So after spending like 2 hours finding a good name and art (Thx Cogito for helping me with the Keyword and Class name!) here I have my concept for the Weather Wizard.
As an idea that just suddently pops up by looking at different card borders and looking at art that fits. The Weather Wizard manipulates different elements to change the climate to her and enviromental favour. She doesn't strikes directly like mage with Fireballs or Pyroblasts, to make matters clear, but can make the weather turn against them, the different elements too.
However controlling the elements is hard, and needs a bit of an impulse to manage them in your favour, and thus comes the class specific keyword:
Clarifications:
A card links with an Orb when played, if the orb is gone (either by playing it or discarding it) the card can no longer link with another orb.
Links happen from left-most orb to right-most.
If you hover over an Elemental Orb in your hand, you may see the card it's linked to with a purple-ish glow.
For now I don't have a clear identity for the class, but I do have some examples with the keyword:
I plan to go with something like this with most of the Forecast cards:
Water: Defensive
Fire: Aggresive, Direct Damage.
Wind: Harmful effects.
Earth: No absolute idea, I'll try and tinker with new ideas tomorrow.
I'd like to get some feedback from more people, as it's just a concept and I will (of course) develop it more, like the sets, archetypes and such.
@LarryMoments
I'm going to have to warn you right away; There's a two cards that always makes these concepts risky. Emperor Thaurissan and Malygos. It's the same reason they can't make druid cards that generate more than the two Moonfires you can put in your deck. If you had access to, say, a 3 mana 2/2 minion that gave you a Moonfire, suddenly you can deal 24 damage for only 9 mana. Now, many people would correctly say that's really slow, which is the big problem here... Since your hero power generates 1 mana deal 2's, if you trigger it three turns before turn 6, throw down a Thaurissan, you can immediately deal 21 damage on turn 8 with a Malygos. The big issue is this is not a five turn combo, but that it's a two-card combo. It's really easy to trigger, to the point that Malygos and Thaurissan would be in every single deck of your class when Thaur was in standard. This is exacerbated by the fact that your class encourages you to keep the Elemental Orbs in your hand to trigger forecasts. My best reccomendation is to change the effect of the Orb or make it directly remove HP? (Idk, that seems too complicated as well...)
Firstly the ChangeDue to the old Script Keyword being clunky and overly specific, it has undergone a change that has made it more viable while keeping the classes identity and the whole flavor behind Script I feel.
OLD NEW
----------->
So basically it no longer requires the card to be drawn from the bottom, but it still procs if it -is- drawn from the bottom. The whole reason why you'd want to draw from the bottom is because you can manipulate cards to those positions and thus guarantee Script to proc at the time you want it to proc. Though there will be other ways of proccing Script.
Secondly some Mechanics
What I mean by this is what mechanics and interactions I am planning to add to the class that I have not mentioned before.
It was suggested by Vilegloom that I add Discard as a mechanic for my class. And I actually love the idea of using discard in a different way that warlock. Problem is I'm kinda having a creative block in that department and can't think of any ways at the moment. I'm sure they'll come though and if you have any suggestions I'd love to hear them.
Beasts. The tribe which this class is going to be synergising most with are beasts. This is mostly for flavor reasons. Circus animals. Rabbits in a hat, bears on bicycles. All these are performances, and what better fits a performer class than those?
I already stated this before but this class is not going to be an aggro class, very few players might want to make a midrange deck out of it, but the class is mainly made with Control and Combo archetypes in mind.
This classes main mechanics will be: Card Draw, Deck Manipulation, Hand Manipulation, Board Control, Combos (And more to be added)
Lastly, the Hero Power
The thing I want to discuss here is specifically the token it produces. Or rather the fact that it produces a spell token at all. Personally I like that idea. With you only being able to use one per turn, it does not buff Gadgetzan Auctioneer or anything and it allows you to hold them for when you need to draw the bottom card for that board clear or Combo piece. But I want to hear some more opinions on this if possible to see if I'm missing any major flaws with having a Spell Token.
(from the previous version:) The basic concept for this class is that there is a form of fire magic that uses blood as fuel. It is very strong, but very deadly to the user. Thus only reptilian people (and in Rastakhan's rumble trolls too) can use it effectively, because they regenerate very fast. The core of this class is the hero power. This is the main way to control the board and get yourself to low health, which is something you want because of his keyword:
The class is risky. You get low very fast and you need to be careful how much you spam Blood to Fire. The minions are all designed to either heal you, or reduce how much damage your hero power does to you, while the spells all benefit from low health, and some even damage you.
Here are some modifications to the cards and some new ones:
Themes, rules and weaknesses of the class:
Strong boardclears
Weak stated minions
Minions are always on the defensive side (they heal, protect, reduce damage or destroy enemy minions)
Strong hero power interactions
Spells benefit from low health, unless they have tribal synergy
Self damage and self healing are core themes; Health is like a resource
No way to heal minions, only your hero
No aggro options, always control oriented cards
Since you want to be at low health for Death's Door, you are very weak to burst damage
Dragon synergy since blackrock, deathrattle synergy since WotOG, blood trolls + G'hun in RR (Hakkar is sady already a neutral legendary)
New Hero Power! A bit more balanced if other classes get it. I removed Phoenix Heart, as it went against the theme of only minions healing you. Bloodflame Bolt down to 4 mana to because it's a bit stronger than Shadow Bolt. Master Zugrashh reworked into a boardclear/combo enabler for Death's door; easier to kill now too. Fire Nova is comparable to Holy Nova and Flamestrike (possibly too strong if it also hits the enemy hero). Dragon Blood was made for a big hand/dragon deck type, might be too strong. Bloodletter is a concept for RR, where now minions damage you, and spells heal you (blood trolls are amazing for this expansion, but there's like 3 images of them that aren't screenshots).
