I would advise people to read through it and let it help guide you. The devil's in the details...and so might be our challenges! (justsaying)
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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
So it's not a big deal this phase as we're all winners, but my class seems to be doing really poorly in terms of votes Here's my post:
The Battlemage
Info:
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
The hero power may seem weak, but it trades really well, being able to take out minions like Dire Wolf Alpha , Sorcerer's Apprentice , and so on. The downside is also redundant if you use it after attacking, as you wouldn't have been able to attack anyway.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, and spellfury needs a decent weapon so you need to think ahead, and your opponent has a chance to interrupt your plans), brutally countered by weapon removal.
More will be revealed as the class is fleshed out!
Keyword:
Spellfury gives 1 damage for every X damage your hero did from attacking this turn. So if your hero did 10 damage, Spellfury: (1) would give 10 bonus damage where as Spellfury: (3) would only give 3 (it'd give 4 bonus damage if your hero did 12 damage). It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the bonus damage. Also don't worry, there will be ways to go all out with this!
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 (1) makes it gain damage easily. This can deal 5 damage just with an attack from the hero power weapon making it pretty good!
Gerrart the Swordslinger: On his own he's an alright card. Normal decks will have some difficulty getting more than 1 bonus damage out of spellfury (3) , but decks aiming for big spellfury turns will love this guy. A simple, classic legendary that shows what the class is about.
I was wondering if anyone could give me an insight into why? Just not interesting enough? Hero power seeming weak is a big issue? Not enough story/text? I must improve!
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
So it's not a big deal this phase as we're all winners, but my class seems to be doing really poorly in terms of votes Here's my post:
The Battlemage
Info:
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
The hero power may seem weak, but it trades really well, being able to take out minions like Dire Wolf Alpha , Sorcerer's Apprentice , and so on. The downside is also redundant if you use it after attacking, as you wouldn't have been able to attack anyway.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, and spellfury needs a decent weapon so you need to think ahead, and your opponent has a chance to interrupt your plans), brutally countered by weapon removal.
More will be revealed as the class is fleshed out!
Keyword:
Spellfury gives 1 damage for every X damage your hero did from attacking this turn. So if your hero did 10 damage, Spellfury: (1) would give 10 bonus damage where as Spellfury: (3) would only give 3 (it'd give 4 bonus damage if your hero did 12 damage). It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the bonus damage. Also don't worry, there will be ways to go all out with this!
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 (1) makes it gain damage easily. This can deal 5 damage just with an attack from the hero power weapon making it pretty good!
Gerrart the Swordslinger: On his own he's an alright card. Normal decks will have some difficulty getting more than 1 bonus damage out of spellfury (3) , but decks aiming for big spellfury turns will love this guy. A simple, classic legendary that shows what the class is about.
I was wondering if anyone could give me an insight into why? Just not interesting enough? Hero power seeming weak is a big issue? Not enough story/text? I must improve!
Probably the hero power, maybe 2/2? but I find it very interesting and in theme. The delay fits the premise of conjuring. Maybe other viewers find it weak? idk.
My submission has low votes as well, maybe it's my hero power too. if I knew the submission will be extended, I could have thought more of the class and cards showcase. But probably, since it's not voting phase yet (idk if there will be a voting phase), that's why some people are low on votes.
So it's not a big deal this phase as we're all winners, but my class seems to be doing really poorly in terms of votes Here's my post:
The Battlemage
Info:
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
The hero power may seem weak, but it trades really well, being able to take out minions like Dire Wolf Alpha , Sorcerer's Apprentice , and so on. The downside is also redundant if you use it after attacking, as you wouldn't have been able to attack anyway.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, and spellfury needs a decent weapon so you need to think ahead, and your opponent has a chance to interrupt your plans), brutally countered by weapon removal.
More will be revealed as the class is fleshed out!
Keyword:
Spellfury gives 1 damage for every X damage your hero did from attacking this turn. So if your hero did 10 damage, Spellfury: (1) would give 10 bonus damage where as Spellfury: (3) would only give 3 (it'd give 4 bonus damage if your hero did 12 damage). It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the bonus damage. Also don't worry, there will be ways to go all out with this!
