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.
While I would like to avoid the second coming of Big Priest, I was intending to make revive effects a major part of the Lich, as a means to perpetuate value and sustain one's defense. Un'Goro in particular was going to have revives as its Quest (fossils being the flavor), alongside cards like Unnatural Selector:
Rise Again has been far and away the most troublesome card so far, both in finding the right balance and in separating itself from the Priest.
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
Laryssa , the Dark Witch is a class aimed at stealing strength from its opponents and having resilient minions. The class has the unique Barrier keyword, as described below.
Keyword Section
Barrier is a defensive keyword that will have some interesting interactions with both minions and spells. Lower attack minions (wide boards) will be much weaker against it, whereas high attack minions might not even care. Barrier does not stack in any way, it simply reduces all incoming damage by 1.
Example Cards
As mentioned, the Witch is looking to control the board, weakening/controlling enemy minions whilst keeping her own minions healthy.
Shadow Pupil can quickly go to a 3/3 or higher depending on the enemy board, making it nice a healthly against an aggressive board.
Unholy Shield is a strong defensive spell that works well with the Witch's already higher health minions. Since her minions have a higher likelihood of surviving, Unholy Shield will often buff multiple Minions.
Dark Mist allows for efficient trading, but is reliant on there being a decent board for it.
Dark Scythe can quickly scale in damage, though attacking minions four times with it will drain the Witch's health.
Darken Mind is a cheap removal spell aimed at aggressive minions.
Remaining Cards
Most of these are further controlling / defensive type cards. Shadow Mend further works with efficient trading by bringing all those high health minions back to full health after trading with them.
Ok this is my entry, I'm pretty happy with it but feedback are always welcome :)
THE BOTANIST
A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are a protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life forcein order to unlock their hidden power. A Botanist seek out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed in powerful reagents. Cultivation is the Hero Power of this class which will allow you to summon Seedling with the new keyword -Evergrowth-. The Botanist is a tempo class, it needs time to build up his strategy and he does that thanks to his Taunt arsenal and his knowledge as a magister, boosting his Spell Damage to get rid of any offence. Winning condition could be to set up a good amount of minions with overgrowth on the board, or collect enough Spell Damage to blast the opponent with the flower power!
About Freywinn
Tempest Keep was merely a setback. Freywinn was in charge of the experiments the blood elves were conducting on the plants in the Botanica. After the destruction of Tempest Keep he managed to survive returning to the simple life of a scholar, growing his knowledge and discovering the secrets behind the Evergrowth.
Keyword: Evergrowth
Pretty easy to understand: The more minions on the board with Evergrowth, the more +1+1. I decided to change a bit the keyword from the last phase to make it less similar and annoying as the Jade golem mechanic. In this way you won't have more than +7+7 (good luck getting there, it will only require 7 minions on the board with Evergrowth and usually they are pretty weak by themselves).
New Tribe: Herbs
I thought it might be a good idea for this kind of class to have a special tribe: Herbs.
Seedling and Treant are not into this category because I didn't want to generate too many synergies and touch the druid class. Also i didn't put Mossy elemental, bog shaper and so on to keep it more specific and less dispersive.
Apprentice Herbalist: As a starter herbalist you won’t have the chance to harvest a lot of herbs but only the basic one. Special mention to the Bloodthistle if you live nearby Quel’Thalas. This card will summon a random basic Herb on the board giving the botanist a nice passive buff with their presence (check spoiler for tokens)
Garden Shovel: They said that no special tools are required to gather herbs but who won’t like a garden shovel? The plant will like this little add-on. Boost to Health for all friendly minions, make sure you have some Herbs on the board.
Delicate Touch: Once upon a time there was this little tauren that levelled up to the top only picking up herbs and flower. He didn’t spill any blood. Or maybe he did. Anyway if you are a pacifist make sure you are not taking Bloodthistle or your pat won’t be as delicate.
Find Herbs: Herbalist use their potent sense for the growth to locate herbs on their map. Send this little guy into your deck and start the search. It might takes a lot, or maybe just a couple of turns...who knows? It's not easy to get rid of this passion once you got it.
Bloodthistle Pigment: Lord Saltheril keep saying that this is for the Inscription trainer in Silvermoon. I still don’t understand why is offering it to his party guests tho. Can you imagine its effect on a guest?
BASIC HERB
Cards generated by Apprentice Herbalist
Peacebloom: Very. VERY common flower. It’s a delicate white flower with yellow at the center and long stems with several long leaves around its base.They reminds me of the chamomile flowers. Great for tea and infusion and somehow to relax your mind, unlocking your inner power.
Bloodthistle: You will find a lot of them in Quel’thalas. Bright green leaves with a soft, flexible spine at the tip and a bright red flower, the color of blood. Fun fact, it requires magical energy in order to grow, so yeah, it’s a magic plant! A bit addictive, excessive use is discouraged (specially if you are a Blood Elf)
Silverleaf: Mostly prevalent in northern Kalimdor, the Silveleaf is growing in shade, particularly in woodlands around the base of trees. It provides a catalyst property that increases its medicinal properties.So yeah, it’s double spell time!
Earthroot: Common across Kalimdor and the Eastern Kindomg, the Earthroot has sparse, tiny evergreen leaves, but more of value is the thick, woody root that typically protrudes above ground. The plant can be difficult to pull away…can you imagine a Botanist hiding behind one of them
Remaining Cards
Lifegiving Seed: Not easy to find on Azeroth but those seeds can change someone to be like a plant, a basic Herb to be clear (Pacebloom, Silverleaf, Earthroot & Bloodthistle). I still don't understand why we didn't throw one of them to Deathwing back in Cataclysm. It's actually a removal spell.
Briarthorns Wall: Oh now thing are getting interesting. Have you ever saw a Botanist watching you behind a wall of thorns?
Peacebloom Honey: That's a spoiler for what's coming next. Have you ever wondered how the Botanist is growing all these kind of different herbs in his greenhouse? Pollination and a lot of Bees. And where are bees there is honey. A very special one here.
Peacefull Levelling: Can you imagine how boring would that be to level up to 120 only by gathering resources? It's a long story, it can actually kill you all.
Lifeblood: Feeling nostalgic now? Here you go, quick heal and a card to boost your haste in game.
Token Briarthorn's Wall
Briarthorn: A shrub that grows in thorn-covered vines with a thick bark. Appropriate protective equipment should be worn prior to harvesting, as the spines are extremely sharp. These roots spread too quickly and will overrun your garden.
While I would like to avoid the second coming of Big Priest, I was intending to make revive effects a major part of the Lich, as a means to perpetuate value and sustain one's defense. Un'Goro in particular was going to have revives as its Quest (fossils being the flavor), alongside cards like Unnatural Selector:
Rise Again has been far and away the most troublesome card so far, both in finding the right balance and in separating itself from the Priest.
to separate it from the priest card why don't you make it ress an enemy minion? Maybe buffed up. I know it's not the same ut it's kind of a lich thing to resurrect it's former enemy as a mindless slave.
Well, I think that if all competitors made it, even change of Hero Power should be allowed. Even if i'd change the Hero Power during Phase I, i'd make it. Also, you must admit, that my Hero Power is thing that will easily Knock out me from this comp.
I don't realy want to add more people to this conversation, but if your opinion didn't change I asked if i can do this on phase I discussion, and Tox said that i can.
Ok this is my entry, I'm pretty happy with it but feedback are always welcome :)
THE BOTANIST
A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are a protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life forcein order to unlock their hidden power. A Botanist seek out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed in powerful reagents. Cultivation is the Hero Power of this class which will allow you to summon Seedling with the new keyword -Evergrowth-. The Botanist is a tempo class, it needs time to build up his strategy and he does that thanks to his Taunt arsenal and his knowledge as a magister, boosting his Spell Damage to get rid of any offence. Winning condition could be to set up a good amount of minions with overgrowth on the board, or collect enough Spell Damage to blast the opponent with the flower power!
About Freywinn
Tempest Keep was merely a setback. Freywinn was in charge of the experiments the blood elves were conducting on the plants in the Botanica. After the destruction of Tempest Keep he managed to survive returning to the simple life of a scholar, growing his knowledge and discovering the secrets behind the Evergrowth.
