Midterm season has just started for me so I might go quiet for a bit until the deadline.
I do like the flavor behind the concept.
Personal opinion I will make the verdant sphere a weapon which lose durabity when cast a spell but as a minion is ok too (even because you will have problem with the lines restriction)
banish i think is too powerfull. That minion will get stuck in the opponent board forever lol
(My class' themes: Synergy with all tribes, hand synergy, tokens, spells)
Yes, some of those have a rarity gem because I made them before. Ignore this PLEASE. I will redo them if I use them for the set.
So I know I already mentioned quite a bit of this stuff before but, *deep breath*...
Young Chimera runs into the problem that combining every type didn't exist until Nightmare Amalgam, and would have its text. If there's one thing in this competition that some people are doing, that I disagree with, it would be trying to retroactively change Hearthstone. Hearthstone is the way that it is and I think we should all just accept that.
I still think Mutating Potion would actually work really well with the artwork you used for Amalgamate.
In both versions of Test Subject Disposal, I think "draw that much cards" would be better if it said "draw that many cards" instead. "Draw a card for each minion discarded" could also work as well (Parallel Dimensions).
I prefer the first version of Elixir of Strength, mainly because it's easier to use.
I again, do not like that the potions use existing artwork from Kazakus's potions.
Escape the Lab! (first version) uses Karazhan art, so it doesn't make sense as a Basic card, especially with the menagerie theming. You also (presumably by accident) used semi-colons instead of commas.
Amalgamate is a bit complex as a Basic card, but another problem I see with it being Basic is that among the first start of Hearthstone's life, this card probably wouldn't have much use because the low number of cards at the time. There's also the problem that it uses Witchwood art on a Basic card.
Aside from the fact that Stitch uses Witchwood art on a Basic card, it is also complex as a Basic card, although not as much as Amalgamate.
I love the first version of Unstable Concotion, but it would be best worded as "3/3 Abberations that cost (1)". Also could be cool as a set card.
I like the second version of Unstable Concoction as well. I'd say this version could be used in Basic, and the second version could be used in an expansion.
Wrath Elixir's (first version) text looks weird compared to Mark of the Lotus, where "minions" is on the first line.
Wrath Elixir's (third version) text has the same problem as the first version. Compared to Smuggler's Run, "Give all minions in your" should all be on the first line.
Escape the Lab! (second version) basically has the same art problem as the first version. Might be better as an expansion card because of existing synergy, but it's a neat card nonetheless.
Normally having a Coin instead of a card is bad thing unless you're a Rogue, so Wealthy Transmuter doesn't look great.
Midterm season has just started for me so I might go quiet for a bit until the deadline.
I think you should change Burning Embers. I don't like the idea of spell cards that do nothing without a requisite. I know Sea Witch had one as well, and I didn't like that card either.
Baptism by Fire doesn't make much sense as a Basic card when you consider that Spell Damage to boost something other than damage didn't exist until Unexpected Results, an Epic from The Boomsday Project.
Permanently reducing a minion's Attack to 0 without some other effect is by and large an idea that shouldn't be attempted by anyone. Reducing a minion's Attack to 0 should either be temporary, or should grant Taunt (like Hex) so that a player doesn't just lose a board space.
I'd prefer Second-Degree Burn if it just dealt 6 damage to a minion. I do realize it has spell damage synergy and pops through Divine Shields, but designs like "deal X damage, twice" feel very unintuitive to me.
Everything else looks fine.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Here's a mock-up of my submission, barring any additional changes. Feedback as always is appreciated; still not sure about the Kel'Thuzad roleplay. Makes it hard to talk plainly about archetypes and combos. Let me know if I should change up which cards I showcase, as well.
The Lich
You are a foolish mortal, you know that? You dare to come before the great ArchlichKel'Thuzad, keeper of the cold and deliverer of death? I should turn you into an icicle, a statue frozen in time to remain a symbol for what happens to my enemies! ...oh? You've come to learn the ways of the dead and dying? You are bold, but I approve. Come, my new apprentice, come and see the power of the Lich! The might of the Scourge can be yours, and more, if you but lay down your life and serve me...in death!
Example Cards
Rise Again - If you want to be a competent necromancer, bringing minions back from the dead is step one. Obviously. Minions freshly killed are the easiest to resummon, rewarding them for a job well done after trading into enemy forces or defending you from attack.
Detonate Mana - Ah, a classic spell. Why simply blow up an enemy when you cause them to blow up their friends, then watch in satisfaction as guilt tears them down? They already think you're the evil one; might as well enjoy it.
Freezing Wind - Occasionally the mortals attack in large groups; you'll need to be ready for these "raids" on your inner sanctum. Thankfully they tend not to dress for the weather: a cold gust of air and they'll be frozen solid.
Skeletal Guard - Steven the Skeleton has always been there for me. Strong and sturdy, he makes for a fine guardian...although, given how many times I've revived him, I'm starting to wonder if he resents the position.
Frozen Soul - When we Freeze our enemies, the heat escapes and must go somewhere. We capture it and...I'm just messing with you, the healing comes from magic. Dark magic.
