So, what does everyone think my Class the Astromancer? It doesn't have as much votes as it could have because of its "control RNG" aspect is already taken up by Tox (which I want to make it clear that I did not look at when I was submitting). Objectively, how good is it and how can I improve it going forward? I don't know if I'm going to keep both the Marks (atleast those that interact with your opponent) and the Secret mechanic going forward because they function too similar.
Here's the post:
Class: The Astromancer
Hero: Rishi Sterling
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gazecards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Flavor :
High RNG that is balanced by cards that grant Gaze.
Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Example Cards :
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect since all four of the meteors shot from this card will focus on the Gazed enemy.
Weaponized Telescope and Starscryer Sera are two examples of cards that grant and synergize with Gaze . Cards withGaze are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Starscryer Sera show another ways from the class to interact and benefit from Gaze beside random effects. Weaponized Telescope is also an example of this class's usage of weapon: Similar to Shaman and Paladin, they use weapon for tempo and assist their cards rather than being a main focus like Rogue or Warrior.
Hidden Meteorite and Mark of Leo are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are. Mark of Leo (part of the Constellation Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while Hidden Meteorite allows for you to basically Multi-Shot your opponent with Gaze or potentially some face damage / wipe out their smaller minions.
Hey everyone, I see many people want a review of their class but unfortunatly I don't have much time for this. What I can do however is share my general impression of Phase 1.
Let's first talk about the good, shall we ? Their is a lot of diversity, cool class themes, interesting mecanics, lovely art and great flavor. I hope to see most of the classes fully fleshed out during Phase 2 since 5 cards is not much. It also seems like most people are eager to get and give feedback in order to improve as much as possible, which is a very cool design philosophy in my opinion. I look forward to seeing the rest of the competition unfold.
Now onto what can be improved. Not gonna mention any entry in particular, I just want to draw everyone's attention to common problems :
Hero Powers: In my opinion, Hero Powers are the hardest to design since they have to be very simple and straight forward. I also think that most people are not used to making Hero Powers which can lead to many mistakes. It's a shame because a bad HP really hurts a class regardless of the cards... The main problems I see are : 1) Weak or conditional effects, making the HP not always a good option (which it should be) ; 2) Keywords use and/or complicated effects (while it's great to have a HP with depth, making it to complex turns it into a huge gateway for new players) ; 3) No immediate effect, often adding card to the hand (this one is more my personal taste but I think such HPs are quite weak). I don't know how helpful this is since HP is often build around the class's theme but maybe some minor changes should be considered.
Keyword: While many Keywords are very intersting, I think some have very limited design space or to complicated effects. Some of them seem like every card needs a lot of support/synergie to work which is not great, especially for basic cards. Also, it seems like some people have 2 keywords insteed of 1. Not only does it seem to be against the rules, it makes the class much more complicated than it needs to be and force odd design choices so I would recommand to Choose One. Finally, some keywords are interesting but they feel disconected from Hearthstone, using mecanics that are not built in the game. It's not necesserly bad but be careful with those because they are some time conter intuitive are have wierd interactions. Once again, it might be a bit late to change completly your keyword but minor reworks for the sake of clarity and flow of the game would be good. Also making a unique keyword is optional (it's a lot of fun, don't get me wrong, but you don't have to do it) so if nothing works maybe consider not having a keyword at all.
Cards : So many great mecanics and ideas all over the place feels great. Still, I think some effects would benefit from adjustments in order to be right. The only mecanic that really bugs me is the "-X Health" (it show up very often, mostly in "-X/-X effects). It's just not something that Hearthstone does. I know it's not exactly the same but I think that switching it for "deal X damage" would work just fine and be more in line with the mecanics that already exist in the game. Other than that, I only see some minor corrections to make here and there : 1) Wording can be to complicated or to vague some times ; 2) Mecanics and keywords are sometimes used in sets were they didn't exist (it just feels wierd...) ; 3) Watermarks have meaning and should be used to convey information and flavor, not just look good.
I can't possibly go over every card or class but I'd be happy to do so should one (or more) of you be willing to do so. As I already said, their is a lot of good and the bad can surely be improved so I'm very optimistic about the rest of the competition.
I do have a class of my own that I would love to get feedback on. Here comes THE VOODOO :
Ok so since their is no competition per se this time around and I kinda rushed my entry because of time issues, I would love some feedback on the cards and class in general :
Hero and Hero Power
So racial variety is always good, right ? Well I made this character up since I didn't have much time, don't know much about Warcraft and found this beautifull artwork. The name means "Good blood" in ancient greek (didn't really knew which language I should have borrowed from but I quite happy with this name). The Hero Power was designed as somewhat weaker than other basic hero powers but with some interesting interactions and flexibility.
Unique Keyword
Always loved Enrage and aura effects in general. I like it tho it might not be the most flexible keyword. I think I'll use it mostly in the basic and classic sets and then maybe one or two cards each expansion and it should be interesting.
Cards
The class will be pretty minion-heavy, focusing on taking the board and keeping it. I like the selection and the effects but maybe the wording or balance are off since I made these quickly.
If your looking for more details and/or lore, go to the submission pool (and maybe drop a like, I would very much appreciate it) where it explained all of it with some flavor text mixed in.
Very happy to go to the next Phase, hope to do my best in this competition.
I saw that people post submissions, and I also would like to do this. My class got 3 upvotes (ik now it doesn't matter but still) so I would appreciate the feedback. YES, I know that this might happen (and probably did) because I used art not connected with HS, but is that the only reason ? I really want to hear your opinion. Thanks and good luck in phase II !
Class:
The Bug
Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…
The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.
EXAMPLE CARDS
EXPLANATION
Armored Baldur – This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.
Ice Crawler – The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.
Protective Weevil – Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.
Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.
Hive Knight Tiso – As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.
Additional Information:
This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.
I saw that people post submissions, and I also would like to do this. My class got 3 upvotes (ik now it doesn't matter but still) so I would appreciate the feedback. YES, I know that this might happen (and probably did) because I used art not connected with HS, but is that the only reason ? I really want to hear your opinion. Thanks and good luck in phase II !
Class:
The Bug
Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…
The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.
EXAMPLE CARDS
EXPLANATION
Armored Baldur – This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.
Ice Crawler – The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.
Protective Weevil – Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.
Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.
Hive Knight Tiso – As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.
Additional Information:
This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.
Well I really like your class ! I think it has some of the most elegant design in the competion. That being said, it may be seen as bland for that. I don't know what is better between simple and elaborate design. I think that a class definitely needs a good bit of simple cards and we should try to emulate such a design philisophy in this competition. Making original and unusual cards is always fun but when it comes to making an entire class, one should consider the importance of straight-forward cards. I don't know if it helps, just know that I love your class and look forward to what you can bring to the next Phase.
Edit: Forgot to say that the art is great ! I hope you have enough for the rest of the competition because it's beautiful.
I’d love some feedback for my Tinker class as well, especially seeing how there are a bunch of similar submissions. I’ll be giving some feedback tonight.
The Tinker
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
Noise Machine - Like this! This was supposed to be a tool to help mages focus their spells. It, uh, doesn't quite work. So I re-purposed it to break their concentration and weaken their spells! Some of our toys we keep hidden until the right time!
Lab Archivist - Sometimes, our plans and our parts really sync together, and give us something better than we expected! When our last card, or even only card, uses up all our Mana Crystals, it triggers that card's Synchronize effect for a big boost! It's like Combo, but usually you'll only get one on a turn. So you CAN play Lab Archivist on the turn it comes out... but come on, you know better than that! Synchronize effects will give some big value, but the best ones reward you when you played other cards that turn. With our Hero Power and those 1 mana Scrapbots, it's not too tough to trigger an effect right when we need it!
Rocket Strike - We're always bursting with ideas for new inventions! A lot of those end up as Scrapbots. But when you've got a bunch of those, sometimes you can do some really cool things. Some of your cards will be better when you've got a bunch of cards in your hand!
Power Gauntlet - Okay, so now you've got a hand full of Scrapbots. What do you do? Well... you can stick them on other stuff. We've got lots and lots of mechs! Some attack, some protect, and some just annoy people. And uh, heh, I stole a couple of Boom's bots from his lab. He wasn't using them!