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 (1) makes it gain damage easily. This can deal 5 damage just with an attack from the hero power weapon making it pretty good!
Gerrart the Swordslinger: On his own he's an alright card. Normal decks will have some difficulty getting more than 1 bonus damage out of spellfury (3) , but decks aiming for big spellfury turns will love this guy. A simple, classic legendary that shows what the class is about.
I was wondering if anyone could give me an insight into why? Just not interesting enough? Hero power seeming weak is a big issue? Not enough story/text? I must improve!
Probably the Hero Power. Hero Power that don't do anything the turn they are played are generally disliked by the community.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
My class has also been received poorly. Here's my post:
The Bloodburner
Lore/Flavor : Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells will almost always hurt you, or benefit from low health, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Keyword:
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards with F resh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of your actions to make the most out of your cards.
Example cards:
Swamp healer : Example of a healing minion. You can trigger this by using your hero power on your turn, or having the enemy damage on their turn. Because of the potentially large heal this can give you, it also acts as a pseudo-taunt. If they don't want it to trigger, they have to kill it before they attack you.
Serpentine Apprentice : The Bloodburner has a strong hero power, and many cards interact with it. This minion allows for better control of the board while inflicting less damage on yourself.
Bloodmana Ring : Blood magic user prefer to not use weapons, as they already take enough damage from their own spells. However, they are fond of amulets, trinkets, charms, rings and other arcane accessories. Bloodburner's weapons all have 0 attack, but they give you strong passive effects. Bloodmana Ring showcases the spellslinger aspect of the class. Like priests, they have great spell generation, but Bloodburners can also reuse already cast spells.Cabalist's Tome gives you 3 random spells immediately. This weapon can give you 3 specific spells for less mana, but the effect is delayed and susceptible to weapon removal.
Fiery Blood : One strong benefit of fire based magic is powerful boardclears. This spell is an example of a running theme in my class, which is effects active during your opponent's turn. Fiery Blood can deal 0 damage if the enemy decides to ignore you for one turn, or it can deal a lot if they go all in. They can still trade with your minions, but if your hero takes any damage (from spells, weapons, hero powers, fatigue or minions) your spilled blood will burn them.
Bloodflame Bolt: This turns your missing health directly into damage, making a great removal spell. Many spells get better the lower health your hero has, creating a risk/reward playstyle. You generally use your hero power in the early game to remove stuff, so by turn 4 you should have taken around 4-6 damage. Combined with the damage taken from your enemy, this can often be a stronger minion-only Fireball .
Strengths/Weaknesses:
Strong removal, many spells get better with low health;
Most spells are boardclears; there are few single target removal options;
Spell generation and re-usability is a big theme;
Weak stated minions; Almost all minions are defensive;
Weapons have strong abilities, but are expensive to use;
Strong hero power, but easy to get yourself very low by spamming it;
Control/Combo oriented;
Few aggro options;
The Bloodburners strategy is to outlast their foes, by removing every single threat they put out. They can swing the game in their favor with only a couple of cards and their resourcefulness let's them always have something to play, never running out of options.
I hope you enjoyed my custom class and i hope i will be able to develop it further in this competition!
I had 2 upvotes, then one of those 2 guys changed their minds. Can someone please tell me what they didn't like about my class? Anything i can improve?
So it's not a big deal this phase as we're all winners, but my class seems to be doing really poorly in terms of votes Here's my post:
I was wondering if anyone could give me an insight into why? Just not interesting enough? Hero power seeming weak is a big issue? Not enough story/text? I must improve!
Thinking about the upvotes post-extension is a murky area, because people might not bother now that it doesn't matter. Some people prefer to upvote after everyone has posted - I do this - but they might think to themselves "should I take the time to look through every submission in this Phase, if they're all going through anyway?" Something to consider; I wouldn't beat yourself up too much, although I respect your attempts to improve.
Personally, I think the biggest concern that might hold you back is that your Keyword is too complicated. If you remove the divide-by-X, made it strictly equal to the damage your hero inflicted and rebalance from there, it would go a long way toward simplifying things.
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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
My class has also been received poorly. Here's my post:
I had 2 upvotes, then one of those 2 guys changed their minds. Can someone please tell me what they didn't like about my class? Anything i can improve?
