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:
I think I screwed up cutting out specific parts of the post. I had a question for linkblade as well (about the maximum line rule) but got the answer myself before I had to post it and then removed it, but I think the quote window got stuck or something. Editing those blocks in a WYSIWYG editor is a bit wonky.
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.
First of all, even though it is not the way I'd have done it, I think your classification of Potions and the addition of the tag is solid. It adds a lot of flavor, even though it might turn some people off that you "changed" so many existing cards. I like your cards, they feel basic enough while painting a good picture of your class. Just by looking at them I can already see a buffing theme, a token style deck and that your class has strong single target removal but a bit worse board clears. My favorite card is For Science!. Maybe there is space for a more complex card, though, Escape from Lab and Clumsy Assistant fill the same niche, so maybe I'd move one of them to Classic. I like the spell more, personally. Apart from that, your balance is on point and I like where the class is going, I hope I get to see the different archetypes expanded in future sets. Regarding your showcase, I'd try to fit Golden Touch in it if powerful removal will be a theme with your class. Maybe Potion Researcher too. I'd definitely put Liquid Fire away, it is very simple and not very interesting. Good job with the class!
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!
Uhh, ok. So, I have a fundamental problem with your class: I hate cards and mechanics that mess with turn timers and duration. I even think your Hero Power is out of place because most of the time it won't do anything and makes Secrets pretty meaningless against your class. I don't know if this problem is fixable, but yeah, not a fan of the Hero Power at all. The problem is that your other cards are pretty neat! If I ignore Bronze Whelp and Lucky Pocket Watch, you have some interesting ideas and cool mechanics. I'd argue that Breaktime and Dragonflame could cost (1) less, but I guess you balanced Breaktime around your Hero Power. Doubletime might be a bit problematic in the future, because mixed with Leeroy Jenkins it provides a lot of burst. Fastforward is another card you have to look out for, try to take it into account when designing big minions. To conclude, I like your designs, but your Hero Power and timer-tampering is taking away a lot from your class IMHO.
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.
I applaud your new take on the keyword and Hero Power. They are both more balanced and easy to understand now, and look very promising! I'm not really sold on the idea of 1-Durability weapons, but we'll see. You've laid down very clearly the characteristics of your class and that's very welcome, I'd try to distinguish yourself a bit more from Warrior though. Most of your cards could be printed for that class. Reinvigorate is really cool, and pushes the design in a different direction. Conjure: Barriers is interesting too, but I think you should provide a bit more support for it to make it more fitting. That would also help differentiate yourself from Warrior. Maybe switching out Flame Bowman for a token-generating card? Something like that. Frozen Fist is probably my favorite card, but I'd argue it should do something even when you do have a weapon. Maybe something like "Deal 3 damage to a minion. If you have a weapon equipped, Freeze your hero." or "Deal 1 damage to a minion. If you have no weapon equipped, deal 3 instead.".
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 ?
Thanks for the feedback! Uldum is an ancient land, only discovered after the Cataclysm and filled with a strange culture and lots of mysteries. Uldum Guardian is one of the tol'vir, and I thought of it as those kind of things you would hear exist, but are not sure are real or not. Most minions of the Chronicler that don't have a scholar or adventurer theme, like Novice Lorewalker, will have this semi-mythical vibe. In Un'goro, for example, the Chronicler will be fascinated by the different dinosaurs and fossils found there. I'm currently planning on the Memory staying as a one-off minion, but your ideas are certainly interesting. I'll consider them!
I'd love it if any others would take a look at my entry, the Chronicler. You can find it in page 11! I'm also considering changing my border to a purple one, because there are already two blues in hearthstone, Mage and Shaman. What do you think?
I had planned similar effects for Classic set. I wanted Base Set to be as simple and core as possible, with straightforward and tame effects. Clairvoyance was meant to be a trade-off version of Tracking, keeping in flavor with the future-seeing theme. I didn't want it to discard something, but rather just "see the future".
I understand the Legendary-feeling criticism. Though, I'm not sure of any instance in which you'd want to remove the weapon yourself. I don't think the opponent would want it gone that badly either. I'll think about a more elegant means to change it. Thanks a lot!
@Hurien
Sad to hear you're not enjoying the time-related theme, though that was my main goal with this class as a design challenge; I wanted to play in that design space. I feel the trade-off of it being slightly better against secrets weighs out with it being not doing anything most of the time. It feels weird when you say the Hero Power and time-tinkering takes away from the class when it's sorta the core of the class... Hopefully I can change your opinion on how you feel about timer related cards with this class. :)
Lucky Pocket Watch and Bronze Whelp are fairly boring cards, aside from their time-tinkering, I concede that. But my entire intention with these two cards was to showcase the floor of this theme. I recognized that this theme couldn't be too rampant and as such I wanted less powerful, near negligible versions in the base set.