Gadgetmaster Gruu - Oh, that picture? That's my mentor, Gruu! He taught me the most important lesson of being a Tinker. You gotta be resourceful! Think outside the box! You see, we Tinkers are a bit... scatterbrained. As you can tell with all the Scrapbots around here. But Gruu, he can take those bots and make them into new tools for when he raids the kobold mines! We got a couple cards that can transform other cards into other other cards! Between that and our inability to NOT make loads of Scrapbots, we're always a threat!
So then, what can we Tinkers do? Well we got tokens that fill our hands and our boards. We got Secrets that disrupt our opponents. We got strong weapons, tech, and mechs to strengthen our side of the field. And when things aren't going our way, we can switch our cards into others and take control back!
I saw that people post submissions, and I also would like to do this. My class got 3 upvotes (ik now it doesn't matter but still) so I would appreciate the feedback. YES, I know that this might happen (and probably did) because I used art not connected with HS, but is that the only reason ? I really want to hear your opinion. Thanks and good luck in phase II !
Class:
The Bug
Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…
The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.
EXAMPLE CARDS
EXPLANATION
Armored Baldur – This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.
Ice Crawler – The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.
Protective Weevil – Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.
Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.
Hive Knight Tiso – As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.
Additional Information:
This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.
Well I really like your class ! I think it has some of the most elegant design in the competion. That being said, it may be seen as bland for that. I don't know what is better between simple and elaborate design. I think that a class definitely needs a good bit of simple cards and we should try to emulate such a design philisophy in this competition. Making original and unusual cards is always fun but when it comes to making an entire class, one should consider the importance of straight-forward cards. I don't know if it helps, just know that I love your class and look forward to what you can bring to the next Phase.
Edit: Forgot to say that the art is great ! I hope you have enough for the rest of the competition because it's beautiful.
Thank you so much ! Next phase is a Basic set, so it's gonna be... well, basic. For the showcase I have chosen cards that (more or less) define my class and give small insight to the archetypes. Now it's time to change the way of thinking, which means focusing on creating simple cards, and those super ideas will wait for other phases.
And when it comes to art... it's almost infinite ! Hollow Knight is a huge game with various NPC's, enemies and locations, so I am not afraid of running out of images :)
Greetings, interlopers! For your consideration, I bring you...me, Kel'Thuzad !
The Lich
Master of the cold dark, I bring death to the living and the dead back to life! My touch can Freeze the blood in your veins, and my magic will rip the soul from your body, all to be used for...later purposes. Together, we will bring the might of the endless Scourge down upon our foes!
Strengths + Themes
( Freeze ) The frozen corpses of my enemies decorate the halls of Naxxramas like statues. I have room for more!
( Deathrattles , "if it dies" effects ) My time spent practicing necromancy has taught me much in the ways of the dead and dying. Let me show you...
( Reviving minions , healing , "if it survives" effects ) With power over death itself, I can bring my warriors back to life...or something close.
( Late-game fuel ) With each body that falls, the Scourge grows larger. The resources of the living dwindle, while ours return manifold!
Weaknesses Rumored Shortcomings
( Slow archetypes ) The Scourge may be endless, but putting those bodies back together is a time-consuming process. Sometimes they come to me alive first and then it becomes a whole thing. It would be tiresome if I was still alive and needed rest.
( Freeze doesn't kill ) Freezing people alive is always entertaining...except occasionally they thaw and resume charging. There are days where I just want them to give up and die already!
( Lacking card draw ) I encourage all of my underlings to recycle those dead bodies in the blue bin. That being said, it would be nice to see some new skeletons now and then...
Example Cards
Dark Resurgence - A surge of necrotic energy will end the life of an enemy. A surge of greater power will heal a fallen warrior. It makes sense if you don't think about it...
Unnatural Selector - After a member of the Scourge falls, we can rebuild them! We have the technology magic: they will come back stronger, faster, better than ever!
Skeletal Frostguard - It was their idea: "we'll create a wall in front of you, and you Freeze us in place." I thought they were crazy, but turns out it's a rather effective tactic.
Onyxia, Fallen Matriarch - With the remains of Onyxia under my control, I will create an undying army of dragons for the Scourge! Which would you rather have: a skeleton, or a skeletal dragon ?
Baroness Anastari - A banshee's cry is said to drive their loved ones insane. While amusing, I'd rather they were driven dead. Those slain by the cry of Anastari will return to haunt the living!
Thank you for your consideration and upvotes, in bringing me into Hearthstone! " Kel'Thuzad is already in the game," you say? I have never seen that powerful and handsome card before, although "Curse of Naxxramas" sounds like a great addition to the game. An expansion, all about me; if you don't like it, I'll resurrect a body who will!
Personally not sold on the Kel'Thuzad "roleplay", and I feel like my descriptions are lacking.
I feel like your class is basically just "KotFT 2". It's fine that your class is based around an expansion, but you can't just literally copy every mechanics featured in that expansion into your class.
Hey everyone, I see many people want a review of their class but unfortunatly I don't have much time for this. What I can do however is share my general impression of Phase 1.
Let's first talk about the good, shall we ? Their is a lot of diversity, cool class themes, interesting mecanics, lovely art and great flavor. I hope to see most of the classes fully fleshed out during Phase 2 since 5 cards is not much. It also seems like most people are eager to get and give feedback in order to improve as much as possible, which is a very cool design philosophy in my opinion. I look forward to seeing the rest of the competition unfold.
Now onto what can be improved. Not gonna mention any entry in particular, I just want to draw everyone's attention to common problems :
Hero Powers: In my opinion, Hero Powers are the hardest to design since they have to be very simple and straight forward. I also think that most people are not used to making Hero Powers which can lead to many mistakes. It's a shame because a bad HP really hurts a class regardless of the cards... The main problems I see are : 1) Weak or conditional effects, making the HP not always a good option (which it should be) ; 2) Keywords use and/or complicated effects (while it's great to have a HP with depth, making it to complex turns it into a huge gateway for new players) ; 3) No immediate effect, often adding card to the hand (this one is more my personal taste but I think such HPs are quite weak). I don't know how helpful this is since HP is often build around the class's theme but maybe some minor changes should be considered.
Keyword: While many Keywords are very intersting, I think some have very limited design space or to complicated effects. Some of them seem like every card needs a lot of support/synergie to work which is not great, especially for basic cards. Also, it seems like some people have 2 keywords insteed of 1. Not only does it seem to be against the rules, it makes the class much more complicated than it needs to be and force odd design choices so I would recommand to Choose One. Finally, some keywords are interesting but they feel disconected from Hearthstone, using mecanics that are not built in the game. It's not necesserly bad but be careful with those because they are some time conter intuitive are have wierd interactions. Once again, it might be a bit late to change completly your keyword but minor reworks for the sake of clarity and flow of the game would be good. Also making a unique keyword is optional (it's a lot of fun, don't get me wrong, but you don't have to do it) so if nothing works maybe consider not having a keyword at all.
Cards : So many great mecanics and ideas all over the place feels great. Still, I think some effects would benefit from adjustments in order to be right. The only mecanic that really bugs me is the "-X Health" (it show up very often, mostly in "-X/-X effects). It's just not something that Hearthstone does. I know it's not exactly the same but I think that switching it for "deal X damage" would work just fine and be more in line with the mecanics that already exist in the game. Other than that, I only see some minor corrections to make here and there : 1) Wording can be to complicated or to vague some times ; 2) Mecanics and keywords are sometimes used in sets were they didn't exist (it just feels wierd...) ; 3) Watermarks have meaning and should be used to convey information and flavor, not just look good.
I can't possibly go over every card or class but I'd be happy to do so should one (or more) of you be willing to do so. As I already said, their is a lot of good and the bad can surely be improved so I'm very optimistic about the rest of the competition.
I do have a class of my own that I would love to get feedback on. Here comes THE VOODOO :
Ok so since their is no competition per se this time around and I kinda rushed my entry because of time issues, I would love some feedback on the cards and class in general :
Hero and Hero Power
So racial variety is always good, right ? Well I made this character up since I didn't have much time, don't know much about Warcraft and found this beautifull artwork. The name means "Good blood" in ancient greek (didn't really knew which language I should have borrowed from but I quite happy with this name). The Hero Power was designed as somewhat weaker than other basic hero powers but with some interesting interactions and flexibility.
Unique Keyword
Always loved Enrage and aura effects in general. I like it tho it might not be the most flexible keyword. I think I'll use it mostly in the basic and classic sets and then maybe one or two cards each expansion and it should be interesting.