Other Cards
Frost Orb - I haven't yet determined how the Orb actually Freezes people. Is it so cold they turn to ice when it touches them, or do they lose their minds staring into the Orb itself? Either way, it works for me.
Shattering Blast - If I kept every statue of a wannabe-crusader that came through my doorstep, I wouldn't have any room to move. I make the interns sweep up after I've taken my day out on the icicles. It's just like popping bubble-wrap.
Shadow Fissure - It never ceases to amaze me how often the fools don't bother to look down. They're too busy attacking you, so they fail to notice the spell charging beneath their feet. Endlessly entertaining.
Dark Binding - Look, it's a lot easier to just patch up the forces you have instead of constantly trying to revive the fallen. Duct tape will keep a skeleton together, but it won't rip a soul back to the realm of the living.
Frost Armor - Sometimes Steven is not enough, talented though he may be. Apply a bit of the old Frost Armor on a minion, and they too can stand in the way of an oncoming enemy. Your sacrifice will be acknowledged, peon whose name I have forgotten!
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
Here's a mock-up of my submission, barring any additional changes. Feedback as always is appreciated; still not sure about the Kel'Thuzad roleplay. Makes it hard to talk plainly about archetypes and combos. Let me know if I should change up which cards I showcase, as well.
The Lich
You are a foolish mortal, you know that? You dare to come before the great ArchlichKel'Thuzad, keeper of the cold and deliverer of death? I should turn you into an icicle, a statue frozen in time to remain a symbol for what happens to my enemies! ...oh? You've come to learn the ways of the dead and dying? You are bold, but I approve. Come, my new apprentice, come and see the power of the Lich! The might of the Scourge can be yours, and more, if you but lay down your life and serve me...in death!
Example Cards
Rise Again - If you want to be a competent necromancer, bringing minions back from the dead is step one. Obviously. Minions freshly killed are the easiest to resummon, rewarding them for a job well done after trading into enemy forces or defending you from attack.
Detonate Mana - Ah, a classic spell. Why simply blow up an enemy when you cause them to blow up their friends, then watch in satisfaction as guilt tears them down? They already think you're the evil one; might as well enjoy it.
Freezing Wind - Occasionally the mortals attack in large groups; you'll need to be ready for these "raids" on your inner sanctum. Thankfully they tend not to dress for the weather: a cold gust of air and they'll be frozen solid.
Skeletal Guard - Steven the Skeleton has always been there for me. Strong and sturdy, he makes for a fine guardian...although, given how many times I've revived him, I'm starting to wonder if he resents the position.
Frozen Soul - When we Freeze our enemies, the heat escapes and must go somewhere. We capture it and...I'm just messing with you, the healing comes from magic. Dark magic.
Other Cards
Frost Orb - I haven't yet determined how the Orb actually Freezes people. Is it so cold they turn to ice when it touches them, or do they lose their minds staring into the Orb itself? Either way, it works for me.
Shattering Blast - If I kept every statue of a wannabe-crusader that came through my doorstep, I wouldn't have any room to move. I make the interns sweep up after I've taken my day out on the icicles. It's just like popping bubble-wrap.
Shadow Fissure - It never ceases to amaze me how often the fools don't bother to look down. They're too busy attacking you, so they fail to notice the spell charging beneath their feet. Endlessly entertaining.
Dark Binding - Look, it's a lot easier to just patch up the forces you have instead of constantly trying to revive the fallen. Duct tape will keep a skeleton together, but it won't rip a soul back to the realm of the living.
Frost Armor - Sometimes Steven is not enough, talented though he may be. Apply a bit of the old Frost Armor on a minion, and they too can stand in the way of an oncoming enemy. Your sacrifice will be acknowledged, peon whose name I have forgotten!
I'm not very good at commenting just yet, but here's my opinion:
Rise Again: I felt that Rise Again maybe too cheap as the player can still have a level of control of what they'll summon. It can cost 4 similar to eternal servitude or the word *last can be *random.
Detonate Mana Maybe just the name of the card confused me as I was expecting some sort of mana destruction too :P
Freezing Wind, Skeletal Guard, Frozen Soul: Looks okay and balanced!
Frost Orb, Shadow Fissure: If the class is weak at card draw, maybe some can be similar with hunter who trades something to draw. But I don't know if you changed your mind as for your class weakness :)
Frost Armor: I think the name can also fit with Diving Shield.
Other than that, I think that the cards are simple enough for the Basic and still captures your chilly class :)
You can also have a Cryostasis! Freeze a character and restore X health. That is if you want your class to only heal single characters at a time.
Also thank you for your comments on my cards as well :)
Posting on my class for one final round of feedback before submitting tomorrow night:
Celestial Bow is now the showcase in place of Starcaller. I have to look past my bias (because Starcaller is my favorite card) and admit that Linkblade is right.
The Astromancer
When the people of Azeroth are sleeping or fighting, astromancers 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 Gaze cards.
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):
Strength and Weakness:
Strength:
High token spawning: As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
High burst spell damage / finisher: Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
Decent healing: Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
Decent card draw: With so many random effects and the need to combine with their class keyword Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
High disruption: The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class (that will be showncased in the Classic sets) and their class mechanic Gaze activates during your opponent's turn, a lot of their minions also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
Jack-of-all-trade, Master of None: Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
Buffs focus on giving minions Health and utility, not offensive power: Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
Healing tied to spawning minions: The class has very few healing outside of spawning the Astral Spirits. Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
Weak board clear: The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), symmetrical or inefficient in term of damage to their cost.
