Lesson Training I think is too strong for Basic / Classic, even if it is balanced. Compare with Microtech Controller.
Rip and Tear is your 3rd example card, but the 5th card described. I'd make sure that matches.
Good cards overall.
Microtech is a pretty bad card and class cards are suppose to be somewhat stronger than neutrals. Cards I balanced from were like Lost in the Jungle and Force of Nature.
These cards seem to give the total stats of all the minions +1 from vanilla for their given mana cost. Example. Force of nature would summon a 6/6 in stats for 5, vanilla would be a 5/6. Lost in the jungle summon a 2/2 for 1, vanilla would be a 1/2 (or arguably a 1/3).
When do you plan on posting your submission? There are still around 2 weeks left, but 11 people already posted. Everything seems to be moving faster than the first stage.
Also, what do you look for in a basic set? What decides whether you upvote or not? In phase 1 it was the concept and the potential of the class that was the most important thing. What should i try to do here to make my class more like-able?
I plan to submit this week if most find my Basic cards good.
I only got two likes last phase so I may not be in a position to share. But if when reviewing others' basic set, I check the following in importance:
Theme
cards followed the rules
Basic cards retained the simplicity but still captured the class' core.
@NiRaSt Thanks for the feedback! Cauterize is meant to be for minions your hero attacked. I honestly forgot that that wording would include attacks by minions. I shall clarify it!
As for your cards, I think Earthquake is pushing it for basic complexity but that might just be me. I really like the card nonetheless! Also I think Turn to Dust is pretty weak when compared to Hunter's Mark, so it should probably cost 2 or 1. The rest of your set seems fine and you have some really cool ideas.
Thanks for the feedback. I'd say Earthquake is still less complex than Animal Companion, which doesn't even tell you the cards it summons. Turn to dust is costed the way it is because it can still target friendly minions, so you can use it on deathrattle and still trade with it. Should I make it like execute and only target friendlies?
I somehow ended up with no space to reply before my next quote so your reply is going here :P
Earthquake is fine, It's just a wee bit too complex in my mind but it's up to you in the end. When it comes to targeting friendly minions, it should be cheaper. Look at Dark Pact for instance. I think having the versatility is a good thing so I'd leave the text as is but make it 1 or 2 mana depending on your classes strongpoints/weaknesses.
I have finished my first draft for The Battlemages basic set! Note the keyword and hero power have changed slightly since phase 1!
The Battlemage
Info:
Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain.
Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.
Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilze cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword:
Spellfury changes the effect it's after (usually upgrading it) if your hero did X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't.It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Showcased cards:
Remaining basic set:
Hopefully nothing really needs an explanation since it's the basic set :P
Phase 1 Cards:
Arcane Rush: Don't think of this as a 2 mana draw 2 with a drawback, but as a 2 mana draw 1 with an upside (you can play your next draw immediately). You'll only skip 1 draw even if you play more than one on a turn!
Conjure: Divine Armor is an example of one of the classes themes, targeted cards with effects that change depending on the target. It has a paladin theme due to being from TgT.
Bound Sword: Has the typical can't attack when equipped battlemage theme, but with the option of trading some value to gain tempo.
Arcane Fury: If used alone it's pretty weak, but spellfury (2) is easy to trigger and 3 mana for 5 damage is solid!
Gerrart the Swordslinger: On his own he's an alright card. but if you manage to trigger the Spellfury (10) then he's insane (assuming there are minions left for him to hit :P). A simple, classic legendary that shows what the class is about.
Flame Bowman text has a slight typo, it should say "Can't attack heroes". I'm also a bit confused by the concept itself, as it doesn't seem to have anything to do with the rest of your class.
Summoned Battleaxe could be a bit stronger too (maybe a 3/5/1 would be better, I don't know)
Otherwise, it's okay.
Again I somehow ended up with no place to reply so I'm just doing it here!
I shall fix the typo on Flame Bowman! One of the classes sub themes is the cards being inefficient against classes with few minions. The keyword only works against minions, Enchant Weapon: Fury only works against minions, and so on. This is a card that kinda fits in with that as he also only works against minions.
Summoned Battleaxe has given me a lot of trouble with balancing. I'm reluctant to give the class a weapon with more than 6 attack due to Clone Weapon (classic card, 2 mana: "Give your weapon +1 durability. It has WIndfury this turn.") so buffing it's attack is out of the question, but I already have a 3 mana weapon in classic so I don't really wanna change the cost. I think it'll probably be fine as is since it combos really well with Clone Weapon and other weapon buffs. PS: I like CW so I don't really wanna get rid of it :P
Flame Bowman and Icecrafter have minor typos on their card. The former says "heros" instead of "heroes", and the latter should have Armor capitalized.
I like the idea behind the summoned weapons, that they're energy constructs that take time to appear. That sets the Battlemage apart from the other weapon-classes: having stronger weapons that are slow to bear. They're my favorite thing about your class.