The Infuser is all about reducing the strength of the enemy while also increasing her own strength. You can only watch helplessly as slowly whittles away your health. The Infuser class has its own unique keyword; Absorb.
Two prime examples of this keyword can be found in the Classic Set:
It is crucial to remember that you cannot absorb what isn't there. If Flame-Heart Disciple tries to absorb the attack of a feeble Target Dummy he will end up with 0 attack. If it doesn't have it, it cannot be taken.
The Infuser class is also adept in the art of killing. Utilize weapons and spells to pick off the weak is a specialty of the Infuser:
The Infuser class will sap away the strength of her foes with humiliating debuffs like the Arcane Muzzle:
Look forward to learning more about the Infusers many ways to belittle and destroy her enemies.
Hey there guys! It has been a long time since I participated in one of these, but I have a lot more time now and I think I'm able to commit to the competitions. I wanted to ask, could I take a concept that failed in a previous Class Design Competition, give it a spin and try to enter it again? I fell in love with my previous class concept (the Traveller) and I think I didn't do it justice that time. So, I wanted to rethink the Hero Power, change some cards and repost it, if there isn't any problem.
The basic idea of the class is that Hero Powering is made more important, Battlecry creatures matter and overall a board centric approach to the game.
I will give feedback this weekend to some of the classes already posted. I can already say I'm digging the Tinker!
Hey there guys! It has been a long time since I participated in one of these, but I have a lot more time now and I think I'm able to commit to the competitions. I wanted to ask, could I take a concept that failed in a previous Class Design Competition, give it a spin and try to enter it again? I fell in love with my previous class concept (the Traveller) and I think I didn't do it justice that time. So, I wanted to rethink the Hero Power, change some cards and repost it, if there isn't any problem.
The basic idea of the class is that Hero Powering is made more important, Battlecry creatures matter and overall a board centric approach to the game.
I will give feedback this weekend to some of the classes already posted. I can already say I'm digging the Tinker!
Yes. We will allow old concepts, as long as the classes haven't been fully fleshed out. Since you're changing up your Hero Power, and your class had a minimal amount of cards, we'll allow it.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
Ok, so my previous class experienced some... technical dificulties (read: didn't really have a direction for it), so here's my second concept:
The Metamorpher
The metamorpher imbues himself, as well as his tools and allies (and even enemies), with the power of the 3 primal forces: Storm, Earth and Fire. His minions have the ability to transform into different elementals, and they have such control over their bodies, that some are Amorphic:
Amorphic minions are very have a strong, permanent presence on the board. They cannot be vanquished trough sorcery and can only be taken down head on.
So what's stopping the Metamorpher from creating unstoppable Goliaths by just buffing their Amoprhs to no end? The fact that... they can't. They lack the tools necessary to make big, strong minions like, for example, the Paladin. (remind me not to make any Magnetic Amorphous Mechs if I get that far)
Another area they're lacking is in direct removal and AoE effects. That's not to say they don't have them, but the ones they do are either very slow, or require extra input to be fulfilled:
Finally, the Metamopher can attack multiple targets at once, with cards that put a strong emphasis on adjacent minions and positioning (I'll probably change the rarities around on those two):
The Metamorpher also has minions that transform into various Elementals, but I can't showcase that since I can't have cards that generate tokens. Taughts?
Ok, so my previous class experienced some... technical dificulties (read: didn't really have a direction for it), so here's my second concept:
The Metamorpher
The metamorpher imbues himself, as well as his tools and allies (and even enemies), with the power of the 3 primal forces: Storm, Earth and Fire. His minions have the ability to transform into different elementals, and they have such control over their bodies, that some are Amorphic:
Amorphic minions are very have a strong, permanent presence on the board. They cannot be vanquished trough sorcery and can only be taken down head on.
So what's stopping the Metamorpher from creating unstoppable Goliaths by just buffing their Amoprhs to no end? The fact that... they can't. They lack the tools necessary to make big, strong minions like, for example, the Paladin. (remind me not to make any Magnetic Amorphous Mechs if I get that far)
Another area they're lacking is in direct removal and AoE effects. That's not to say they don't have them, but the ones they do are either very slow, or require extra input to be fulfilled:
Finally, the Metamopher can attack multiple targets at once, with cards that put a strong emphasis on adjacent minions and positioning (I'll probably change the rarities around on those two):
The Metamorpher also has minions that transform into various Elementals, but I can't showcase that since I can't have cards that generate tokens. Taughts?
I like the Hero Power. Amorphic seems like it has very limited design space, and it's just kind of Freeze hate. Runestone Golem is a decent first impression of it, although I don't think it would make sense to powercreep Chillwind Yeti at the same time it comes out.
Metamorph: Dust is cool. Lady Deathwhisper has an interesting effect, but it seems too powerful.
Spitfire Blade is simple, yet elegant is great. Props to you for that one. Metamorph: Frostflames is a bit unclear. Does "target" refer to the chosen minion itself, or what it attacks?
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Old version. Didn't know what to do. Wanted to incorporate the damage and Armor aspect. Completely random.
This version incorporates the damage with the "minion position matters" theme I have for the class. My only concern is the left-most and right-most wasn't really a think until K&C.
Note: If your opponent has no minions, it will hit their hero. If they have one minion, it will hit the minion.
Other cards:
If the Hero Power works, I might move Purge of Flames to Classic.
I also had this idea for a Legendary:
Bump. I've added some additional cards. Mostly Elemental synergy.
Also now have artwork for my RR Troll Champion, but I still need a name.