Personally, I think your showcase cards are a collection of tools that do not necessarily paint a picture together. They are good on their own, but they don't hint at possible archetypes or sell me on the end plan. They're just...there, if that makes any sense.
What am I going to see, down the line? What do you want me to build toward? A Dragon Bloodburner archetype, or some Elementals? An Even deck designed around killing them before your Hero Power kills you? Maybe some Overkill shenanigans? Classic is pretty "generic" in-that it's designed around cementing the class' core identity and feel, and you should definitely show us some of that, but each expansion after that is supposed to lead me to new places. I'd like to see those destinations.
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
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.
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
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.
Thank you for responding. I personally wanted each card to show a different aspect of the class, but i guess i went too safe and all my examples don't really belong in any archetype. I showed "generic keyword minion", "generic removal spell", "slightly different Fallen Hero". The only truly unique cards are Fiery Blood and the weapon. Well, you live and you learn.
Now, your class:
I like the hero power, even if it has a keyword. The self-freeze aspect you took with Skeletal Frostguard is a nice way to differentiate The Lich from Freeze Mage.
Unnatural Selector is a build-your-deck-around card (this is what i should have done). The ressurect mechanic is popular in priest, so i'd advice you to try and have a different approach to it. In Wow, true ressurection comes only from the Light, while undeath is a whole nother thing. Maybe see how you can implement this in HS. Minions won't return as they were, they are instead changed, becoming zombie-like.
Dark Ressurgence is cool. I like spells you can use both offenevly and defensevly.
Onyxia seems like a worse priest totem, but maybe because she also shuffles herself it balances it out.
Anastari is an interesting concept. She's a constant threat which will make the enemy paranoid of leaving anything alive with 1 health. We already see this thing with DK Jaina's hero power, so i think it's balanced.
What i want to see from your class in the future is this: more varied ressurect effects (Onyxia is a good variation on this, but again, she seems weak), more freeze interactions and maybe some shadow magic stuff.
PS: I think it's funny you try to make Kel'thuzad slow and weak in offensive spells, while in Heroes of the Storm he's literally THE burst/combo mage.
PS: I think it's funny you try to make Kel'thuzad slow and weak in offensive spells, while in Heroes of the Storm he's literally THE burst/combo mage.
I thought about this and had a laugh of it, myself. I wanted to create an outlive-outlast class with Freeze, defense and revives, and I connected it to Kel'Thuzad because it made sense on a thematic level...albeit not necessarily in the gameplay. It was only afterward that I thought about his HotS iteration.
Thank you for the words :) I like the idea of reviving things in ways that are not strictly copy-pastes of the old minion; I will admit I had not thought of that fully. Makes a ton of sense for a necromancer-wielding Lich!
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
So it's not a big deal this phase as we're all winners, but my class seems to be doing really poorly in terms of votes Here's my post:
The Battlemage
Info:
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
The hero power may seem weak, but it trades really well, being able to take out minions like Dire Wolf Alpha , Sorcerer's Apprentice , and so on. The downside is also redundant if you use it after attacking, as you wouldn't have been able to attack anyway.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, and spellfury needs a decent weapon so you need to think ahead, and your opponent has a chance to interrupt your plans), brutally countered by weapon removal.
More will be revealed as the class is fleshed out!
Keyword:
Spellfury gives 1 damage for every X damage your hero did from attacking this turn. So if your hero did 10 damage, Spellfury: (1) would give 10 bonus damage where as Spellfury: (3) would only give 3 (it'd give 4 bonus damage if your hero did 12 damage). It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the bonus damage. Also don't worry, there will be ways to go all out with this!
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 (1) makes it gain damage easily. This can deal 5 damage just with an attack from the hero power weapon making it pretty good!
Gerrart the Swordslinger: On his own he's an alright card. Normal decks will have some difficulty getting more than 1 bonus damage out of spellfury (3) , but decks aiming for big spellfury turns will love this guy. A simple, classic legendary that shows what the class is about.
I was wondering if anyone could give me an insight into why? Just not interesting enough? Hero power seeming weak is a big issue? Not enough story/text? I must improve!