Cards
The class will be pretty minion-heavy, focusing on taking the board and keeping it. I like the selection and the effects but maybe the wording or balance are off since I made these quickly.
If your looking for more details and/or lore, go to the submission pool (and maybe drop a like, I would very much appreciate it) where it explained all of it with some flavor text mixed in.
Very happy to go to the next Phase, hope to do my best in this competition.
Happy CCC to everyone !
Happy CCC to everyone !
Soul Crusher is way too complicated for the Basic set. What if the minion targeted is odd attack?
The name of your class is also a problem. Voodoo is a school of magic, as oppose to referring to a person like the 9 classes already in the game.
I saw that people post submissions, and I also would like to do this. My class got 3 upvotes (ik now it doesn't matter but still) so I would appreciate the feedback. YES, I know that this might happen (and probably did) because I used art not connected with HS, but is that the only reason ? I really want to hear your opinion. Thanks and good luck in phase II !
Class:
The Bug
Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…
The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.
EXAMPLE CARDS
EXPLANATION
Armored Baldur – This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.
Ice Crawler – The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.
Protective Weevil – Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.
Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.
Hive Knight Tiso – As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.
Additional Information:
This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.
I feel like one of the biggest problems your class is that it feels derivative of Warrior and Druid. Like, I can see all of your cards be printed as a card in each of those classes. Maybe this problem will be fixed once you have a more flesh out Basic set.
I’d love some feedback for my Tinker class as well, especially seeing how there are a bunch of similar submissions. I’ll be giving some feedback tonight.
The Tinker
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
Noise Machine - Like this! This was supposed to be a tool to help mages focus their spells. It, uh, doesn't quite work. So I re-purposed it to break their concentration and weaken their spells! Some of our toys we keep hidden until the right time!
Lab Archivist - Sometimes, our plans and our parts really sync together, and give us something better than we expected! When our last card, or even only card, uses up all our Mana Crystals, it triggers that card's Synchronize effect for a big boost! It's like Combo, but usually you'll only get one on a turn. So you CAN play Lab Archivist on the turn it comes out... but come on, you know better than that! Synchronize effects will give some big value, but the best ones reward you when you played other cards that turn. With our Hero Power and those 1 mana Scrapbots, it's not too tough to trigger an effect right when we need it!
Rocket Strike - We're always bursting with ideas for new inventions! A lot of those end up as Scrapbots. But when you've got a bunch of those, sometimes you can do some really cool things. Some of your cards will be better when you've got a bunch of cards in your hand!
Power Gauntlet - Okay, so now you've got a hand full of Scrapbots. What do you do? Well... you can stick them on other stuff. We've got lots and lots of mechs! Some attack, some protect, and some just annoy people. And uh, heh, I stole a couple of Boom's bots from his lab. He wasn't using them!
Gadgetmaster Gruu - Oh, that picture? That's my mentor, Gruu! He taught me the most important lesson of being a Tinker. You gotta be resourceful! Think outside the box! You see, we Tinkers are a bit... scatterbrained. As you can tell with all the Scrapbots around here. But Gruu, he can take those bots and make them into new tools for when he raids the kobold mines! We got a couple cards that can transform other cards into other other cards! Between that and our inability to NOT make loads of Scrapbots, we're always a threat!
So then, what can we Tinkers do? Well we got tokens that fill our hands and our boards. We got Secrets that disrupt our opponents. We got strong weapons, tech, and mechs to strengthen our side of the field. And when things aren't going our way, we can switch our cards into others and take control back!
So, what do you say, kid? Are you in?
I think your class design is fine, except for the fact that you don't have a win condition. Are you supposed to win through board control? Burst? Wacky combo? Most of your cards are just value generators.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
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.
Bumping this. I'm a bit worried about the sudden change of path my class will probably be taking.
Hey everyone, I see many people want a review of their class but unfortunatly I don't have much time for this. What I can do however is share my general impression of Phase 1.
Let's first talk about the good, shall we ? Their is a lot of diversity, cool class themes, interesting mecanics, lovely art and great flavor. I hope to see most of the classes fully fleshed out during Phase 2 since 5 cards is not much. It also seems like most people are eager to get and give feedback in order to improve as much as possible, which is a very cool design philosophy in my opinion. I look forward to seeing the rest of the competition unfold.
Now onto what can be improved. Not gonna mention any entry in particular, I just want to draw everyone's attention to common problems :
Hero Powers: In my opinion, Hero Powers are the hardest to design since they have to be very simple and straight forward. I also think that most people are not used to making Hero Powers which can lead to many mistakes. It's a shame because a bad HP really hurts a class regardless of the cards... The main problems I see are : 1) Weak or conditional effects, making the HP not always a good option (which it should be) ; 2) Keywords use and/or complicated effects (while it's great to have a HP with depth, making it to complex turns it into a huge gateway for new players) ; 3) No immediate effect, often adding card to the hand (this one is more my personal taste but I think such HPs are quite weak). I don't know how helpful this is since HP is often build around the class's theme but maybe some minor changes should be considered.
Keyword: While many Keywords are very intersting, I think some have very limited design space or to complicated effects. Some of them seem like every card needs a lot of support/synergie to work which is not great, especially for basic cards. Also, it seems like some people have 2 keywords insteed of 1. Not only does it seem to be against the rules, it makes the class much more complicated than it needs to be and force odd design choices so I would recommand to Choose One. Finally, some keywords are interesting but they feel disconected from Hearthstone, using mecanics that are not built in the game. It's not necesserly bad but be careful with those because they are some time conter intuitive are have wierd interactions. Once again, it might be a bit late to change completly your keyword but minor reworks for the sake of clarity and flow of the game would be good. Also making a unique keyword is optional (it's a lot of fun, don't get me wrong, but you don't have to do it) so if nothing works maybe consider not having a keyword at all.
Cards : So many great mecanics and ideas all over the place feels great. Still, I think some effects would benefit from adjustments in order to be right. The only mecanic that really bugs me is the "-X Health" (it show up very often, mostly in "-X/-X effects). It's just not something that Hearthstone does. I know it's not exactly the same but I think that switching it for "deal X damage" would work just fine and be more in line with the mecanics that already exist in the game. Other than that, I only see some minor corrections to make here and there : 1) Wording can be to complicated or to vague some times ; 2) Mecanics and keywords are sometimes used in sets were they didn't exist (it just feels wierd...) ; 3) Watermarks have meaning and should be used to convey information and flavor, not just look good.
I can't possibly go over every card or class but I'd be happy to do so should one (or more) of you be willing to do so. As I already said, their is a lot of good and the bad can surely be improved so I'm very optimistic about the rest of the competition.
I do have a class of my own that I would love to get feedback on. Here comes THE VOODOO :
Ok so since their is no competition per se this time around and I kinda rushed my entry because of time issues, I would love some feedback on the cards and class in general :
Hero and Hero Power
So racial variety is always good, right ? Well I made this character up since I didn't have much time, don't know much about Warcraft and found this beautifull artwork. The name means "Good blood" in ancient greek (didn't really knew which language I should have borrowed from but I quite happy with this name). The Hero Power was designed as somewhat weaker than other basic hero powers but with some interesting interactions and flexibility.
Unique Keyword
Always loved Enrage and aura effects in general. I like it tho it might not be the most flexible keyword. I think I'll use it mostly in the basic and classic sets and then maybe one or two cards each expansion and it should be interesting.
Cards
The class will be pretty minion-heavy, focusing on taking the board and keeping it. I like the selection and the effects but maybe the wording or balance are off since I made these quickly.
If your looking for more details and/or lore, go to the submission pool (and maybe drop a like, I would very much appreciate it) where it explained all of it with some flavor text mixed in.
Very happy to go to the next Phase, hope to do my best in this competition.
Happy CCC to everyone !
Happy CCC to everyone !
Soul Crusher is way too complicated for the Basic set. What if the minion targeted is odd attack?
As explained in my submission, halving is the equivalent of "Setting X to half it's current value (rounded up)". The interaction with odd numbers is 100% consistent so I don't think it's to complicated. I will consider making this mecanic exclusive to the Classic set but I feel like it's ok in the Basic set.
The name of your class is also a problem. Voodoo is a school of magic, as oppose to referring to a person like the 9 classes already in the game.
Well I may be wrong but I think one can call a practitioner of voodoo magic "a Voodoo". Maybe I could go with "Voodooist" but it's kinda wierd...