I totally agree with Fastforward. Couldn't make it any minion for similar reasons. Bigger Chronomancer minions will be cognizant of this card. I also agree with Doubletime, though I'm not as concerned since there's a fairly similar combo in Shaman for 1 extra mana and that's in a class with aggressive tools whereas this class is by no means aggressive.
Ok, if i'm not allowed to do that, i won't. But I must admit that i feel realy bad with it. I feel that I can just not submit anything, because why I would submit something when I feel it's bad? So, I just want a simple answer: Can I change my Hero Power, or No?
Also, I made feedback to something like five classes, but then my internet get rekt. I'll make feedback again later.
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. Heartpiercercan 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.
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?
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.
Thank you for the feedback! The idea behind this card is to play it on turn 1 and use the hero power to kill early enemy minions, and to act as a pseudo-taunt. I'll bump him to 2/1/3 just so he isn't that weak to silence.
Melt's effect was inspired by the artwork. You're right when you say tech doesn't exist in basic cards, so i have these 2 alternatives to replace it:
Both of these are combo cards, but they have different purposes. Dual-casting is a late game card that let's you double the value of a spell. The second copy works just like Electra Stormsurge. Crystallize Blood on the other hand is a cheap way of activating Fresh Blood without actually taking damage, or spending mana. It also reduces you actual Health for the purposes of Bloodflame Bolt and such, without reducing your health total. You can trigger Fresh Blood and similar effects on the turn you play the card with the keyword.
In truth i like Crystallize Blood a lot more, but i posted an alternative just in case. What do you think?
Unholy Shield is too cheap in my opinion. Mark of Nature costs 3 and it gives +0/+4 and taunt. Considering this gives more stats than a single Mark, i think it should cost 6. That way you get a little more value if you have 2 minions, and a lot of value with 3 or more.
Dark Scythe can be a 2/4, a 3/3, a 4/2 and a 5/1 weapon, all for the cost of 4 mana. I think you might want to reduce the durability by 1, so it don't go out of control too fast.
Darken Mind i assume it will work like a single target Lightbomb (in which case it should cost 2 at least), and not like the bug in this video:
Acolyte Master seems balanced when you compare it to Houndmaster.
Does Abyssal Nightmare work like a permanent Pint-sized potion? Is it an aura, like Stormwind Champion (meaning the attack is returned when it dies)?
Your class seems to base itself a lot on buffing minions/the board. Keep in mind you should have a way of actually filing the board in the first place. Maybe one of your minions should spawn some tokens, to better represent the zoo/token aspect of your class.
The seedling would be a 1/3 with how you worded the keyword, which is too strong. "Gain +X/+X where X is the number of friendly minions with evergrowth on the table" means if you have only one, that minion will have +1/+1. You better reword it like this: "Has +X/+X for each other friendly minion with Evergrowth on the board"
Herbs sounds weird. I get why you can't use Plant or Plantlife, but herbs make me think of cooking recipes.
Delicate Touch is cool.
Find Herbs: 1 mana condition less card draw is generally avoided in hearthstone. Power Word: Shield, Mortal Coil, Blessing of Wisdom all have a condition to them. I think yours should have too. It can draw itself, which i guess it's a drawback, but i think it should do more than just draw a card.
Peacebloom: Maiden of the Lake exists. It has 2 more attack and it costs 4. 2 attack isn't worth 2 mana, so either Peacebloom is too cheap, or it has too much health.
Bloodthistle: Street Trickster exists. Again, 1 mana 1 more health.
All the basic herbs in my opinion are too good at 2 mana and 6 health. I believe they should all have 5 health. Also, Silverleaf seems waaaay more powerful than the other 3. You basically have a free second copy of every spell you cast while it's alive. The other 3 only have small bonuses, like 1 mana reduction on the HP, or 1 spell damage. I really think Silverleaf should be changed to something more basic.
Everything else seems ok.
I like your class and i love the flavor you went with, but your "basic" herbs aren't really that basic at all.
The basic scrolls seem ok in terms of power and flavor
I wish i could say more about your cards, but they all seem balanced.
Since you asked for ideas, here are a few:
Tip: You can reduce the font size on Hearthcards by typing {{FONTSIZE=-X}} before the card text in the card text box (without any spaces in between). X can be anything from 1 to 15.
That's all the time i have for now. I Hope i've been useful.
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.
Come on, just let the kid change his freakin hero power. The restrictions already made sure I don't participate. Why should the rules be so much more important than the people who want to be part of this? You wrote the restrictions are there so that people make even better classes. So why not subscribe to that even more? Ideas and concepts need time to evolve. How can we improve our classes if we can't change things? You give your submission and if enough people like it, you pass. At a certain point you can't change your submission, but in between phases we should be able to change and improve nearly everything. If the class is then even better at the time of submitting, is this not what we want? Let the voters decide.
This is not a serious competition. There is no prize money or anything. Think most just want to participate, do and show what they can and not feel left out. At least this is how I feel. Allow them to do what they can do and not tell them so many things they can't do. To be strict is not fun for you (at least I hope not) because of people that object and not fun for the competitors because they might not be able to abide in all ways directly. To push rules for the sake of the rules doesn't make sense. If it's about being fair to the other competitors, you could just ask them if they think it's ok or not instead of dimissing somebody and just take that they resign or feel bad about what they are submitting.
Come on, just let the kid change his freakin hero power. The restrictions already made sure I don't participate. Why should the rules be so much more important than the people who want to be part of this? You wrote the restrictions are there so that people make even better classes. So why not subscribe to that even more? Ideas and concepts need time to evolve. How can we improve our classes if we can't change things? You give your submission and if enough people like it, you pass. At a certain point you can't change your submission, but in between phases we should be able to change and improve nearly everything. If the class is then even better at the time of submitting, is this not what we want? Let the voters decide.
This is not a serious competition. There is no prize money or anything. Think most just want to participate, do and show what they can and not feel left out. At least this is how I feel. Allow them to do what they can do and not tell them so many things they can't do. To be strict is not fun for you (at least I hope not) because of people that object and not fun for the competitors because they might not be able to abide in all ways directly. To push rules for the sake of the rules doesn't make sense. If it's about being fair to the other competitors, you could just ask them if they think it's ok or not instead of dimissing somebody and just take that they resign or feel bad about what they are submitting.
Giving someone an extra two weeks to come up with their entire class design - which changing your Hero Power entirely is doing - is not fair on the other competitors who managed to come up with their designs in that original two weeks. We already allow people to completely change the cards they show off in Phase I, even to the point of them never showing up again - the only things that must be kept the same are the Hero, Hero Power and any exclusive keywords, and both the Hero Power and keywords can receive balancing tweaks at any point in the competition.
It's also not fair to ask the other competitors to make that decision - they're obligated to say yes, because if they say no, they look like the bad guy who is ruthlessly trying to have a better chance in the competition. As someone who is deliberately not taking part in the competition in order to ensure that the extra challenges don't unfairly advantage or disadvantage any competitors, it is my place to make these sorts of decisions.
I don't appreciate you trying to characterise us as being deliberately mean or vindictive because we're enforcing the rules of the competition.
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.
Thanks for your feedback! I'll probably replace Liquid Fire by Potion Researcher as you said. I'll also replace Clumsy Assistant if I can come up with a substitute.
About your class, I like the flavour. It's very original and the tutor theme really fits it. There are a couple things I would change:
Replace Enounce by something else. Such a mix of effects doesn't feel like a Basic card. It will be fine as a Classic Rare or Epic.
In the showcase, I'd replace Winterspring's Bite by Di Chen and the Desert. WsB doesn't have anything especial.
Your class should probably have some sort of hard removal, even if it's not its natural strength. Every class has hard removal, except Druid and Warlock.
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!
I'm not too fond on your class, to be honest :/
The turn manipulation thing featured by Bronze Whelp and Lucky Pocket Watch doesn't really work, as demonstrated by Nozdormu. A good alternative with similar flavor, but much more interesting gameplay, would be cards that end your turn when played.
For the rest of your cards, several of them (Rewind, Freeze Time, Doubletime) make your class feel like a pastiche of other classes.
The only cards I really like are Timekeeper and Clairvoyance (even though the pastiche argument could still be applied to them).
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.
Thank you for the feedback! The idea behind this card is to play it on turn 1 and use the hero power to kill early enemy minions, and to act as a pseudo-taunt. I'll bump him to 2/1/3 just so he isn't that weak to silence.
Melt's effect was inspired by the artwork. You're right when you say tech doesn't exist in basic cards, so i have these 2 alternatives to replace it:
Both of these are combo cards, but they have different purposes. Dual-casting is a late game card that let's you double the value of a spell. The second copy works just like Electra Stormsurge. Crystallize Blood on the other hand is a cheap way of activating Fresh Blood without actually taking damage, or spending mana. It also reduces you actual Health for the purposes of Bloodflame Bolt and such, without reducing your health total. You can trigger Fresh Blood and similar effects on the turn you play the card with the keyword.
In truth i like Crystallize Blood a lot more, but i posted an alternative just in case. What do you think?
Feedback is welcomed and encouraged!
Dual Casting seems hard to use for the Basic set. I prefer Crystalize Blood too.
In truth i like Crystallize Blood a lot more, but i posted an alternative just in case. What do you think?
Feedback is welcomed and encouraged!
Crystallize Blood is better, yeah. It plays well with your themes, and it fits nicely within the two-lines. Dual-Casting is much more complicated, and you can tell how much you decreased the font size to fit within the rules. The fact that you like Crystallize Blood more should seal the deal.
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
I'd love it if any others would take a look at my entry, the Chronicler. You can find it in page 11! I'm also considering changing my border to a purple one, because there are already two blues in hearthstone, Mage and Shaman. What do you think?
I think the blue looks nice, but you are right in-that there are already two blue classes in-game. If you would feel more comfortable in the purple, then go for it. Some additional feedback:
Invigorate does not qualify as being your third card with three or more lines of text: we are allowing the italicized explanation text to be an exception to this rule. If you wanted another card with more text, you could do so.
I agree with Wailor in-that Enounce probably has too much going for on a Basic card.
Meticulous Research does not feel like a Basic card to me. If you want it in Vanilla Hearthstone then I could see it as a Classic card, but such a specific tutor feels too niche for what should be a generalized set of starting cards. To properly appease its existence, you would need to constantly make 5- and 6-cost cards it could combo with. If "many decks won't be able to play it", its position in the Basic set is questionable.
I think you could stand to have a third damage card, even if it's not anything super powerful or special. It's fine if you don't plan to have a lot of damage spells floating around in future sets, but something to fall back on is appreciated. Multiple Basic sets have three damage cards, including the minion-focused classes like Hunter and Druid.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Hey 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.
About your class, I like the flavour. It's very original and the tutor theme really fits it. There are a couple things I would change:
Replace Enounce by something else. Such a mix of effects doesn't feel like a Basic card. It will be fine as a Classic Rare or Epic.
In the showcase, I'd replace Winterspring's Bite by Di Chen and the Desert. WsB doesn't have anything especial.
Your class should probably have some sort of hard removal, even if it's not its natural strength. Every class has hard removal, except Druid and Warlock.
Thanks for the kind words! I'm very flavor-driven when doing this kind of things, so I'm glad you like it. I understand what you say about Enounce, I liked it because it fused the scrolls, but it's alright. I'm not sure about my showcases yet, so thank you for the input. It's true that Winterspring's Bite isn't that interesting.
I think the blue looks nice, but you are right in-that there are already two blue classes in-game. If you would feel more comfortable in the purple, then go for it. Some additional feedback:
Invigorate does not qualify as being your third card with three or more lines of text: we are allowing the italicized explanation text to be an exception to this rule. If you wanted another card with more text, you could do so.
I agree with Wailor in-that Enounce probably has too much going for on a Basic card.
Meticulous Research does not feel like a Basic card to me. If you want it in Vanilla Hearthstone then I could see it as a Classic card, but such a specific tutor feels too niche for what should be a generalized set of starting cards. To properly appease its existence, you would need to constantly make 5- and 6-cost cards it could combo with. If "many decks won't be able to play it", its position in the Basic set is questionable.
I think you could stand to have a third damage card, even if it's not anything super powerful or special. It's fine if you don't plan to have a lot of damage spells floating around in future sets, but something to fall back on is appreciated. Multiple Basic sets have three damage cards, including the minion-focused classes like Hunter and Druid.
Ok, I may change the color, but I'm not sure yet. I'm very picky with these kinds of things hehe. About Invigorate, that's great. I wasn't sure but I didn't need it yet at least, so I wasn't too worried. Like I said, I agree Enounce might have to wait for Classic. I'm taking a look at Meticulous Research, but I like it so much! I may leave it for Classic too.
Taking your suggestions into account and after a bit of brainstorming (and Noah's imput) I've made some more cards. They are hidden in the following spoiler. Which ones do you like the most? They will substitute Enounce and the empty slot I still have. I'm considering what to do with Meticulous Research because it's true it doesn't look basic either.
I've made some adjustments, most noticeably taking out Mechanized Armor. I feel it gives the class too much protection with such a big armor boost, and I'll rework it with smaller numbers for a future set. In it's place, I've reworked my presentation Secret to be a disruption card like Rebuke. Overall I'm pretty happy with my cards. I feel like they are real simple, which is perfect for Basic, but give me lots of room to grow. Let me know what you think!
THE TINKER
Welcome back to Blasthammer's Garage! So, you want to see more of what we Tinkers can do, eh? Like I said last time, we Tinkers are crafty thinkers that make all kinds of wonderful toys! We got mechs and weapons and gadgets and bombs and more scrapbots than you can count! Today, I'll show you a few Basic things so you get a feel for how we work. Don't worry, even some of this stuff can get pretty crazy!
Keyword: Synchronize
Before we get too far, I wanted to remind you about Synchronize! Sometimes when you're tinkering away, you find you've made something better than what you expected! Use all your Mana on a card, and that card will get a bonus! It's like Combo, but you can use it without playing cards before it! But on the flip side, you only can get one Synchronize effect a turn (usually) and most of the effects won't be just 'do damage' or 'get stats.' Sometimes it'll be stronger the more cards you played, or if you've got some Scrapbots in your hand from your Hero Power! We'll talk more about that later. Now, to the workshop!
Example Cards
Here's a couple neat things. Basic stuff, but important! A lot of my best work is based off some simple ideas. Let's take a closer look, eh?
Noise Machine - WHAT!? I CAN'T HEAR YOU! WHAT!? TURN IT OFF? OH! Heh, sorry. You saw this before, when it was a Secret. Still got some Secrets, but this little baby turned into something a bit more... preemptive! Casters hate 'em. I got a few buggers like these, they do a great job screwing with our enemies and protecting our workers.
Safety Second! - Yeah, we got all kinds of workers here, building mechs and bombs. You know my garage's number one rule? Results first! And money! Money's also first. What? Safety? No way! That's second, at best. But still, important. Lots of dangerous stuff here.
Scrap Bomb - Like this guy. Light it, throw it, big boom. Lots of shrapnel to make more Bots out of. What's with all the Bots? We love 'em here! If we're bored, or out of ideas, we make Bots. Lots and lots of Bots. Later on, I'll show you some clever things we can do with 'em, too!
Chainsword - Watch your fingers! This guy's sharp! Yeah, we Tinkers have weapons, and they're a LOT better than those used by other classes. For one, some of ours explode! That's, um, that's a feature. I think. You see, we've got bombs and missiles and stuff, but Tinkers are, uh, easily distracted. Some of our tools don't always hit our exact mark. So we use weapons when we need to be precise.
Overclock - And if we need to be really sure our target gets got, we throw all the safeties off and kick it into overdrive! What? I told you the explosions were a feature!
Remaining Cards
There you go! Like I said, Basic stuff, but its a good foundation for some of the crazy contraptions we make here! We got all kinds of cards that build off each other and Synchronize together for strong effects or big bursts of damage! We can also swarm our enemies with all those Bots we've got! And if we're feeling real clever, we can even turn our Bots into other stuff when we need to. Thanks again for visiting! If you like what you see, come back again and I'll show you some of my Classic stuff.
I think I might be ready...pretty happy with everything. I changed the tokens generated from the Apprentice Herbalist, they are less powerful than before, specially the Silverleaf. I'm also not sure if I wanna add those in-cards as Herbs or just leave it as a special category only for the class. Any otherfeedback is more than welcome!
I Can't change the tooltip. I tried many times but it doesn't let me type "Has +1/+1 for each friendly minion with Evergrowth on the board" If some of you could try I will highly appreciate it.
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.
The following are cards that will be categorised as Herbs.
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, a general boost to the morale of the group!
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.
I'm a bit stuck with this: destroy a friendly minion...
I really don’t think your hero power should destroy a friendly minion. That’s a level of complexity well above all other hero powers. But if your original submission has it, I guess it’s required?
I think I screwed up cutting out specific parts of the post. I had a question for linkblade as well (about the maximum line rule) but got the answer myself before I had to post it and then removed it, but I think the quote window got stuck or something. Editing those blocks in a WYSIWYG editor is a bit wonky.
I'll update it to avoid any further confusion.
Feedback!
@Wailor's Alchemist
First of all, even though it is not the way I'd have done it, I think your classification of Potions and the addition of the tag is solid. It adds a lot of flavor, even though it might turn some people off that you "changed" so many existing cards. I like your cards, they feel basic enough while painting a good picture of your class. Just by looking at them I can already see a buffing theme, a token style deck and that your class has strong single target removal but a bit worse board clears. My favorite card is For Science!. Maybe there is space for a more complex card, though, Escape from Lab and Clumsy Assistant fill the same niche, so maybe I'd move one of them to Classic. I like the spell more, personally. Apart from that, your balance is on point and I like where the class is going, I hope I get to see the different archetypes expanded in future sets. Regarding your showcase, I'd try to fit Golden Touch in it if powerful removal will be a theme with your class. Maybe Potion Researcher too. I'd definitely put Liquid Fire away, it is very simple and not very interesting. Good job with the class!
@MJM_'s Chronomancer
Uhh, ok. So, I have a fundamental problem with your class: I hate cards and mechanics that mess with turn timers and duration. I even think your Hero Power is out of place because most of the time it won't do anything and makes Secrets pretty meaningless against your class. I don't know if this problem is fixable, but yeah, not a fan of the Hero Power at all. The problem is that your other cards are pretty neat! If I ignore Bronze Whelp and Lucky Pocket Watch, you have some interesting ideas and cool mechanics. I'd argue that Breaktime and Dragonflame could cost (1) less, but I guess you balanced Breaktime around your Hero Power. Doubletime might be a bit problematic in the future, because mixed with Leeroy Jenkins it provides a lot of burst. Fastforward is another card you have to look out for, try to take it into account when designing big minions. To conclude, I like your designs, but your Hero Power and timer-tampering is taking away a lot from your class IMHO.
@Turkeybag's Battlemage
I applaud your new take on the keyword and Hero Power. They are both more balanced and easy to understand now, and look very promising! I'm not really sold on the idea of 1-Durability weapons, but we'll see. You've laid down very clearly the characteristics of your class and that's very welcome, I'd try to distinguish yourself a bit more from Warrior though. Most of your cards could be printed for that class. Reinvigorate is really cool, and pushes the design in a different direction. Conjure: Barriers is interesting too, but I think you should provide a bit more support for it to make it more fitting. That would also help differentiate yourself from Warrior. Maybe switching out Flame Bowman for a token-generating card? Something like that. Frozen Fist is probably my favorite card, but I'd argue it should do something even when you do have a weapon. Maybe something like "Deal 3 damage to a minion. If you have a weapon equipped, Freeze your hero." or "Deal 1 damage to a minion. If you have no weapon equipped, deal 3 instead.".
Thanks for the feedback! Uldum is an ancient land, only discovered after the Cataclysm and filled with a strange culture and lots of mysteries. Uldum Guardian is one of the tol'vir, and I thought of it as those kind of things you would hear exist, but are not sure are real or not. Most minions of the Chronicler that don't have a scholar or adventurer theme, like Novice Lorewalker, will have this semi-mythical vibe. In Un'goro, for example, the Chronicler will be fascinated by the different dinosaurs and fossils found there. I'm currently planning on the Memory staying as a one-off minion, but your ideas are certainly interesting. I'll consider them!
I'd love it if any others would take a look at my entry, the Chronicler. You can find it in page 11! I'm also considering changing my border to a purple one, because there are already two blues in hearthstone, Mage and Shaman. What do you think?
@Laurendor
Thanks for the feedback!
I had planned similar effects for Classic set. I wanted Base Set to be as simple and core as possible, with straightforward and tame effects. Clairvoyance was meant to be a trade-off version of Tracking, keeping in flavor with the future-seeing theme. I didn't want it to discard something, but rather just "see the future".
I understand the Legendary-feeling criticism. Though, I'm not sure of any instance in which you'd want to remove the weapon yourself. I don't think the opponent would want it gone that badly either. I'll think about a more elegant means to change it. Thanks a lot!
@Hurien
Sad to hear you're not enjoying the time-related theme, though that was my main goal with this class as a design challenge; I wanted to play in that design space. I feel the trade-off of it being slightly better against secrets weighs out with it being not doing anything most of the time. It feels weird when you say the Hero Power and time-tinkering takes away from the class when it's sorta the core of the class... Hopefully I can change your opinion on how you feel about timer related cards with this class. :)
Lucky Pocket Watch and Bronze Whelp are fairly boring cards, aside from their time-tinkering, I concede that. But my entire intention with these two cards was to showcase the floor of this theme. I recognized that this theme couldn't be too rampant and as such I wanted less powerful, near negligible versions in the base set.
I totally agree with Fastforward. Couldn't make it any minion for similar reasons. Bigger Chronomancer minions will be cognizant of this card. I also agree with Doubletime, though I'm not as concerned since there's a fairly similar combo in Shaman for 1 extra mana and that's in a class with aggressive tools whereas this class is by no means aggressive.
Thanks for all your feedback!
@linkblade91
Ok, if i'm not allowed to do that, i won't. But I must admit that i feel realy bad with it. I feel that I can just not submit anything, because why I would submit something when I feel it's bad? So, I just want a simple answer: Can I change my Hero Power, or No?
Also, I made feedback to something like five classes, but then my internet get rekt. I'll make feedback again later.
THE BLOODBURNER
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells will generally benefit from low health, or even hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Keyword
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all cards in play with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Remaining Cards
Previous Phase
My previous post.
I hope i didn't make any mistakes. If i did, please let me know. What do you think about my descriptions? I tried to compare everything with already existing cards, to show the balance of my cards. I also attempted some humor and flavor commentary (inspired by linkblade91's KT role-play). I'll take it out if it's too weird.
Are the 5 example cards ok? Should any of my other 5 cards take the spotlight?
Feedback is welcomed and encouraged!
Thank you for the feedback! The idea behind this card is to play it on turn 1 and use the hero power to kill early enemy minions, and to act as a pseudo-taunt. I'll bump him to 2/1/3 just so he isn't that weak to silence.
Melt's effect was inspired by the artwork. You're right when you say tech doesn't exist in basic cards, so i have these 2 alternatives to replace it:
Both of these are combo cards, but they have different purposes. Dual-casting is a late game card that let's you double the value of a spell. The second copy works just like Electra Stormsurge. Crystallize Blood on the other hand is a cheap way of activating Fresh Blood without actually taking damage, or spending mana. It also reduces you actual Health for the purposes of Bloodflame Bolt and such, without reducing your health total. You can trigger Fresh Blood and similar effects on the turn you play the card with the keyword.
In truth i like Crystallize Blood a lot more, but i posted an alternative just in case. What do you think?
Feedback is welcomed and encouraged!
Feedback time! Take everything i say with a grain of salt as i am no expert. But i do try to compare everything with existing cards.
@Thezzy
Your class seems to base itself a lot on buffing minions/the board. Keep in mind you should have a way of actually filing the board in the first place. Maybe one of your minions should spawn some tokens, to better represent the zoo/token aspect of your class.
@Laurendor
I like your class and i love the flavor you went with, but your "basic" herbs aren't really that basic at all.
@Hurien
Since you asked for ideas, here are a few:
Tip: You can reduce the font size on Hearthcards by typing {{FONTSIZE=-X}} before the card text in the card text box (without any spaces in between). X can be anything from 1 to 15.
That's all the time i have for now. I Hope i've been useful.
Come on, just let the kid change his freakin hero power. The restrictions already made sure I don't participate. Why should the rules be so much more important than the people who want to be part of this? You wrote the restrictions are there so that people make even better classes. So why not subscribe to that even more? Ideas and concepts need time to evolve. How can we improve our classes if we can't change things? You give your submission and if enough people like it, you pass. At a certain point you can't change your submission, but in between phases we should be able to change and improve nearly everything. If the class is then even better at the time of submitting, is this not what we want? Let the voters decide.
This is not a serious competition. There is no prize money or anything. Think most just want to participate, do and show what they can and not feel left out. At least this is how I feel. Allow them to do what they can do and not tell them so many things they can't do. To be strict is not fun for you (at least I hope not) because of people that object and not fun for the competitors because they might not be able to abide in all ways directly. To push rules for the sake of the rules doesn't make sense. If it's about being fair to the other competitors, you could just ask them if they think it's ok or not instead of dimissing somebody and just take that they resign or feel bad about what they are submitting.
Giving someone an extra two weeks to come up with their entire class design - which changing your Hero Power entirely is doing - is not fair on the other competitors who managed to come up with their designs in that original two weeks. We already allow people to completely change the cards they show off in Phase I, even to the point of them never showing up again - the only things that must be kept the same are the Hero, Hero Power and any exclusive keywords, and both the Hero Power and keywords can receive balancing tweaks at any point in the competition.
It's also not fair to ask the other competitors to make that decision - they're obligated to say yes, because if they say no, they look like the bad guy who is ruthlessly trying to have a better chance in the competition. As someone who is deliberately not taking part in the competition in order to ensure that the extra challenges don't unfairly advantage or disadvantage any competitors, it is my place to make these sorts of decisions.
I don't appreciate you trying to characterise us as being deliberately mean or vindictive because we're enforcing the rules of the competition.
You can find me here! Good luck everyone!
Thanks for your feedback! I'll probably replace Liquid Fire by Potion Researcher as you said. I'll also replace Clumsy Assistant if I can come up with a substitute.
About your class, I like the flavour. It's very original and the tutor theme really fits it. There are a couple things I would change:
I'm not too fond on your class, to be honest :/
The turn manipulation thing featured by Bronze Whelp and Lucky Pocket Watch doesn't really work, as demonstrated by Nozdormu. A good alternative with similar flavor, but much more interesting gameplay, would be cards that end your turn when played.
For the rest of your cards, several of them (Rewind, Freeze Time, Doubletime) make your class feel like a pastiche of other classes.
The only cards I really like are Timekeeper and Clairvoyance (even though the pastiche argument could still be applied to them).
I'd say you're good to go!
Dual Casting seems hard to use for the Basic set. I prefer Crystalize Blood too.
Crystallize Blood is better, yeah. It plays well with your themes, and it fits nicely within the two-lines. Dual-Casting is much more complicated, and you can tell how much you decreased the font size to fit within the rules. The fact that you like Crystallize Blood more should seal the deal.