The art on your cards is perfect. That has nothing to do with the gameplay or balance of your cards, but I felt it important to note. I struggle to find what I want, but yours are totally on-point.
I think you've picked the correct cards to showcase.
I don't have a lot to say because I think you're heading in the right direction with your class.
Thanks for the feedback! I shall fix the typos! I'm glad you like the class and appreciate the art, I hope to keep it up! I spent many hours finding fitting art haha. At least I now have a folder full of potential art so things should be a bit easier in future :P
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!
The class is looking pretty sweet so far so I don't have much feedback to give. One thing that kinda feels off is Detonate Mana. Unless it's an actual wow spell the name doesn't really feel too fitting. Also Rise Again is fine, but keep it in mind when designing future cards as people can pull off some crazy stuff with it using Malygos and what not. As for the KT roleplay, I honestly have no idea haha. It's kinda cool and sets your submission out from the rest, but it also adds more text and people already have tones of text to read so it may put a few people off reading it. I personally think you should keep it for this phase but in future with more complex cards, it might be tricky to make work.
Human Shield: I think this is creatively simple :) But why is the card font too small? Dress Up: My favorite! Although I feel that this should cost 2 as the accessories look like it costs 2. Pillory: I think it should cost 3 similar to the pre-nerfed Hex. Even if yours don't transform and eliminate the minion's text, I think it is Op for 2. Booze-Up: We have the same card yay! I guess this happens often in basic? We have smaller design space.
Anyways, I still don't understand if some cards are in theme, I may not be so familiar with the gipsy set up. Maybe the persuasion as a core can work? Idk.
Ok, this is the first version of my submission post.
I made an extra section to explain the Potion spell tag, which I'm not sure it's legal or a good idea. Both because I'm creating a section that isn't in the template and because I'm modifying a bunch of existing cards, even if it has no gameplay impact.
I also tried to do a little roleplay like linkblade91 did, but I'm not sure it's alright.
THE ALCHEMIST
It's not magic, but it's not science either: alchemy is an ancient discipline that 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 we need.
Keyword
Transmute is a keyword that can "transform" a useless card into a more useful one. Both the shuffled and the drawn cards might have to meet a certain criteria, which makes it more predictable.
Potion tag
The Alchemist introduces a new tribe tag for spells: Potions.
Of course, there already are many spells in the game that feature Potions, which would also be labeled as such for thematic purposes. Keep in mind this would have no gameplay impact whatsoever, since none of the other classes has Potion synergy.
With this change, the Kabal Chemist would also have a slightly different text (which is better than the current one, since it makes clear Potion of Heroism is excluded from her card pool).
Complete list of old cards that would be considered Potions:
Arcane Elixir: Many Potions provide buffs for your minions, but unlike the boring stat buffs provided by Paladin and Priest, we Alchemists prefer more unexpected effects. This one in particular is a combo-oriented card, so its 0-cost is a big deal.
Liquid Fire: Of course, not all Potions are buffs! Some of them can deal a chunk of damage when thrown at our enemies. Just imagine what would happen if they drank it!
Experimental Setup: You know what I love the most about being an Alchemist? That we always have what we need, thanks to our many tutor effects. Most of them are provided by Transmute effects, but we also have traditional tutored draw.
Escape From Lab: Science is always in need of test subjects who are willing to give their body for our cruel... I mean, totally justified experiments. However, most people are so selfish that they would rather not, so we have to craft our own subjects. And the loyal Homunculi are perfect for... What do you mean they escaped?
For Science!: Of course, not everything is perfect in the world of Alchemy: the government never invests on R&D and our AoE effects are quite clunky. However, they are really strong with the right support. In the case of For Science!, it can be quite destructive with Arcane Elixir, and can also be used with Escape From Lab to draw A LOT of cards.
Remaining Cards
Potion of Corpulence. Another example of a buff Potion. More or less, half of the Potions will be buffs, while the rest will have different effects.
Healing Spray. An ancient technique known by alchemists since 2004.
Potion Researcher. This fellow is the only Potion synergy card in the Basic set. Combine him with Potion of Corpulence and you have a 3 mana 3/6 with Taunt!
Golden Touch. Ancient alchemists obsessed with turning lead into gold, when they could've simply turned PEOPLE into gold. Although it looks similar to Polymorph and Hex, it triggers Deathrattle and on-death effects.
Clumsy Assistant. Argh, she always drops the jars with the Homunculi! If she didn't put so many bodies on the board, I'd fire her.
Human Shield: I think this is creatively simple :) But why is the card font too small? Dress Up: My favorite! Although I feel that this should cost 2 as the accessories look like it costs 2. Pillory: I think it should cost 3 similar to the pre-nerfed Hex. Even if yours don't transform and eliminate the minion's text, I think it is Op for 2. Booze-Up: We have the same card yay! I guess this happens often in basic? We have smaller design space.