I agree with the diagnosis above: the HP is too weak and Spellfury is too complicated.
Giving Conjured Sword +1 Durability (as Ashkrel pointed) would solve the first problem.
About Spellfury, I don't like the solution proposed by linkblade, as AoE and face damaging effects would need to be severly overcosted. The only solution I can think is the Fury keyword of the bug class, but your classes are already too similar :(
My class has also been received poorly. Here's my post:
The Bloodburner
Lore/Flavor : Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells will almost always hurt you, or benefit from low health, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Keyword:
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of your actions to make the most out of your cards.
Example cards:
Swamp healer : Example of a healing minion. You can trigger this by using your hero power on your turn, or having the enemy damage on their turn. Because of the potentially large heal this can give you, it also acts as a pseudo-taunt. If they don't want it to trigger, they have to kill it before they attack you.
Serpentine Apprentice : The Bloodburner has a strong hero power, and many cards interact with it. This minion allows for better control of the board while inflicting less damage on yourself.
Bloodmana Ring : Blood magic user prefer to not use weapons, as they already take enough damage from their own spells. However, they are fond of amulets, trinkets, charms, rings and other arcane accessories. Bloodburner's weapons all have 0 attack, but they give you strong passive effects. Bloodmana Ring showcases the spellslinger aspect of the class. Like priests, they have great spell generation, but Bloodburners can also reuse already cast spells.Cabalist's Tome gives you 3 random spells immediately. This weapon can give you 3 specific spells for less mana, but the effect is delayed and susceptible to weapon removal.
Fiery Blood : One strong benefit of fire based magic is powerful boardclears. This spell is an example of a running theme in my class, which is effects active during your opponent's turn. Fiery Blood can deal 0 damage if the enemy decides to ignore you for one turn, or it can deal a lot if they go all in. They can still trade with your minions, but if your hero takes any damage (from spells, weapons, hero powers, fatigue or minions) your spilled blood will burn them.
Bloodflame Bolt: This turns your missing health directly into damage, making a great removal spell. Many spells get better the lower health your hero has, creating a risk/reward playstyle. You generally use your hero power in the early game to remove stuff, so by turn 4 you should have taken around 4-6 damage. Combined with the damage taken from your enemy, this can often be a stronger minion-only Fireball .
Strengths/Weaknesses:
Strong removal, many spells get better with low health;
Most spells are boardclears; there are few single target removal options;
Spell generation and re-usability is a big theme;
Weak stated minions; Almost all minions are defensive;
Weapons have strong abilities, but are expensive to use;
Strong hero power, but easy to get yourself very low by spamming it;
Control/Combo oriented;
Few aggro options;
The Bloodburners strategy is to outlast their foes, by removing every single threat they put out. They can swing the game in their favor with only a couple of cards and their resourcefulness let's them always have something to play, never running out of options.
I hope you enjoyed my custom class and i hope i will be able to develop it further in this competition!
I had 2 upvotes, then one of those 2 guys changed their minds. Can someone please tell me what they didn't like about my class? Anything i can improve?
I think your class is pretty good. If anything, you should've included a late game finisher for Combo/Control decks, as it seems to be a very important thing for 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.
Your roleplay is fine except a couple things, but I don't think they're important. So are your descriptions.
I think what you're lacking is "style" if that makes sense. Instead of putting all the themes together and then all the cards, and I think you should make both sections more related. For instance, you talk about Freeze in a paragraph and Skeletal Frostguard below.
This is a personal opinion more than anything, many people did the same as you. Also, I tried to do what I say, but the result was not outstanding, so I dunno XD
Since I focus a lot on fluff, I'm interested, does anyone even care to read? Or is it already repelling seeing a big text where you can't see the class mechanics on the first look?
It's not magic, but it's not science either: alchemy is an ancient discipline which studies the mutating nature of matter and energy. Whether it is by combining several ingredients into a potion with surprising effects or by transmutting metals of any kind, alchemists always have what they need. And speaking of transmutation...
Transmute is one of the core mechanics of the Alchemist, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. Two examples of this are the Ratsearcher (which helps you to curve out) or Combustion (which is hard removal that can help you to get any card you need from your deck).