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
I think the blue looks nice, but you are right in-that there are already two blue classes in-game. If you would feel more comfortable in the purple, then go for it. Some additional feedback:
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 the feedback guys!
I'm happy you like it! I guess no criticism is a good sign :P Thanks for the ideas too, I like them.
Thanks for the kind words! I'm very flavor-driven when doing this kind of things, so I'm glad you like it. I understand what you say about Enounce, I liked it because it fused the scrolls, but it's alright. I'm not sure about my showcases yet, so thank you for the input. It's true that Winterspring's Bite isn't that interesting.
Ok, I may change the color, but I'm not sure yet. I'm very picky with these kinds of things hehe. About Invigorate, that's great. I wasn't sure but I didn't need it yet at least, so I wasn't too worried. Like I said, I agree Enounce might have to wait for Classic. I'm taking a look at Meticulous Research, but I like it so much! I may leave it for Classic too.
Taking your suggestions into account and after a bit of brainstorming (and Noah's imput) I've made some more cards. They are hidden in the following spoiler. Which ones do you like the most? They will substitute Enounce and the empty slot I still have. I'm considering what to do with Meticulous Research because it's true it doesn't look basic either.
I've made some adjustments, most noticeably taking out Mechanized Armor. I feel it gives the class too much protection with such a big armor boost, and I'll rework it with smaller numbers for a future set. In it's place, I've reworked my presentation Secret to be a disruption card like Rebuke. Overall I'm pretty happy with my cards. I feel like they are real simple, which is perfect for Basic, but give me lots of room to grow. Let me know what you think!
THE TINKER
Welcome back to Blasthammer's Garage! So, you want to see more of what we Tinkers can do, eh? Like I said last time, we Tinkers are crafty thinkers that make all kinds of wonderful toys! We got mechs and weapons and gadgets and bombs and more scrapbots than you can count! Today, I'll show you a few Basic things so you get a feel for how we work. Don't worry, even some of this stuff can get pretty crazy!
Keyword: Synchronize
Before we get too far, I wanted to remind you about Synchronize! Sometimes when you're tinkering away, you find you've made something better than what you expected! Use all your Mana on a card, and that card will get a bonus! It's like Combo, but you can use it without playing cards before it! But on the flip side, you only can get one Synchronize effect a turn (usually) and most of the effects won't be just 'do damage' or 'get stats.' Sometimes it'll be stronger the more cards you played, or if you've got some Scrapbots in your hand from your Hero Power! We'll talk more about that later. Now, to the workshop!
Example Cards
Here's a couple neat things. Basic stuff, but important! A lot of my best work is based off some simple ideas. Let's take a closer look, eh?
Remaining Cards
There you go! Like I said, Basic stuff, but its a good foundation for some of the crazy contraptions we make here! We got all kinds of cards that build off each other and Synchronize together for strong effects or big bursts of damage! We can also swarm our enemies with all those Bots we've got! And if we're feeling real clever, we can even turn our Bots into other stuff when we need to. Thanks again for visiting! If you like what you see, come back again and I'll show you some of my Classic stuff.
Previous Phase
Here's the transcript of your last visit!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
I think I might be ready...pretty happy with everything. I changed the tokens generated from the Apprentice Herbalist, they are less powerful than before, specially the Silverleaf. I'm also not sure if I wanna add those in-cards as Herbs or just leave it as a special category only for the class. Any other feedback is more than welcome!
I Can't change the tooltip. I tried many times but it doesn't let me type "Has +1/+1 for each friendly minion with Evergrowth on the board" If some of you could try I will highly appreciate it.
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.
The following are cards that will be categorised as Herbs.
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, a general boost to the morale of the group!
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
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
When hearthcards fails, you can always edit the image yourself. I think every windows system has paint installed by default.
Thanks a lot man, my Mac is not letting me running any program at the moment because it's too old...
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
Based on your comments final adjustments before publishing.
Ariel - The Angel
Hero Concepts:
Example Cards:
Holy Defenders:
Your comments will really help me out.
Note that my hero power must destroy a friendly minion (because it was submitted like this on Phase I).
Unwilling Sacrifice... is 3 mana and takes up a card slot (granted it's bad at 3 mana, but still...)
Click the image to go to my custom Time Traveler class.
Another variation of the hero power was:
- Heal 8 health to your hero
- Add 4 Health to your hero (can go more than 30)
- Give your hero it's attack power this turn
I'm a bit stuck with this: destroy a friendly minion...
I really don’t think your hero power should destroy a friendly minion. That’s a level of complexity well above all other hero powers. But if your original submission has it, I guess it’s required?
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End