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Example Cards
Solar Eclipse: Ancient time has the belief that Solar Eclipses will cause bad luck happens to people who looks at them. With the Basic set filled with random effect, new players of this class will be grateful for this card. An introduction for the class's main flavor of control random effects as well as foreshadowing the Gaze mechanic in the Classic set. This card can also serve in more advanced decks as a combo piece since it allows you to preserve the Gaze effects already on the character.
Astral Intellect: An example of the class's extremely powerful but also high variant random effects. Most of the other cards will not as swingy as this effect, but this card is also the most powerful when assisted by Gaze or Solar Eclipse. Of course, you can also use this card offensively in control or combo match ups to mill important cards from your opponent or get them to fatigue faster. An example of the great disruption mechanic this class have.
Celestial Bow: Astromancers also employ a variety of tools in forms of weapon to aid their research and self-protectection in a world as hostile as Azeroth. Celestial Bow is a card that support this class's playstyle of spawning tokens as well as an example of how Astromancers will use their weapons: Most of the Astroamancer's weapons will be used for tempo or supporting their other cards similar to Paladin and Shaman rather than being a main focus like Rogue or Warrior.
Astral Touch: An example of the decent removal this class have. While the token doesn't immediately impact the board like Polymorph or Hex token, you will likely want to take care of it since the healing it provide can hit your opponent's face or minions.
Supernova: An example of the less than stellar board clear the class will have. The utility of healing and board presence provide by it is nice but you will either wipe out everything else on your board, leave some minions your opponent survive, both or, worse, died before reaching 7 mana.
Token:
Remaining Cards
Fiery Comet: An example of the great burst damage this class will have. It low cost allows it to combo with Malygos with a little bit of set up like with another Gaze or Solar Eclipse. Or can use as a removal.
Blessing of the Stars: A card that foreshadow that kind of buffs that this class will receive. Most of their buffs will focus on keeping their minions alive on the board and provide extra utility, not bursting down their opponent.
Starcaller: A minion that served many purpose: A very sticky and threatening 4 drop for mid-range decks, a token spawning machine that allow to you spawn atleast 1-2 Astral Spirits that will most likely heal her back when she hit another minion, a great source of healing or a card will force your opponent to play inefficiently because they will likely not want you to create and the buff up the Spirits. She also another example of the great disruption mechanic the class have.
Astral Wrath: A card that showcase the weakness of the class has in term of AoE. The damage is extremely weak for its cost. The draw is a little utility.
Knight of the Eclipse: A card that support more mid-range Astromancers deck. The statline is excellent for its cost and if you give him Taunt by cards like Sunfury Protector and hide him behind a bunch of Astral Spirits, he will protect them while they will heal back the damage he took. He is also an example of the disruption mechanic this class naturally has in its card set and how cards with Gaze effects will be given vanilla efficient stat to cost ratio since his effect is basically non-factor if you and your opponent don't have random effects. Or can even be beneficial to the Deadly Shot your opponent cast.
Q & A
So, is Solar Eclipse is basically just Gaze with different wording? NO! They are similar in fuction and use the same animation, yes, but will have completely different interaction. Solar Eclipse will override any previous Gazes you stack on top of the character, which mean that you can preserve your Gaze for the next random effect you cast. Solar Eclipse also will not benefit from any Gaze synergy that will be printed.
Will Astral Intellect interact with Gaze/Solar Eclipse on minions? No. Astral Intellect will only be affected by Gaze/Solar Eclipse on Hero.
Sorry for not posting for a while. Reviewing classes is really time consuming, and some cards are so unique i don't have something to compare them to. It's hard to say when something is OP or not. Anyways, feedback for the most recent versions:
Linkblade91
I'm glad you listened to my suggestions! Your cards look way better now.
Your KT roleplay is as good as it can be without becoming too cringy. I'm a bit jealous, as i can't do the same.
Everything looks balanced, nothing you can really improve.
McF4artson
Deadwind Scythe seems kinda out of place. From a fantasy standpoint, a melee weapon isn't very fitting for a spellcaster.
Felflame is weak. sinister strike does 3 damage. This does one more, but it hits your hero as well. Maybe increase it to 5, that way it's Mindblast for 1 mana with a drawback.
I like Banish.
CheeseETC
The second version of test Subject Disposal is better, but it needs to be at least 2 mana. Your Hero Power adds 1 cost cards, so it's not that hard to draw 2 or 3 cards with this. also, it should be "draw that many cards"
Cauldron of Battle has a better effect, as you don't want to have too many tokens. However, if you want, you can make the 3 basic potions a core mechanic of your class.
Elixir of Wrath version 1 already exists. Mark of the Lotus. Thus the third version is the best.
Winter veil Ale is the same as Elixir of Wrath version 1.
You showed many cards. Try to choose 10 of them and focus on balancing those.
Demonxz95
Touch of Ice is a better Frost Shock (it can target anything, not just enemies).