Voodoo has male priests called*houngans and female priestesses called *mambo. Additionally there are *bokor, practitioners of black magic and sorcery who are loosely tied to Voodoo. There is little hierarchical control and each houngan, mambo and bokor operates in relative independence.
Hey everyone, I see many people want a review of their class but unfortunatly I don't have much time for this. What I can do however is share my general impression of Phase 1.
Let's first talk about the good, shall we ? Their is a lot of diversity, cool class themes, interesting mecanics, lovely art and great flavor. I hope to see most of the classes fully fleshed out during Phase 2 since 5 cards is not much. It also seems like most people are eager to get and give feedback in order to improve as much as possible, which is a very cool design philosophy in my opinion. I look forward to seeing the rest of the competition unfold.
Now onto what can be improved. Not gonna mention any entry in particular, I just want to draw everyone's attention to common problems :
Hero Powers: In my opinion, Hero Powers are the hardest to design since they have to be very simple and straight forward. I also think that most people are not used to making Hero Powers which can lead to many mistakes. It's a shame because a bad HP really hurts a class regardless of the cards... The main problems I see are : 1) Weak or conditional effects, making the HP not always a good option (which it should be) ; 2) Keywords use and/or complicated effects (while it's great to have a HP with depth, making it to complex turns it into a huge gateway for new players) ; 3) No immediate effect, often adding card to the hand (this one is more my personal taste but I think such HPs are quite weak). I don't know how helpful this is since HP is often build around the class's theme but maybe some minor changes should be considered.
Keyword: While many Keywords are very intersting, I think some have very limited design space or to complicated effects. Some of them seem like every card needs a lot of support/synergie to work which is not great, especially for basic cards. Also, it seems like some people have 2 keywords insteed of 1. Not only does it seem to be against the rules, it makes the class much more complicated than it needs to be and force odd design choices so I would recommand to Choose One. Finally, some keywords are interesting but they feel disconected from Hearthstone, using mecanics that are not built in the game. It's not necesserly bad but be careful with those because they are some time conter intuitive are have wierd interactions. Once again, it might be a bit late to change completly your keyword but minor reworks for the sake of clarity and flow of the game would be good. Also making a unique keyword is optional (it's a lot of fun, don't get me wrong, but you don't have to do it) so if nothing works maybe consider not having a keyword at all.
Cards : So many great mecanics and ideas all over the place feels great. Still, I think some effects would benefit from adjustments in order to be right. The only mecanic that really bugs me is the "-X Health" (it show up very often, mostly in "-X/-X effects). It's just not something that Hearthstone does. I know it's not exactly the same but I think that switching it for "deal X damage" would work just fine and be more in line with the mecanics that already exist in the game. Other than that, I only see some minor corrections to make here and there : 1) Wording can be to complicated or to vague some times ; 2) Mecanics and keywords are sometimes used in sets were they didn't exist (it just feels wierd...) ; 3) Watermarks have meaning and should be used to convey information and flavor, not just look good.
I can't possibly go over every card or class but I'd be happy to do so should one (or more) of you be willing to do so. As I already said, their is a lot of good and the bad can surely be improved so I'm very optimistic about the rest of the competition.
I do have a class of my own that I would love to get feedback on. Here comes THE VOODOO :
Ok so since their is no competition per se this time around and I kinda rushed my entry because of time issues, I would love some feedback on the cards and class in general :
Hero and Hero Power
So racial variety is always good, right ? Well I made this character up since I didn't have much time, don't know much about Warcraft and found this beautifull artwork. The name means "Good blood" in ancient greek (didn't really knew which language I should have borrowed from but I quite happy with this name). The Hero Power was designed as somewhat weaker than other basic hero powers but with some interesting interactions and flexibility.
Unique Keyword
Always loved Enrage and aura effects in general. I like it tho it might not be the most flexible keyword. I think I'll use it mostly in the basic and classic sets and then maybe one or two cards each expansion and it should be interesting.
Cards
The class will be pretty minion-heavy, focusing on taking the board and keeping it. I like the selection and the effects but maybe the wording or balance are off since I made these quickly.
If your looking for more details and/or lore, go to the submission pool (and maybe drop a like, I would very much appreciate it) where it explained all of it with some flavor text mixed in.
Very happy to go to the next Phase, hope to do my best in this competition.
Happy CCC to everyone !
Happy CCC to everyone !
Soul Crusher is way too complicated for the Basic set. What if the minion targeted is odd attack?
As explained in my submission, halving is the equivalent of "Setting X to half it's current value (rounded up)". The interaction with odd numbers is 100% consistent so I don't think it's to complicated. I will consider making this mecanic exclusive to the Classic set but I feel like it's ok in the Basic set.
The name of your class is also a problem. Voodoo is a school of magic, as oppose to referring to a person like the 9 classes already in the game.
Well I may be wrong but I think one can call a practitioner of voodoo magic "a Voodoo". Maybe I could go with "Voodooist" but it's kinda wierd...
Even if that is the case, that only say what religion they are practicing, not how they are practicing that religion or what their job is (which is basically the 9 classes). It would be like calling your class "The Christian" or "The Buddhist".
For those who are worried about their classes, it's because they have one or several of the issues listed below (except for Lich, which I actually like). I don't have time to give more specific feedback sorry.
No central theme emerges from the showcased cards (#1 issue in many cases)
Uses mechanics that are already used by several classes
Keywords are excessively complicated and/or doesn't bring anything new
The art isn't HS-style and/or of bad quality. It's not an issue for most people but it is for some
I finally get some time to make the class i was thinking, i will submit it in a couple of hours, but i would like receive some opinions if someone have a little bit a time to see it now.
The Gunner
The Gunner is a class based on the militia and the artillery that take part in every war. As you may thinking now, this class is very good in take control on the field and make strategics moves to finally reduce the enemie to ashes, so remenber that when you fight against a gunner EVERY STEP MATTERS.
The mighty gunner can take quickly an advantage of the high number of enemies on the field, but the nature of his most basic weapon are somehow unpredictable.
The class kewyword: Grounded
"Grounded" is keyword that represent how the knowledge on the field and the power of his artillery make the gunner a class that can aproach not only by a reactive way to the enemies attacks, but also an active use of his own abilities to gain a complete control of the battlefield.
The Cards
This 5 cards show how the gunner can go from the very basic and most easy use of his abilities to the most strategic and trickier of those, to both mantaing his own troops alive and decieive the enemies into fall for his plans.
I finally get some time to make the class i was thinking, i will submit it in a couple of hours, but i would like receive some opinions if someone have a little bit a time to see it now.
The Gunner
The Gunner is a class based on the militia and the artillery that take part in every war. As you may thinking now, this class is very good in take control on the field and make strategics moves to finally reduce the enemie to ashes, so remenber that when you fight against a gunner EVERY STEP MATTERS.
The mighty gunner can take quickly an advantage of the high number of enemies on the field, but the nature of his most basic weapon are somehow unpredictable.
The class kewyword: Grounded
"Grounded" is keyword that represent how the knowledge on the field and the power of his artillery make the gunner a class that can aproach not only by a reactive way to the enemies attacks, but also an active use of his own abilities to gain a complete control of the battlefield.
The Cards
This 5 cards show how the gunner can go from the very basic and most easy use of his abilities to the most strategic and trickier of those, to both mantaing his own troops alive and decieive the enemies into fall for his plans.
I keep it very simple on the explanation on purpose.
Things I've noticed:
Shrapnel Shot is simply just a better Fireblast, which is already considered to be one of the best basic Hero Powers in the game.
Hollow Shot can't have Grounded because it's a Basic card, which are not supposed to have class-exclusive keywords.
Two typos in Cannonbull: "left-most" (add the hypen so it's consistent with cards Stargazer Luna, and the "t"), and "attacks".
First Lane Corporal probably shouldn't be a Classic card as "opposite" mechanics weren't a thing until the Chess Boss in Karazhan. This also presents a problem with your Grounded mechanic.
Siege Engine uses the exact same name and artwork as the currently existing Siege Engine (mouse over this).
Hand Cannon has the same wording problem as Cannonbull.
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Click the image to go to my custom Time Traveler class.