Anyways, I still don't understand if some cards are in theme, I may not be so familiar with the gipsy set up. Maybe the persuasion as a core can work? Idk.
Hi! Thanks for your feedback! ;-)
Don't know what happened to the font on Human Shield. That's just what Hearthcards produced...
The cost for Dress Up was actually reduced from 2 to 1 Mana. People pointed out that Hunter's Animal Companions (3 Mana Spell) produced tokens that are actually worth 4 Mana. The cost reduction might be due to the randomness of the token you'll get. So you'll get a 2 Mana Weapon (you're absouletely right there!), but will pay just 1. But great that you like it!
And sorry about Booze-Up! I really didn't realize you got the same effect... :-(
But as this is a pretty general AOE, I guess we both could keep it.
Now also some feedback on your Class: I really like the aspect of card reveal and having powerful effects against revealed cards. So I think the card changes you showed are fine. But I still got a problem understanding the Hero Power. So it's basically slowing down your opponent, right? But if you pay 2 Mana to make your opponent pay 1 more for the next card - isn't this just stalling out the game? Or are there more effects to come that somehow interact with the Hero Power?
Don't get me wrong: I personally don't like Aggro-decks, so having more time for one game would be nice. But especially aggressive decks won't care too much about costier cards, because they got cheap cards anyway! Or could you possible elaborate a little more on the overall playstyle your Hero Power is supposed to enable? Because I'd really like to understand the concept!
The class is looking pretty sweet so far so I don't have much feedback to give. One thing that kinda feels off is Detonate Mana. Unless it's an actual wow spell the name doesn't really feel too fitting. Also Rise Again is fine, but keep it in mind when designing future cards as people can pull off some crazy stuff with it using Malygos and what not. As for the KT roleplay, I honestly have no idea haha. It's kinda cool and sets your submission out from the rest, but it also adds more text and people already have tones of text to read so it may put a few people off reading it. I personally think you should keep it for this phase but in future with more complex cards, it might be tricky to make work.
Thanks :)
A couple of people now have remarked on Detonate Mana's name, and it bums me out to think that I might have to rename the card. "Detonate Mana" is the name of one of his boss-abilities, but it's hard to bring that up "in character". As for Rise Again...that's another one that has generated problems. I plan to roll it back to the lowest power level, leaving the space for better revives later.
Resummon...anything. Find a body, and bring it back to life; the (B)asics of necromancy.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Alright, sorry I haven't been around. Ready to do some feedback whenever, tomorrow if not later tonight. I think I've put together a set I'm pretty happy with but there's definitely a bunch I'm up for changing.
Also, quick question: what's the stance on "while damaged"? Seeing as Enrage isn't a keyword anymore although it was never in the basic set.
Either way, I'm just going to lay out all the cards I have for now.
The Sage
My biggest questions would probably Decrepify, as in I think it's too strong (Shrinkmeister), but I'm not really satisfied with other weaker ideas, and there isn't really any synergy if it lasts just a turn. Other than that, I realize there are probably a couple of cards that aren't 'basic' enough, and half of them are 1-Cost cards. I'd appreciate any feedback.
I have been super busy with work, sorry if I couldn't keep it up with the feedback guys.
Anyway I wanted to remove a minion and replace it with this one.
Do you think is balanced? Also do you think I can drop it to 3 mana, maybe with less stats ( I was thinking 1/3)
I removed a minion card with 3 line of text so it should be fine if I got a token with 3 lines.
I like the idea of having this card in the basic set because at the end those ones are the basic herb that you can pick up as an herbalist in wow when you start the profession and it also give the character a bit more versatility. I would like to add also the tribe Herb and maybe in the future add more in-game cards and class-specific.
Alright, sorry I haven't been around. Ready to do some feedback whenever, tomorrow if not later tonight. I think I've put together a set I'm pretty happy with but there's definitely a bunch I'm up for changing.
Also, quick question: what's the stance on "while damaged"? Seeing as Enrage isn't a keyword anymore although it was never in the basic set.
Either way, I'm just going to lay out all the cards I have for now.
The Sage
My biggest questions would probably Decrepify, as in I think it's too strong (Shrinkmeister), but I'm not really satisfied with other weaker ideas, and there isn't really any synergy if it lasts just a turn. Other than that, I realize there are probably a couple of cards that aren't 'basic' enough, and half of them are 1-Cost cards. I'd appreciate any feedback.
Personally I would make Decrepify “give a minion -2 attack this turn only” or drop it down to -1
Chain heal - Nothing wrong but I think you can bring it to 5. Flash heal is only 1 mana and restore directly, this one is random and split.
