed once it die (whatever wasn't even yours). This card it's a removal for some low cost card and also a way to build up more seeds into your deck.
Greenkeeper: No luck finding your seeds little Botanist? Let me take advantage of this situation. It's a 6 mana 2/5 minion with a battlecry effect that deal 1 damage to all enemies, repeating it for every seed in your deck. Let's say you used your hero power in the passed 4 turn this little guy is a 4 damage AoE (Hero included)
Vengeful Vine: That's easy, best way to protect yourself? A Taunt minion. Actually a taunt minion that shuffle another seed inside your deck once it die.
Evergrowth's Call: You kill something and you draw 3 card. 3 possible Seed. I thought about this card because it will works very well killing minions with deathrattle that give you extra seed like the Seeding target or the Vengeful Vine, or just for trading something on the board to get 3 draws.
Next time y'all do this, can people just use one of the 9 already designed hero powers if they wish. There are so many classes that would be better off with an existing copy of one of the hero powers already on show. Without serious hoops to jump through, you can only do basic stat boosts or a simple weapon. Some examples do that, and some ignore that entirely. And some class designs don't fit either of those parameters, so people create more than 2 mana hero powers or they are weirdly designed.
The battle-mage(Demonx95), for example. Would be better off if the hero power didn't move minions and it just had Fireblast as the hero power.
Having a delayed card draw attached to a minion is a little bit convoluted Cogito_ergo_sum, and yours is just one. It's not even the worst offender from all the classes, and it's not even the only class with a delayed card draw. The Magician from cL4wzHS also does this, and has the same problem. You'd both be better off if you could just have warlocks hero power and designed basic/class card(s) to fit the niche your hero powers staggered draw backs provide.
Also, stuff like the Researcher from aaro54, The Chronicler from Hurien, The pint sized Witch from Ragnador, etc. basically gets around the 2 mana restriction of hero powers by designing a token or group of tokens that costs 1 mana to use.
I get this is for fun for the people who get involved and at the end of the day that's all it's about. But, I guess I just have a serious disconnect to part of this community. Lots of things aren't super appealing to me this go around, aesthetically or basic design wise. Personally speaking I can only back a few. I guess maybe my standards are too high, or I dunno.
The Witch(Thezzy), The Archeologist(Pircival). The Lich(Linkblade 91). Lowering my 'WOW aesthetic compliant' standards I gave The Bug(SunnoxPL) a pass, too.
I couldn't come up with anything so clearly I also couldn't do better myself. I just think of the hundreds of people who have competed in the past. Not plagiarizing while trying to carve out your own thing is hard to do, it's a rough task and this time illness, coupled with my own lack of creativity led me to avoid this competition from a competitors process.
'We want to breed new creativity with this competition.' Lich/Necromancer, Alchemist, Bard, Tinker/Engineer. (You can probably throw battle-mage and/or some witchdoctor variant in there too.) If you really wanted to 'breed creativity' you'd stop equally common ideas. Otherwise, remove the monk, demon hunter, death knight restriction. Seems rather arbitrary to me from my perspective. I see those other classes just as often, if not more so across the hearthstone community since everyone seems to want to restrict those 3 classes. I probably should've complained about this sooner, or before the competition even started in the feedback thread, but it just didn't occur to me until now that this is a problem. I don't see a problem with people coming up with new ideas for those classes, I don't think we need that restriction for future class competitions.
Biggerbossman who just posted his submission while I was writing this. Not only is your class poorly balanced, I think it's offensive to Japanese mythos and culture, while also demeaning suicide and the victims there-of. 'There's nothing a good old shot of Seppuku can't solve.' YIKES. I'm sure it wasn't your intent, but that is not a good look there, bud.
I think you're being too harsh. Sure, some classes aren't very well designed (mine included), but you have to understand that people get better by practicing. This is my first CCC, and I'm pretty sure I'm not the only one like that.
@Laurendor - While I like the start of your class (plants, shuffling into deck, synergistic stand alone hero power), I think Evergrowth is going to be a problem. A lot of people HATED the Jade Golem mechanic because it was extremely strong. Your class has that as a central theme. IMO, having the Seedling tokens having Evergrowth is much too strong, but I’m not sure where to go to rein it in.