Keyword: Evergrowth
Pretty easy to understand: The more minions on the board with Evergrowth, the more +1+1. I decided to change a bit the keyword from the last phase to make it less similar and annoying as the Jade golem mechanic. In this way you won't have more than +7+7 (good luck getting there, it will only require 7 minions on the board with Evergrowth and usually they are pretty weak by themselves).
New Tribe: Herbs
I thought it might be a good idea for this kind of class to have a special tribe: Herbs.
Seedling and Treant are not into this category because I didn't want to generate too many synergies and touch the druid class. Also i didn't put Mossy elemental, bog shaper and so on to keep it more specific and less dispersive.
Apprentice Herbalist: As a starter herbalist you won’t have the chance to harvest a lot of herbs but only the basic one. Special mention to the Bloodthistle if you live nearby Quel’Thalas. This card will summon a random basic Herb on the board giving the botanist a nice passive buff with their presence (check spoiler for tokens)
Garden Shovel: They said that no special tools are required to gather herbs but who won’t like a garden shovel? The plant will like this little add-on. Boost to Health for all friendly minions, make sure you have some Herbs on the board.
Delicate Touch: Once upon a time there was this little tauren that levelled up to the top only picking up herbs and flower. He didn’t spill any blood. Or maybe he did. Anyway if you are a pacifist make sure you are not taking Bloodthistle or your pat won’t be as delicate.
Find Herbs: Herbalist use their potent sense for the growth to locate herbs on their map. Send this little guy into your deck and start the search. It might takes a lot, or maybe just a couple of turns...who knows? It's not easy to get rid of this passion once you got it.
Bloodthistle Pigment: Lord Saltheril keep saying that this is for the Inscription trainer in Silvermoon. I still don’t understand why is offering it to his party guests tho. Can you imagine its effect on a guest?
BASIC HERB
Cards generated by Apprentice Herbalist
Peacebloom: Very. VERY common flower. It’s a delicate white flower with yellow at the center and long stems with several long leaves around its base.They reminds me of the chamomile flowers. Great for tea and infusion and somehow to relax your mind, unlocking your inner power.
Bloodthistle: You will find a lot of them in Quel’thalas. Bright green leaves with a soft, flexible spine at the tip and a bright red flower, the color of blood. Fun fact, it requires magical energy in order to grow, so yeah, it’s a magic plant! A bit addictive, excessive use is discouraged (specially if you are a Blood Elf)
Silverleaf: Mostly prevalent in northern Kalimdor, the Silveleaf is growing in shade, particularly in woodlands around the base of trees. It provides a catalyst property that increases its medicinal properties.So yeah, it’s double spell time!
Earthroot: Common across Kalimdor and the Eastern Kindomg, the Earthroot has sparse, tiny evergreen leaves, but more of value is the thick, woody root that typically protrudes above ground. The plant can be difficult to pull away…can you imagine a Botanist hiding behind one of them
Remaining Cards
Lifegiving Seed: Not easy to find on Azeroth but those seeds can change someone to be like a plant, a basic Herb to be clear (Pacebloom, Silverleaf, Earthroot & Bloodthistle). I still don't understand why we didn't throw one of them to Deathwing back in Cataclysm. It's actually a removal spell.
Briarthorns Wall: Oh now thing are getting interesting. Have you ever saw a Botanist watching you behind a wall of thorns?
Peacebloom Honey: That's a spoiler for what's coming next. Have you ever wondered how the Botanist is growing all these kind of different herbs in his greenhouse? Pollination and a lot of Bees. And where are bees there is honey. A very special one here.
Peacefull Levelling: Can you imagine how boring would that be to level up to 120 only by gathering resources? It's a long story, it can actually kill you all.
Lifeblood: Feeling nostalgic now? Here you go, quick heal and a card to boost your haste in game.
Token Briarthorn's Wall
Briarthorn: A shrub that grows in thorn-covered vines with a thick bark. Appropriate protective equipment should be worn prior to harvesting, as the spines are extremely sharp. These roots spread too quickly and will overrun your garden.
Your class started to really grow on me lul. The flavour is neat.
Small but important detail in the discription of your Keyword: you wrote gain instead of have. Normally you write gain if it happens in an instant. A minion with Battlecry would gain +1/+1 for each minion with Evergrowth on the board when it's played and then not lose these stats. I think you intent something else right?
> Has +1/+1 for each other minion with Evergrowth you control.
Think that sounds way simpler and is what you intended. (It's not mtg ya know. :P)
To the new tribes, it's not really clear to me if the already existing cards that you put here are herbs now?
Your showcase cards look all fine. The Shovel is on the stronger side I think. Just brings a lot of stats for 2 mana. Would cut down 1 Duability but don't think anybody will object while reading your submission.
The Herbs are cool. Nice detail to flavour everywhere. I don't know if it's not too strong in this particular class, but the Silverleaf seems way stronger than the others or at least has way more potential to be busted. Spell Damage +1 or cast a spell twice are really far from powerlevel to each other. The first idea that comes to me is make it "After you cast a spell on a(nother) friendly minion, cast a copy of it on this minion." Since your class seem to have some minion buffs, that would be appropriate and not too op. Also fits to 'Silver' flavour wise I think. You could still draw two cards with one Lifeblood and get more Spell Damage out your Bloodthistle Pigment.
Your removal is completely dependent on Spell Damage. While the cards are fairly strong, you don't have that many means to get Spell Damage. Just a side thought to keep in mind though its fine until now I guess.
Your other cards are all fine exept Lifeblood. Has to cost 2 or target a minion to be on the same level as Power Word: Shield and not just be a 1 mana card draw with an upside.
[Think for the classic set would be nice to have a spell that creates (0/2) copies of an (Evergrowth) minion for synergy. Sow or Plant Seed or smth similar.]
Looks really nice all in all. You would definitely have my upvote.
Hello, at first glance Find Herbs doesn't look interesting, but with the Silverleaf, it makes sense! The potential synergies I'm seeing are Mana Addict, Auctioneer and Adventurer. I agree now that Silverleaf is a bit OP, as the 1cost card draw will cast twice, but who knows? Run it in a play-test :)
Find Herbs is now my favorite. What are your class'weaknesses?
Well, several people posted their submission draft in this page (mine included) or in the previous one, but received no feedback. So, I'm gonna bump my own class and give some feedback to the other people in the same situation.
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.
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.
As a Warcraft 3 fan, I like the theme of the class. Will Stealth be a part of the class, given the Lost Ones were invisible?
Generally, your cards are pretty good. They have a strong theme of stat manipulation without being one dimensional. There are only three cards I'd change:
The Lost One seems too complex for a Basic card. Maybe you could replace him with a single target attack buff, so that it can be comboed with Chamber of Reflection and Telredor Defender.
Enchanted Steel is too situational, as you might not always have a weapon. I'd add a draw effect or make it a Battlecry minion. The cost should be risen in both options, of course.
Phasing Strike seems really weak. However, I don't see an easy way to fix it.
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?
Feedback is welcomed and encouraged!
I think you picked good cards for the showcase, as they paint a nice picture of your mechanics.
There are two cards I don't like:
Sethrak Scout: Not a fan of 0-Attack minions that gain attack later, especially in the Basic set. Your previous version with First Blood was much better, although using the keyword would mean you'd need to leave it for the Classic set. Alternatively, you can make it a 2/1/3 with his current effect.
Melt: There are no tech cards in the Basic set, and yours is an anti-Armor tech. Also, it completely destroys High Priest Thekal.
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.
Happy CCC to everyone !
Wow, your class and mine are very similar in many aspects.
I think you picked the right cards to showcase. I like Juju Juice a lot, even if it's very simple.
There are some things that can be improved IMO:
You have too many "Deal Damage, Restore Health" cards. I'd remove one of them, probably Strong Medicine.
Is weird Spell Damage effects or debuffs a thing within the class? Because otherwise, Curse of the Spirits feels kinda out of place.
Figurine Carving is too strong, especially with the things like Flask of Mojo. I'd rise the cost to 4.
Laryssa , the Dark Witch is a class aimed at stealing strength from its opponents and having resilient minions. The class has the unique Barrier keyword, as described below.
Keyword Section
Barrier is a defensive keyword that will have some interesting interactions with both minions and spells. Lower attack minions (wide boards) will be much weaker against it, whereas high attack minions might not even care. Barrier does not stack in any way, it simply reduces all incoming damage by 1.
Example Cards
As mentioned, the Witch is looking to control the board, weakening/controlling enemy minions whilst keeping her own minions healthy.
Shadow Pupil can quickly go to a 3/3 or higher depending on the enemy board, making it nice a healthly against an aggressive board.
Unholy Shield is a strong defensive spell that works well with the Witch's already higher health minions. Since her minions have a higher likelihood of surviving, Unholy Shield will often buff multiple Minions.
Dark Mist allows for efficient trading, but is reliant on there being a decent board for it.
Dark Scythe can quickly scale in damage, though attacking minions four times with it will drain the Witch's health.
Darken Mind is a cheap removal spell aimed at aggressive minions.
Remaining Cards
Most of these are further controlling / defensive type cards. Shadow Mend further works with efficient trading by bringing all those high health minions back to full health after trading with them.
That's it for now, as far as I know I should pass all the challenges. This is my time trying to create a class so I'd welcome any feedback!
Here are some things you can improve:
Dark Scythe should read "Whenever your hero attacks and kills a minion, gain +1 Attack.", which is more inline with cards with similar effects. You only have two cards with more than 3 lines, you you can afford it.
Darken Mind is very strange. How would the animation of attacking itself work? I'd change the text to "Deal damage to a minion equal to its Attack", like freddoccino's Chamber of Reflection. 1 Mana is too low, I'd make it 2 or even 3.
Simple Enchantment could have a fancier name. I don't know, Soul Enchantment, maybe.
Even if it's a token, Abyssal Nightmare needs to have a cost, in case it gets Sap-ed or something like that. 8 Mana, like the spell that generates it, could be an appropriate value.
Ok this is my entry, I'm pretty happy with it but feedback are always welcome :)
THE BOTANIST
A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are a protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life forcein order to unlock their hidden power. A Botanist seek out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed in powerful reagents. Cultivation is the Hero Power of this class which will allow you to summon Seedling with the new keyword -Evergrowth-. The Botanist is a tempo class, it needs time to build up his strategy and he does that thanks to his Taunt arsenal and his knowledge as a magister, boosting his Spell Damage to get rid of any offence. Winning condition could be to set up a good amount of minions with overgrowth on the board, or collect enough Spell Damage to blast the opponent with the flower power!
About Freywinn
Tempest Keep was merely a setback. Freywinn was in charge of the experiments the blood elves were conducting on the plants in the Botanica. After the destruction of Tempest Keep he managed to survive returning to the simple life of a scholar, growing his knowledge and discovering the secrets behind the Evergrowth.
Keyword: Evergrowth
Pretty easy to understand: The more minions on the board with Evergrowth, the more +1+1. I decided to change a bit the keyword from the last phase to make it less similar and annoying as the Jade golem mechanic. In this way you won't have more than +7+7 (good luck getting there, it will only require 7 minions on the board with Evergrowth and usually they are pretty weak by themselves).
New Tribe: Herbs
I thought it might be a good idea for this kind of class to have a special tribe: Herbs.
Seedling and Treant are not into this category because I didn't want to generate too many synergies and touch the druid class. Also i didn't put Mossy elemental, bog shaper and so on to keep it more specific and less dispersive.
Apprentice Herbalist: As a starter herbalist you won’t have the chance to harvest a lot of herbs but only the basic one. Special mention to the Bloodthistle if you live nearby Quel’Thalas. This card will summon a random basic Herb on the board giving the botanist a nice passive buff with their presence (check spoiler for tokens)
Garden Shovel: They said that no special tools are required to gather herbs but who won’t like a garden shovel? The plant will like this little add-on. Boost to Health for all friendly minions, make sure you have some Herbs on the board.
Delicate Touch: Once upon a time there was this little tauren that levelled up to the top only picking up herbs and flower. He didn’t spill any blood. Or maybe he did. Anyway if you are a pacifist make sure you are not taking Bloodthistle or your pat won’t be as delicate.
Find Herbs: Herbalist use their potent sense for the growth to locate herbs on their map. Send this little guy into your deck and start the search. It might takes a lot, or maybe just a couple of turns...who knows? It's not easy to get rid of this passion once you got it.
Bloodthistle Pigment: Lord Saltheril keep saying that this is for the Inscription trainer in Silvermoon. I still don’t understand why is offering it to his party guests tho. Can you imagine its effect on a guest?
BASIC HERB
Cards generated by Apprentice Herbalist
Peacebloom: Very. VERY common flower. It’s a delicate white flower with yellow at the center and long stems with several long leaves around its base.They reminds me of the chamomile flowers. Great for tea and infusion and somehow to relax your mind, unlocking your inner power.
Bloodthistle: You will find a lot of them in Quel’thalas. Bright green leaves with a soft, flexible spine at the tip and a bright red flower, the color of blood. Fun fact, it requires magical energy in order to grow, so yeah, it’s a magic plant! A bit addictive, excessive use is discouraged (specially if you are a Blood Elf)
Silverleaf: Mostly prevalent in northern Kalimdor, the Silveleaf is growing in shade, particularly in woodlands around the base of trees. It provides a catalyst property that increases its medicinal properties.So yeah, it’s double spell time!
Earthroot: Common across Kalimdor and the Eastern Kindomg, the Earthroot has sparse, tiny evergreen leaves, but more of value is the thick, woody root that typically protrudes above ground. The plant can be difficult to pull away…can you imagine a Botanist hiding behind one of them
Remaining Cards
Lifegiving Seed: Not easy to find on Azeroth but those seeds can change someone to be like a plant, a basic Herb to be clear (Pacebloom, Silverleaf, Earthroot & Bloodthistle). I still don't understand why we didn't throw one of them to Deathwing back in Cataclysm. It's actually a removal spell.
Briarthorns Wall: Oh now thing are getting interesting. Have you ever saw a Botanist watching you behind a wall of thorns?
Peacebloom Honey: That's a spoiler for what's coming next. Have you ever wondered how the Botanist is growing all these kind of different herbs in his greenhouse? Pollination and a lot of Bees. And where are bees there is honey. A very special one here.
Peacefull Levelling: Can you imagine how boring would that be to level up to 120 only by gathering resources? It's a long story, it can actually kill you all.
Lifeblood: Feeling nostalgic now? Here you go, quick heal and a card to boost your haste in game.
Token Briarthorn's Wall
Briarthorn: A shrub that grows in thorn-covered vines with a thick bark. Appropriate protective equipment should be worn prior to harvesting, as the spines are extremely sharp. These roots spread too quickly and will overrun your garden.
First of all, congratulations, because you simplified your Hero Power a lot. There are just a couple things I don't like:
I'm not sold on the "Deal 0 damage" thing, even if Spell Damage is an important part of your class. So, I'd replace Delicate Touch and Peaceful Levelling with something else.
The wording of Evergrowth isn't clear. The one proposed by Schlauchneid is much better.
Why is Razorpetal considered an Herb? IMO, it's fine if you want to design a tribe tag that applies to both minions and spells, but it's really weird that the only spell with the tag is a token from another class.
Well, I think that if all competitors made it, even change of Hero Power should be allowed. Even if i'd change the Hero Power during Phase I, i'd make it. Also, you must admit, that my Hero Power is thing that will easily Knock out me from this comp.
I don't realy want to add more people to this conversation, but if your opinion didn't change I asked if i can do this on phase I discussion, and Tox said that i can.
And it would have been fine had you made the change in Phase I, editing your submission after learning that we were taking everyone forward and were allowing changes to be made. We're in Phase II, and we expect by now that your Hero Power from Phase I is more-or-less locked in outside of minor edits. If you want to edit your Hero Power, that's fine; out-and-out replacing it with something different would be an issue. Phase I was a free pass for basically all involved, but what you submitted at the time still matters.
Unless I'm mistaken, Tox was giving you the okay to make the change then and there, not wait until Phase II.
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
Dark Scythe should read "Whenever your hero attacks and kills a minion, gain +1 Attack.", which is more inline with cards with similar effects. You only have two cards with more than 3 lines, you you can afford it.
Darken Mind is very strange. How would the animation of attacking itself work? I'd change the text to "Deal damage to a minion equal to its Attack", like freddoccino's Chamber of Reflection. 1 Mana is too low, I'd make it 2 or even 3.
Simple Enchantment could have a fancier name. I don't know, Soul Enchantment, maybe.
Even if it's a token, Abyssal Nightmare needs to have a cost, in case it gets Sap-ed or something like that. 8 Mana, like the spell that generates it, could be an appropriate value.
Thanks for awesome feedback, I've updated Dark Scythe and the Abyssal Nightmare token. As for Darken Mind and Simple Enchantment, I'm thinking of these changes:
Simple Enchantment gets a rename to Empower Soul. Does sound better. As for Darken Mind (also got a rename), the new Mind Sway should provide a cheap way to prevent face damage without being overpowering on the board state. It would help save face damage against a Mountain Giant on turn 3/4 for example but it won't remove it. I could keep the old effect and reword it but now that I think of it, that effect feels pretty common (Lightbomb does the same thing but as AoE) so I'd rather try something different.
Dark Scythe should read "Whenever your hero attacks and kills a minion, gain +1 Attack.", which is more inline with cards with similar effects. You only have two cards with more than 3 lines, you you can afford it.
Darken Mind is very strange. How would the animation of attacking itself work? I'd change the text to "Deal damage to a minion equal to its Attack", like freddoccino's Chamber of Reflection. 1 Mana is too low, I'd make it 2 or even 3.
Simple Enchantment could have a fancier name. I don't know, Soul Enchantment, maybe.
Even if it's a token, Abyssal Nightmare needs to have a cost, in case it gets Sap-ed or something like that. 8 Mana, like the spell that generates it, could be an appropriate value.
Thanks for awesome feedback, I've updated Dark Scythe and the Abyssal Nightmare token. As for Darken Mind and Simple Enchantment, I'm thinking of these changes:
Simple Enchantment gets a rename to Empower Soul. Does sound better. As for Darken Mind (also got a rename), the new Mind Sway should provide a cheap way to prevent face damage without being overpowering on the board state. It would help save face damage against a Mountain Giant on turn 3/4 for example but it won't remove it. I could keep the old effect and reword it but now that I think of it, that effect feels pretty common (Lightbomb does the same thing but as AoE) so I'd rather try something different.
Why does your quote say linkblade when it was me who wrote the message? D:
Why does your quote say linkblade when it was me who wrote the message? D:
Good question lel
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
Your class started to really grow on me lul. The flavour is neat.
Small but important detail in the discription of your Keyword: you wrote gain instead of have. Normally you write gain if it happens in an instant. A minion with Battlecry would gain +1/+1 for each minion with Evergrowth on the board when it's played and then not lose these stats. I think you intent something else right?
> Has +1/+1 for each other minion with Evergrowth you control.
Think that sounds way simpler and is what you intended. (It's not mtg ya know. :P)
To the new tribes, it's not really clear to me if the already existing cards that you put here are herbs now?
Your showcase cards look all fine. The Shovel is on the stronger side I think. Just brings a lot of stats for 2 mana. Would cut down 1 Duability but don't think anybody will object while reading your submission.
The Herbs are cool. Nice detail to flavour everywhere. I don't know if it's not too strong in this particular class, but the Silverleaf seems way stronger than the others or at least has way more potential to be busted. Spell Damage +1 or cast a spell twice are really far from powerlevel to each other. The first idea that comes to me is make it "After you cast a spell on a(nother) friendly minion, cast a copy of it on this minion." Since your class seem to have some minion buffs, that would be appropriate and not too op. Also fits to 'Silver' flavour wise I think. You could still draw two cards with one Lifeblood and get more Spell Damage out your Bloodthistle Pigment.
Your removal is completely dependent on Spell Damage. While the cards are fairly strong, you don't have that many means to get Spell Damage. Just a side thought to keep in mind though its fine until now I guess.
Your other cards are all fine exept Lifeblood. Has to cost 2 or target a minion to be on the same level as Power Word: Shield and not just be a 1 mana card draw with an upside.
[Think for the classic set would be nice to have a spell that creates (0/2) copies of an (Evergrowth) minion for synergy. Sow or Plant Seed or smth similar.]
Looks really nice all in all. You would definitely have my upvote.
Thanks a lot, happy you like it :)
For the EVERGROWTH I'd love to be like that, don’t know why I can’t write that on the hearthstones card generator. But I will work on it and maybe I will make it with photoshop.
The new tribe is just to identify and categorise some kind of cards. Most of them are from the Botanist Sets but there are also some of the neutral cards and some of other classes too. The idea is to add them into the herb family.
Garden Shovel -I will reduce the durability at 1, I wasn’t happy with the 2/2 either.
Silverleaf & Herbs - I think you cannot make more than spell damage +1 on a basic card am I right?
I know the Silverleaf is powerfull but you also only have 25% to get it and I really wanted to have some herbs more powerfull than others, is like when you get the fire totem with the shaman instead of the air one...I think I’m also running out of “3 lines of text” cards so not sure if I and how can change it without touching the other cards. I was actually thinking to give it "destroy this card at the end of your next turn".
For the rest, you can target your hero with Lifeblood too, even if he's at 30 you will still get the draw. For the suggestion I made 2 cards already like that but then I decided to use them on the classic in case ( I got bees and pollination in my pocket lol) . Something like summon a random 6/6 herb or summon a copy of an evergrowth and so on .
Hello, at first glance Find Herbs doesn't look interesting, but with the Silverleaf, it makes sense! The potential synergies I'm seeing are Mana Addict, Auctioneer and Adventurer. I agree now that Silverleaf is a bit OP, as the 1cost card draw will cast twice, but who knows? Run it in a play-test :)
Find Herbs is now my favorite. What are your class'weaknesses?
Well I guess an aggressive class or a zoo deck could be a problem, the botanist doesn’t have minions with a. big attack to counter them and at this stage he’s only hope to win is to have a good synergy with spell power or at building up the evergrowth. The deal 0 damage spell even if they looks silly they can be a threat with one or 2 minions with spell damage, specially the AoE one.
I would say that a mage could be the worst opponente because of all the direct damage the hero could take from spell tho...
In general I think that the early stage of the game are a problem, you need to keep a lot of cards for synergies in hand risking to reach the limit...
First of all, congratulations, because you simplified your Hero Power a lot. There are just a couple things I don't like:
I'm not sold on the "Deal 0 damage" thing, even if Spell Damage is an important part of your class. So, I'd replace Delicate Touch and Peaceful Levelling with something else.
The wording of Evergrowth isn't clear. The one proposed by Schlauchneid is much better.
Why is Razorpetal considered an Herb? IMO, it's fine if you want to design a tribe tag that applies to both minions and spells, but it's really weird that the only spell with the tag is a token from another class.
Thanks a lot, for the deal 0 damage, it’s a basic card that works in synergy with spell damage but I do that because I wanted to make some other cards, classic, which will deal damage instead of you deal 0 damage. I can boost it to deal 0-1 but I really like the flavor of them, even if they looks useless.
I'm trying to formatting the overgrowth the site doesn't let me do that lol
Razorpetal is there but it's an error lol, I will remove it.
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.
Liquid Fire - I think it’s too weak. Smite deal 2 damage for 1 mana, this one should deal at least 5 damage in my opinion for 3 mana.Or lower its cost to 2 at least.
Escape from Lab - I’ll change thext with fill your board with 1/1 Homuncoli
For Science - There’s nothing wrong in the card itself, i just think it can be too much. You risking to draw too many cards and burn them all if you don’t play it right. Have you thought about make it a single target or “deal damage to a minion and adjacent one”? Just to limit the possible draw.
Potion of Corpulance - to be 1 mana i would make it “Give a minion +2 and Taunt”
Just a randoe thought about your class, without infringing the terms of the challenge i think you should have some minion or some spell with a Cast when Drawn, whenever draw effect. Your main strength is to shuffle minion back in your deck to draw them later on.Following that:
Potion Researcher: Whenever you draw a potion, gain +1+2
Hey guys! I'm just about done with my entry, so I wanted some feedback. I'm still missing one card, so ideas are welcome too! Hope you like it.
THE CHRONICLER
The Chronicler is a class based on harnessing your memories and the power of the places you have visited or studied, summoning beasts of alien worlds or making your opponent feel what an eruption is like. Roaming through Azeroth and beyond, these explorers and scribes have witnessed or read about nearly everything, but their thirst for knowledge and adventure lingers on. Their power is clearly shown by Lorewalker Shuchun in this short story, The Blank Scroll. Citing Ziya, a goblin rogue: "Shuchun was a Lorewalker, a trade that Ziya barely understood. Lorewalkers told stories. They searched for artifacts from Pandaria's long past. And, if Shuchun was any example, they talked with their mouths full and smiled a lot.". This is applicable in a general sense to pandaren lorewalkers, dwarf historians, gnome bookmasters, elven scholars and all other different types of chroniclers.
Tokens
Keyword - Recall
The Chronicler's keyword, Recall, represents their command over memories and stories, and shows their ability to remember and reproduce events they have experienced, heard or read about. This keyword allows the power of some cards to be split between themselves and the next Hero Power. Most of them will only have an small extra punch, while a small amount of Recall cards will be much more focused on the Recall effect, being an effective tempo loss when cast but allowing you to choose more precisely when to unleash their full effect.
Example Cards
These are some of the most characteristic cards of the Chronicler's basic set. This class will have problems dealing with big, single targets, and its board clears won't mix very well with the more aggressive archetypes. There will be no Consecrations or Maelstrom Portals. Their strength lies with big, resilient minions, board control and the capability of grinding opponents out with the right deck. Later expansions might bring with them some combo capabilities too.
Novice Lorewalker is the first of many minions that will synergize with casting or having spells. The early game minion of choice for all board-centric Chronicler decks, it can't snowball like pre-nerf Mana Wyrm, or provide as much value as Northshire Cleric, but it helps establish early board control and is a resilient target for buffs.
Speaking of buffs! Invigorate is a mediocre buff by itself. However, the healing aspect combined with the high health minions the Chronicler has allows it to make great value trades and continue with the upper hand.
Enounce shows a different side of the Chronicler. It's a spell that mixes up all the different basic Scrolls into one simple enunciation. Well, it doesn't draw a card, but that is in exchange for having so much effects in one card. To get to the point, it acts as a small removal that provides a body and some defense in the form of healing.
Meticulous Research is an important piece of card draw for slower Chronicler archetypes. Even though it is a bit overcosted compared to Arcane Intellect, for example, can act as a powerful tutor in the right deck. It also provides a perfect curve if played turn 4. However, it is a big loss of tempo and can't allow a follow up until turn 9, so many decks won't be able to play it.
Winterspring's Bite is an example of the kind of board clears the Chronicler has. This class has some difficulty removing targets directly, and keeping its own minions out of danger... weather knows no sides! Practically all board clears will be symmetrical but powerful.
Tokens
Remaining Cards
Contemplation is another simple example of the precise and predictable card draw the Chronicler will use. In this case, it also shows the spell heavy nature of this class, using the simplest of synergies.
Inspiring Tale is a different take on Power Word: Shield. A cycle card that provides some defense, it is a candidate for the last spots of the Control Chronicler archetypes.
? dsafbl
Uldum Guardian is a big, sturdy minion, that provides a strong midgame and a great target for the array of buffs and beneficial spells the Chronicler has. Unlike Druid, the Chronicler won't approach its board-centric archetypes through flood and tokens, and will instead use midrange minions and single target buffs.
Di Chen and the Desert is the first story in the Chronicler's arsenal. This costly spells are based on stories, tales and fables of the different cultures of Azeroth. In this case, the story of Di Chen tells how he refused to surrender when battling every grain of sand of the desert, and is stuck fighting to this day. This card summons some of the infinite Sand Warriors he faces, and advises the opponent to surrender.
I like the flavour of the class and I think is well balanced but I don't understand how the Uldum Guardian fit in the "lore" of the class.
Anyway if the Memory is gonna be a current token in your deck you should take advantage of them...maybe dealing an amount o f damages for each memory on the board, or maybe targeting all target except memories (like the winterspring bite could be "deal 3 damage to all minion except memories").
Based on that why don't u make a card that summon a stronger version of the memory " Summon a 4/4 memory" ? or to fill up the board with them ?
Anyway this are the cards I changed based on the feedbacks. I'm just waiting for a confirmation from Shadow to know if I can have a token with more than 3 lines of text when I already have 3 cards with more than 3 lines.
Here's a mock-up submission. It's not my final, but pretty close. Would appreciate feedback of any kind! I tried to keep the cards fairly safe and basic, in an effort to showcase the class's core themes and mechanics.
The Chronomancer
The Chronomancer class deals with time. Typically this presents itself as tempo or other board-based advantage, but I wanted to play around in the actual time design space we've had with cards such as Nozdormu. Speaking of, the class also has access to Dragons and Dragon-matters themes due to WoW lore's Bronze Dragonflight dealing with time. The class cares about the time in your turn and also the status of the rope burning. The class also has some access to Freeze and Windfury as means of representing manipulation of time. Chronomancers lack in the removal department, having access to bounce (return to hand) effects but failing in permanently removing minions. Due to the Dragons in the class, Chronomancers are able to deal damage, but at inefficient costs and at lesser quantities.
The Chronomancer Hero Power works similarly to The Monster Hunt's Toki Time Tinkerer's Hero Power; instead of returning to the start of the turn, you return to just before your last action. For this, action is defined as something you had voluntary control of, i.e. playing a card, making an attack, using a hero power, etc. When you've used the Hero Power, it becomes used for the turn. Going back doesn't refresh your hero power, though it can be refreshed with other effects as most hero powers. With this, Chronomancer's are able to navigate RNG a little better, and so they have some RNG splashed throughout their cards. Time may flow, but nothing is certain.
Example Cards
Bronze Whelp: One of the smaller dragons Chronomancer's can call forth, Bronze Whelp showcases the class's ability to gain advantage out of time itself. While the rope is burning, Bronze Whelp costs 0. Effectively, this is a slightly stronger Wisp. It may not find too much competitive play, but it does well at introducing the presence of Dragons and the importance of time to the class.
Rewind: Rewind is likely Chronomancer's most iconic spell, simply bouncing a minion back to the hand. This is the sort of removal Chronomancer's excel at. Permanent removal is difficult and damage (such as Dragonflame below) isn't very efficient.
Freezetime: Chronomancer's aren't well versed in the elemental magics, but with the help of some wordplay, they can stop everything from moving. Some time spells are hard to concentrate toward a target, so you'll see a lot of Chronomancer spells affecting ALL characters.
Fastforward: The flipside to Rewind, Fastforward can get a minion onto the board sooner. It's difficult to balance such an effect for all past and present neutral cards, and as such I've limited this ability to class minions, which can be much more manageable to balance. If you don't like what you dump out, use your hero power and try again!
Breaktime: There's been a pattern of spells with the naming convention of "X" + "time". Breaktime is a bit of a pun as playing this card will result in you taking a break from casting spells with the steep cost. This spell is inspired by Crackle's random nature. Don't like how many you drew or what you drew? Press that button and go back!
Remaining Cards
Lucky Pocket Watch: This card doesn't do much, sure. Though, it introduces the theme of turn-length tampering in a basic manner. This will be expounded upon with the Classic set. Also important is that Chronomancers don't get too many weapons with attack, more so just timepieces with supplemental abilities.
Doubletime: It's temporary Windfury for any character! Really just a flavor card. Chronomancers aren't huge on physical combat, but maybe your Dragons will take a liking to them.
Clairvoyance: Simple filter spell. Tracking without the FeelsBadMan. Plan your actions with knowledge of your draw for the following turn, like a true Chronomancer.
Timekeeper: The product of Sorcerer's Apprentice and Pint-Sized Summoner combined. One of the ways to have time manifest through gameplay is cost reduction. Reducing spells can be a little strong, so just the first one should do you good.
Dragonflame: Ah yes, the Dragons can deal damage. 6 mana for 6 damage is a much more disappointing Fireball but I feel it is necessary to have a class have things it can't do well.
So I think I'm almost ready to submit. Here's how my post is looking. Any feedback is appreciated!
THE BATTLEMAGE
Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat. My particular version of battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills the battlemage with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target (not shown in basic), 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 utilize cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword: Spellfury
Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your hero has done 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. Note that class keywords do not appear on basic cards.
Example Cards
Cauterize: Solid removal if your willing to take some damage. You do get less value with a better weapon so don't overdo it. You can only kill them so much after all... (unfortunately) Enchant Weapon: Fury: Your angry, your swords angry, your enemies minions are dead. It's a good time! This is an example of the classes cards that are only effective against minions, and the "Enchant Weapon:" card type that will appear occasionally. Reinvigorate: After a hard days work, taking time to relax can do wonders. However it does seem to be less effective while the enemies minions are trying to murder you. I'm frankly shocked. Summoned Battleaxe: The perfect card to show off the class at a glance. It may seem somewhat weak but it's a cheap way to trigger big spellfury cards and it has excellent synergy with weapon durability buffs (which the class has in classic). Fire Tornado: The classes signature aoe. It's quite powerful, and an example of the classes armor gain which is often a small amount added onto another effect.
Remaining Cards
Flame Bowman: Another example of the classes cards that are only effective against minions. Icecrafter: She has solid stats, and you can definitely get your monies worth out of her using windfury (which the class can get from a couple of classic cards). Frozen Fist: Having no weapon equipped is another minor card theme so this gets players used to thinking about it early.A fairly strong card as early when it's best you likely wont have a weapon. Conjure: Barriers: The class is great at conjuring armor, shields, etc, so the classe's minions are often well protected with high health! The class's weapons are a bit too complex for the average warrior to use so attack buffs aren't common. Spellspeed: Using magic induced speed, you can strike down multiple foes before they have time to react! This card is paralytically good against big boards (less chance of 'losing' a hit to face), and with spell damage.
Here's a mock-up submission. It's not my final, but pretty close. Would appreciate feedback of any kind! I tried to keep the cards fairly safe and basic, in an effort to showcase the class's core themes and mechanics.
The Chronomancer
The Chronomancer class deals with time. Typically this presents itself as tempo or other board-based advantage, but I wanted to play around in the actual time design space we've had with cards such as Nozdormu. Speaking of, the class also has access to Dragons and Dragon-matters themes due to WoW lore's Bronze Dragonflight dealing with time. The class cares about the time in your turn and also the status of the rope burning. The class also has some access to Freeze and Windfury as means of representing manipulation of time. Chronomancers lack in the removal department, having access to bounce (return to hand) effects but failing in permanently removing minions. Due to the Dragons in the class, Chronomancers are able to deal damage, but at inefficient costs and at lesser quantities.
The Chronomancer Hero Power works similarly to The Monster Hunt's Toki Time Tinkerer's Hero Power; instead of returning to the start of the turn, you return to just before your last action. For this, action is defined as something you had voluntary control of, i.e. playing a card, making an attack, using a hero power, etc. When you've used the Hero Power, it becomes used for the turn. Going back doesn't refresh your hero power, though it can be refreshed with other effects as most hero powers. With this, Chronomancer's are able to navigate RNG a little better, and so they have some RNG splashed throughout their cards. Time may flow, but nothing is certain.
Example Cards
Bronze Whelp: One of the smaller dragons Chronomancer's can call forth, Bronze Whelp showcases the class's ability to gain advantage out of time itself. While the rope is burning, Bronze Whelp costs 0. Effectively, this is a slightly stronger Wisp. It may not find too much competitive play, but it does well at introducing the presence of Dragons and the importance of time to the class.
Rewind: Rewind is likely Chronomancer's most iconic spell, simply bouncing a minion back to the hand. This is the sort of removal Chronomancer's excel at. Permanent removal is difficult and damage (such as Dragonflame below) isn't very efficient.
Freezetime: Chronomancer's aren't well versed in the elemental magics, but with the help of some wordplay, they can stop everything from moving. Some time spells are hard to concentrate toward a target, so you'll see a lot of Chronomancer spells affecting ALL characters.
Fastforward: The flipside to Rewind, Fastforward can get a minion onto the board sooner. It's difficult to balance such an effect for all past and present neutral cards, and as such I've limited this ability to class minions, which can be much more manageable to balance. If you don't like what you dump out, use your hero power and try again!
Breaktime: There's been a pattern of spells with the naming convention of "X" + "time". Breaktime is a bit of a pun as playing this card will result in you taking a break from casting spells with the steep cost. This spell is inspired by Crackle's random nature. Don't like how many you drew or what you drew? Press that button and go back!
Remaining Cards
Lucky Pocket Watch: This card doesn't do much, sure. Though, it introduces the theme of turn-length tampering in a basic manner. This will be expounded upon with the Classic set. Also important is that Chronomancers don't get too many weapons with attack, more so just timepieces with supplemental abilities.
Doubletime: It's temporary Windfury for any character! Really just a flavor card. Chronomancers aren't huge on physical combat, but maybe your Dragons will take a liking to them.
Clairvoyance: Simple filter spell. Tracking without the FeelsBadMan. Plan your actions with knowledge of your draw for the following turn, like a true Chronomancer.
Timekeeper: The product of Sorcerer's Apprentice and Pint-Sized Summoner combined. One of the ways to have time manifest through gameplay is cost reduction. Reducing spells can be a little strong, so just the first one should do you good.
Dragonflame: Ah yes, the Dragons can deal damage. 6 mana for 6 damage is a much more disappointing Fireball but I feel it is necessary to have a class have things it can't do well.
Well there we have it. Thanks for reading through!
Personally i would play a bit more with the casuality of a buff or a card having such kind of hero power:
For example "Give randomly to your minions windfury or +2+2" or "Randomly freeze one or 2 enemy minions"
Clayrvoiance for example could randomly look at 3 card in your deck, discard 1 and keep the other 2.
The weapon to me feel to much like a legendary card, i know the effect is almost useless but you cannot remove it without a minion able to destroy weapon. Something like "Get 5 extra seconds each turn, destroy it of you play a card while the rope is burning"
While I would like to avoid the second coming of Big Priest, I was intending to make revive effects a major part of the Lich, as a means to perpetuate value and sustain one's defense. Un'Goro in particular was going to have revives as its Quest (fossils being the flavor), alongside cards like Unnatural Selector:
Rise Again has been far and away the most troublesome card so far, both in finding the right balance and in separating itself from the Priest.
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
The Witch
Laryssa , the Dark Witch is a class aimed at stealing strength from its opponents and having resilient minions.
The class has the unique Barrier keyword, as described below.
Keyword Section
Barrier is a defensive keyword that will have some interesting interactions with both minions and spells. Lower attack minions (wide boards) will be much weaker against it, whereas high attack minions might not even care. Barrier does not stack in any way, it simply reduces all incoming damage by 1.
Example Cards
As mentioned, the Witch is looking to control the board, weakening/controlling enemy minions whilst keeping her own minions healthy.
Remaining Cards
Most of these are further controlling / defensive type cards. Shadow Mend further works with efficient trading by bringing all those high health minions back to full health after trading with them.
Previous Phase
My Phase I submission can be found here.
- - - - - - - - - - - - - - - - -
That's it for now, as far as I know I should pass all the challenges.
This is my time trying to create a class so I'd welcome any feedback!
Ok this is my entry, I'm pretty happy with it but feedback are always welcome :)
THE BOTANIST
A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are a protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life force in order to unlock their hidden power. A Botanist seek out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed in powerful reagents. Cultivation is the Hero Power of this class which will allow you to summon Seedling with the new keyword -Evergrowth-. The Botanist is a tempo class, it needs time to build up his strategy and he does that thanks to his Taunt arsenal and his knowledge as a magister, boosting his Spell Damage to get rid of any offence. Winning condition could be to set up a good amount of minions with overgrowth on the board, or collect enough Spell Damage to blast the opponent with the flower power!
About Freywinn
Tempest Keep was merely a setback. Freywinn was in charge of the experiments the blood elves were conducting on the plants in the Botanica. After the destruction of Tempest Keep he managed to survive returning to the simple life of a scholar, growing his knowledge and discovering the secrets behind the Evergrowth.
Keyword: Evergrowth
Pretty easy to understand: The more minions on the board with Evergrowth, the more +1+1. I decided to change a bit the keyword from the last phase to make it less similar and annoying as the Jade golem mechanic. In this way you won't have more than +7+7 (good luck getting there, it will only require 7 minions on the board with Evergrowth and usually they are pretty weak by themselves).
New Tribe: Herbs
I thought it might be a good idea for this kind of class to have a special tribe: Herbs.
Seedling and Treant are not into this category because I didn't want to generate too many synergies and touch the druid class. Also i didn't put Mossy elemental, bog shaper and so on to keep it more specific and less dispersive.
Ixlid, Fungal Lord Vilespine Slayer The Voraxx Curious Glimmerroot Shrieking Shroom Walnut Sprite Biteweed Razorpetal Lasher Squashling Humongous Razorleaf Razorpetal
Botanist Example Cards
Apprentice Herbalist: As a starter herbalist you won’t have the chance to harvest a lot of herbs but only the basic one. Special mention to the Bloodthistle if you live nearby Quel’Thalas. This card will summon a random basic Herb on the board giving the botanist a nice passive buff with their presence (check spoiler for tokens)
Garden Shovel: They said that no special tools are required to gather herbs but who won’t like a garden shovel? The plant will like this little add-on. Boost to Health for all friendly minions, make sure you have some Herbs on the board.
Delicate Touch: Once upon a time there was this little tauren that levelled up to the top only picking up herbs and flower. He didn’t spill any blood. Or maybe he did. Anyway if you are a pacifist make sure you are not taking Bloodthistle or your pat won’t be as delicate.
Find Herbs: Herbalist use their potent sense for the growth to locate herbs on their map. Send this little guy into your deck and start the search. It might takes a lot, or maybe just a couple of turns...who knows? It's not easy to get rid of this passion once you got it.
Bloodthistle Pigment: Lord Saltheril keep saying that this is for the Inscription trainer in Silvermoon. I still don’t understand why is offering it to his party guests tho. Can you imagine its effect on a guest?
BASIC HERB
Cards generated by Apprentice Herbalist
Silverleaf: Mostly prevalent in northern Kalimdor, the Silveleaf is growing in shade, particularly in woodlands around the base of trees. It provides a catalyst property that increases its medicinal properties. So yeah, it’s double spell time!
Earthroot: Common across Kalimdor and the Eastern Kindomg, the Earthroot has sparse, tiny evergreen leaves, but more of value is the thick, woody root that typically protrudes above ground. The plant can be difficult to pull away…can you imagine a Botanist hiding behind one of them
Remaining Cards
Token Briarthorn's Wall
Briarthorn: A shrub that grows in thorn-covered vines with a thick bark. Appropriate protective equipment should be worn prior to harvesting, as the spines are extremely sharp. These roots spread too quickly and will overrun your garden.
Previous Phase
Botanist - Phase I
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to separate it from the priest card why don't you make it ress an enemy minion? Maybe buffed up. I know it's not the same ut it's kind of a lich thing to resurrect it's former enemy as a mindless slave.
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@linkblade91
Well, I think that if all competitors made it, even change of Hero Power should be allowed. Even if i'd change the Hero Power during Phase I, i'd make it. Also, you must admit, that my Hero Power is thing that will easily Knock out me from this comp.
I don't realy want to add more people to this conversation, but if your opinion didn't change I asked if i can do this on phase I discussion, and Tox said that i can.
Your class started to really grow on me lul. The flavour is neat.
Small but important detail in the discription of your Keyword: you wrote gain instead of have. Normally you write gain if it happens in an instant. A minion with Battlecry would gain +1/+1 for each minion with Evergrowth on the board when it's played and then not lose these stats. I think you intent something else right?
> Has +1/+1 for each other minion with Evergrowth you control.
Think that sounds way simpler and is what you intended. (It's not mtg ya know. :P)
To the new tribes, it's not really clear to me if the already existing cards that you put here are herbs now?
Your showcase cards look all fine. The Shovel is on the stronger side I think. Just brings a lot of stats for 2 mana. Would cut down 1 Duability but don't think anybody will object while reading your submission.
The Herbs are cool. Nice detail to flavour everywhere. I don't know if it's not too strong in this particular class, but the Silverleaf seems way stronger than the others or at least has way more potential to be busted. Spell Damage +1 or cast a spell twice are really far from powerlevel to each other. The first idea that comes to me is make it "After you cast a spell on a(nother) friendly minion, cast a copy of it on this minion." Since your class seem to have some minion buffs, that would be appropriate and not too op. Also fits to 'Silver' flavour wise I think. You could still draw two cards with one Lifeblood and get more Spell Damage out your Bloodthistle Pigment.
Your removal is completely dependent on Spell Damage. While the cards are fairly strong, you don't have that many means to get Spell Damage. Just a side thought to keep in mind though its fine until now I guess.
Your other cards are all fine exept Lifeblood. Has to cost 2 or target a minion to be on the same level as Power Word: Shield and not just be a 1 mana card draw with an upside.
[Think for the classic set would be nice to have a spell that creates (0/2) copies of an (Evergrowth) minion for synergy. Sow or Plant Seed or smth similar.]
Looks really nice all in all. You would definitely have my upvote.
@Laurendor:
Hello, at first glance Find Herbs doesn't look interesting, but with the Silverleaf, it makes sense! The potential synergies I'm seeing are Mana Addict, Auctioneer and Adventurer. I agree now that Silverleaf is a bit OP, as the 1cost card draw will cast twice, but who knows? Run it in a play-test :)
Find Herbs is now my favorite. What are your class'weaknesses?
Well, several people posted their submission draft in this page (mine included) or in the previous one, but received no feedback. So, I'm gonna bump my own class and give some feedback to the other people in the same situation.
As a Warcraft 3 fan, I like the theme of the class. Will Stealth be a part of the class, given the Lost Ones were invisible?
Generally, your cards are pretty good. They have a strong theme of stat manipulation without being one dimensional. There are only three cards I'd change:
I think you picked good cards for the showcase, as they paint a nice picture of your mechanics.
There are two cards I don't like:
Wow, your class and mine are very similar in many aspects.
I think you picked the right cards to showcase. I like Juju Juice a lot, even if it's very simple.
There are some things that can be improved IMO:
Here are some things you can improve:
Good work in general!
First of all, congratulations, because you simplified your Hero Power a lot. There are just a couple things I don't like:
And it would have been fine had you made the change in Phase I, editing your submission after learning that we were taking everyone forward and were allowing changes to be made. We're in Phase II, and we expect by now that your Hero Power from Phase I is more-or-less locked in outside of minor edits. If you want to edit your Hero Power, that's fine; out-and-out replacing it with something different would be an issue. Phase I was a free pass for basically all involved, but what you submitted at the time still matters.
Unless I'm mistaken, Tox was giving you the okay to make the change then and there, not wait until Phase II.
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 for awesome feedback, I've updated Dark Scythe and the Abyssal Nightmare token.
As for Darken Mind and Simple Enchantment, I'm thinking of these changes:
Simple Enchantment gets a rename to Empower Soul. Does sound better.
As for Darken Mind (also got a rename), the new Mind Sway should provide a cheap way to prevent face damage without being overpowering on the board state. It would help save face damage against a Mountain Giant on turn 3/4 for example but it won't remove it. I could keep the old effect and reword it but now that I think of it, that effect feels pretty common (Lightbomb does the same thing but as AoE) so I'd rather try something different.
Why does your quote say linkblade when it was me who wrote the message? D:
Good question lel
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 a lot, happy you like it :)
For the EVERGROWTH I'd love to be like that, don’t know why I can’t write that on the hearthstones card generator. But I will work on it and maybe I will make it with photoshop.
The new tribe is just to identify and categorise some kind of cards. Most of them are from the Botanist Sets but there are also some of the neutral cards and some of other classes too. The idea is to add them into the herb family.
Garden Shovel - I will reduce the durability at 1, I wasn’t happy with the 2/2 either.
Silverleaf & Herbs - I think you cannot make more than spell damage +1 on a basic card am I right?
I know the Silverleaf is powerfull but you also only have 25% to get it and I really wanted to have some herbs more powerfull than others, is like when you get the fire totem with the shaman instead of the air one...I think I’m also running out of “3 lines of text” cards so not sure if I and how can change it without touching the other cards. I was actually thinking to give it "destroy this card at the end of your next turn".
For the rest, you can target your hero with Lifeblood too, even if he's at 30 you will still get the draw. For the suggestion I made 2 cards already like that but then I decided to use them on the classic in case ( I got bees and pollination in my pocket lol) . Something like summon a random 6/6 herb or summon a copy of an evergrowth and so on .
Thanks again for the feedback
Well I guess an aggressive class or a zoo deck could be a problem, the botanist doesn’t have minions with a. big attack to counter them and at this stage he’s only hope to win is to have a good synergy with spell power or at building up the evergrowth. The deal 0 damage spell even if they looks silly they can be a threat with one or 2 minions with spell damage, specially the AoE one.
I would say that a mage could be the worst opponente because of all the direct damage the hero could take from spell tho...
In general I think that the early stage of the game are a problem, you need to keep a lot of cards for synergies in hand risking to reach the limit...
Thanks a lot, for the deal 0 damage, it’s a basic card that works in synergy with spell damage but I do that because I wanted to make some other cards, classic, which will deal damage instead of you deal 0 damage. I can boost it to deal 0-1 but I really like the flavor of them, even if they looks useless.
I'm trying to formatting the overgrowth the site doesn't let me do that lol
Razorpetal is there but it's an error lol, I will remove it.
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Liquid Fire - I think it’s too weak. Smite deal 2 damage for 1 mana, this one should deal at least 5 damage in my opinion for 3 mana. Or lower its cost to 2 at least.
Escape from Lab - I’ll change thext with fill your board with 1/1 Homuncoli
For Science - There’s nothing wrong in the card itself, i just think it can be too much. You risking to draw too many cards and burn them all if you don’t play it right. Have you thought about make it a single target or “deal damage to a minion and adjacent one”? Just to limit the possible draw.
Potion of Corpulance - to be 1 mana i would make it “Give a minion +2 and Taunt”
Just a randoe thought about your class, without infringing the terms of the challenge i think you should have some minion or some spell with a Cast when Drawn, whenever draw effect. Your main strength is to shuffle minion back in your deck to draw them later on. Following that:
Potion Researcher: Whenever you draw a potion, gain +1+2
I'll post more feedback later on today!
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Hey guys! I'm just about done with my entry, so I wanted some feedback. I'm still missing one card, so ideas are welcome too! Hope you like it.
THE CHRONICLER
The Chronicler is a class based on harnessing your memories and the power of the places you have visited or studied, summoning beasts of alien worlds or making your opponent feel what an eruption is like. Roaming through Azeroth and beyond, these explorers and scribes have witnessed or read about nearly everything, but their thirst for knowledge and adventure lingers on. Their power is clearly shown by Lorewalker Shuchun in this short story, The Blank Scroll. Citing Ziya, a goblin rogue: "Shuchun was a Lorewalker, a trade that Ziya barely understood. Lorewalkers told stories. They searched for artifacts from Pandaria's long past. And, if Shuchun was any example, they talked with their mouths full and smiled a lot.". This is applicable in a general sense to pandaren lorewalkers, dwarf historians, gnome bookmasters, elven scholars and all other different types of chroniclers.
Tokens
Keyword - Recall
The Chronicler's keyword, Recall, represents their command over memories and stories, and shows their ability to remember and reproduce events they have experienced, heard or read about. This keyword allows the power of some cards to be split between themselves and the next Hero Power. Most of them will only have an small extra punch, while a small amount of Recall cards will be much more focused on the Recall effect, being an effective tempo loss when cast but allowing you to choose more precisely when to unleash their full effect.
Example Cards
These are some of the most characteristic cards of the Chronicler's basic set. This class will have problems dealing with big, single targets, and its board clears won't mix very well with the more aggressive archetypes. There will be no Consecrations or Maelstrom Portals. Their strength lies with big, resilient minions, board control and the capability of grinding opponents out with the right deck. Later expansions might bring with them some combo capabilities too.
Tokens
Remaining Cards
Previous Phase
If you want to check other cards and a bit more of Karnik's background, check my Phase I post here!
@Hurien
I like the flavour of the class and I think is well balanced but I don't understand how the Uldum Guardian fit in the "lore" of the class.
Anyway if the Memory is gonna be a current token in your deck you should take advantage of them...maybe dealing an amount o f damages for each memory on the board, or maybe targeting all target except memories (like the winterspring bite could be "deal 3 damage to all minion except memories").
Based on that why don't u make a card that summon a stronger version of the memory " Summon a 4/4 memory" ? or to fill up the board with them ?
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Anyway this are the cards I changed based on the feedbacks. I'm just waiting for a confirmation from Shadow to know if I can have a token with more than 3 lines of text when I already have 3 cards with more than 3 lines.
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Here's a mock-up submission. It's not my final, but pretty close. Would appreciate feedback of any kind! I tried to keep the cards fairly safe and basic, in an effort to showcase the class's core themes and mechanics.
The Chronomancer
The Chronomancer class deals with time. Typically this presents itself as tempo or other board-based advantage, but I wanted to play around in the actual time design space we've had with cards such as Nozdormu. Speaking of, the class also has access to Dragons and Dragon-matters themes due to WoW lore's Bronze Dragonflight dealing with time. The class cares about the time in your turn and also the status of the rope burning. The class also has some access to Freeze and Windfury as means of representing manipulation of time. Chronomancers lack in the removal department, having access to bounce (return to hand) effects but failing in permanently removing minions. Due to the Dragons in the class, Chronomancers are able to deal damage, but at inefficient costs and at lesser quantities.
The Chronomancer Hero Power works similarly to The Monster Hunt's Toki Time Tinkerer's Hero Power; instead of returning to the start of the turn, you return to just before your last action. For this, action is defined as something you had voluntary control of, i.e. playing a card, making an attack, using a hero power, etc. When you've used the Hero Power, it becomes used for the turn. Going back doesn't refresh your hero power, though it can be refreshed with other effects as most hero powers. With this, Chronomancer's are able to navigate RNG a little better, and so they have some RNG splashed throughout their cards. Time may flow, but nothing is certain.
Example Cards
Remaining Cards
Last Phase Submission
Here's the Phase I submission.
Well there we have it. Thanks for reading through!
So I think I'm almost ready to submit. Here's how my post is looking. Any feedback is appreciated!
THE BATTLEMAGE
Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
My particular version of battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills the battlemage with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target (not shown in basic), 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 utilize cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword: Spellfury
Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your hero has done 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. Note that class keywords do not appear on basic cards.
Example Cards
Cauterize: Solid removal if your willing to take some damage. You do get less value with a better weapon so don't overdo it. You can only kill them so much after all... (unfortunately)
Enchant Weapon: Fury: Your angry, your swords angry, your enemies minions are dead. It's a good time! This is an example of the classes cards that are only effective against minions, and the "Enchant Weapon:" card type that will appear occasionally.
Reinvigorate: After a hard days work, taking time to relax can do wonders. However it does seem to be less effective while the enemies minions are trying to murder you. I'm frankly shocked.
Summoned Battleaxe: The perfect card to show off the class at a glance. It may seem somewhat weak but it's a cheap way to trigger big spellfury cards and it has excellent synergy with weapon durability buffs (which the class has in classic).
Fire Tornado: The classes signature aoe. It's quite powerful, and an example of the classes armor gain which is often a small amount added onto another effect.
Remaining Cards
Flame Bowman: Another example of the classes cards that are only effective against minions.
Icecrafter: She has solid stats, and you can definitely get your monies worth out of her using windfury (which the class can get from a couple of classic cards).
Frozen Fist: Having no weapon equipped is another minor card theme so this gets players used to thinking about it early. A fairly strong card as early when it's best you likely wont have a weapon.
Conjure: Barriers: The class is great at conjuring armor, shields, etc, so the classe's minions are often well protected with high health! The class's weapons are a bit too complex for the average warrior to use so attack buffs aren't common.
Spellspeed: Using magic induced speed, you can strike down multiple foes before they have time to react! This card is paralytically good against big boards (less chance of 'losing' a hit to face), and with spell damage.
Previous Phase
If you like the class, check out my Phase 1 submission!
(Note: The hero power and keyword have been tweaked since then)
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Personally i would play a bit more with the casuality of a buff or a card having such kind of hero power:
For example "Give randomly to your minions windfury or +2+2" or "Randomly freeze one or 2 enemy minions"
Clayrvoiance for example could randomly look at 3 card in your deck, discard 1 and keep the other 2.
The weapon to me feel to much like a legendary card, i know the effect is almost useless but you cannot remove it without a minion able to destroy weapon. Something like "Get 5 extra seconds each turn, destroy it of you play a card while the rope is burning"
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
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