• The Hero Power is too powerful, and too unpredictable. I wouldn't recommend having a hero power that's better than the default hero powers. Additionally, the RNG might be too much for new players to work with. • Grounded is an interesting mechanic when you first look at it, but it becomes more of something your opponent plays around rather than you use to your advantage. It's also only usable on minions, which restricts its use when comparing it to Combo or Choose One or Overload. • Hollow Shot is a basic card. Basic cards can't have your special keywords! • "After your opponent plays a minion, your left-most minion attacks it." Aside from that, it's an interesting card. You sure about 1-cost secrets in the class? • I know what First Lane Corporal does, but the effect seems very complicated when I read it. Double damage to the enemies opposite it—but only when attacking. Seems like more of an epic card. Maybe you could take it a Cave Hydra direction, or even "Grounded. Deals double damage to minions it attacks." • Siege Engine is already a card! With the same art! Neat effect though. • Hand Cannon is fine. I like the left-most idea you're going for, but you might want to reconsider your keyword a bit and then look into whether you want to be so close to warrior in terms of class identity.
Anyhow, anyone got critique for my class?
The enchanter uses spells, minions, and weapons to weave a magical tapestry. Was there ever a time when you were playing mage and you thought to yourself "Hang on, this class has like, almost no weapons"? Do you want to be edgy and different from other classes (and people), playing cards but like, not in their boring original form? Do you want to play as yet another unnecessarily scantily clad female character created by Blizzard Entertainment? Look no further. As the Enchanter, you can make your opponent really annoyed with your excoriating night-elf-but-not-night-elf emotes, hit your opponent in the face with a magic stick, or cast spells that break your stick because they're too powerful . All that and more after the break.
If a Phase card is played a) with a cost reduction, b) in the case of a minion or weapon, a stats buff, and c) in the case of spells, empowered by Spell Damage, it gains a bonus effect. For example, equipping a Leyline Staff from your hero power activates Phase, as you have acquired Spell Damage.
These first showcase cards show only a hint of the class; Spell Damage, Phase, and hand-positioning. There will be collectible weapons and more impactful buffs for minions and spells, without enabling crazy combos.
The enchanter has several playstyles, including: • Spell Damage • Low-Attack Weapons • Cost Reduction • Minion Buffing • Left-Most Card Matters
Leyline Control [Basic]
Ping of Power [Classic]
Mistveil Drake [Classic]
Leyline Control: Enchanters take great pride in empowering their subjects, and the basic set is no exception. The perfect way to trigger Phase effects on your minions without having to rely on cost reduction.
Ping of Power: Comparing this card to Eviscerate, it's easy to see how this might be a powerful card. With the use of your hero power, this becomes a 3 mana deal 4 damage combo, an example of one of the limited burn options Enchanter has access to.
Mistveil Drake: A big discount for your hand on the back of a 5/5 body on turn 7. The effect is scary and easily triggers Phase ,
Nucleomancer [Boomsday]
The Grave Keeper [Witchwood]
Nucleomancer: Particle Physics is the Enchanter's purview in The Boomsday Project, infusing minions with the power of energetic particles and exploring the very foundations of minion existence. Practically, the Nucleomancer limits your performance while activating your Phase effects and providing you with discounts for your cards.
The Grave Keeper: This powerful effect can swing games, and the most important part is that it can require significant set-up to be part of a game-clinching combo which pairs hand positioning with order of play in order to buff minions, clear the board, and burn your opponent down.
⟣ ⟝— POTENTIAL THEMES —⟞ ⟢ Un'Goro : Adaptations and returning minions (Elementals) to hand KFT : Weapons, weapon buffs, reshuffling and replaying cards, hand positioning K&C : Spellcasting from deck, minion buffs in unconventional ways, ancient magic Witchwood : Transformations, Echo, Left-most card matters Boomsday : Nuclear Physics, Rush minions and small minions Rastakhan's Rumble : Spells with Overkill, Refreshing mana
Feedback time. Again, I'd appreciate some feedback for my Tinker!
The Tinker
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
Noise Machine - Like this! This was supposed to be a tool to help mages focus their spells. It, uh, doesn't quite work. So I re-purposed it to break their concentration and weaken their spells! Some of our toys we keep hidden until the right time!
Lab Archivist - Sometimes, our plans and our parts really sync together, and give us something better than we expected! When our last card, or even only card, uses up all our Mana Crystals, it triggers that card's Synchronize effect for a big boost! It's like Combo, but usually you'll only get one on a turn. So you CAN play Lab Archivist on the turn it comes out... but come on, you know better than that! Synchronize effects will give some big value, but the best ones reward you when you played other cards that turn. With our Hero Power and those 1 mana Scrapbots, it's not too tough to trigger an effect right when we need it!
Rocket Strike - We're always bursting with ideas for new inventions! A lot of those end up as Scrapbots. But when you've got a bunch of those, sometimes you can do some really cool things. Some of your cards will be better when you've got a bunch of cards in your hand!
Power Gauntlet - Okay, so now you've got a hand full of Scrapbots. What do you do? Well... you can stick them on other stuff. We've got lots and lots of mechs! Some attack, some protect, and some just annoy people. And uh, heh, I stole a couple of Boom's bots from his lab. He wasn't using them!
Gadgetmaster Gruu - Oh, that picture? That's my mentor, Gruu! He taught me the most important lesson of being a Tinker. You gotta be resourceful! Think outside the box! You see, we Tinkers are a bit... scatterbrained. As you can tell with all the Scrapbots around here. But Gruu, he can take those bots and make them into new tools for when he raids the kobold mines! We got a couple cards that can transform other cards into other other cards! Between that and our inability to NOT make loads of Scrapbots, we're always a threat!
So then, what can we Tinkers do? Well we got tokens that fill our hands and our boards. We got Secrets that disrupt our opponents. We got strong weapons, tech, and mechs to strengthen our side of the field. And when things aren't going our way, we can switch our cards into others and take control back!
So, what do you say, kid? Are you in?
Shatterstar1998 - The Astromancer
First, and maybe I'm alone with this... but I still don't like the Keyword name. I love its effect and how it works with your class, as well as change the flow of other random target effects. But the name! "Gaze a character" is weird. I'd much prefer something like Predict or Observe (which has better syntax) or something similar.
Mark of Leo feels odd. No Hearthstone card gives -X health. And you already have Secrets, do you really need more similar effects that your opponent can see? In addition you run the risk of giving your opponent 0 attack minions which is just unfun. I feel like this could be reworked or just replaced as you suggested.
I do worry the class has too much burst. With the Telescope, Meteor Shower, and Hidden Meteorite, you can do a lot of cheap, directed damage real fast. I'd be careful about real powerful random damage effects. I'd also like to see some more of those random beneficial effects you were talking about. But otherwise, your class looks and feels great, and I can't wait to see what else you've got!
Klipce - The Voodoo
I agree with others - the name of the class feels odd. Minor issue, but I'm sure you can come up with a better name,
Juju Juice should read "Restore a minion to full Health. Draw a spell from your deck."
Soul Crusher is very powerful, as has been said. Should be a Classic card at least. It feels a bit too strong, but then I remembered Aldor Peacekeeper is a thing. I would include in italics (rounded down). Why not round up? Because then you could make a 1-Attack minion into 0 Attack.
Fresh is basically the opposite of enrage, and feels just as useful. Tribal Champ could simply read "While at full Health, your other minions have +1/+1." I'd like to see if you can do anything more clever with it.
Vul'rajas feels like Blackhowl Gunspire cranked up to 11. Overall, neat set, would love to see some more variety.
SunnoxPL - The Bug
Your class is bugs, and I think that's going to turn some people away. Bugs aren't terribly interesting. You don't hear 'Bug' and think anything besides rush and maybe endurance style decks. And the art, while cute, is a big departure from Hearthstone. So from the beginning you're at behind, and you'll need great cards to catch back up.
And you do have some good ideas. Great hero power that works well with the keyword. Spending armor for bonuses is a neat effect. But the examples aren't great.
Armored Baldur is either a 3 mana 1/1 (bad) or a 3 mana 5/5 deal 5 damage to yourself (good-ish). Too high variance, and too often not worth playing.
Ice Crawler is the opposite. It is far and away the hardest Taunt to remove on turn 4, with a minor drawback.
Protective Weevil is a better Friendly Bartender. As a class card its probably fine, but boring. I'd rather see a more interesting armor gain card.
Dream Nail is a complicated resurrect effect that is hard to pull off. I have no idea if this is balanced or not, but I want to use it to resurrect Doomsayer over and over.