Next time y'all do this, can people just use one of the 9 already designed hero powers if they wish. There are so many classes that would be better off with an existing copy of one of the hero powers already on show. Without serious hoops to jump through, you can only do basic stat boosts or a simple weapon. Some examples do that, and some ignore that entirely. And some class designs don't fit either of those parameters, so people create more than 2 mana hero powers or they are weirdly designed.
The battle-mage(Demonx95), for example. Would be better off if the hero power didn't move minions and it just had Fireblast as the hero power.
Having a delayed card draw attached to a minion is a little bit convoluted Cogito_ergo_sum, and yours is just one. It's not even the worst offender from all the classes, and it's not even the only class with a delayed card draw. The Magician from cL4wzHS also does this, and has the same problem. You'd both be better off if you could just have warlocks hero power and designed basic/class card(s) to fit the niche your hero powers staggered draw backs provide.
Also, stuff like the Researcher from aaro54, The Chronicler from Hurien, The pint sized Witch from Ragnador, etc. basically gets around the 2 mana restriction of hero powers by designing a token or group of tokens that costs 1 mana to use.
I get this is for fun for the people who get involved and at the end of the day that's all it's about. But, I guess I just have a serious disconnect to part of this community. Lots of things aren't super appealing to me this go around, aesthetically or basic design wise. Personally speaking I can only back a few. I guess maybe my standards are too high, or I dunno.
The Witch(Thezzy), The Archeologist(Pircival). The Lich(Linkblade 91). Lowering my 'WOW aesthetic compliant' standards I gave The Bug(SunnoxPL) a pass, too.
I couldn't come up with anything so clearly I also couldn't do better myself. I just think of the hundreds of people who have competed in the past. Not plagiarizing while trying to carve out your own thing is hard to do, it's a rough task and this time illness, coupled with my own lack of creativity led me to avoid this competition from a competitors process.
'We want to breed new creativity with this competition.' Lich/Necromancer, Alchemist, Bard, Tinker/Engineer. (You can probably throw battle-mage and/or some witchdoctor variant in there too.) If you really wanted to 'breed creativity' you'd stop equally common ideas. Otherwise, remove the monk, demon hunter, death knight restriction. Seems rather arbitrary to me from my perspective. I see those other classes just as often, if not more so across the hearthstone community since everyone seems to want to restrict those 3 classes. I probably should've complained about this sooner, or before the competition even started in the feedback thread, but it just didn't occur to me until now that this is a problem. I don't see a problem with people coming up with new ideas for those classes, I don't think we need that restriction for future class competitions.
Biggerbossman who just posted his submission while I was writing this. Not only is your class poorly balanced, I think it's offensive to Japanese mythos and culture, while also demeaning suicide and the victims there-of. 'There's nothing a good old shot of Seppuku can't solve.' YIKES. I'm sure it wasn't your intent, but that is not a good look there, bud.
Hey Wishmaster333 I'm sorry you feel that way. In my opinion, there isn't that much you can do with Hero Powers, so you either go with the tried and true (Deal 2 random damage, buffs, simple weapon), you create a bunch of tokens (like I did) or you go really out there, which can be really hit or miss. However, I still prefer this approach rather than copying an existing HP, just because it just doesn't fit the game that two classes would share such a fundamental piece. That's my opinion at least.
Regarding the "more than 2 mana HP approach", I don't really understand what's the problem if it is handled correctly. Adding an extra card to your hand is basically the same as the Warlock Hero Power, and the balance here comes from the fact that the card added is not as good as a card from your deck. In fact, I'd say this kind of HPs are more fitting to Hearthstone as a whole than Warlock's HP, which is rendered useless either by your life total or your deck size at one point or another. No other Hero Power has that kind of implications. Card creating HPs (minion ones more so, because of spell shenanigans) don't break any rule and work in the same places and same ways as other existing HPs. There's a lot more to them than just a 3 mana HP. In my case, I mixed this concept with the Shaman HP, trying to add a limit and proper balancing to the spells created by it.
Now, I'm totally with you on the Demon Hunter, Monk and Death Knight. I think it's high time we allow them again, because at this point we have more iterations on the Tinker and the Alchemist than any of them.
Next time y'all do this, can people just use one of the 9 already designed hero powers if they wish. There are so many classes that would be better off with an existing copy of one of the hero powers already on show. Without serious hoops to jump through, you can only do basic stat boosts or a simple weapon. Some examples do that, and some ignore that entirely. And some class designs don't fit either of those parameters, so people create more than 2 mana hero powers or they are weirdly designed.