Hot-headed instructor is a better Fallen Sun Cleric. It buffs 2 minions, and the adjacent requirement is rarely a disadvantage.
Ashkrell
The hero power is very complex, and also weirdly worded. Also i'm not sure how good it is, as you make them summon a 1/1 with taunt for the price of 1 mana. (also, the Guard art is already in-game)
Eye Poker is Light's Justice with one more durability, but with a big drawback. Not worth it in my opinion.
The "look" mechanic is weird and vague. I suggest using "reveal" instead.
Mask, your keyword, would be frustrating and annoying to play against. There are already very few minions with Stealth, how much design space do you have with Mask?
Overall, i like the idea behind your class, but you don't seem to have any game plan. Besides screwing with your opponent, what else do you do? How do you win?
That's all the time i have for reviews right now. I'll try to do more later today. Now, my class:
Unchanged cards:
Sanguine Rune has been difficult to balance. I want it to let you re-use your spells (not just generate random ones like mage does), but it allows for an infinite cycle. I ended up on these 2 options:
The 2 mana version makes the infinite combo hard to do. With no mana cost reduction planned for spells, casting 5 copies of this spell in a turn seems somewhat balanced. Mana Addict and friends won't get too out of control. the 1 mana version is cheaper, but harder to control. Having only 2 spells in the deck is not an options for my class, so guaranteeing the combo is impossible. i personally like the 2 mana version more, but what do you think?
I dropped Crocodilian Guard, as it was too complex and powerful for a basic card. I still wanted a minion that buffs your Hero Power, so i made this:
Blood to Fire normally does 2 damage to a target and 2 to your hero. After Crimson Healer buffs it, it will deal 2 to another target and restore 2 to your hero, thus you gain 4 Health overall (+2 hp instead of -2). You can also target your hero with it and restore a total of 4 health.
That's all from me for now. What cards do you think should be my showcase? I'm thinking Sethrak Scout (shows the base synergy of the class: get damaged and you get rewarded), Heartpiercer (shows the theme of health being use in more ways that just a resource), Bloodflame Bolt (basic removal, with self damage synergy) Sanguine Rune (spellslinger/spell caster aspect; re-using spells, not generating new ones)and Blood Nova (flavorful boardclear). What do you think?
Deadwind Scythe seems kinda out of place. From a fantasy standpoint, a melee weapon isn't very fitting for a spellcaster.
This is why I'm always worried about people not playing warcraft.
Warlocks are able to wield staves, and scythes are categorized as either polearms or staves. The weapon in particular is actually an artifact weapon called Ulthalesh, the Deadwind Harvester and is a Warlock-exclusive weapon. Blood Mages are primairly mages, especially now that they are led by Rommath, but many still use fel energy which explains why I have some fel magic and Warlock weapons. Furthermore, this weapon is favoured by Warlocks using the Affliction skill tree, and one of their skills is Summon Darkglare, which is why I chose that demon on the weapon's text.
I won't respond to (but I will take into account) your other feedback for now, but I would like to clarify this point first and foremost. I do a lot of research when I make classes, I rarely just make a random name up.
I agree that look is a vague phrase, as I only followed hearthstone glimmer root and tracking. The reveal in HS seems to work only inside decks and both players see the card that is revealed. I quite agree that it is clearer term, but it does differently. "Look" is used by Tracking and Curious Glimmeroot, but compared to reveal you're the only one who can see it.
As an Infiltrator, I wanted the enemy to not know what you know. Arrrgh it's a bit difficult XD.
As for my win condition, I'm having a hard time to figure it out just yet. I have some plans but thanks for pointing it out.
As for your class, here's my opinion:
Sanguine Rune 2-cost is more playable as it is similar to Tess Greymane's hero power, but just a bit weaker. If you choose 1 cost it I think should read "Add a copy of the last spell you've drawn."
I'm not so sure about the HeartPiercer cost, but maybe fine as Priest's Shadow Word: Death is similar.
Do you think Crimson Healer will still fit your goal if it reads: Battlecry: Your next Hero Power reads: "Restore X health to your hero." Otherwise, it could be lifesteal but can't be on basic yet.
I agree that look is a vague phrase, as I only followed hearthstone glimmer root and tracking. The reveal in HS seems to work only inside decks and both players see the card that is revealed. I quite agree that it is clearer term, but it does differently. "Look" is used by Tracking and Curious Glimmeroot, but compared to reveal you're the only one who can see it.
As an Infiltrator, I wanted the enemy to not know what you know. Arrrgh it's a bit difficult XD.
As for my win condition, I'm having a hard time to figure it out just yet. I have some plans but thanks for pointing it out.
As for your class, here's my opinion:
Sanguine Rune 2-cost is more playable as it is similar to Tess Greymane's hero power, but just a bit weaker. If you choose 1 cost it I think should read "Add a copy of the last spell you've drawn."
I'm not so sure about the HeartPiercer cost, but maybe fine as Priest's Shadow Word: Death is similar.
Do you think Crimson Healer will still fit your goal if it reads: Battlecry: Your next Hero Power reads: "Restore X health to your hero." Otherwise, it could be lifesteal but can't be on basic yet.