I also want to talk about Char. How do you feel about it being in the Classic set? Minion positioning is planned to be a theme of the class. I would need more cards to interact with positioning though.
Also not posting the Quest again because Link will get anger-y.
Well, back to a fire-themed class this season. I have a second class idea, though I want to see if this one pays off. I doubt it since the main mechanic is pretty unique to this class.
The Blacksmith
Blacksmiths are master craftsmen that use both their crafting skills and channelling of the element of fire to support their minions in battle.
This class fits a more supportive role, just like Priest does. To do this, it can grant its minions Armor. Just like on heroes, Armor is displayed over the minion's health and sucks up some of the damage the minion takes and breaks after that. Some minions can also take advantage of their armor and become more powerful through it.
Blacksmiths would look to take advantage of Armor to protect its minions to keep some board presence or to control the board through them.
Some of the mechanics I have planned for the class:
A more control-oriented playstile, with a hint of midrange (and possibly aggro).
Tanking and protecting minions.
Minion support through Armor.
Armor interaction.
Weapons.
Elementals.
Some example cards:
Thoughts? I'll be giving feedback out to whoever I can as soon as I can.
I'll be bumping my class since i'll be needing some feedback on the Armor-on-minion mechanic, mainly, so I check wether or not I should keep this class going. I'll be giving feedback back as soon as I can.
Ok, so my previous class experienced some... technical dificulties (read: didn't really have a direction for it), so here's my second concept:
The Metamorpher
The metamorpher imbues himself, as well as his tools and allies (and even enemies), with the power of the 3 primal forces: Storm, Earth and Fire. His minions have the ability to transform into different elementals, and they have such control over their bodies, that some are Amorphic:
Amorphic minions are very have a strong, permanent presence on the board. They cannot be vanquished trough sorcery and can only be taken down head on.
So what's stopping the Metamorpher from creating unstoppable Goliaths by just buffing their Amoprhs to no end? The fact that... they can't. They lack the tools necessary to make big, strong minions like, for example, the Paladin. (remind me not to make any Magnetic Amorphous Mechs if I get that far)
Another area they're lacking is in direct removal and AoE effects. That's not to say they don't have them, but the ones they do are either very slow, or require extra input to be fulfilled:
Finally, the Metamopher can attack multiple targets at once, with cards that put a strong emphasis on adjacent minions and positioning (I'll probably change the rarities around on those two):
The Metamorpher also has minions that transform into various Elementals, but I can't showcase that since I can't have cards that generate tokens. Taughts?
I like the Hero Power. Amorphic seems like it has very limited design space, and it's just kind of Freeze hate. Runestone Golem is a decent first impression of it, although I don't think it would make sense to powercreep Chillwind Yeti at the same time it comes out.
Metamorph: Dust is cool. Lady Deathwhisper has an interesting effect, but it seems too powerful.
Spitfire Blade is simple, yet elegant is great. Props to you for that one. Metamorph: Frostflames is a bit unclear. Does "target" refer to the chosen minion itself, or what it attacks?
Old version. Didn't know what to do. Wanted to incorporate the damage and Armor aspect. Completely random.
This version incorporates the damage with the "minion position matters" theme I have for the class. My only concern is the left-most and right-most wasn't really a think until K&C.
Note: If your opponent has no minions, it will hit their hero. If they have one minion, it will hit the minion.
Other cards:
If the Hero Power works, I might move Purge of Flames to Classic.
I also had this idea for a Legendary:
Bump. I've added some additional cards. Mostly Elemental synergy.
Also now have artwork for my RR Troll Champion, but I still need a name.
I also want to talk about Char. How do you feel about it being in the Classic set? Minion positioning is planned to be a theme of the class. I would need more cards to interact with positioning though.
Also not posting the Quest again because Link will get anger-y.
Thanks for the feedback. My class is going to have a bunch transform and Freeze AoEs that affect both sides of the board, but I can't showcase the former in this phase, and I already have an example of the latter with Metamorph: Frostflames (the "target" is the minion that gets attacked). This is where Amorph will shine. I'm also going to keep the number of minions with the keyword to a minimum, I'm thinking 3 for the Classic set and 1 or 2 for the others.
What stats and cost woul you recoment forLady Deathwhisper? I didn't want her to cost too much so you can still cast some spells and destroy some of the minions she freezes.
As for your cards, they all seem balanced. Your Tar Monster is the only one that I don't like thematically. The name and art suggest it's this big, scary thing, but the statline's that of a wee, tiny baby. Not sure if making it a 9 mana 1/13 that gains +5 attack would be too much though.
As for your legendary troll, how about Pathfinder Man'Gar?
Ok, so my previous class experienced some... technical dificulties (read: didn't really have a direction for it), so here's my second concept:
The Metamorpher
The metamorpher imbues himself, as well as his tools and allies (and even enemies), with the power of the 3 primal forces: Storm, Earth and Fire. His minions have the ability to transform into different elementals, and they have such control over their bodies, that some are Amorphic:
Amorphic minions are very have a strong, permanent presence on the board. They cannot be vanquished trough sorcery and can only be taken down head on.
So what's stopping the Metamorpher from creating unstoppable Goliaths by just buffing their Amoprhs to no end? The fact that... they can't. They lack the tools necessary to make big, strong minions like, for example, the Paladin. (remind me not to make any Magnetic Amorphous Mechs if I get that far)
Another area they're lacking is in direct removal and AoE effects. That's not to say they don't have them, but the ones they do are either very slow, or require extra input to be fulfilled:
Finally, the Metamopher can attack multiple targets at once, with cards that put a strong emphasis on adjacent minions and positioning (I'll probably change the rarities around on those two):
The Metamorpher also has minions that transform into various Elementals, but I can't showcase that since I can't have cards that generate tokens. Taughts?