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells will generally benefit from low health, or even hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Keyword
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards in play with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Sethrak Scout: Similar to Mana Wyrm and Northshire Cleric, this is a small minion that benefits from what Bloodburners do best: self damage. It starts with 0 attack because he increases his attack whenever you take damage, whether it is self inflicted or not. Thus, the opponent can't just ram his minions into your face without consequence. He may be small, but he's dangerous.
Sanguine Rune: Bloodburners are resourceful and creative. They can re-use cards they already played, but they can't generate new ones. Obtaining copies of stuff they put in their decks is simple, but they can't create new random cards like Mages and Priests can. At 2 mana, this is similar to Shadow Visions and Primordial Glyph, however you can't use it proactively, as you need to already have played the spell you want to copy. This is a late game combo card, not an early game card generator.
Heartpiercer: Shoot a giant flaming spear that seeks the biggest target in sight. Health as a resource does not limit to your only your hero. Priests use Attack as a condition for their spells. Similary, Bloodburners use Health. Heartpiercer can hit your own minions, but you can control what it kills, unlike Deadly Shot.
Crimson healer: The Hero Power is an important aspect of a Bloodburner's kit. Many cards buff it in some ways. This minion converts ALL the damage Blood to Fire would normally deal to you hero into healing. If you use the buffed Hero Power on a minion, you'd deal 2 damage and heal for 2. If you use it on your hero, you'd heal for 2 twice (once from the targeted damage, and once from the self damage). Think of it like the opposite of Auchenai effects, but only for your hero and Hero Power.
Bloodflame Bolt: Simple and elegant, this turns the all the damage you took into removal. Shadow Bolt does 4 damage for 3 mana, but since you'll usually be using your Hero Power to clear enemy minions in the early game, this could easily deal 6 or more damage by turn 4. You are more dangerous the lower you are.
Remaining Cards
Fan the Flames: Think of this like making a spell cost one more mana and deal 1 more damage. Be sure to not cast any spell damage empowered Coins!
Fire dance: Cheaper Arcane Intellect with an appropriate drawback for a Bloodburner. It may look cool to dance in a fire, but it sure does not feel cool. Quite Hot actually.
Conflagration: The buffed Blood to Fire would no longer be targetable, but instead you press the button and it would deal 2 to all enemies (and yourself). It's like a Consecration, that costs 5 mana, but it can be prepared a few turns before, since the buff is kept until you use the HP. It works similarly to Spirit of the Dragonhawk, but it affects all enemies. Life Tap would deal 2 to your hero, and 2 to all enemies. Ballista Shot would deal 3 to all enemies.
Melt: Weaker, face only Fireball, but it can kill a warrior/druid with 5 health and 100 armor. Don't wear heavy plate when someone is shooting fir at you.
Blood Nova: Blood manipulation can be effective on it's own, without igniting it. The health both heroes gain is the blood drained from the minions. Yes, they scream as blood is ripped from their bodies. Yes, your opponent will need therapy.
I hope i didn't make any mistakes. If i did, please let me know. What do you think about my descriptions? I tried to compare everything with already existing cards, to show the balance of my cards. I also attempted some humor and flavor commentary (inspired by linkblade91's KT role-play). I'll take it out if it's too weird.
Are the 5 example cards ok? Should any of my other 5 cards take the spotlight?
The class is looking pretty sweet so far so I don't have much feedback to give. One thing that kinda feels off is Detonate Mana. Unless it's an actual wow spell the name doesn't really feel too fitting. Also Rise Again is fine, but keep it in mind when designing future cards as people can pull off some crazy stuff with it using Malygos and what not. As for the KT roleplay, I honestly have no idea haha. It's kinda cool and sets your submission out from the rest, but it also adds more text and people already have tones of text to read so it may put a few people off reading it. I personally think you should keep it for this phase but in future with more complex cards, it might be tricky to make work.
Thanks :)
A couple of people now have remarked on Detonate Mana's name, and it bums me out to think that I might have to rename the card. "Detonate Mana" is the name of one of his boss-abilities, but it's hard to bring that up "in character". As for Rise Again...that's another one that has generated problems. I plan to roll it back to the lowest power level, leaving the space for better revives later.
Resummon...anything. Find a body, and bring it back to life; the (B)asics of necromancy.
I want to pop in to say that yours is currently my favorite class and your set is great. I would keep Detonate Mana as is, it is a cool design and an existing spell, so I think it fits nicely. Apart from that, I liked the old Rise Again better. It is powerful, yes, but I think that you could up the mana to 4 and keep it. That way its control is costed in the same way as Eternal Servitude. The new one is just Resurrect, and a lot more boring. Just try not to do too many low cost burn spells just in case and you'll be fine. Good job on your class overall! It has come a long way from having a lot of reprints and such.