Hive Knight Tiso is the definition of a win-more card. If you have no minions already, it isn't flashy and won't save you. If you have a full board, you wipe out all defenses and win the game. Like the first card, there's no in-between.
So you've got some cool ideas, but I'd really like to see some better, more balanced examples. Simple designs like a few of these are great, and everyone will need a bunch of those. But to introduce your class, one with a very different artstyle and an unusual central theme, you really need more flashy cards.
Ozymandias - The Gunner
Others have already covered just about everything. I just want to add that some of the 'targeting' effects feel...random. A lot of your cards that target left-most minions will feel weak when your opponent puts a big taunt on the right. Would like to see some more interesting placement cards and what other big guns your class can wield.
Greetings, interlopers! For your consideration, I bring you...me, Kel'Thuzad !
The Lich
Master of the cold dark, I bring death to the living and the dead back to life! My touch can Freeze the blood in your veins, and my magic will rip the soul from your body, all to be used for...later purposes. Together, we will bring the might of the endless Scourge down upon our foes!
Strengths + Themes
( Freeze ) The frozen corpses of my enemies decorate the halls of Naxxramas like statues. I have room for more!
( Deathrattles , "if it dies" effects ) My time spent practicing necromancy has taught me much in the ways of the dead and dying. Let me show you...
( Reviving minions , healing , "if it survives" effects ) With power over death itself, I can bring my warriors back to life...or something close.
( Late-game fuel ) With each body that falls, the Scourge grows larger. The resources of the living dwindle, while ours return manifold!
Weaknesses Rumored Shortcomings
( Slow archetypes ) The Scourge may be endless, but putting those bodies back together is a time-consuming process. Sometimes they come to me alive first and then it becomes a whole thing. It would be tiresome if I was still alive and needed rest.
( Freeze doesn't kill ) Freezing people alive is always entertaining...except occasionally they thaw and resume charging. There are days where I just want them to give up and die already!
( Lacking card draw ) I encourage all of my underlings to recycle those dead bodies in the blue bin. That being said, it would be nice to see some new skeletons now and then...
Example Cards
Dark Resurgence - A surge of necrotic energy will end the life of an enemy. A surge of greater power will heal a fallen warrior. It makes sense if you don't think about it...
Unnatural Selector - After a member of the Scourge falls, we can rebuild them! We have the technology magic: they will come back stronger, faster, better than ever!
Skeletal Frostguard - It was their idea: "we'll create a wall in front of you, and you Freeze us in place." I thought they were crazy, but turns out it's a rather effective tactic.
Onyxia, Fallen Matriarch - With the remains of Onyxia under my control, I will create an undying army of dragons for the Scourge! Which would you rather have: a skeleton, or a skeletal dragon ?
Baroness Anastari - A banshee's cry is said to drive their loved ones insane. While amusing, I'd rather they were driven dead. Those slain by the cry of Anastari will return to haunt the living!
Thank you for your consideration and upvotes, in bringing me into Hearthstone! " Kel'Thuzad is already in the game," you say? I have never seen that powerful and handsome card before, although "Curse of Naxxramas" sounds like a great addition to the game. An expansion, all about me; if you don't like it, I'll resurrect a body who will!
Personally not sold on the Kel'Thuzad "roleplay", and I feel like my descriptions are lacking.
I feel like your class is basically just "KotFT 2". It's fine that your class is based around an expansion, but you can't just literally copy every mechanics featured in that expansion into your class.
Kel'Thuzad as a character overlaps with KFT's themes of cold and undead, this is true. But to insinuate that I'm "literally" just copying KFT is not fair, and frankly a little insulting. It would be like saying your Astromancer is a ripoff of Stargazer Luna, Astromancer the card and the Mage's other TBP themes, or that the Hunter is just a copy of Un'Goro's Beast themes. It undercuts the effort you put forth to make an interesting product, and insults your creativity.
Kel'Thuzad has existed for a lot longer than Hearthstone, and paying respect to the character without overlapping with Curse of Naxxramas or KFT would be impossible. Toeing the line is an added challenge to making a respectable Lich class, but I'd like to think I'm working as hard as you might be; certainly more so than "copy every mechanics featured in that expansion" :(
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
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Thank you, that helps a lot. I was thinking on changing my hero power to: Give your hero +1 health (can go above 30). What do you think?
So, what does everyone think my Class the Astromancer? It doesn't have as much votes as it could have because of its "control RNG" aspect is already taken up by Tox (which I want to make it clear that I did not look at when I was submitting). Objectively, how good is it and how can I improve it going forward? I don't know if I'm going to keep both the Marks (atleast those that interact with your opponent) and the Secret mechanic going forward because they function too similar.
Here's the post:
Class: The Astromancer
Hero: Rishi Sterling
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gazecards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Flavor :
Example Cards :
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect since all four of the meteors shot from this card will focus on the Gazed enemy.
Weaponized Telescope and Starscryer Sera are two examples of cards that grant and synergize with Gaze . Cards withGaze are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Starscryer Sera show another ways from the class to interact and benefit from Gaze beside random effects. Weaponized Telescope is also an example of this class's usage of weapon: Similar to Shaman and Paladin, they use weapon for tempo and assist their cards rather than being a main focus like Rogue or Warrior.
Hidden Meteorite and Mark of Leo are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are. Mark of Leo (part of the Constellation Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while Hidden Meteorite allows for you to basically Multi-Shot your opponent with Gaze or potentially some face damage / wipe out their smaller minions.
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:
Hey everyone, I see many people want a review of their class but unfortunatly I don't have much time for this. What I can do however is share my general impression of Phase 1.
Let's first talk about the good, shall we ? Their is a lot of diversity, cool class themes, interesting mecanics, lovely art and great flavor. I hope to see most of the classes fully fleshed out during Phase 2 since 5 cards is not much. It also seems like most people are eager to get and give feedback in order to improve as much as possible, which is a very cool design philosophy in my opinion. I look forward to seeing the rest of the competition unfold.
Now onto what can be improved. Not gonna mention any entry in particular, I just want to draw everyone's attention to common problems :
Hero Powers: In my opinion, Hero Powers are the hardest to design since they have to be very simple and straight forward. I also think that most people are not used to making Hero Powers which can lead to many mistakes. It's a shame because a bad HP really hurts a class regardless of the cards... The main problems I see are : 1) Weak or conditional effects, making the HP not always a good option (which it should be) ; 2) Keywords use and/or complicated effects (while it's great to have a HP with depth, making it to complex turns it into a huge gateway for new players) ; 3) No immediate effect, often adding card to the hand (this one is more my personal taste but I think such HPs are quite weak). I don't know how helpful this is since HP is often build around the class's theme but maybe some minor changes should be considered.
Keyword: While many Keywords are very intersting, I think some have very limited design space or to complicated effects. Some of them seem like every card needs a lot of support/synergie to work which is not great, especially for basic cards. Also, it seems like some people have 2 keywords insteed of 1. Not only does it seem to be against the rules, it makes the class much more complicated than it needs to be and force odd design choices so I would recommand to Choose One. Finally, some keywords are interesting but they feel disconected from Hearthstone, using mecanics that are not built in the game. It's not necesserly bad but be careful with those because they are some time conter intuitive are have wierd interactions. Once again, it might be a bit late to change completly your keyword but minor reworks for the sake of clarity and flow of the game would be good. Also making a unique keyword is optional (it's a lot of fun, don't get me wrong, but you don't have to do it) so if nothing works maybe consider not having a keyword at all.
Cards : So many great mecanics and ideas all over the place feels great. Still, I think some effects would benefit from adjustments in order to be right. The only mecanic that really bugs me is the "-X Health" (it show up very often, mostly in "-X/-X effects). It's just not something that Hearthstone does. I know it's not exactly the same but I think that switching it for "deal X damage" would work just fine and be more in line with the mecanics that already exist in the game. Other than that, I only see some minor corrections to make here and there : 1) Wording can be to complicated or to vague some times ; 2) Mecanics and keywords are sometimes used in sets were they didn't exist (it just feels wierd...) ; 3) Watermarks have meaning and should be used to convey information and flavor, not just look good.
I can't possibly go over every card or class but I'd be happy to do so should one (or more) of you be willing to do so. As I already said, their is a lot of good and the bad can surely be improved so I'm very optimistic about the rest of the competition.