I like the Hero Power. Amorphic seems like it has very limited design space, and it's just kind of Freeze hate. Runestone Golem is a decent first impression of it, although I don't think it would make sense to powercreep Chillwind Yeti at the same time it comes out.
Metamorph: Dust is cool. Lady Deathwhisper has an interesting effect, but it seems too powerful.
Spitfire Blade is simple, yet elegant is great. Props to you for that one. Metamorph: Frostflames is a bit unclear. Does "target" refer to the chosen minion itself, or what it attacks?
Old version. Didn't know what to do. Wanted to incorporate the damage and Armor aspect. Completely random.
This version incorporates the damage with the "minion position matters" theme I have for the class. My only concern is the left-most and right-most wasn't really a think until K&C.
Note: If your opponent has no minions, it will hit their hero. If they have one minion, it will hit the minion.
Other cards:
If the Hero Power works, I might move Purge of Flames to Classic.
I also had this idea for a Legendary:
Bump. I've added some additional cards. Mostly Elemental synergy.
Also now have artwork for my RR Troll Champion, but I still need a name.
I also want to talk about Char. How do you feel about it being in the Classic set? Minion positioning is planned to be a theme of the class. I would need more cards to interact with positioning though.
Also not posting the Quest again because Link will get anger-y.
Thanks for the feedback. My class is going to have a bunch transform and Freeze AoEs that affect both sides of the board, but I can't showcase the former in this phase, and I already have an example of the latter with Metamorph: Frostflames (the "target" is the minion that gets attacked). This is where Amorph will shine. I'm also going to keep the number of minions with the keyword to a minimum, I'm thinking 3 for the Classic set and 1 or 2 for the others.
What stats and cost woul you recoment forLady Deathwhisper? I didn't want her to cost too much so you can still cast some spells and destroy some of the minions she freezes.
As for your cards, they all seem balanced. Your Tar Monster is the only one that I don't like thematically. The name and art suggest it's this big, scary thing, but the statline's that of a wee, tiny baby. Not sure if making it a 9 mana 1/13 that gains +5 attack would be too much though.
As for your legendary troll, how about Pathfinder Man'Gar?
Thank you. Is there going to be synergy with Freezing your own stuff? I'd say probably 4 mana 2/3 because it has a built in Frost Nova with a positive effect, and some synergy with Freezing your own stuff.
I think the stats and effect of Tar Monster are fine. It looks like it would be better to change the name instead. Compare the size of Tar Monster to the other tar minions.
Ok, so my previous class experienced some... technical dificulties (read: didn't really have a direction for it), so here's my second concept:
The Metamorpher
The metamorpher imbues himself, as well as his tools and allies (and even enemies), with the power of the 3 primal forces: Storm, Earth and Fire. His minions have the ability to transform into different elementals, and they have such control over their bodies, that some are Amorphic:
Amorphic minions are very have a strong, permanent presence on the board. They cannot be vanquished trough sorcery and can only be taken down head on.
So what's stopping the Metamorpher from creating unstoppable Goliaths by just buffing their Amoprhs to no end? The fact that... they can't. They lack the tools necessary to make big, strong minions like, for example, the Paladin. (remind me not to make any Magnetic Amorphous Mechs if I get that far)
Another area they're lacking is in direct removal and AoE effects. That's not to say they don't have them, but the ones they do are either very slow, or require extra input to be fulfilled:
Finally, the Metamopher can attack multiple targets at once, with cards that put a strong emphasis on adjacent minions and positioning (I'll probably change the rarities around on those two):
The Metamorpher also has minions that transform into various Elementals, but I can't showcase that since I can't have cards that generate tokens. Taughts?
I like the Hero Power. Amorphic seems like it has very limited design space, and it's just kind of Freeze hate. Runestone Golem is a decent first impression of it, although I don't think it would make sense to powercreep Chillwind Yeti at the same time it comes out.
Metamorph: Dust is cool. Lady Deathwhisper has an interesting effect, but it seems too powerful.
Spitfire Blade is simple, yet elegant is great. Props to you for that one. Metamorph: Frostflames is a bit unclear. Does "target" refer to the chosen minion itself, or what it attacks?
Old version. Didn't know what to do. Wanted to incorporate the damage and Armor aspect. Completely random.
This version incorporates the damage with the "minion position matters" theme I have for the class. My only concern is the left-most and right-most wasn't really a think until K&C.
Note: If your opponent has no minions, it will hit their hero. If they have one minion, it will hit the minion.
Other cards:
If the Hero Power works, I might move Purge of Flames to Classic.
I also had this idea for a Legendary:
Bump. I've added some additional cards. Mostly Elemental synergy.
Also now have artwork for my RR Troll Champion, but I still need a name.
I also want to talk about Char. How do you feel about it being in the Classic set? Minion positioning is planned to be a theme of the class. I would need more cards to interact with positioning though.
Also not posting the Quest again because Link will get anger-y.
Thanks for the feedback. My class is going to have a bunch transform and Freeze AoEs that affect both sides of the board, but I can't showcase the former in this phase, and I already have an example of the latter with Metamorph: Frostflames (the "target" is the minion that gets attacked). This is where Amorph will shine. I'm also going to keep the number of minions with the keyword to a minimum, I'm thinking 3 for the Classic set and 1 or 2 for the others.
What stats and cost woul you recoment forLady Deathwhisper? I didn't want her to cost too much so you can still cast some spells and destroy some of the minions she freezes.
As for your cards, they all seem balanced. Your Tar Monster is the only one that I don't like thematically. The name and art suggest it's this big, scary thing, but the statline's that of a wee, tiny baby. Not sure if making it a 9 mana 1/13 that gains +5 attack would be too much though.