It's not really lifesteal, as you don't heal from the damage. You heal intead of dealing damage. Like Auchenai converts healing to damage, Crimson Healer converts damage to healing. All the damage the HP would deal to your hero is transformed into healing. It works similary to lifesteal on other targets (deal 2 heal for 2), but if you target your hero you gain 4. If it was lifesteal, it would deal 4 to you, then heal you for 4, thus you gaining nothing. There's a subtle but important difference that makes this card very versatile.
Deadwind Scythe seems kinda out of place. From a fantasy standpoint, a melee weapon isn't very fitting for a spellcaster.
This is why I'm always worried about people not playing warcraft.
Warlocks are able to wield staves, and scythes are categorized as either polearms or staves. The weapon in particular is actually an artifact weapon called Ulthalesh, the Deadwind Harvester and is a Warlock-exclusive weapon. Blood Mages are primairly mages, especially now that they are led by Rommath, but many still use fel energy which explains why I have some fel magic and Warlock weapons. Furthermore, this weapon is favoured by Warlocks using the Affliction skill tree, and one of their skills is Summon Darkglare, which is why I chose that demon on the weapon's text.
I won't respond to (but I will take into account) your other feedback for now, but I would like to clarify this point first and foremost. I do a lot of research when I make classes, I rarely just make a random name up.
I know warlocks used scythes sometimes, but i didn't really see the bloodmage as a warlocks. Since Uthalesh is such an important weapon, why did you make it basic? I hate the fact that Gorehowl and Doomhammer are epic cards. They should all be legendary. Perhaps you could look at some older warlock weapons from the classic days. Or use heirloom weapons, like Arcanite Reaper.
Precise Forging is far too strong. +2 Attack is fine, but +2 Durability is a HUGE boost to a weapon's viability. There's a reason Durability is barely ever given out as a buff.
Is Parry using Hornet's concept art? It looks blurry. I believe there's also a line-break after the "Deal 2 damage" sentence, which is why the text might be spaced weird.
I think Nimble Shield should cost 2.
I'm not super-excited by the "Destroy 4 Armor" efffects being in the Basic set 'cause they seem too complicated, but I could be sold on it eventually. I think in general you're on a decent path
Changing Precise Forging is a good idea. I'll probably make it 3 mana, but I feel free to experiment with other numbers.
Parry uses a shot from the second fight with Hornet. It's blurry, because quality was not that good. I am gonna try to find same art with better quality.
Nimble Shield gives Taunt, but nothing else. You pay 1 mana to defend yourself with minions you have on the board. This card depends on how many minions do you have, so it can be either good (giving 5-6 minions Taunt) or just bad (giving 1-2 minions). However, change you propose is really worth consideration.
Monarch Wings have the mechanic I wanted to be the 'core' or just one of the main features in my class. It may be too complicated for the basic card, unfortunately. I have two options: leave it as it is or replace it with another card draw. So far, I haven't decided which one is better.
Anyway, thanks for feedback ! I will try to give some on your Lich class, too.
Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.
THE COMMANDER
For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.
Here are a couple examples so you can grasp how it works.
Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.
But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.
Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
Defend the Gates is just some good token generation with some protection.
Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
Rain of Arrows is just good AOE.
Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.
And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.
Here's a mock-up of my submission, barring any additional changes. Feedback as always is appreciated; still not sure about the Kel'Thuzad roleplay. Makes it hard to talk plainly about archetypes and combos. Let me know if I should change up which cards I showcase, as well.
The Lich
You are a foolish mortal, you know that? You dare to come before the great ArchlichKel'Thuzad, keeper of the cold and deliverer of death? I should turn you into an icicle, a statue frozen in time to remain a symbol for what happens to my enemies! ...oh? You've come to learn the ways of the dead and dying? You are bold, but I approve. Come, my new apprentice, come and see the power of the Lich! The might of the Scourge can be yours, and more, if you but lay down your life and serve me...in death!
Example Cards
Rise Again - If you want to be a competent necromancer, bringing minions back from the dead is step one. Obviously. Minions freshly killed are the easiest to resummon, rewarding them for a job well done after trading into enemy forces or defending you from attack.
Detonate Mana - Ah, a classic spell. Why simply blow up an enemy when you cause them to blow up their friends, then watch in satisfaction as guilt tears them down? They already think you're the evil one; might as well enjoy it.
Freezing Wind - Occasionally the mortals attack in large groups; you'll need to be ready for these "raids" on your inner sanctum. Thankfully they tend not to dress for the weather: a cold gust of air and they'll be frozen solid.
Skeletal Guard - Steven the Skeleton has always been there for me. Strong and sturdy, he makes for a fine guardian...although, given how many times I've revived him, I'm starting to wonder if he resents the position.
Frozen Soul - When we Freeze our enemies, the heat escapes and must go somewhere. We capture it and...I'm just messing with you, the healing comes from magic. Dark magic.
Other Cards
Frost Orb - I haven't yet determined how the Orb actually Freezes people. Is it so cold they turn to ice when it touches them, or do they lose their minds staring into the Orb itself? Either way, it works for me.
Shattering Blast - If I kept every statue of a wannabe-crusader that came through my doorstep, I wouldn't have any room to move. I make the interns sweep up after I've taken my day out on the icicles. It's just like popping bubble-wrap.