The battle-mage(Demonx95), for example. Would be better off if the hero power didn't move minions and it just had Fireblast as the hero power.
Having a delayed card draw attached to a minion is a little bit convoluted Cogito_ergo_sum, and yours is just one. It's not even the worst offender from all the classes, and it's not even the only class with a delayed card draw. The Magician from cL4wzHS also does this, and has the same problem. You'd both be better off if you could just have warlocks hero power and designed basic/class card(s) to fit the niche your hero powers staggered draw backs provide.
Also, stuff like the Researcher from aaro54, The Chronicler from Hurien, The pint sized Witch from Ragnador, etc. basically gets around the 2 mana restriction of hero powers by designing a token or group of tokens that costs 1 mana to use.
I get this is for fun for the people who get involved and at the end of the day that's all it's about. But, I guess I just have a serious disconnect to part of this community. Lots of things aren't super appealing to me this go around, aesthetically or basic design wise. Personally speaking I can only back a few. I guess maybe my standards are too high, or I dunno.
The Witch(Thezzy), The Archeologist(Pircival). The Lich(Linkblade 91). Lowering my 'WOW aesthetic compliant' standards I gave The Bug(SunnoxPL) a pass, too.
I couldn't come up with anything so clearly I also couldn't do better myself. I just think of the hundreds of people who have competed in the past. Not plagiarizing while trying to carve out your own thing is hard to do, it's a rough task and this time illness, coupled with my own lack of creativity led me to avoid this competition from a competitors process.
'We want to breed new creativity with this competition.' Lich/Necromancer, Alchemist, Bard, Tinker/Engineer. (You can probably throw battle-mage and/or some witchdoctor variant in there too.) If you really wanted to 'breed creativity' you'd stop equally common ideas. Otherwise, remove the monk, demon hunter, death knight restriction. Seems rather arbitrary to me from my perspective. I see those other classes just as often, if not more so across the hearthstone community since everyone seems to want to restrict those 3 classes. I probably should've complained about this sooner, or before the competition even started in the feedback thread, but it just didn't occur to me until now that this is a problem. I don't see a problem with people coming up with new ideas for those classes, I don't think we need that restriction for future class competitions.
Biggerbossman who just posted his submission while I was writing this. Not only is your class poorly balanced, I think it's offensive to Japanese mythos and culture, while also demeaning suicide and the victims there-of. 'There's nothing a good old shot of Seppuku can't solve.' YIKES. I'm sure it wasn't your intent, but that is not a good look there, bud.
@thepowrofcheeseI understand that completely. I was one of them lol
Anyway i thought that this one was going to be a bit more balanced because u are not summoning straight away the token but you a shuffle it between 30 cards. It might takes 10 or more turn to draw more than 5 seed and the bonus won't be as insane as the jade golem's on turn 10. What i can say is that i will try to make it as harder as possible and i'm not planning to follow the jade golem mechanic summoning a jade golem with another card. The only way to get seedling in this deck is luck and time.
@thepowrofcheeseI understand that completely. I was one of them lol
Anyway i thought that this one was going to be a bit more balanced because u are not summoning straight away the token but you a shuffle it between 30 cards. It might takes 10 or more turn to draw more than 5 seed and the bonus won't be as insane as the jade golem's on turn 10. What i can say is that i will try to make it as harder as possible and i'm not planning to follow the jade golem mechanic summoning a jade golem with another card. The only way to get seedling in this deck is luck and time.
I just took a quick look at your entry. The way it's worded right now, Evergrowth won't count minions that were summoned without being played. Not sure that was intentional.
i want Evergrowth to work only on the minion summoned by that token and played from the hand.
Also regarding the Seed token. Do you think it’s more fair if I remove the draw a card at the end?
Also to make it less powerful do you think is better to make evergrowth “give X randomly split between Health and Attack, where X is the number of minion with evergrowth you already played/summon”
Like if I played 4 minion I can get a buff of +3 +1 for example
I just thought that if it works like that it’s a bit more random and not so powerful and I can push the Seed mechanic a bit further without been overpower.
i want Evergrowth to work only on the minion summoned by that token and played from the hand.