As for your legendary troll, how about Pathfinder Man'Gar?
Thank you. Is there going to be synergy with Freezing your own stuff? I'd say probably 4 mana 2/3 because it has a built in Frost Nova with a positive effect, and some synergy with Freezing your own stuff.
I think the stats and effect of Tar Monster are fine. It looks like it would be better to change the name instead. Compare the size of Tar Monster to the other tar minions.
Yeah, it most likely will, but Freezing will only be one aspect of the class. Like I said, there's going to also going to be a bunch of transform effects, I just can't showcase them in this phase.
You do how you feel regarding the tar monster. I agree that a name change would be better than making it bigger.
Old version. Didn't know what to do. Wanted to incorporate the damage and Armor aspect. Completely random.
This version incorporates the damage with the "minion position matters" theme I have for the class. My only concern is the left-most and right-most wasn't really a think until K&C.
Note: If your opponent has no minions, it will hit their hero. If they have one minion, it will hit the minion.
Other cards:
If the Hero Power works, I might move Purge of Flames to Classic.
I also had this idea for a Legendary:
Bump. I've added some additional cards. Mostly Elemental synergy.
Also now have artwork for my RR Troll Champion, but I still need a name.
I also want to talk about Char. How do you feel about it being in the Classic set? Minion positioning is planned to be a theme of the class. I would need more cards to interact with positioning though.
Also not posting the Quest again because Link will get anger-y.
I prefer the first version of the Hero Power, it's simpler. That's me, though.
I know this is a BattleMage, but it seems way too similar to Mage right now. At least to me.
Since positioning is a big thing in your class, I'd include a very simple card that swaps positions... like Char, or maybe one that reads "Swap the place of a minion with the minion on it's right". You could also show cards that take advantage of your positioning, as well (not cards that just damage based on positioning). I think this is the more interesting aspect of the class.
And since Armor is also a thing in the class, maybe think about armor-interaction? Or is it only used the way Druid uses it for protection alone? Imo that would distinguish this class more from mage.
On the cards, they seem fine. I will say Char doesn't make much sense in terms of flavour, but that's about it. I'd make it something about knocking back and stuff.
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Firstly the ChangeDue to the old Script Keyword being clunky and overly specific, it has undergone a change that has made it more viable while keeping the classes identity and the whole flavor behind Script I feel.
OLD NEW
----------->
So basically it no longer requires the card to be drawn from the bottom, but it still procs if it -is- drawn from the bottom. The whole reason why you'd want to draw from the bottom is because you can manipulate cards to those positions and thus guarantee Script to proc at the time you want it to proc. Though there will be other ways of proccing Script.
Text for other suggestions:
Secondly some Mechanics
What I mean by this is what mechanics and interactions I am planning to add to the class that I have not mentioned before.
It was suggested by Vilegloom that I add Discard as a mechanic for my class. And I actually love the idea of using discard in a different way that warlock. Problem is I'm kinda having a creative block in that department and can't think of any ways at the moment. I'm sure they'll come though and if you have any suggestions I'd love to hear them.
Beasts. The tribe which this class is going to be synergising most with are beasts. This is mostly for flavor reasons. Circus animals. Rabbits in a hat, bears on bicycles. All these are performances, and what better fits a performer class than those?
I already stated this before but this class is not going to be an aggro class, very few players might want to make a midrange deck out of it, but the class is mainly made with Control and Combo archetypes in mind.
This classes main mechanics will be: Card Draw, Deck Manipulation, Hand Manipulation, Board Control, Combos (And more to be added)
Lastly, the Hero Power
The thing I want to discuss here is specifically the token it produces. Or rather the fact that it produces a spell token at all. Personally I like that idea. With you only being able to use one per turn, it does not buff Gadgetzan Auctioneer or anything and it allows you to hold them for when you need to draw the bottom card for that board clear or Combo piece. But I want to hear some more opinions on this if possible to see if I'm missing any major flaws with having a Spell Token.
The basic set:
Some other cards:
Some More Card ideas:
Feel like these cards will give some clarity as to how Script can be interacted with apart from the obvious Science Show!style direct ability of the effect. Fire Accident is just an attempt at putting some Discard mechanic in the class. I'm still thinking on how it can be implemented. Master Puppeteeris a more controlled Barnes effect, so might be overstatted, though I feel it's fine as it is. Tommy Kruz is the expert actor. Being able to follow any script given! I feel like this card is more fitting of a Classic set Legendary than the previously shown Lady Reine as this provides a direct way to swing the board in your favor. Meanwhile Lady Reine can be pushed to another expansion at some point because I still like her effect.
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
Normally I would tell you that veening far against the art style of Hearthstone results in early elimination, but the Lego Class from the previous CCC proved us wrong (reaching semi-finals).
Although I don't get a good sense of the class from this pool of cards.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
(from the previous version:) The basic concept for this class is that there is a form of fire magic that uses blood as fuel. It is very strong, but very deadly to the user. Thus only reptilian people (and in Rastakhan's rumble trolls too) can use it effectively, because they regenerate very fast. The core of this class is the hero power. This is the main way to control the board and get yourself to low health, which is something you want because of his keyword:
The class is risky. You get low very fast and you need to be careful how much you spam Blood to Fire. The minions are all designed to either heal you, or reduce how much damage your hero power does to you, while the spells all benefit from low health, and some even damage you.