Shadow Fissure - It never ceases to amaze me how often the fools don't bother to look down. They're too busy attacking you, so they fail to notice the spell charging beneath their feet. Endlessly entertaining.
Dark Binding - Look, it's a lot easier to just patch up the forces you have instead of constantly trying to revive the fallen. Duct tape will keep a skeleton together, but it won't rip a soul back to the realm of the living.
Frost Armor - Sometimes Steven is not enough, talented though he may be. Apply a bit of the old Frost Armor on a minion, and they too can stand in the way of an oncoming enemy. Your sacrifice will be acknowledged, peon whose name I have forgotten!
I wanted to give some feedback, but everything seems great for me ! Cards are well balanced, explanations (which are more like flavor texts) are also good. I don't think any changes are necessarry. The only thing I want to point out is that Frost Orb is basically your Hero Power with card draw (so much better). I don't say it's bad - it just drew my attention :)
The Bug
Unchanged cards:
Here are some of my changed cards:
====>>>>
====>>>> (it changed to the better quality art)
I'm still not sure about Monarch Wings. I have an idea for a rework
====>>>> (?)
However, I still don't know if the second version is better.
Hey everyone ! Pretty confident with my set so far (didn't get much feedback so I imagine it's fine), just wanted to go back on some cards and see what clicks.
So I had to cut out a card (Will of the Spirits) for it had to much combo potential and would have become a problem (see for yourself in the spoiler below). This means I only have 9 cards so I tried to come up with an idea that played with Spell Damage since I want the keyword to be part of the class identity. Here are 2 cards I came up with. Tell me which one you think is the best for the basic set (the other will probably make it's way in a latter set anyways).
Or
The idea is to debuff enemies, nutrilizing the opponent's spells via their minions. Kinda like how Blessing of Wisdom puts a death wish on enemy minions rather that killing them out right. Also a cool interaction with that class spells which deal damage then heal : with negative spell damage you get more healing out of them. Of course, negative spell damage will never make spells do less than 0 damage.
The old version is here for anyone who didn't see it :
Here are the other 9 cards if you want to see them to :
The knight looks soooo adorable! Most of cards seem balanced :)
Pure Defenses should read: Gain 4 Armor, twice.
I don't know why Precise Forging needs the (+2 Attack/+2 Durability). It's pretty clear without that since Captain Greenskin does without.
Parry art looks way better. Is this your artwork?
Monarch Wings: I myself am having a hard time balancing draw. (Idk if 1 card draw is worth 3 points or 3.5 points?) Anyways, the destroy requirement is a nice add on to the spell to prevent it from being OP.
Deadwind Scythe seems kinda out of place. From a fantasy standpoint, a melee weapon isn't very fitting for a spellcaster.
This is why I'm always worried about people not playing warcraft.
Warlocks are able to wield staves, and scythes are categorized as either polearms or staves. The weapon in particular is actually an artifact weapon called Ulthalesh, the Deadwind Harvester and is a Warlock-exclusive weapon. Blood Mages are primairly mages, especially now that they are led by Rommath, but many still use fel energy which explains why I have some fel magic and Warlock weapons. Furthermore, this weapon is favoured by Warlocks using the Affliction skill tree, and one of their skills is Summon Darkglare, which is why I chose that demon on the weapon's text.
I won't respond to (but I will take into account) your other feedback for now, but I would like to clarify this point first and foremost. I do a lot of research when I make classes, I rarely just make a random name up.
I know warlocks used scythes sometimes, but i didn't really see the bloodmage as a warlocks. Since Uthalesh is such an important weapon, why did you make it basic? I hate the fact that Gorehowl and Doomhammer are epic cards. They should all be legendary. Perhaps you could look at some older warlock weapons from the classic days. Or use heirloom weapons, like Arcanite Reaper.
The problem is art. There's not a lot of good weapon art of warcraft weapons, but if I find a different one I'll be sure to use it.
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If I make it summon 2 1/3 briarthorn is gonna be fine I think. Void walker is 1 mana 1/3 with taunt... or 1/2 is better?
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
I do like the flavor behind the concept.
Personal opinion I will make the verdant sphere a weapon which lose durabity when cast a spell but as a minion is ok too (even because you will have problem with the lines restriction)
banish i think is too powerfull. That minion will get stuck in the opponent board forever lol
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
So I know I already mentioned quite a bit of this stuff before but, *deep breath*...
Click the image to go to my custom Time Traveler class.
Here's a mock-up of my submission, barring any additional changes. Feedback as always is appreciated; still not sure about the Kel'Thuzad roleplay. Makes it hard to talk plainly about archetypes and combos. Let me know if I should change up which cards I showcase, as well.
The Lich
You are a foolish mortal, you know that? You dare to come before the great Archlich Kel'Thuzad, keeper of the cold and deliverer of death? I should turn you into an icicle, a statue frozen in time to remain a symbol for what happens to my enemies! ...oh? You've come to learn the ways of the dead and dying? You are bold, but I approve. Come, my new apprentice, come and see the power of the Lich! The might of the Scourge can be yours, and more, if you but lay down your life and serve me...in death!