The class is looking pretty sweet so far so I don't have much feedback to give. One thing that kinda feels off is Detonate Mana. Unless it's an actual wow spell the name doesn't really feel too fitting. Also Rise Again is fine, but keep it in mind when designing future cards as people can pull off some crazy stuff with it using Malygos and what not. As for the KT roleplay, I honestly have no idea haha. It's kinda cool and sets your submission out from the rest, but it also adds more text and people already have tones of text to read so it may put a few people off reading it. I personally think you should keep it for this phase but in future with more complex cards, it might be tricky to make work.
Thanks :)
A couple of people now have remarked on Detonate Mana's name, and it bums me out to think that I might have to rename the card. "Detonate Mana" is the name of one of his boss-abilities, but it's hard to bring that up "in character". As for Rise Again...that's another one that has generated problems. I plan to roll it back to the lowest power level, leaving the space for better revives later.
Resummon...anything. Find a body, and bring it back to life; the (B)asics of necromancy.
After reading up on it, I see where your coming from with Detonate Mana. Since it's an actual ability (especially one from your hero) I'd definitely use it. Though the mana part still doesn't feel right. Maybe making it Silence the minion it targets? That'd mean it couldn't be basic but I feel it'd be less confusing. That version of Rise Again seems pretty weak but that's probably for the best in basic as 1 mana might be a bit too good.
Rollback Post to RevisionRollBack
Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
Thanks everyone: I really appreciate the positive words :) I've been in an on-going battle with my depression, and it really helps to hear something good. Helps keep me afloat.
I think I'll go back to the last-death Rise Again and bump it up to 4-mana.
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
Thanks to everyone who's reviewed my cards so far. I've made a few updates and I've got a few I'm not sure about. First, my class.
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.
I'm taking out Scrap Armor (going to Classic, too complex) and I've got a couple cards to fit the slot. I might replace some others too. Also, why no 1-cost cards? Because some will be Secrets, and some will use the class keyword, Synchronize.
Currently I have Tinker and Pay Day. Tinker is a fun card, but as someone said, targeting weapons is weird. I also need a better name. I considered making it just swap your weapon's stats, but there's very few weapons that would work with...unless you include Tune Up.
Pay Day I don't really like, and someone else has the exact same effect and cost in their submission, so I don't mind dropping it.
Tune Up and Overclock are two ideas I had for later sets. They would work well in Basic as well, provided that doesn't mean I have too many weapon cards. Both fit in the fantasy of building and upgrading some crazy weapons, and Overclock can help with bursting down the enemy. My original thought incorporated the Tinker card. Give your weapon a bunch of Durability, swap stats, then Windfury. But 5 weapon cards in Basic is too many.
So I'm leaning toward dropping Tinker and Pay Day and using Tune Up and Overclock. What do you think? Too many weapon cards? Below are the other 8 Basic cards, with notes. Of the other 8 cards, 2 are weapons and 1 generates a weapon.
Chainsword - Balanced Fiery War Axe. Is it too strong with Tune Up, above? Maybe? Safety Second - Armor version of Holy Light. Replaces Scrap Armor. Simple card. Why the name? Because Safety is not 1st! Probably not 2nd either. Between this and Mechanized Armor and Secrets in Classic, Tinker won't be getting much more survival. Dynamite Toss - Light aoe. The class will have some aoe but not a lot to balance the other effects it has. Gnomish Mechanic - Missing link between Novice Engineer and Gnomish Inventor.
Rocket Hammer - More weird weapons. Again, lots of weapons for this class, maybe too many for Basic? I can move this one to Classic if need be. I plan to make at most 1 more weapon for Classic, using the keyword. Scrap Bomb - Damage, hero power tokens. Scrapbots will start doing more in Classic. Brass Bodyguard - Big mech that's also a decent taunt. Sadly I can't do any real Mech synergy until later as Mechs didn't exist before GvG! Mechanized Armor - Obligatory 'big spell' for the class. You climb in a mech suit and gain a bunch of armor and a decent weapon. Good burst with Overclock, but it also burns a weapon if you have one, so be careful with your weapon buffs!
Tokens
Other cards
There's no hand synergy in the Basic set! If I need to drop one or more weapon related cards I may add one of these.
Bumping for feedback. A couple of us got buried on the bottom of page 9.
Thanks to everyone who's reviewed my cards so far. I've made a few updates and I've got a few I'm not sure about. First, my class.
Bumping for feedback. A couple of us got buried on the bottom of page 9.