I do have a class of my own that I would love to get feedback on. Here comes THE VOODOO :
Happy CCC to everyone !
Hi !
I saw that people post submissions, and I also would like to do this. My class got 3 upvotes (ik now it doesn't matter but still) so I would appreciate the feedback. YES, I know that this might happen (and probably did) because I used art not connected with HS, but is that the only reason ? I really want to hear your opinion. Thanks and good luck in phase II !
Class:
The Bug
Let me introduce you to The Bug class. The Bug is... well, a bug. But do not underestimate it ! It is able to trade some small minions with Hero Power, defend with various taunt minions and easily swarm the board. Oh, and don’t forget about weapons, the easiest activators for…
The Bug introduces a new keyword called Fury, which activates whenever your hero kills a minion (I told you weapons are useful) . This effect can trigger multiple times, thus giving your hero attack is something common for The Bug.
EXAMPLE CARDS
EXPLANATION
Armored Baldur – This minion represents one of the core mechanics of The Bug – exchanging Armor for other benefits. This is one of the main archetypes for this class. In this example, if you have 5 Armor (which is important – otherwise card will not work) you can play this and exchange your 5 Armor points for a 5/5 minion. You should be careful when you play cards with this mechanic, because sometimes that Armor could be more beneficial than a 5/5 minion.
Ice Crawler – The Bug uses Taunt minions to protect itself from taking more damage after using hero power or attacking with weapons multiple times. This minion has better stats than a normal 4-drop, but the drawback is having your hero Frozen for a turn. It may not look like something painful, but remember, that The Bug bases on attacking with your hero, so this drawback can turn out to be more impactful than you may think.
Protective Weevil – Because The Bug has a lot of Armor synergy, there have to be some cards that generate Armor. This minion is small, but every turn it stays alive it gives you 2 Armor points. Protective Weevil can be used both in the Armor-oriented deck (more control) and in the aggressive or midrange deck. One of the most reliable 2-drops for The Bug, because it fits in to the various decks.
Dream Nail - One of the archetypes avaible fot The Bug is an aggro deck. This weapon suits there well, because you can resummon up to 4 minions that died this game - this means you have some control of what are you summoning. Dream Nail features Fury keyword, so you kill an enemy minion and get one of yours back. Despite having low attack, it can be buffed with various weapon buffs, you can also use your hero power to boost your attack for a turn. Therefore activating Fury should not be something difficult.
Hive Knight Tiso – As I said, The Bug has ability to quickly summon many minions. This is one of the very few cards that have AoE effect, because this class is not good at clearing the board with 1 – 2 cards. This example benefits from having larger board, as Hive Knight Tiso can deal up to 7 damage to all enemy minions. Remember: Hive Knight Tiso does not count for its effect, so if you have no minions on the board, Tiso will deal only 1 damage.
Additional Information:
This class is based on the Hollow Knight game, but don't be scared! Except images (and some flavour) everything is the same as in other classes.
...Soul of Wyrm. Soul of Root. Heart of Void...
Well I really like your class ! I think it has some of the most elegant design in the competion. That being said, it may be seen as bland for that. I don't know what is better between simple and elaborate design. I think that a class definitely needs a good bit of simple cards and we should try to emulate such a design philisophy in this competition. Making original and unusual cards is always fun but when it comes to making an entire class, one should consider the importance of straight-forward cards. I don't know if it helps, just know that I love your class and look forward to what you can bring to the next Phase.
Edit: Forgot to say that the art is great ! I hope you have enough for the rest of the competition because it's beautiful.
I’d love some feedback for my Tinker class as well, especially seeing how there are a bunch of similar submissions. I’ll be giving some feedback tonight.
The Tinker
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
Noise Machine - Like this! This was supposed to be a tool to help mages focus their spells. It, uh, doesn't quite work. So I re-purposed it to break their concentration and weaken their spells! Some of our toys we keep hidden until the right time!
Lab Archivist - Sometimes, our plans and our parts really sync together, and give us something better than we expected! When our last card, or even only card, uses up all our Mana Crystals, it triggers that card's Synchronize effect for a big boost! It's like Combo, but usually you'll only get one on a turn. So you CAN play Lab Archivist on the turn it comes out... but come on, you know better than that! Synchronize effects will give some big value, but the best ones reward you when you played other cards that turn. With our Hero Power and those 1 mana Scrapbots, it's not too tough to trigger an effect right when we need it!
Rocket Strike - We're always bursting with ideas for new inventions! A lot of those end up as Scrapbots. But when you've got a bunch of those, sometimes you can do some really cool things. Some of your cards will be better when you've got a bunch of cards in your hand!
Power Gauntlet - Okay, so now you've got a hand full of Scrapbots. What do you do? Well... you can stick them on other stuff. We've got lots and lots of mechs! Some attack, some protect, and some just annoy people. And uh, heh, I stole a couple of Boom's bots from his lab. He wasn't using them!
Gadgetmaster Gruu - Oh, that picture? That's my mentor, Gruu! He taught me the most important lesson of being a Tinker. You gotta be resourceful! Think outside the box! You see, we Tinkers are a bit... scatterbrained. As you can tell with all the Scrapbots around here. But Gruu, he can take those bots and make them into new tools for when he raids the kobold mines! We got a couple cards that can transform other cards into other other cards! Between that and our inability to NOT make loads of Scrapbots, we're always a threat!
So then, what can we Tinkers do? Well we got tokens that fill our hands and our boards. We got Secrets that disrupt our opponents. We got strong weapons, tech, and mechs to strengthen our side of the field. And when things aren't going our way, we can switch our cards into others and take control back!
So, what do you say, kid? Are you in?
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Thank you so much ! Next phase is a Basic set, so it's gonna be... well, basic. For the showcase I have chosen cards that (more or less) define my class and give small insight to the archetypes. Now it's time to change the way of thinking, which means focusing on creating simple cards, and those super ideas will wait for other phases.
And when it comes to art... it's almost infinite ! Hollow Knight is a huge game with various NPC's, enemies and locations, so I am not afraid of running out of images :)
...Soul of Wyrm. Soul of Root. Heart of Void...
I feel like your class is basically just "KotFT 2". It's fine that your class is based around an expansion, but you can't just literally copy every mechanics featured in that expansion into your class.
Soul Crusher is way too complicated for the Basic set. What if the minion targeted is odd attack?
The name of your class is also a problem. Voodoo is a school of magic, as oppose to referring to a person like the 9 classes already in the game.
I feel like one of the biggest problems your class is that it feels derivative of Warrior and Druid. Like, I can see all of your cards be printed as a card in each of those classes. Maybe this problem will be fixed once you have a more flesh out Basic set.
I think your class design is fine, except for the fact that you don't have a win condition. Are you supposed to win through board control? Burst? Wacky combo? Most of your cards are just value generators.
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:
Bumping this. I'm a bit worried about the sudden change of path my class will probably be taking.
I'll give more feedback later.
As explained in my submission, halving is the equivalent of "Setting X to half it's current value (rounded up)". The interaction with odd numbers is 100% consistent so I don't think it's to complicated. I will consider making this mecanic exclusive to the Classic set but I feel like it's ok in the Basic set.
Well I may be wrong but I think one can call a practitioner of voodoo magic "a Voodoo". Maybe I could go with "Voodooist" but it's kinda wierd...
Voodoo Doctor? Hexer?
I don't know... I like "The Voodoo" and their is already a "Witchdoctor". "Hexer" is cool but with the Shaman card Hex it's a bit confusing as well.
Google to the rescue
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Even if that is the case, that only say what religion they are practicing, not how they are practicing that religion or what their job is (which is basically the 9 classes). It would be like calling your class "The Christian" or "The Buddhist".
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:
For those who are worried about their classes, it's because they have one or several of the issues listed below (except for Lich, which I actually like). I don't have time to give more specific feedback sorry.
I wouldn't mind a review of my class lel
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I finally get some time to make the class i was thinking, i will submit it in a couple of hours, but i would like receive some opinions if someone have a little bit a time to see it now.
The Gunner
The Gunner is a class based on the militia and the artillery that take part in every war. As you may thinking now, this class is very good in take control on the field and make strategics moves to finally reduce the enemie to ashes, so remenber that when you fight against a gunner EVERY STEP MATTERS.
The mighty gunner can take quickly an advantage of the high number of enemies on the field, but the nature of his most basic weapon are somehow unpredictable.