Example Cards
Other Cards
Previous Phase
If you would like to know more about the power of the Lich, check out my original spiel...interloper!
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
linkblade91^
I'm not very good at commenting just yet, but here's my opinion:
Rise Again:
I felt that Rise Again maybe too cheap as the player can still have a level of control of what they'll summon. It can cost 4 similar to eternal servitude or the word *last can be *random.
Detonate Mana
Maybe just the name of the card confused me as I was expecting some sort of mana destruction too :P
Freezing Wind, Skeletal Guard, Frozen Soul: Looks okay and balanced!
Frost Orb, Shadow Fissure: If the class is weak at card draw, maybe some can be similar with hunter who trades something to draw. But I don't know if you changed your mind as for your class weakness :)
Frost Armor: I think the name can also fit with Diving Shield.
Other than that, I think that the cards are simple enough for the Basic and still captures your chilly class :)
You can also have a Cryostasis! Freeze a character and restore X health.
That is if you want your class to only heal single characters at a time.
Also thank you for your comments on my cards as well :)
Posting on my class for one final round of feedback before submitting tomorrow night:
The Astromancer
When the people of Azeroth are sleeping or fighting, astromancers 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 Gaze cards.
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):
Strength and Weakness:
Strength:
Weakness:
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Example Cards
Token:
Remaining Cards
Q & A
Previous Phase:
Phase I Post
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:
Sorry for not posting for a while. Reviewing classes is really time consuming, and some cards are so unique i don't have something to compare them to. It's hard to say when something is OP or not. Anyways, feedback for the most recent versions:
Linkblade91
McF4artson
CheeseETC
Demonxz95
Ashkrell
That's all the time i have for reviews right now. I'll try to do more later today. Now, my class:
Unchanged cards:
Sanguine Rune has been difficult to balance. I want it to let you re-use your spells (not just generate random ones like mage does), but it allows for an infinite cycle. I ended up on these 2 options:
The 2 mana version makes the infinite combo hard to do. With no mana cost reduction planned for spells, casting 5 copies of this spell in a turn seems somewhat balanced. Mana Addict and friends won't get too out of control. the 1 mana version is cheaper, but harder to control. Having only 2 spells in the deck is not an options for my class, so guaranteeing the combo is impossible. i personally like the 2 mana version more, but what do you think?
I dropped Crocodilian Guard, as it was too complex and powerful for a basic card. I still wanted a minion that buffs your Hero Power, so i made this:
Blood to Fire normally does 2 damage to a target and 2 to your hero. After Crimson Healer buffs it, it will deal 2 to another target and restore 2 to your hero, thus you gain 4 Health overall (+2 hp instead of -2). You can also target your hero with it and restore a total of 4 health.
That's all from me for now. What cards do you think should be my showcase? I'm thinking Sethrak Scout (shows the base synergy of the class: get damaged and you get rewarded), Heartpiercer (shows the theme of health being use in more ways that just a resource), Bloodflame Bolt (basic removal, with self damage synergy) Sanguine Rune (spellslinger/spell caster aspect; re-using spells, not generating new ones) and Blood Nova (flavorful boardclear). What do you think?
Feedback is welcomed and encouraged!
For the sanguine Rune why don't you use the "next thing" mechanic?
Add a copy of the next spell you will play (or something like that)
For the rest of the cards the only one that i personally don't like is Melt but just because i never saw this kind of mechanic in the game .
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
It would still allow for an infinite combo with 2 of these in hand.
Edit: I said some dumb stuff, ignore it please.
This is why I'm always worried about people not playing warcraft.
Warlocks are able to wield staves, and scythes are categorized as either polearms or staves. The weapon in particular is actually an artifact weapon called Ulthalesh, the Deadwind Harvester and is a Warlock-exclusive weapon. Blood Mages are primairly mages, especially now that they are led by Rommath, but many still use fel energy which explains why I have some fel magic and Warlock weapons. Furthermore, this weapon is favoured by Warlocks using the Affliction skill tree, and one of their skills is Summon Darkglare, which is why I chose that demon on the weapon's text.
I won't respond to (but I will take into account) your other feedback for now, but I would like to clarify this point first and foremost. I do a lot of research when I make classes, I rarely just make a random name up.
Thanks Noah_McGrath for your comments:
For my class:
I agree that look is a vague phrase, as I only followed hearthstone glimmer root and tracking. The reveal in HS seems to work only inside decks and both players see the card that is revealed. I quite agree that it is clearer term, but it does differently. "Look" is used by Tracking and Curious Glimmeroot, but compared to reveal you're the only one who can see it.
As an Infiltrator, I wanted the enemy to not know what you know. Arrrgh it's a bit difficult XD.
As for my win condition, I'm having a hard time to figure it out just yet. I have some plans but thanks for pointing it out.
As for your class, here's my opinion:
Sanguine Rune 2-cost is more playable as it is similar to Tess Greymane's hero power, but just a bit weaker. If you choose 1 cost it I think should read "Add a copy of the last spell you've drawn."
I'm not so sure about the HeartPiercer cost, but maybe fine as Priest's Shadow Word: Death is similar.
Do you think Crimson Healer will still fit your goal if it reads: Battlecry: Your next Hero Power reads: "Restore X health to your hero."