The Warrior's Basic set has two weapons and Heroic Strike, meaning 3/10 are related to hero attacks. If you're looking for a similar or greater emphasis on hero attacks, three weapons is fine. I do think, though, that the +2 Durability card is problematic: every weapon you ever make will have to be balanced against the Durability-increase, like Rogue spell costs with Preparation. Your Chainsword becomes a 2/4 -> 3/3 -> 4/2 -> 5/1 weapon, all for 4-mana. That's significantly improved effectiveness and efficiency. Your Kobolds & Catacombs Legendary weapon in particular would need to be seriously reined in; a card like Woecleaver could never be allowed to exist in your class.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Hey folks ! Here's where I'm at with my Phase 2 submission :
THE HEXER
Their is a fine line between life an death, sickness and health, weakness and strength . Hexers are masters of this faint limit, able to tap into both worlds and shift the balance to their advantage . The Hexer is an expert of concoctions , either curative or poisonous, sometimes both. This is represented by the hero power, a drug that heals the strong and kills the weak. At first glance, it looks like a simple " Restore 1 Health ", which it is in most cases, but it has other uses as well. Targets at 1 Health , ideally bruised enemy minions or even Hero, will be killed by it. But it can also be put to great use with " whenever this minion takes damage " and " whenever this minion is healed " effects, like those of Acolyte of Pain or Lightwarden .
Keyword
Fresh grants additional strength to undamaged minions (think Enrage but the opposite). Fresh represents the idea that only the strong and healthy can prevail in a fight. It ties into the healing abilities of the Hexer. It is not present in the Basic set but some basic cards synergies with it.
Example Cards
These cards showcase to most basic mecanics of the class. I showed a Halving mecanic in Phase 1 but it will not appear in the basic set for it is a bit complex.
Juju Juice helps making good trades and keeping you minions alive as well as providing cheap card draw.
Flask of Mojo is the most basic buff of the Hexer. It helps both making a minion beefier and improving your spells. Spell Damage is a natural fit for the class since Hexers are great at bolstering their spells and potions by calling on the spirits and using the right ingridients.
Curse of the Spirits offers nutrelization by making an enemy minion detrimental to your opponent's spells. It's a good way to force the opponent to take trades or to stop them from burning you face and/or minions. It can also be used in some cases on your own minions to make use of spells like Wild Healing Mix as healing.
Voodoo Master is their to help you taking the board early on. It also makes the most of aura effects like Stormwind Champion's. It uses a Voodoo Figurines, a token unique to the class that will show up every now and then.
Wild Healing Mix is a bigger version of the Hero Power. Most of the time, you will want to use it for damage like a Fireball but in some cases it can be used as healing so their is some flexibility to it. It demonstrates that carefull planning is the path to victory for Hexers.
Well that's pretty much it. I know it's nothing flashy, I'm not really in the mood right now... What do you think ? I's be more than happy to get more feedback on this.
Thanks everyone: I really appreciate the positive words :) I've been in an on-going battle with my depression, and it really helps to hear something good. Helps keep me afloat.
I think I'll go back to the last-death Rise Again and bump it up to 4-mana.
You mean this Rise Again?
Personally I think it can stay 3 unless you have stuffed planned for this card.
Hint hint...
Courtesy of Time Traveler.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Thanks to everyone who's reviewed my cards so far. I've made a few updates and I've got a few I'm not sure about. First, my class.
Bumping for feedback. A couple of us got buried on the bottom of page 9.
The Warrior's Basic set has two weapons and Heroic Strike, meaning 3/10 are related to hero attacks. If you're looking for a similar or greater emphasis on hero attacks, three weapons is fine. I do think, though, that the +2 Durability card is problematic: every weapon you ever make will have to be balanced against the Durability-increase, like Rogue spell costs with Preparation. Your Chainsword becomes a 2/4 -> 3/3 -> 4/2 -> 5/1 weapon, all for 4-mana. That's significantly improved effectiveness and efficiency. Your Kobolds & Catacombs Legendary weapon in particular would need to be seriously reined in; a card like Woecleaver could never be allowed to exist in your class.
This is a good point, thanks for clarifying it. As much fun as swinging away with an OP weapon would be, that would be a nightmare to balance. I’ll drop the Durability card and replace it with something not weapon related. Might tweak the set a little more but I’m pretty happy with it. Thanks!
Microtech is a pretty bad card and class cards are suppose to be somewhat stronger than neutrals. Cards I balanced from were like Lost in the Jungle and Force of Nature.
These cards seem to give the total stats of all the minions +1 from vanilla for their given mana cost. Example. Force of nature would summon a 6/6 in stats for 5, vanilla would be a 5/6. Lost in the jungle summon a 2/2 for 1, vanilla would be a 1/2 (or arguably a 1/3).
Vote for the Fist Fighter https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229960-trials-and-errors-class-creation-competition-5?comment=3 😎🤜
I plan to submit this week if most find my Basic cards good.
I only got two likes last phase so I may not be in a position to share. But if when reviewing others' basic set, I check the following in importance:
Thanks for the feedback! I shall fix the typos! I'm glad you like the class and appreciate the art, I hope to keep it up! I spent many hours finding fitting art haha. At least I now have a folder full of potential art so things should be a bit easier in future :P
The class is looking pretty sweet so far so I don't have much feedback to give. One thing that kinda feels off is Detonate Mana. Unless it's an actual wow spell the name doesn't really feel too fitting. Also Rise Again is fine, but keep it in mind when designing future cards as people can pull off some crazy stuff with it using Malygos and what not.