The Alchemist has several cards that take advantage of the tutors Transmute provide, such shuffle or in-hand effects. The faithful Grave Homunculus is one of these cards.
Alchemists are also experts in the art of brewing potions, which grant buffs to their minions. However, unlike Paladin and Priest, who focus on stat buffs, the Alchemist will provide crazier effects, such as the one feratured in Essence of Frost :
I have been doing the Basic set and parts of other sets, and I've realized a couple things:
Transmute is cool, but you can't print a lot of cards with this mechanic.
Comparing classes with exclusive mechanics: Druid has 10/16 Classic cards with Choose One. Shaman has 10/16 Classic cards with Overload. Rogue has 8/16 Classic cards with Combo.
I doubt I can do the same with Transmute, as it gets repetitive quite soon. Sure, Combustion offers an interesting take on the mechanic, but other than that, everything tends to be minions with "Battlecry: Transmute X into Y". I don't think it's a good idea to put more than 3 or 4 of these in the Classic set.
Buffing for effects is even weaker than buffing for stats.
How many support has Buff Paladin received? A lot, and it never took off. Well, cards that buff for effects are even weaker than that.
My solutions
Given my two core mechanics are flawed, I had to find an alternative way to make them work. These are my solutions so far:
Shuffle synergy: Shuffling a card is part of every Transmute effect, so shuffle synergy will support it while giving it a different focus. I plan to do this in Un'goro, with a shuffle-related Quest.
Potion spell tag. Several spells including Essence of Frost will be tagged as Potions. There will be cards that will reward holding a lot of Potions, while others will have synergy with casting them. Most of the buff cards will be Potions, but there will be other with offensive effects.
Summoning 1/1 Homunculi. Tokens are meant to support the buff mechanics. Not the most original thing, as Silver Hand Recruits work the same in buff paladins.
Minion sacrifice. It fits the theme of a mad scientist quite well and has synergy with the above theme.
What do you think of these solutions? I'm open to suggestions.
Where can I see how many people upvote my class? Sorry new to the forum and submitted the angel class.
They can only be seen in the PC version. If you're using a mobile device, you have to enable the "Desktop version" option in order to see them. Chrome offers this feature, I don't know about other browsers.
I'm not realy good at card/class design, but I'm here for one year and I know the basics. I'll try to explain you somę things you did wrong about your class. For the first: Hero Power. It can't be so much complicated. You can compare it to other Hero Powers. Simplest one is probably Mage HP. Most complicated is Shaman. But still, it's easy to use and understand for new players. Your Hero Power is situational. That's bad. Hero Power should be thing that you can always use with advantage if you have enough mana. So If new player have on turn 2 nothing to play, and, for example 1/2 with taunt on board, he should not care about thinking if he need to play HP. He just play it. And with your class, that would be just realy bad move. For the second: Beware of grammar mistakes. Even if that sounds not so important, grammar mistakes are just lowering quality of your cards. That's not important if you don't have them too many, people will understand. But you have them on almost each cards, what becames just annoying for some people. Also you must remember to capitalize keywords. For the third: You shouldn't use keywors before they was introduced in game. So you can't use Rush on Classic card.
I hadn't say anything about balance, but remember that these informations are realy important, even if they don't seems to. Good luck!
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https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229225-guide-to-making-a-basic-set-for-custom-classes
Phase II is about to start soon, so here's my guide to creating Basic Sets for custom classes. Now in its own thread. I suggest you bookmark this.
Click the image to go to my custom Time Traveler class.
Thank you Demonxz95!
I would advise people to read through it and let it help guide you. The devil's in the details...and so might be our challenges! (justsaying)
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
So it's not a big deal this phase as we're all winners, but my class seems to be doing really poorly in terms of votes
Here's my post:
The Battlemage
Info:
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.
The hero power may seem weak, but it trades really well, being able to take out minions like Dire Wolf Alpha , Sorcerer's Apprentice , and so on. The downside is also redundant if you use it after attacking, as you wouldn't have been able to attack anyway.
Strengths: Versatile (Has a large Variety of tools at their disposal).