Here are some modifications to the cards and some new ones:
Themes, rules and weaknesses of the class:
Strong boardclears
Weak stated minions
Minions are always on the defensive side (they heal, protect, reduce damage or destroy enemy minions)
Strong hero power interactions
Spells benefit from low health, unless they have tribal synergy
Self damage and self healing are core themes; Health is like a resource
No way to heal minions, only your hero
No aggro options, always control oriented cards
Since you want to be at low health for Death's Door, you are very weak to burst damage
Dragon synergy since blackrock, deathrattle synergy since WotOG, blood trolls + G'hun in RR (Hakkar is sady already a neutral legendary)
New Hero Power! A bit more balanced if other classes get it. I removed Phoenix Heart, as it went against the theme of only minions healing you. Bloodflame Bolt down to 4 mana to because it's a bit stronger than Shadow Bolt. Master Zugrashh reworked into a boardclear/combo enabler for Death's door; easier to kill now too. Fire Nova is comparable to Holy Nova and Flamestrike (possibly too strong if it also hits the enemy hero). Dragon Blood was made for a big hand/dragon deck type, might be too strong. Bloodletter is a concept for RR, where now minions damage you, and spells heal you (blood trolls are amazing for this expansion, but there's like 3 images of them that aren't screenshots).
Feedback is welcome and encouraged.
Firstly, thing the change to the Hero Power is a great one. 4 Damage to self was too much even for a class that wants to get to low health. Now as for the cards. Bloodflame is in a good spot right now I feel, good change. Fire Nova, in my opinion shouldn't deal damage to the enemy Hero. I have a similar card in my classes set, (Science Show! - Deal 2 damage to all enemy minions. Script: Deal 4 damage instead.), and I decided not to go for enemy Hero aswell since that would make it too strong. It is however harder for you to proc your keyword so I don't know. I wouldn't at any rate. Dragon Blood is a stronger Volcano I feel. I'd suggest bumping it up to 5 Mana. Since Volcano is essentially 7 Mana 15 to all minions. Serpentine Apprentice looks fine, apart from the typo in the name. Swamp Healer looks like a much stronger Earthen Ring Farseer even as a base card it already heals for more for the same mana and stats, but it also has the potential to triple the healing that the Farseer does. Maybe bump it up to a 4 Mana 4/4, Restore 4 Health and keep the keyword effect the same. (Don't know how to balance the legendary so I'll skip it for now.) Bloodletter seems cool but we haven't seen any of your healing spells yet so I guess we'll know the power-level of this card better around then.
The Infuser is all about reducing the strength of the enemy while also increasing her own strength. You can only watch helplessly as slowly whittles away your health. The Infuser class has its own unique keyword; Absorb.
Two prime examples of this keyword can be found in the Classic Set:
It is crucial to remember that you cannot absorb what isn't there. If Flame-Heart Disciple tries to absorb the attack of a feeble Target Dummy he will end up with 0 attack. If it doesn't have it, it cannot be taken.
The Infuser class is also adept in the art of killing. Utilize weapons and spells to pick off the weak is a specialty of the Infuser:
The Infuser class will sap away the strength of her foes with humiliating debuffs like the Arcane Muzzle:
Look forward to learning more about the Infusers many ways to belittle and destroy her enemies.
Love the concept of the class. Reminds me of Ban from the Seven Deadly Sins, and being my favorite character from the show this really tickles my pickle. Not too many cards to discuss so I'll keep this brief until we see more cards. Flame-Heart Disciple might be too strong I think. Since if you play this into a 2 Attack 2-drop that the opponent played on their turn 2, they are left with a 0/3 card that they can't do anything with. It's just a dead space on the board. So what I suggest is maybe making it a 3 Mana 1/3 Battkecry: Absorb 1 Attack. Master Enchanter Ravius seems cool. Especially with many decks running Corpsetaker. This acts as a mini silence effect that takes away the pesky Taunts and Divine shields. I like it. Ice-soul Spear is probably fine. It is essentially Assassin's Blade that uses all it's charges over the course of 2 turns rather than 4 turns. This is balanced out by the randomness so yeah, I think it's fine. Corrupt Infusion looks like a cheaper, less consistant Swipe unless your class will have synergy from your minions taking damage aswell. Lastly, Arcane Muzzle, seems slighly under powered in my opinion. Take a look at Humility it does something much more than this in terms of the damage, but I guess since there is a silence on it I might be wrong with how one would balance this card.
I've been stewing this idea for quite sometime now. So, here's it go:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will have little to no cheap direct damage print except those obtained the Contract of Protection.
You know it only deals damage to minions right?
Because I still find a slight issue on thatThe joke is you.
Bump + Updates + Some Further Ideas for the Class
Quick Reminder of Hero:
Firstly the ChangeDue to the old Script Keyword being clunky and overly specific, it has undergone a change that has made it more viable while keeping the classes identity and the whole flavor behind Script I feel.
OLD NEW
----------->
So basically it no longer requires the card to be drawn from the bottom, but it still procs if it -is- drawn from the bottom. The whole reason why you'd want to draw from the bottom is because you can manipulate cards to those positions and thus guarantee Script to proc at the time you want it to proc. Though there will be other ways of proccing Script.
Secondly some Mechanics
What I mean by this is what mechanics and interactions I am planning to add to the class that I have not mentioned before.
Lastly, the Hero Power
The thing I want to discuss here is specifically the token it produces. Or rather the fact that it produces a spell token at all. Personally I like that idea. With you only being able to use one per turn, it does not buff Gadgetzan Auctioneer or anything and it allows you to hold them for when you need to draw the bottom card for that board clear or Combo piece. But I want to hear some more opinions on this if possible to see if I'm missing any major flaws with having a Spell Token.
The basic set:
Some other cards:
Thank you Kanye,
Very Cool.
@Larrymoments God I really gotta start doublechecking myself... No sorry, I cross-conflated your concept with another one. My bad bro.