As for the KT roleplay, I honestly have no idea haha. It's kinda cool and sets your submission out from the rest, but it also adds more text and people already have tones of text to read so it may put a few people off reading it. I personally think you should keep it for this phase but in future with more complex cards, it might be tricky to make work.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
@Muddler:
Human Shield: I think this is creatively simple :) But why is the card font too small?
Dress Up: My favorite! Although I feel that this should cost 2 as the accessories look like it costs 2.
Pillory: I think it should cost 3 similar to the pre-nerfed Hex. Even if yours don't transform and eliminate the minion's text, I think it is Op for 2.
Booze-Up: We have the same card yay! I guess this happens often in basic? We have smaller design space.
Anyways, I still don't understand if some cards are in theme, I may not be so familiar with the gipsy set up. Maybe the persuasion as a core can work? Idk.
Duplicate. Deleted
Ok, this is the first version of my submission post.
I made an extra section to explain the Potion spell tag, which I'm not sure it's legal or a good idea. Both because I'm creating a section that isn't in the template and because I'm modifying a bunch of existing cards, even if it has no gameplay impact.
I also tried to do a little roleplay like linkblade91 did, but I'm not sure it's alright.
THE ALCHEMIST
It's not magic, but it's not science either: alchemy is an ancient discipline that 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 we need.
Keyword
Transmute is a keyword that can "transform" a useless card into a more useful one. Both the shuffled and the drawn cards might have to meet a certain criteria, which makes it more predictable.
Potion tag
The Alchemist introduces a new tribe tag for spells: Potions.
Of course, there already are many spells in the game that feature Potions, which would also be labeled as such for thematic purposes. Keep in mind this would have no gameplay impact whatsoever, since none of the other classes has Potion synergy.
With this change, the Kabal Chemist would also have a slightly different text (which is better than the current one, since it makes clear Potion of Heroism is excluded from her card pool).
Complete list of old cards that would be considered Potions:
Example Cards
Remaining Cards
Tokens
Summoned by Escape From Lab and Clumsy Assistant.
Previous Phase
Phase I
Hi! Thanks for your feedback! ;-)
Don't know what happened to the font on Human Shield. That's just what Hearthcards produced...
The cost for Dress Up was actually reduced from 2 to 1 Mana. People pointed out that Hunter's Animal Companions (3 Mana Spell) produced tokens that are actually worth 4 Mana. The cost reduction might be due to the randomness of the token you'll get. So you'll get a 2 Mana Weapon (you're absouletely right there!), but will pay just 1. But great that you like it!
And sorry about Booze-Up! I really didn't realize you got the same effect... :-(
But as this is a pretty general AOE, I guess we both could keep it.
Now also some feedback on your Class: I really like the aspect of card reveal and having powerful effects against revealed cards. So I think the card changes you showed are fine. But I still got a problem understanding the Hero Power. So it's basically slowing down your opponent, right? But if you pay 2 Mana to make your opponent pay 1 more for the next card - isn't this just stalling out the game? Or are there more effects to come that somehow interact with the Hero Power?
Don't get me wrong: I personally don't like Aggro-decks, so having more time for one game would be nice. But especially aggressive decks won't care too much about costier cards, because they got cheap cards anyway! Or could you possible elaborate a little more on the overall playstyle your Hero Power is supposed to enable? Because I'd really like to understand the concept!
Thanks :)
A couple of people now have remarked on Detonate Mana's name, and it bums me out to think that I might have to rename the card. "Detonate Mana" is the name of one of his boss-abilities, but it's hard to bring that up "in character". As for Rise Again...that's another one that has generated problems. I plan to roll it back to the lowest power level, leaving the space for better revives later.
Resummon...anything. Find a body, and bring it back to life; the (B)asics of necromancy.
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
Alright, sorry I haven't been around. Ready to do some feedback whenever, tomorrow if not later tonight. I think I've put together a set I'm pretty happy with but there's definitely a bunch I'm up for changing.
Also, quick question: what's the stance on "while damaged"? Seeing as Enrage isn't a keyword anymore although it was never in the basic set.
Either way, I'm just going to lay out all the cards I have for now.
The Sage
My biggest questions would probably Decrepify, as in I think it's too strong (Shrinkmeister), but I'm not really satisfied with other weaker ideas, and there isn't really any synergy if it lasts just a turn. Other than that, I realize there are probably a couple of cards that aren't 'basic' enough, and half of them are 1-Cost cards. I'd appreciate any feedback.
I have been super busy with work, sorry if I couldn't keep it up with the feedback guys.
Anyway I wanted to remove a minion and replace it with this one.