Weaknesses: Obvious (Conjuring a weapon takes time, and spellfury needs a decent weapon so you need to think ahead, and your opponent has a chance to interrupt your plans), brutally countered by weapon removal.
More will be revealed as the class is fleshed out!
Keyword:
Spellfury gives 1 damage for every X damage your hero did from attacking this turn. So if your hero did 10 damage, Spellfury: (1) would give 10 bonus damage where as Spellfury: (3) would only give 3 (it'd give 4 bonus damage if your hero did 12 damage). It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the bonus damage. Also don't worry, there will be ways to go all out with this!
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 (1) makes it gain damage easily. This can deal 5 damage just with an attack from the hero power weapon making it pretty good!
Gerrart the Swordslinger: On his own he's an alright card. Normal decks will have some difficulty getting more than 1 bonus damage out of spellfury (3) , but decks aiming for big spellfury turns will love this guy. A simple, classic legendary that shows what the class is about.
I was wondering if anyone could give me an insight into why? Just not interesting enough? Hero power seeming weak is a big issue? Not enough story/text? I must improve!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Probably the hero power, maybe 2/2? but I find it very interesting and in theme. The delay fits the premise of conjuring. Maybe other viewers find it weak? idk.
My submission has low votes as well, maybe it's my hero power too. if I knew the submission will be extended, I could have thought more of the class and cards showcase. But probably, since it's not voting phase yet (idk if there will be a voting phase), that's why some people are low on votes.
Gotta improve from my end here too.
Probably the Hero Power. Hero Power that don't do anything the turn they are played are generally disliked by the community.
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:
My class has also been received poorly. Here's my post:
The Bloodburner
Lore/Flavor : Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells will almost always hurt you, or benefit from low health, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Keyword:
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards with F resh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of your actions to make the most out of your cards.
Example cards:
Strengths/Weaknesses:
The Bloodburners strategy is to outlast their foes, by removing every single threat they put out. They can swing the game in their favor with only a couple of cards and their resourcefulness let's them always have something to play, never running out of options.
I hope you enjoyed my custom class and i hope i will be able to develop it further in this competition!
I had 2 upvotes, then one of those 2 guys changed their minds. Can someone please tell me what they didn't like about my class? Anything i can improve?
Thinking about the upvotes post-extension is a murky area, because people might not bother now that it doesn't matter. Some people prefer to upvote after everyone has posted - I do this - but they might think to themselves "should I take the time to look through every submission in this Phase, if they're all going through anyway?" Something to consider; I wouldn't beat yourself up too much, although I respect your attempts to improve.
Personally, I think the biggest concern that might hold you back is that your Keyword is too complicated. If you remove the divide-by-X, made it strictly equal to the damage your hero inflicted and rebalance from there, it would go a long way toward simplifying things.
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
Personally, I think your showcase cards are a collection of tools that do not necessarily paint a picture together. They are good on their own, but they don't hint at possible archetypes or sell me on the end plan. They're just...there, if that makes any sense.
What am I going to see, down the line? What do you want me to build toward? A Dragon Bloodburner archetype, or some Elementals? An Even deck designed around killing them before your Hero Power kills you? Maybe some Overkill shenanigans? Classic is pretty "generic" in-that it's designed around cementing the class' core identity and feel, and you should definitely show us some of that, but each expansion after that is supposed to lead me to new places. I'd like to see those destinations.
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
While we're on the subject of self-reflection, I wouldn't mind some of my own, if you're willing.
Personally not sold on the Kel'Thuzad "roleplay", and I feel like my descriptions are lacking.
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
Thank you for responding. I personally wanted each card to show a different aspect of the class, but i guess i went too safe and all my examples don't really belong in any archetype. I showed "generic keyword minion", "generic removal spell", "slightly different Fallen Hero". The only truly unique cards are Fiery Blood and the weapon. Well, you live and you learn.
Now, your class:
What i want to see from your class in the future is this: more varied ressurect effects (Onyxia is a good variation on this, but again, she seems weak), more freeze interactions and maybe some shadow magic stuff.
PS: I think it's funny you try to make Kel'thuzad slow and weak in offensive spells, while in Heroes of the Storm he's literally THE burst/combo mage.