Also regarding the Seed token. Do you think it’s more fair if I remove the draw a card at the end?
Also to make it less powerful do you think is better to make evergrowth “give X randomly split between Health and Attack, where X is the number of minion with evergrowth you already played/summon”
Like if I played 4 minion I can get a buff of +3 +1 for example
I just thought that if it works like that it’s a bit more random and not so powerful and I can push the Seed mechanic a bit further without been overpower.
I mean that evergrowth won't triggered if the minion is summoned by a random effect like from piloted shredder or it's recruited.
Don't make the keyword random, it's going to be too complicated and less fun to play.
The draw part seems fine, especially when your hero power has no immediate impact on the board.
Next time y'all do this, can people just use one of the 9 already designed hero powers if they wish. There are so many classes that would be better off with an existing copy of one of the hero powers already on show. Without serious hoops to jump through, you can only do basic stat boosts or a simple weapon. Some examples do that, and some ignore that entirely. And some class designs don't fit either of those parameters, so people create more than 2 mana hero powers or they are weirdly designed.
The battle-mage(Demonx95), for example. Would be better off if the hero power didn't move minions and it just had Fireblast as the hero power.
Having a delayed card draw attached to a minion is a little bit convoluted Cogito_ergo_sum, and yours is just one. It's not even the worst offender from all the classes, and it's not even the only class with a delayed card draw. The Magician from cL4wzHS also does this, and has the same problem. You'd both be better off if you could just have warlocks hero power and designed basic/class card(s) to fit the niche your hero powers staggered draw backs provide.
Also, stuff like the Researcher from aaro54, The Chronicler from Hurien, The pint sized Witch from Ragnador, etc. basically gets around the 2 mana restriction of hero powers by designing a token or group of tokens that costs 1 mana to use.
I get this is for fun for the people who get involved and at the end of the day that's all it's about. But, I guess I just have a serious disconnect to part of this community. Lots of things aren't super appealing to me this go around, aesthetically or basic design wise. Personally speaking I can only back a few. I guess maybe my standards are too high, or I dunno.
The Witch(Thezzy), The Archeologist(Pircival). The Lich(Linkblade 91). Lowering my 'WOW aesthetic compliant' standards I gave The Bug(SunnoxPL) a pass, too.
I couldn't come up with anything so clearly I also couldn't do better myself. I just think of the hundreds of people who have competed in the past. Not plagiarizing while trying to carve out your own thing is hard to do, it's a rough task and this time illness, coupled with my own lack of creativity led me to avoid this competition from a competitors process.
'We want to breed new creativity with this competition.' Lich/Necromancer, Alchemist, Bard, Tinker/Engineer. (You can probably throw battle-mage and/or some witchdoctor variant in there too.) If you really wanted to 'breed creativity' you'd stop equally common ideas. Otherwise, remove the monk, demon hunter, death knight restriction. Seems rather arbitrary to me from my perspective. I see those other classes just as often, if not more so across the hearthstone community since everyone seems to want to restrict those 3 classes. I probably should've complained about this sooner, or before the competition even started in the feedback thread, but it just didn't occur to me until now that this is a problem. I don't see a problem with people coming up with new ideas for those classes, I don't think we need that restriction for future class competitions.
Biggerbossman who just posted his submission while I was writing this. Not only is your class poorly balanced, I think it's offensive to Japanese mythos and culture, while also demeaning suicide and the victims there-of. 'There's nothing a good old shot of Seppuku can't solve.' YIKES. I'm sure it wasn't your intent, but that is not a good look there, bud.
I'm not going to dispute you about the restriction (which I think if anything make it hard to come up with idea), but I do think that you judge too harshly on the quality of the classes submitted. Speaking from experience, it's hard to come up with an idea that is unique, fun as well as balance. This is my third CCC and my class is only half-way decent in concept. My first two classes are a mess.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
'We want to breed new creativity with this competition.' Lich/Necromancer, Alchemist, Bard, Tinker/Engineer. (You can probably throw battle-mage and/or some witchdoctor variant in there too.) If you really wanted to 'breed creativity' you'd stop equally common ideas. Otherwise, remove the monk, demon hunter, death knight restriction. Seems rather arbitrary to me from my perspective. I see those other classes just as often, if not more so across the hearthstone community since everyone seems to want to restrict those 3 classes. I probably should've complained about this sooner, or before the competition even started in the feedback thread, but it just didn't occur to me until now that this is a problem. I don't see a problem with people coming up with new ideas for those classes, I don't think we need that restriction for future class competitions.
The Big Three are banned for more reasons beyond just because we're concerned such entries would be commonplace. They're banned because they're existing WoW classes, and are subject to underlying biases about them. "I love the DK in WoW; you get my vote!" Such an assertion might not have anything to do with the quality of the entry, and would exist mostly on the basis of nostalgia and/or playing to Warcraft's base. Ability names, notable NPCs (for Legendaries), and artwork would be more readily accessible, as well: together they provide an unfair advantage in regards to the burden of entry for these classes (finding appropriate artwork for one's cards, making up names, etc.). An obvious counter-jab would be "that easy for you to say, using Kel'Thuzad as your hero and relying on existing characters", but they're not on the same level. There's still a required amount of effort for me to research these characters and connect them to the right art and effects. If I were to look up information regarding the Demon Hunter, all of the necessary materials could be found on a single Wiki page: ability names, important Demon Hunters, Warcraft artwork for these characters, etc.
All-in-all, the reasoning behind our restriction on these classes goes deeper than just in the interest of "creativity". It's mainly about fairness, keeping everyone on a relatively-even playing field regarding the effort required to make a class that appeals to people.
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
Next time y'all do this, can people just use one of the 9 already designed hero powers if they wish. There are so many classes that would be better off with an existing copy of one of the hero powers already on show. Without serious hoops to jump through, you can only do basic stat boosts or a simple weapon. Some examples do that, and some ignore that entirely. And some class designs don't fit either of those parameters, so people create more than 2 mana hero powers or they are weirdly designed.
...
'We want to breed new creativity with this competition.' Lich/Necromancer, Alchemist, Bard, Tinker/Engineer. (You can probably throw battle-mage and/or some witchdoctor variant in there too.) If you really wanted to 'breed creativity' you'd stop equally common ideas. Otherwise, remove the monk, demon hunter, death knight restriction. Seems rather arbitrary to me from my perspective. I see those other classes just as often, if not more so across the hearthstone community since everyone seems to want to restrict those 3 classes. I probably should've complained about this sooner, or before the competition even started in the feedback thread, but it just didn't occur to me until now that this is a problem. I don't see a problem with people coming up with new ideas for those classes, I don't think we need that restriction for future class competitions.
Not gonna comment on everything, just the competition-running related stuff.
You talk quite a lot about looking for creativity, so I don't really understand why you want people to be allowed to use existing Hero Powers for their classes. That's the most derivative thing you could do. A lot of people have come up with fantastic Hero Powers that are better than existing ones - certainly many people manage to beat the worst ones, Lesser Heal and Totemic Call.
The Hero Power is part of the intrinsic design of the class - you can theme cards all you want, but if your Hero Power is just 'Deal 1 damage' all I'm going to be thinking is, "Why aren't you just designing Mage cards for an expansion?".
In regards to the banning of Death Knight, Monk and Demon Hunter, we haven't just banned these because they were designed time and time again when Hearthstone first came out. They're also banned because they are the three playable WoW classes which are not Hearthstone classes - people have fond memories of these classes, and that bias gives anyone who designs one of these classes an unfair advantage over other competitors. If you want a tangible example of this bias, all you have to do is look at the hype around the Knights of the Frozen Throne expansion and the Death Knight Hero cards when they were first announced.
They also come with far more available resources than non-WoW classes, like spell names and lore characters, which offer unfair advantages to people entering with them. Basic and Classic sets practically write themselves, which would not only lead to repetitive designs from people, but also a disparity in how much work each competitor faces.
@Demonxz95 - @teknician and @thepowrofcheese
I apreciate your comments. I struggle a lot with the hero power, i didn't make art for the others ideas that i would put further and i do agree that my hero power idea could be too much powerful in most of the situations. I totally forgot about that gvg card LOL. I do think 1 cost is ok on the secrets that i have on mind. These are my secondaries proposals on the hero power and the keyword, could you guys give me a last feedback on thoses since they are the mosr important stuff?
Hero power: (1) Deal 2 damage to the left-most enemy (it would be implied, i think, that only with a clear board this will hit the enemy hero) or a simplier (2) "Give 2 attack this turn"
Second keyword idea: (2) "Loaded" Deal double damage to the left-most enemy this turn. Otherwise i may consider not using a keyword at all.
I will make some feedback on a different post.
The enchanter
The tinker
I also like your class in general since, while is tinker, is a different approach to the regular stuff that people create of that.
If I came off as condescending, I do apologize. But I genuinely think that you were inspired too heavily by the expansion. There are other ways to express the theme of Ice and Death more creatively and I think you didn't do well enough to distinguish yourself from the expansion of KotF and, to a lesser extend Naxxramas. Really, only Unnatural Selector has any mechanics that didn't appear one way or another from those expansions. I remember a few years ago there's a Spring and Summer expansion and the creator goes out of their way to not use too much Freeze mechanic and create an entire Chill keyword just to create more distinction between them and the KoTF expansion.
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Class Creation Finalist: The Astromancer
Best cards vote by community:
Thanks a lot for the feedback ! I see that the name is a problem, I'll think about replacements (maybe Hexxer or Potion Master...). Soul Crusher needs a bit of tweaking I agree but I feel more like moving it (and the Halving mecanic) to the classic set. The effect isn't that powerful, especially in the early turns, and later on reducing a big minion's Attack isn't that helpful. Like you pointed out, it's a worse effect than Aldor Peacekeeper so I think it's ok in terms of power level. I will most definitly use the text in itallic, it makes the mecanic much clearer. The reason I want to round up is because i don't want it to be able to kill a minion at 1 Health. It would certainly be more powerful if it rounded down so I need to think about it before I choose one or the other. Fresh is a simple keyword by design. I know Enrage isn't very popular but I like it... I now that it could easely be replaced by "While at full Health" but in that regard Taunt could be replaced by "Enemy minions must attack this first" and Battlecry by "When this is played". The point of keywords is to convey simple effects that come up often and to enable synergy with cards that have the keyword. I didn't what to make the whole set about Fresh but I will make sure to make it a bit more interesting in later phases. One of the cards I'm making for the Classic set would read something like " Fresh: At the end of your turn, restore 2 Health to a friendly minion" and it this instance Fresh really helps to clarify the text.
Edit: Form what I can get on wow lore, their are 3 types of voodoo users. 1) Hexer ; 2) Shadow Hunter ; 3) Witchdoctor. The first sounds like the closeset to what I want the class to be about. Shadow Hunter is more of a fighter type, useful for my cards but not my hero. Witchdoctor seems to be more on the dark side of Voodoo which, again, will be useful for cards. I don't know much about all this so please let me know if you think one is better
*Bumpsies*
My submission is here: https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228747-trials-and-errors-class-creation-competition-5?page=3#c53.
I'll try to provide feedback in the next few days :D.
Taking all the feedback into consideration, I have made a fair few changes. This is what my updated post would look like:
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), can setup for very high power turns, excels against decks with lots of minions such as zoo decks
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, struggles to trigger spellfury against decks with few minions
More will be revealed as the class is fleshed out!
Keyword:
Spellfury changes the effect it's after (usually upgrading it) if your hero did X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Showcase 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 (2) is easy to trigger and 3 mana for 5 damage is solid!
Gerrart the Swordslinger: On his own he's an alright card. but if you manage to trigger the Spellfury (10) then he's insane (assuming there are minions left for him to hit :P). A simple, classic legendary that shows what the class is about.
The main things are the hero power is now 3/1. I figure since Pounce isn't that strong, and hero powers are meant to be about as strong as 0 cost cards, I figured this'd be fine. I thought a 2/2 would have been a bit too strong. I also remade spellfury. Your hero needs to do X damage against minions by attacking to upgrade an effect. Since it's against minions only now it should make the keyword pretty interesting, and prevent this class from going face too much :P
I'll try give some feedback to everyone once I get a bit more time.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Next time y'all do this, can people just use one of the 9 already designed hero powers if they wish. There are so many classes that would be better off with an existing copy of one of the hero powers already on show. Without serious hoops to jump through, you can only do basic stat boosts or a simple weapon. Some examples do that, and some ignore that entirely. And some class designs don't fit either of those parameters, so people create more than 2 mana hero powers or they are weirdly designed.
The battle-mage(Demonx95), for example. Would be better off if the hero power didn't move minions and it just had Fireblast as the hero power.
Having a delayed card draw attached to a minion is a little bit convoluted Cogito_ergo_sum, and yours is just one. It's not even the worst offender from all the classes, and it's not even the only class with a delayed card draw. The Magician from cL4wzHS also does this, and has the same problem. You'd both be better off if you could just have warlocks hero power and designed basic/class card(s) to fit the niche your hero powers staggered draw backs provide.
Also, stuff like the Researcher from aaro54, The Chronicler from Hurien, The pint sized Witch from Ragnador, etc. basically gets around the 2 mana restriction of hero powers by designing a token or group of tokens that costs 1 mana to use.
I get this is for fun for the people who get involved and at the end of the day that's all it's about. But, I guess I just have a serious disconnect to part of this community. Lots of things aren't super appealing to me this go around, aesthetically or basic design wise. Personally speaking I can only back a few. I guess maybe my standards are too high, or I dunno.
The Witch(Thezzy), The Archeologist(Pircival). The Lich(Linkblade 91). Lowering my 'WOW aesthetic compliant' standards I gave The Bug(SunnoxPL) a pass, too.
I couldn't come up with anything so clearly I also couldn't do better myself. I just think of the hundreds of people who have competed in the past. Not plagiarizing while trying to carve out your own thing is hard to do, it's a rough task and this time illness, coupled with my own lack of creativity led me to avoid this competition from a competitors process.
'We want to breed new creativity with this competition.' Lich/Necromancer, Alchemist, Bard, Tinker/Engineer. (You can probably throw battle-mage and/or some witchdoctor variant in there too.) If you really wanted to 'breed creativity' you'd stop equally common ideas. Otherwise, remove the monk, demon hunter, death knight restriction. Seems rather arbitrary to me from my perspective. I see those other classes just as often, if not more so across the hearthstone community since everyone seems to want to restrict those 3 classes. I probably should've complained about this sooner, or before the competition even started in the feedback thread, but it just didn't occur to me until now that this is a problem. I don't see a problem with people coming up with new ideas for those classes, I don't think we need that restriction for future class competitions.
Biggerbossman who just posted his submission while I was writing this. Not only is your class poorly balanced, I think it's offensive to Japanese mythos and culture, while also demeaning suicide and the victims there-of. 'There's nothing a good old shot of Seppuku can't solve.' YIKES. I'm sure it wasn't your intent, but that is not a good look there, bud.
I know it's a bit late but i really wanted to join the competition.
Any advice is more than welcome, i will try to fix it if i got time or maybe in the next phase.
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
I think you're being too harsh. Sure, some classes aren't very well designed (mine included), but you have to understand that people get better by practicing. This is my first CCC, and I'm pretty sure I'm not the only one like that.
@Laurendor - While I like the start of your class (plants, shuffling into deck, synergistic stand alone hero power), I think Evergrowth is going to be a problem. A lot of people HATED the Jade Golem mechanic because it was extremely strong. Your class has that as a central theme. IMO, having the Seedling tokens having Evergrowth is much too strong, but I’m not sure where to go to rein it in.
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
Hey Wishmaster333 I'm sorry you feel that way. In my opinion, there isn't that much you can do with Hero Powers, so you either go with the tried and true (Deal 2 random damage, buffs, simple weapon), you create a bunch of tokens (like I did) or you go really out there, which can be really hit or miss. However, I still prefer this approach rather than copying an existing HP, just because it just doesn't fit the game that two classes would share such a fundamental piece. That's my opinion at least.
Regarding the "more than 2 mana HP approach", I don't really understand what's the problem if it is handled correctly. Adding an extra card to your hand is basically the same as the Warlock Hero Power, and the balance here comes from the fact that the card added is not as good as a card from your deck. In fact, I'd say this kind of HPs are more fitting to Hearthstone as a whole than Warlock's HP, which is rendered useless either by your life total or your deck size at one point or another. No other Hero Power has that kind of implications. Card creating HPs (minion ones more so, because of spell shenanigans) don't break any rule and work in the same places and same ways as other existing HPs. There's a lot more to them than just a 3 mana HP. In my case, I mixed this concept with the Shaman HP, trying to add a limit and proper balancing to the spells created by it.
Now, I'm totally with you on the Demon Hunter, Monk and Death Knight. I think it's high time we allow them again, because at this point we have more iterations on the Tinker and the Alchemist than any of them.