Do you think is balanced? Also do you think I can drop it to 3 mana, maybe with less stats ( I was thinking 1/3)
I removed a minion card with 3 line of text so it should be fine if I got a token with 3 lines.
I like the idea of having this card in the basic set because at the end those ones are the basic herb that you can pick up as an herbalist in wow when you start the profession and it also give the character a bit more versatility. I would like to add also the tribe Herb and maybe in the future add more in-game cards and class-specific.
thanks again!
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
Personally I would make Decrepify “give a minion -2 attack this turn only” or drop it down to -1
Chain heal - Nothing wrong but I think you can bring it to 5. Flash heal is only 1 mana and restore directly, this one is random and split.
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
THE BLOODBURNER
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells will generally benefit from low health, or even hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Keyword
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards in play with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Remaining Cards
Previous Phase
My previous post.
I hope i didn't make any mistakes. If i did, please let me know. What do you think about my descriptions? I tried to compare everything with already existing cards, to show the balance of my cards. I also attempted some humor and flavor commentary (inspired by linkblade91's KT role-play). I'll take it out if it's too weird.
Are the 5 example cards ok? Should any of my other 5 cards take the spotlight?
Feedback is welcomed and encouraged!
I want to pop in to say that yours is currently my favorite class and your set is great. I would keep Detonate Mana as is, it is a cool design and an existing spell, so I think it fits nicely. Apart from that, I liked the old Rise Again better. It is powerful, yes, but I think that you could up the mana to 4 and keep it. That way its control is costed in the same way as Eternal Servitude. The new one is just Resurrect, and a lot more boring. Just try not to do too many low cost burn spells just in case and you'll be fine. Good job on your class overall! It has come a long way from having a lot of reprints and such.
After reading up on it, I see where your coming from with Detonate Mana. Since it's an actual ability (especially one from your hero) I'd definitely use it. Though the mana part still doesn't feel right. Maybe making it Silence the minion it targets? That'd mean it couldn't be basic but I feel it'd be less confusing. That version of Rise Again seems pretty weak but that's probably for the best in basic as 1 mana might be a bit too good.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Thanks everyone: I really appreciate the positive words :) I've been in an on-going battle with my depression, and it really helps to hear something good. Helps keep me afloat.
I think I'll go back to the last-death Rise Again and bump it up to 4-mana.
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
Bumping for feedback. A couple of us got buried on the bottom of page 9.
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
The Warrior's Basic set has two weapons and Heroic Strike, meaning 3/10 are related to hero attacks. If you're looking for a similar or greater emphasis on hero attacks, three weapons is fine. I do think, though, that the +2 Durability card is problematic: every weapon you ever make will have to be balanced against the Durability-increase, like Rogue spell costs with Preparation. Your Chainsword becomes a 2/4 -> 3/3 -> 4/2 -> 5/1 weapon, all for 4-mana. That's significantly improved effectiveness and efficiency. Your Kobolds & Catacombs Legendary weapon in particular would need to be seriously reined in; a card like Woecleaver could never be allowed to exist in your class.
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
Hey folks ! Here's where I'm at with my Phase 2 submission :
THE HEXER
Their is a fine line between life an death, sickness and health, weakness and strength . Hexers are masters of this faint limit, able to tap into both worlds and shift the balance to their advantage . The Hexer is an expert of concoctions , either curative or poisonous, sometimes both. This is represented by the hero power, a drug that heals the strong and kills the weak. At first glance, it looks like a simple " Restore 1 Health ", which it is in most cases, but it has other uses as well. Targets at 1 Health , ideally bruised enemy minions or even Hero, will be killed by it. But it can also be put to great use with " whenever this minion takes damage " and " whenever this minion is healed " effects, like those of Acolyte of Pain or Lightwarden .
Keyword
Fresh grants additional strength to undamaged minions (think Enrage but the opposite). Fresh represents the idea that only the strong and healthy can prevail in a fight. It ties into the healing abilities of the Hexer. It is not present in the Basic set but some basic cards synergies with it.
Example Cards
These cards showcase to most basic mecanics of the class. I showed a Halving mecanic in Phase 1 but it will not appear in the basic set for it is a bit complex.
Token :
Remaining Cards
Previous Phase
Phase 1 : https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228747-trials-and-errors-class-creation-competition-5?comment=28
Well that's pretty much it. I know it's nothing flashy, I'm not really in the mood right now... What do you think ? I's be more than happy to get more feedback on this.
Happy CCC to everyone !
You mean this Rise Again?
Personally I think it can stay 3 unless you have stuffed planned for this card.
Hint hint...
Courtesy of Time Traveler.
Click the image to go to my custom Time Traveler class.
This is a good point, thanks for clarifying it. As much fun as swinging away with an OP weapon would be, that would be a nightmare to balance. I’ll drop the Durability card and replace it with something not weapon related. Might tweak the set a little more but I’m pretty happy with it. Thanks!
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