The class kewyword: Grounded
"Grounded" is keyword that represent how the knowledge on the field and the power of his artillery make the gunner a class that can aproach not only by a reactive way to the enemies attacks, but also an active use of his own abilities to gain a complete control of the battlefield.
The Cards
This 5 cards show how the gunner can go from the very basic and most easy use of his abilities to the most strategic and trickier of those, to both mantaing his own troops alive and decieive the enemies into fall for his plans.
---------------------------------------------------------------------------------------------------------------------
I keep it very simple on the explanation on purpose.
Things I've noticed:
Click the image to go to my custom Time Traveler class.
So for the Gunner, here are my thoughts:
• The Hero Power is too powerful, and too unpredictable. I wouldn't recommend having a hero power that's better than the default hero powers. Additionally, the RNG might be too much for new players to work with.
• Grounded is an interesting mechanic when you first look at it, but it becomes more of something your opponent plays around rather than you use to your advantage. It's also only usable on minions, which restricts its use when comparing it to Combo or Choose One or Overload.
• Hollow Shot is a basic card. Basic cards can't have your special keywords!
• "After your opponent plays a minion, your left-most minion attacks it." Aside from that, it's an interesting card. You sure about 1-cost secrets in the class?
• I know what First Lane Corporal does, but the effect seems very complicated when I read it. Double damage to the enemies opposite it—but only when attacking. Seems like more of an epic card. Maybe you could take it a Cave Hydra direction, or even "Grounded. Deals double damage to minions it attacks."
• Siege Engine is already a card! With the same art! Neat effect though.
• Hand Cannon is fine. I like the left-most idea you're going for, but you might want to reconsider your keyword a bit and then look into whether you want to be so close to warrior in terms of class identity.
Anyhow, anyone got critique for my class?
⟣ ⟝— POTENTIAL THEMES —⟞ ⟢
Un'Goro : Adaptations and returning minions (Elementals) to hand
KFT : Weapons, weapon buffs, reshuffling and replaying cards, hand positioning
K&C : Spellcasting from deck, minion buffs in unconventional ways, ancient magic
Witchwood : Transformations, Echo, Left-most card matters
Boomsday : Nuclear Physics, Rush minions and small minions
Rastakhan's Rumble : Spells with Overkill, Refreshing mana
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Feedback time. Again, I'd appreciate some feedback for my Tinker!
The Tinker
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
Noise Machine - Like this! This was supposed to be a tool to help mages focus their spells. It, uh, doesn't quite work. So I re-purposed it to break their concentration and weaken their spells! Some of our toys we keep hidden until the right time!
Lab Archivist - Sometimes, our plans and our parts really sync together, and give us something better than we expected! When our last card, or even only card, uses up all our Mana Crystals, it triggers that card's Synchronize effect for a big boost! It's like Combo, but usually you'll only get one on a turn. So you CAN play Lab Archivist on the turn it comes out... but come on, you know better than that! Synchronize effects will give some big value, but the best ones reward you when you played other cards that turn. With our Hero Power and those 1 mana Scrapbots, it's not too tough to trigger an effect right when we need it!
Rocket Strike - We're always bursting with ideas for new inventions! A lot of those end up as Scrapbots. But when you've got a bunch of those, sometimes you can do some really cool things. Some of your cards will be better when you've got a bunch of cards in your hand!
Power Gauntlet - Okay, so now you've got a hand full of Scrapbots. What do you do? Well... you can stick them on other stuff. We've got lots and lots of mechs! Some attack, some protect, and some just annoy people. And uh, heh, I stole a couple of Boom's bots from his lab. He wasn't using them!
Gadgetmaster Gruu - Oh, that picture? That's my mentor, Gruu! He taught me the most important lesson of being a Tinker. You gotta be resourceful! Think outside the box! You see, we Tinkers are a bit... scatterbrained. As you can tell with all the Scrapbots around here. But Gruu, he can take those bots and make them into new tools for when he raids the kobold mines! We got a couple cards that can transform other cards into other other cards! Between that and our inability to NOT make loads of Scrapbots, we're always a threat!
So then, what can we Tinkers do? Well we got tokens that fill our hands and our boards. We got Secrets that disrupt our opponents. We got strong weapons, tech, and mechs to strengthen our side of the field. And when things aren't going our way, we can switch our cards into others and take control back!
So, what do you say, kid? Are you in?
Shatterstar1998 - The Astromancer
First, and maybe I'm alone with this... but I still don't like the Keyword name. I love its effect and how it works with your class, as well as change the flow of other random target effects. But the name! "Gaze a character" is weird. I'd much prefer something like Predict or Observe (which has better syntax) or something similar.
Mark of Leo feels odd. No Hearthstone card gives -X health. And you already have Secrets, do you really need more similar effects that your opponent can see? In addition you run the risk of giving your opponent 0 attack minions which is just unfun. I feel like this could be reworked or just replaced as you suggested.
I do worry the class has too much burst. With the Telescope, Meteor Shower, and Hidden Meteorite, you can do a lot of cheap, directed damage real fast. I'd be careful about real powerful random damage effects. I'd also like to see some more of those random beneficial effects you were talking about. But otherwise, your class looks and feels great, and I can't wait to see what else you've got!
Klipce - The Voodoo
I agree with others - the name of the class feels odd. Minor issue, but I'm sure you can come up with a better name,
Juju Juice should read "Restore a minion to full Health. Draw a spell from your deck."
Soul Crusher is very powerful, as has been said. Should be a Classic card at least. It feels a bit too strong, but then I remembered Aldor Peacekeeper is a thing. I would include in italics (rounded down). Why not round up? Because then you could make a 1-Attack minion into 0 Attack.
Fresh is basically the opposite of enrage, and feels just as useful. Tribal Champ could simply read "While at full Health, your other minions have +1/+1." I'd like to see if you can do anything more clever with it.
Vul'rajas feels like Blackhowl Gunspire cranked up to 11. Overall, neat set, would love to see some more variety.
SunnoxPL - The Bug
Your class is bugs, and I think that's going to turn some people away. Bugs aren't terribly interesting. You don't hear 'Bug' and think anything besides rush and maybe endurance style decks. And the art, while cute, is a big departure from Hearthstone. So from the beginning you're at behind, and you'll need great cards to catch back up.
And you do have some good ideas. Great hero power that works well with the keyword. Spending armor for bonuses is a neat effect. But the examples aren't great.
Armored Baldur is either a 3 mana 1/1 (bad) or a 3 mana 5/5 deal 5 damage to yourself (good-ish). Too high variance, and too often not worth playing.
Ice Crawler is the opposite. It is far and away the hardest Taunt to remove on turn 4, with a minor drawback.
Protective Weevil is a better Friendly Bartender. As a class card its probably fine, but boring. I'd rather see a more interesting armor gain card.
Dream Nail is a complicated resurrect effect that is hard to pull off. I have no idea if this is balanced or not, but I want to use it to resurrect Doomsayer over and over.
Hive Knight Tiso is the definition of a win-more card. If you have no minions already, it isn't flashy and won't save you. If you have a full board, you wipe out all defenses and win the game. Like the first card, there's no in-between.
So you've got some cool ideas, but I'd really like to see some better, more balanced examples. Simple designs like a few of these are great, and everyone will need a bunch of those. But to introduce your class, one with a very different artstyle and an unusual central theme, you really need more flashy cards.
Ozymandias - The Gunner
Others have already covered just about everything. I just want to add that some of the 'targeting' effects feel...random. A lot of your cards that target left-most minions will feel weak when your opponent puts a big taunt on the right. Would like to see some more interesting placement cards and what other big guns your class can wield.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Kel'Thuzad as a character overlaps with KFT's themes of cold and undead, this is true. But to insinuate that I'm "literally" just copying KFT is not fair, and frankly a little insulting. It would be like saying your Astromancer is a ripoff of Stargazer Luna, Astromancer the card and the Mage's other TBP themes, or that the Hunter is just a copy of Un'Goro's Beast themes. It undercuts the effort you put forth to make an interesting product, and insults your creativity.
Kel'Thuzad has existed for a lot longer than Hearthstone, and paying respect to the character without overlapping with Curse of Naxxramas or KFT would be impossible. Toeing the line is an added challenge to making a respectable Lich class, but I'd like to think I'm working as hard as you might be; certainly more so than "copy every mechanics featured in that expansion" :(
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