I thought about this and had a laugh of it, myself. I wanted to create an outlive-outlast class with Freeze, defense and revives, and I connected it to Kel'Thuzad because it made sense on a thematic level...albeit not necessarily in the gameplay. It was only afterward that I thought about his HotS iteration.
Thank you for the words :) I like the idea of reviving things in ways that are not strictly copy-pastes of the old minion; I will admit I had not thought of that fully. Makes a ton of sense for a necromancer-wielding Lich!
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
Do you think that would be bad if i'll change my HP entirely? Anyway, all will pass first phase, so I din't think it's unfair.
Sure. Go ahead if you feel more comfortable with a differentHero Power.
I want a new title, but Flux won't let me have one,
I agree with the diagnosis above: the HP is too weak and Spellfury is too complicated.
Giving Conjured Sword +1 Durability (as Ashkrel pointed) would solve the first problem.
About Spellfury, I don't like the solution proposed by linkblade, as AoE and face damaging effects would need to be severly overcosted. The only solution I can think is the Fury keyword of the bug class, but your classes are already too similar :(
I think your class is pretty good. If anything, you should've included a late game finisher for Combo/Control decks, as it seems to be a very important thing for your class.
Your roleplay is fine except a couple things, but I don't think they're important. So are your descriptions.
I think what you're lacking is "style" if that makes sense. Instead of putting all the themes together and then all the cards, and I think you should make both sections more related. For instance, you talk about Freeze in a paragraph and Skeletal Frostguard below.
This is a personal opinion more than anything, many people did the same as you. Also, I tried to do what I say, but the result was not outstanding, so I dunno XD
Since I focus a lot on fluff, I'm interested, does anyone even care to read? Or is it already repelling seeing a big text where you can't see the class mechanics on the first look?
Anyways, I'm also going to ask some advice for my class. Even if it did pretty good, I'm not convinced about some things.
I have been doing the Basic set and parts of other sets, and I've realized a couple things:
Transmute is cool, but you can't print a lot of cards with this mechanic.
Comparing classes with exclusive mechanics: Druid has 10/16 Classic cards with Choose One. Shaman has 10/16 Classic cards with Overload. Rogue has 8/16 Classic cards with Combo.
I doubt I can do the same with Transmute, as it gets repetitive quite soon. Sure, Combustion offers an interesting take on the mechanic, but other than that, everything tends to be minions with "Battlecry: Transmute X into Y". I don't think it's a good idea to put more than 3 or 4 of these in the Classic set.
Buffing for effects is even weaker than buffing for stats.
How many support has Buff Paladin received? A lot, and it never took off. Well, cards that buff for effects are even weaker than that.
My solutions
Given my two core mechanics are flawed, I had to find an alternative way to make them work. These are my solutions so far:
What do you think of these solutions? I'm open to suggestions.
Where can I see how many people upvote my class? Sorry new to the forum and submitted the angel class.
They can only be seen in the PC version. If you're using a mobile device, you have to enable the "Desktop version" option in order to see them. Chrome offers this feature, I don't know about other browsers.
Thanks, unfortunately I see 0 votes maybe hero power effect is not good enough, I though the concept was cool
@Omerqu
I'm not realy good at card/class design, but I'm here for one year and I know the basics. I'll try to explain you somę things you did wrong about your class. For the first: Hero Power. It can't be so much complicated. You can compare it to other Hero Powers. Simplest one is probably Mage HP. Most complicated is Shaman. But still, it's easy to use and understand for new players. Your Hero Power is situational. That's bad. Hero Power should be thing that you can always use with advantage if you have enough mana. So If new player have on turn 2 nothing to play, and, for example 1/2 with taunt on board, he should not care about thinking if he need to play HP. He just play it. And with your class, that would be just realy bad move. For the second: Beware of grammar mistakes. Even if that sounds not so important, grammar mistakes are just lowering quality of your cards. That's not important if you don't have them too many, people will understand. But you have them on almost each cards, what becames just annoying for some people. Also you must remember to capitalize keywords. For the third: You shouldn't use keywors before they was introduced in game. So you can't use Rush on Classic card.
I hadn't say anything about balance, but remember that these informations are realy important, even if they don't seems to. Good luck!