Iteration 2:
Bloodburner (thanks to NiRaSt for the name idea)
(from the previous version:) The basic concept for this class is that there is a form of fire magic that uses blood as fuel. It is very strong, but very deadly to the user. Thus only reptilian people (and in Rastakhan's rumble trolls too) can use it effectively, because they regenerate very fast. The core of this class is the hero power. This is the main way to control the board and get yourself to low health, which is something you want because of his keyword:
The class is risky. You get low very fast and you need to be careful how much you spam Blood to Fire. The minions are all designed to either heal you, or reduce how much damage your hero power does to you, while the spells all benefit from low health, and some even damage you.
Here are some modifications to the cards and some new ones:
Themes, rules and weaknesses of the class:
New Hero Power! A bit more balanced if other classes get it. I removed Phoenix Heart, as it went against the theme of only minions healing you. Bloodflame Bolt down to 4 mana to because it's a bit stronger than Shadow Bolt. Master Zugrashh reworked into a boardclear/combo enabler for Death's door; easier to kill now too. Fire Nova is comparable to Holy Nova and Flamestrike (possibly too strong if it also hits the enemy hero). Dragon Blood was made for a big hand/dragon deck type, might be too strong. Bloodletter is a concept for RR, where now minions damage you, and spells heal you (blood trolls are amazing for this expansion, but there's like 3 images of them that aren't screenshots).
Feedback is welcome and encouraged.
The Infuser
The Infuser is all about reducing the strength of the enemy while also increasing her own strength. You can only watch helplessly as slowly whittles away your health. The Infuser class has its own unique keyword; Absorb.
Two prime examples of this keyword can be found in the Classic Set:
It is crucial to remember that you cannot absorb what isn't there. If Flame-Heart Disciple tries to absorb the attack of a feeble Target Dummy he will end up with 0 attack. If it doesn't have it, it cannot be taken.
The Infuser class is also adept in the art of killing. Utilize weapons and spells to pick off the weak is a specialty of the Infuser:
The Infuser class will sap away the strength of her foes with humiliating debuffs like the Arcane Muzzle:
Look forward to learning more about the Infusers many ways to belittle and destroy her enemies.
Hey there guys! It has been a long time since I participated in one of these, but I have a lot more time now and I think I'm able to commit to the competitions. I wanted to ask, could I take a concept that failed in a previous Class Design Competition, give it a spin and try to enter it again? I fell in love with my previous class concept (the Traveller) and I think I didn't do it justice that time. So, I wanted to rethink the Hero Power, change some cards and repost it, if there isn't any problem.
The basic idea of the class is that Hero Powering is made more important, Battlecry creatures matter and overall a board centric approach to the game.
I will give feedback this weekend to some of the classes already posted. I can already say I'm digging the Tinker!
Yes. We will allow old concepts, as long as the classes haven't been fully fleshed out. Since you're changing up your Hero Power, and your class had a minimal amount of cards, we'll allow it.
I want a new title, but Flux won't let me have one,
Ok, so my previous class experienced some... technical dificulties (read: didn't really have a direction for it), so here's my second concept:
The Metamorpher
The metamorpher imbues himself, as well as his tools and allies (and even enemies), with the power of the 3 primal forces: Storm, Earth and Fire. His minions have the ability to transform into different elementals, and they have such control over their bodies, that some are Amorphic:
Amorphic minions are very have a strong, permanent presence on the board. They cannot be vanquished trough sorcery and can only be taken down head on.
So what's stopping the Metamorpher from creating unstoppable Goliaths by just buffing their Amoprhs to no end? The fact that... they can't. They lack the tools necessary to make big, strong minions like, for example, the Paladin. (remind me not to make any Magnetic Amorphous Mechs if I get that far)
Another area they're lacking is in direct removal and AoE effects. That's not to say they don't have them, but the ones they do are either very slow, or require extra input to be fulfilled:
Finally, the Metamopher can attack multiple targets at once, with cards that put a strong emphasis on adjacent minions and positioning (I'll probably change the rarities around on those two):
The Metamorpher also has minions that transform into various Elementals, but I can't showcase that since I can't have cards that generate tokens. Taughts?
I like the Hero Power. Amorphic seems like it has very limited design space, and it's just kind of Freeze hate. Runestone Golem is a decent first impression of it, although I don't think it would make sense to powercreep Chillwind Yeti at the same time it comes out.
Metamorph: Dust is cool. Lady Deathwhisper has an interesting effect, but it seems too powerful.
Spitfire Blade is simple, yet elegant is great. Props to you for that one. Metamorph: Frostflames is a bit unclear. Does "target" refer to the chosen minion itself, or what it attacks?
Click the image to go to my custom Time Traveler class.
Bump. I've added some additional cards. Mostly Elemental synergy.
Also now have artwork for my RR Troll Champion, but I still need a name.
I also want to talk about Char. How do you feel about it being in the Classic set? Minion positioning is planned to be a theme of the class. I would need more cards to interact with positioning though.
Also not posting the Quest again because Link will get anger-y.
Click the image to go to my custom Time Traveler class.
I'll be bumping my class since i'll be needing some feedback on the Armor-on-minion mechanic, mainly, so I check wether or not I should keep this class going. I'll be giving feedback back as soon as I can.
Thanks for the feedback. My class is going to have a bunch transform and Freeze AoEs that affect both sides of the board, but I can't showcase the former in this phase, and I already have an example of the latter with Metamorph: Frostflames (the "target" is the minion that gets attacked). This is where Amorph will shine. I'm also going to keep the number of minions with the keyword to a minimum, I'm thinking 3 for the Classic set and 1 or 2 for the others.