Otherwise, it could be lifesteal but can't be on basic yet.
It's not really lifesteal, as you don't heal from the damage. You heal intead of dealing damage. Like Auchenai converts healing to damage, Crimson Healer converts damage to healing. All the damage the HP would deal to your hero is transformed into healing. It works similary to lifesteal on other targets (deal 2 heal for 2), but if you target your hero you gain 4. If it was lifesteal, it would deal 4 to you, then heal you for 4, thus you gaining nothing. There's a subtle but important difference that makes this card very versatile.
I know warlocks used scythes sometimes, but i didn't really see the bloodmage as a warlocks. Since Uthalesh is such an important weapon, why did you make it basic? I hate the fact that Gorehowl and Doomhammer are epic cards. They should all be legendary. Perhaps you could look at some older warlock weapons from the classic days. Or use heirloom weapons, like Arcanite Reaper.
@Noah_McGrath Oh it works that way!
To make it clearer,.. what if: Any damage your hero takes from your Hero Power converts it to healing instead.
And maybe not battlecry, but this is just my oppinion :)
@linkblade91
Changing Precise Forging is a good idea. I'll probably make it 3 mana, but I feel free to experiment with other numbers.
Parry uses a shot from the second fight with Hornet. It's blurry, because quality was not that good. I am gonna try to find same art with better quality.
Nimble Shield gives Taunt, but nothing else. You pay 1 mana to defend yourself with minions you have on the board. This card depends on how many minions do you have, so it can be either good (giving 5-6 minions Taunt) or just bad (giving 1-2 minions). However, change you propose is really worth consideration.
Monarch Wings have the mechanic I wanted to be the 'core' or just one of the main features in my class. It may be too complicated for the basic card, unfortunately. I have two options: leave it as it is or replace it with another card draw. So far, I haven't decided which one is better.
Anyway, thanks for feedback ! I will try to give some on your Lich class, too.
...Soul of Wyrm. Soul of Root. Heart of Void...
Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.
THE COMMANDER
For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.
Here are a couple examples so you can grasp how it works.
Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.
But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.
And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.
Check out my Hearthstone expansion: The Shifting Sands
Here's a mock-up of my submission, barring any additional changes. Feedback as always is appreciated; still not sure about the Kel'Thuzad roleplay. Makes it hard to talk plainly about archetypes and combos. Let me know if I should change up which cards I showcase, as well.
The Lich
You are a foolish mortal, you know that? You dare to come before the great Archlich Kel'Thuzad, keeper of the cold and deliverer of death? I should turn you into an icicle, a statue frozen in time to remain a symbol for what happens to my enemies! ...oh? You've come to learn the ways of the dead and dying? You are bold, but I approve. Come, my new apprentice, come and see the power of the Lich! The might of the Scourge can be yours, and more, if you but lay down your life and serve me...in death!
Example Cards
Other Cards
Previous Phase
If you would like to know more about the power of the Lich, check out my original spiel...interloper!
I wanted to give some feedback, but everything seems great for me ! Cards are well balanced, explanations (which are more like flavor texts) are also good. I don't think any changes are necessarry. The only thing I want to point out is that Frost Orb is basically your Hero Power with card draw (so much better). I don't say it's bad - it just drew my attention :)
The Bug
Unchanged cards:
Here are some of my changed cards:
====>>>>
====>>>> (it changed to the better quality art)
I'm still not sure about Monarch Wings. I have an idea for a rework
====>>>> (?)
However, I still don't know if the second version is better.
Feedback really appreciated ! :)
...Soul of Wyrm. Soul of Root. Heart of Void...
Hey everyone ! Pretty confident with my set so far (didn't get much feedback so I imagine it's fine), just wanted to go back on some cards and see what clicks.
So I had to cut out a card (Will of the Spirits) for it had to much combo potential and would have become a problem (see for yourself in the spoiler below). This means I only have 9 cards so I tried to come up with an idea that played with Spell Damage since I want the keyword to be part of the class identity. Here are 2 cards I came up with. Tell me which one you think is the best for the basic set (the other will probably make it's way in a latter set anyways).
Or
The idea is to debuff enemies, nutrilizing the opponent's spells via their minions. Kinda like how Blessing of Wisdom puts a death wish on enemy minions rather that killing them out right. Also a cool interaction with that class spells which deal damage then heal : with negative spell damage you get more healing out of them. Of course, negative spell damage will never make spells do less than 0 damage.
The old version is here for anyone who didn't see it :
Here are the other 9 cards if you want to see them to :
Happy CCC to everyone !
@SunnoxPL
The knight looks soooo adorable! Most of cards seem balanced :)
Pure Defenses should read: Gain 4 Armor, twice.
I don't know why Precise Forging needs the (+2 Attack/+2 Durability). It's pretty clear without that since Captain Greenskin does without.
Parry art looks way better. Is this your artwork?
Monarch Wings: I myself am having a hard time balancing draw. (Idk if 1 card draw is worth 3 points or 3.5 points?) Anyways, the destroy requirement is a nice add on to the spell to prevent it from being OP.
The problem is art. There's not a lot of good weapon art of warcraft weapons, but if I find a different one I'll be sure to use it.