Yeah, I’d say your standards are too high.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
@thepowrofcheese I understand that completely. I was one of them lol
Anyway i thought that this one was going to be a bit more balanced because u are not summoning straight away the token but you a shuffle it between 30 cards. It might takes 10 or more turn to draw more than 5 seed and the bonus won't be as insane as the jade golem's on turn 10. What i can say is that i will try to make it as harder as possible and i'm not planning to follow the jade golem mechanic summoning a jade golem with another card. The only way to get seedling in this deck is luck and time.
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
I just took a quick look at your entry. The way it's worded right now, Evergrowth won't count minions that were summoned without being played. Not sure that was intentional.
I’m sorry what do you mean by that?
i want Evergrowth to work only on the minion summoned by that token and played from the hand.
Also regarding the Seed token. Do you think it’s more fair if I remove the draw a card at the end?
Also to make it less powerful do you think is better to make evergrowth “give X randomly split between Health and Attack, where X is the number of minion with evergrowth you already played/summon”
Like if I played 4 minion I can get a buff of +3 +1 for example
I just thought that if it works like that it’s a bit more random and not so powerful and I can push the Seed mechanic a bit further without been overpower.
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
I mean that evergrowth won't triggered if the minion is summoned by a random effect like from piloted shredder or it's recruited.
Don't make the keyword random, it's going to be too complicated and less fun to play.
The draw part seems fine, especially when your hero power has no immediate impact on the board.
I thought about it and yeah I wanted to don’t work with this kind of combo. I guess it’s easier.
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
I'm not going to dispute you about the restriction (which I think if anything make it hard to come up with idea), but I do think that you judge too harshly on the quality of the classes submitted. Speaking from experience, it's hard to come up with an idea that is unique, fun as well as balance. This is my third CCC and my class is only half-way decent in concept. My first two classes are a mess.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
The Big Three are banned for more reasons beyond just because we're concerned such entries would be commonplace. They're banned because they're existing WoW classes, and are subject to underlying biases about them. "I love the DK in WoW; you get my vote!" Such an assertion might not have anything to do with the quality of the entry, and would exist mostly on the basis of nostalgia and/or playing to Warcraft's base. Ability names, notable NPCs (for Legendaries), and artwork would be more readily accessible, as well: together they provide an unfair advantage in regards to the burden of entry for these classes (finding appropriate artwork for one's cards, making up names, etc.). An obvious counter-jab would be "that easy for you to say, using Kel'Thuzad as your hero and relying on existing characters", but they're not on the same level. There's still a required amount of effort for me to research these characters and connect them to the right art and effects. If I were to look up information regarding the Demon Hunter, all of the necessary materials could be found on a single Wiki page: ability names, important Demon Hunters, Warcraft artwork for these characters, etc.
All-in-all, the reasoning behind our restriction on these classes goes deeper than just in the interest of "creativity". It's mainly about fairness, keeping everyone on a relatively-even playing field regarding the effort required to make a class that appeals to people.
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
Not gonna comment on everything, just the competition-running related stuff.
You talk quite a lot about looking for creativity, so I don't really understand why you want people to be allowed to use existing Hero Powers for their classes. That's the most derivative thing you could do. A lot of people have come up with fantastic Hero Powers that are better than existing ones - certainly many people manage to beat the worst ones, Lesser Heal and Totemic Call.
The Hero Power is part of the intrinsic design of the class - you can theme cards all you want, but if your Hero Power is just 'Deal 1 damage' all I'm going to be thinking is, "Why aren't you just designing Mage cards for an expansion?".
In regards to the banning of Death Knight, Monk and Demon Hunter, we haven't just banned these because they were designed time and time again when Hearthstone first came out. They're also banned because they are the three playable WoW classes which are not Hearthstone classes - people have fond memories of these classes, and that bias gives anyone who designs one of these classes an unfair advantage over other competitors. If you want a tangible example of this bias, all you have to do is look at the hype around the Knights of the Frozen Throne expansion and the Death Knight Hero cards when they were first announced.
They also come with far more available resources than non-WoW classes, like spell names and lore characters, which offer unfair advantages to people entering with them. Basic and Classic sets practically write themselves, which would not only lead to repetitive designs from people, but also a disparity in how much work each competitor faces.
You can find me here! Good luck everyone!