What stats and cost woul you recoment for Lady Deathwhisper? I didn't want her to cost too much so you can still cast some spells and destroy some of the minions she freezes.
As for your cards, they all seem balanced. Your Tar Monster is the only one that I don't like thematically. The name and art suggest it's this big, scary thing, but the statline's that of a wee, tiny baby. Not sure if making it a 9 mana 1/13 that gains +5 attack would be too much though.
As for your legendary troll, how about Pathfinder Man'Gar?
Thank you. Is there going to be synergy with Freezing your own stuff? I'd say probably 4 mana 2/3 because it has a built in Frost Nova with a positive effect, and some synergy with Freezing your own stuff.
I think the stats and effect of Tar Monster are fine. It looks like it would be better to change the name instead. Compare the size of Tar Monster to the other tar minions.
Click the image to go to my custom Time Traveler class.
Yeah, it most likely will, but Freezing will only be one aspect of the class. Like I said, there's going to also going to be a bunch of transform effects, I just can't showcase them in this phase.
You do how you feel regarding the tar monster. I agree that a name change would be better than making it bigger.
I prefer the first version of the Hero Power, it's simpler. That's me, though.
I know this is a BattleMage, but it seems way too similar to Mage right now. At least to me.
Since positioning is a big thing in your class, I'd include a very simple card that swaps positions... like Char, or maybe one that reads "Swap the place of a minion with the minion on it's right". You could also show cards that take advantage of your positioning, as well (not cards that just damage based on positioning). I think this is the more interesting aspect of the class.
And since Armor is also a thing in the class, maybe think about armor-interaction? Or is it only used the way Druid uses it for protection alone? Imo that would distinguish this class more from mage.
On the cards, they seem fine. I will say Char doesn't make much sense in terms of flavour, but that's about it. I'd make it something about knocking back and stuff.
Hi !
In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D
My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.
Example cards:
Feedback would be very appreciated. Thank you and good luck everyone !
Edit: I think I'll make more cards tommorow if concept turnes out to be good.
...Soul of Wyrm. Soul of Root. Heart of Void...
Some More Card ideas:
Feel like these cards will give some clarity as to how Script can be interacted with apart from the obvious Science Show! style direct ability of the effect. Fire Accident is just an attempt at putting some Discard mechanic in the class. I'm still thinking on how it can be implemented. Master Puppeteer is a more controlled Barnes effect, so might be overstatted, though I feel it's fine as it is. Tommy Kruz is the expert actor. Being able to follow any script given! I feel like this card is more fitting of a Classic set Legendary than the previously shown Lady Reine as this provides a direct way to swing the board in your favor. Meanwhile Lady Reine can be pushed to another expansion at some point because I still like her effect.
Thank you Kanye,
Very Cool.
Normally I would tell you that veening far against the art style of Hearthstone results in early elimination, but the Lego Class from the previous CCC proved us wrong (reaching semi-finals).
Although I don't get a good sense of the class from this pool of cards.
Click the image to go to my custom Time Traveler class.
Firstly, thing the change to the Hero Power is a great one. 4 Damage to self was too much even for a class that wants to get to low health. Now as for the cards. Bloodflame is in a good spot right now I feel, good change. Fire Nova, in my opinion shouldn't deal damage to the enemy Hero. I have a similar card in my classes set, (Science Show! - Deal 2 damage to all enemy minions. Script: Deal 4 damage instead.), and I decided not to go for enemy Hero aswell since that would make it too strong. It is however harder for you to proc your keyword so I don't know. I wouldn't at any rate. Dragon Blood is a stronger Volcano I feel. I'd suggest bumping it up to 5 Mana. Since Volcano is essentially 7 Mana 15 to all minions. Serpentine Apprentice looks fine, apart from the typo in the name. Swamp Healer looks like a much stronger Earthen Ring Farseer even as a base card it already heals for more for the same mana and stats, but it also has the potential to triple the healing that the Farseer does. Maybe bump it up to a 4 Mana 4/4, Restore 4 Health and keep the keyword effect the same. (Don't know how to balance the legendary so I'll skip it for now.) Bloodletter seems cool but we haven't seen any of your healing spells yet so I guess we'll know the power-level of this card better around then.
Love the concept of the class. Reminds me of Ban from the Seven Deadly Sins, and being my favorite character from the show this really tickles my pickle. Not too many cards to discuss so I'll keep this brief until we see more cards. Flame-Heart Disciple might be too strong I think. Since if you play this into a 2 Attack 2-drop that the opponent played on their turn 2, they are left with a 0/3 card that they can't do anything with. It's just a dead space on the board. So what I suggest is maybe making it a 3 Mana 1/3 Battkecry: Absorb 1 Attack. Master Enchanter Ravius seems cool. Especially with many decks running Corpsetaker. This acts as a mini silence effect that takes away the pesky Taunts and Divine shields. I like it. Ice-soul Spear is probably fine. It is essentially Assassin's Blade that uses all it's charges over the course of 2 turns rather than 4 turns. This is balanced out by the randomness so yeah, I think it's fine. Corrupt Infusion looks like a cheaper, less consistant Swipe unless your class will have synergy from your minions taking damage aswell. Lastly, Arcane Muzzle, seems slighly under powered in my opinion. Take a look at Humility it does something much more than this in terms of the damage, but I guess since there is a silence on it I might be wrong with how one would balance this card.
Thank you Kanye,
Very Cool.
I've been stewing this idea for quite sometime now. So, here's it go:
Class: The Ethereal
Hero:
Hero Power:
Class Keyword:
Here's an example for a card with Deal:
When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:
The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will have little to no cheap direct damage print except those obtained the Contract of Protection.
Basic set:
Classic Set:
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: