I love how you called Dark Pulse an "arguably-weak card", yet it's a strictly better Hammer of Wrath. It's literally Hammer for 1 less mana.
I legitimately forgot about Hammer of Wrath lmao. Kind of sad when Shadows, Tox and I were going over the Basic cards on a near-constant basis to discuss the challenges and whatnot. I'll fix it.
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
So, my Basic sets looks reaaally similar to Demonxz in some bizarre concidence...
Edit: Added Blessing of the Stars. Now I need to cut one card (probably Comet of Doom or Astral Touch)
Token:
Strength:
High token spawning
High burst spell damage / finisher
Decent healing
Decent amount of removal
Decent card draw (to allow them to play cards with Gaze)
Weakness:
Unreliable RNG effects without Gaze or Solar Eclipse
Buffs focus on giving minions Health and utility, not offensive power
Healing tied to spawning minions, thus they are unreliable
Board clear are either unreliable, symmetrical or inefficient in term of damage to their cost.
Edit: Creator's Commentary
Solar Eclipse: Included to foreshadow new players about the keyword and flavor of this class: Control RNG effects. Also to reduce frustration for new players when they receive their Basic cards that are filled with random effects.
Fiery Comet, Meteor Shower, Celestial Bow: Showcase the high but unreliable burst damage without Gaze or Solar Eclipse of this class.
Comet of Doom, Astral Touch: Showcase the decent removal option of this class.
Starcaller: Showcase the high token spawning of this class. Also foreshadow the disruption effect of this card in the Classic set. Also showcase this class's main source of healing by summoning out token to heal them.
Astral Wrath, Supernova: Showcase the weak board clear of this class. Both of these have nice utility but the clear itself is weak for their cost or symmetrical.
Blessing of the Stars: Show case the token spawning playstyle as well as how this class use buff to keep their tokens on the board rather than offensive finishers.
Astral Intellect: Showcasing the unreliable RNG aspect of the class as well as their decent card draw. Of course, this has utility in control match up by milling your opponent if you target them with Gaze or Solar Eclipse.
I've got 9 out of 10 cards and they actually all fit the 3 challenges. I only have 1 more card. I'd like to make it a 1-cost spell, for undisclosed reasons (although if you're on Discord, you already know).
I've got Battlecry and Freeze as my 2 keywords. I've already used up my 2 minions and my 3 cards with 3 or more lines of text.
Everything seems really solid to me dude, so I can't add a lot to it. What do you think about "Fiery Instructor/Teacher" as a name for the 2 mana 2/1?. And Violet Slash is random right?
Everything here is a rough draft and subject to change. Edit: And way too big. I scaled them down further.
As a defensive class with Freeze as a major theme, my Keywords were basically chosen for me: Freeze and Taunt.
Freezing Wind is Frost Nova but +1 mana for +1 target (the enemy hero).
Frost Orb is a simple card: the Hero Power in spell form + drawing a card. The Lich's card draw isn't supposed to be that great.
Frozen Soul is a synergy minion for all of the Freeze lying around, and also ticks the box for healing...but evil healing.
One of the core weaknesses to the Lich class is that Freeze is not equivalent to a removal tool, and as such the Lich is lacking in strong destruction effects (and has no direct "destroy X" cards). Shattering Blast is a bad Lava Burst, but that's on purpose.
Detonate Mana is one of Kel'Thuzad's boss-battle skills in WoW, and finds a place in the 3-damage sweet spot between Consecration and Flamestrike.
Dark Pulse is Hammer of Wrath, a balanced but otherwise "meh" card. As Dark Pulse and Frost Orb will be one of the few - and perhaps only - draw sources for the Lich, they have to be decent but not strong.
The Lich is mainly focused around outlasting his opponent through defense, refuel effects and lasting value; these four illustrate that.
Rise Again is literally Resurrect, but I felt it was important to have a card like this in the Lich as a base form of revival. In Classic and future sets, the Lich will receive stronger and/or more nuanced/controllable revives.
Skeletal Guard has +1 Attack over Fen Creeper. He is a solid body for the mid-game and makes for an appealing revive target. Minions like this are how the Lich will seek to grind down their enemies.
Frost Armor is Rusty Horn, the Spare Part from Goblins vs Gnomes. Pretty self-explanatory.
Dark Binding is a worse Divine Hymn. I'm not looking to make the Lich "Priest, Part 2", but healing is an aspect of necromancy and it needs to play a part in the Lich's plans, gameplay-wise. Healing minions makes for a longer-lasting board, leading to greater control and defense.
You can probably get away by making Frost Armor a 0-Cost card, Ancestral Healing also heals the minion + the taunt.
I've got 9 out of 10 cards and they actually all fit the 3 challenges. I only have 1 more card. I'd like to make it a 1-cost spell, for undisclosed reasons (although if you're on Discord, you already know).
I've got Battlecry and Freeze as my 2 keywords. I've already used up my 2 minions and my 3 cards with 3 or more lines of text.
Everything seems really solid to me dude, so I can't add a lot to it. What do you think about "Fiery Instructor/Teacher" as a name for the 2 mana 2/1?. And Violet Slash is random right?
Nope. Violent Slash is chosen. Unfortunately you are not the only person to assume that it's random, and I don't know if there's a better way to phrase it.
That's actually a good idea for the 2 mana minion, although that was just intended to be a base idea for a concept. Building off of your idea, maybe I'll go with "Hot-Headed Instructor".
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Click the image to go to my custom Time Traveler class.
I've got 9 out of 10 cards and they actually all fit the 3 challenges. I only have 1 more card. I'd like to make it a 1-cost spell, for undisclosed reasons (although if you're on Discord, you already know).
I've got Battlecry and Freeze as my 2 keywords. I've already used up my 2 minions and my 3 cards with 3 or more lines of text.
Everything seems really solid to me dude, so I can't add a lot to it. What do you think about "Fiery Instructor/Teacher" as a name for the 2 mana 2/1?. And Violet Slash is random right?
Nope. Violent Slash is chosen. Unfortunately you are not the only person to assume that it's random, and I don't know if there's a better way to phrase it.
I feel like if it's a chosen destruction, it should cost more. Deadly Shot costs 3 for no control, and Assassinate costs 5 with total control (and a certain Epic named Preparation to worry about, but shut up I'm trying to make a point here). 4-mana for limited control would make for a compromise I can get behind.
As for its phrasing, I'm not sure how else you would do so without ballooning the text needlessly. There are cards in Hearthstone that require witnessing-in-practice to fully understand what is happening, so I don't fault the card for it; just make sure it's one of the cards you explain, and there won't be any room left for confusion *shrugs*
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've got 9 out of 10 cards and they actually all fit the 3 challenges. I only have 1 more card. I'd like to make it a 1-cost spell, for undisclosed reasons (although if you're on Discord, you already know).
I've got Battlecry and Freeze as my 2 keywords. I've already used up my 2 minions and my 3 cards with 3 or more lines of text.
Everything seems really solid to me dude, so I can't add a lot to it. What do you think about "Fiery Instructor/Teacher" as a name for the 2 mana 2/1?. And Violet Slash is random right?
Nope. Violent Slash is chosen. Unfortunately you are not the only person to assume that it's random, and I don't know if there's a better way to phrase it.
That's actually a good idea for the 2 mana minion, although that was just intended to be a base idea for a concept. Building off of your idea, maybe I'll go with "Hot-Headed Instructor".
“Choose your opponent’s left-most or right-most minion. Destroy it.”
Set looks great overall, but I feel like the 2 Mana minion might be too strong. It’s certainly stronger than some neutrals.
“Choose your opponent’s left-most or right-most minion. Destroy it.”
Well now I feel dumb, having just posted "I can't think of a better way to phrase it"...
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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'm not a fan of the fact that the 0/1 has nothing else attached to it. Hex creates a minion with Taunt because a vanilla 0/1 is useless and cannot be readily removed from the board. In this way Astral Touch is a better Hex.
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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'm not a fan of the fact that the 0/1 has nothing else attached to it. Hex creates a minion with Taunt because a vanilla 0/1 is useless and cannot be readily removed from the board. In this way Astral Touch is a better Hex.
The 0/1 has a healing effect that can hit your opponent's face or minions, so I wouldn't say it has nothing else attack to it.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
I'm not a fan of the fact that the 0/1 has nothing else attached to it. Hex creates a minion with Taunt because a vanilla 0/1 is useless and cannot be readily removed from the board. In this way Astral Touch is a better Hex.
The 0/1 has a healing effect that can hit your opponent's face or minions, so I wouldn't say it has nothing else attack to it.
*awkward cough* Don't mind me, then. I skipped right over the spoiler with the token in it, and only just noticed it.
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
So I’ve got an idea for a card that can act as either continual pings or burst for my class. It also works well with my theme of repurposing cards. But I have a couple questions. Remember that 2 Scrapbots are put in your hand by the hero power, and probably a couple other cards. Also, my Classic Legendary idea is to give you a bunch of these Rocket Chickens.
1 - Is this too complicated for Basic? (Probably)
2 - Which one is balanced? Or is the idea too strong?
My main concern is that Malygos exists, meaning you've created an archetype that functions with just him and a single Basic card. Nothing else is required: Hero Power to fill your hand with Scrapbots so you don't break the chain, and spam Rocket Chickens for 6 or 7 damage a pop. So...yes, this is too much for Basic I think, and perhaps too strong on its own.
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 have a question: Do italics count as a line? i.e. as in Blessing of Kings? Here's what I'm talking about:
We're okay with you leaving off the italics, even if the base set of Basic cards included them for maximum clarity. If you want to include them for authenticity, they will not count against you.
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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
My main concern is that Malygos exists, meaning you've created an archetype that functions with just him and a single Basic card. Nothing else is required: Hero Power to fill your hand with Scrapbots so you don't break the chain, and spam Rocket Chickens for 6 or 7 damage a pop. So...yes, this is too much for Basic I think, and perhaps too strong on its own.
Yeah that’s what I was worried about. It would be hard to cheat out Malygos for this combo, but the effect would be too reliable. I’ll can it and think of another Classic Legendary. In the meantime, need more Basic cards.
Literally all the cards i made for this phase had 3 lines. Now, most of them had only 1 word on the third line, but still. Now i have to re-make all of them.
Lore/Flavor : 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 with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of your actions to make the most out of your cards.
Example Cards
The Bloodburner's core theme is self damage. Many cards benefit from it, or inflict it.
Sethrak Scout: Similar to Northshire Cleric, old Mana Wyrm and Tunnel Trogg, this is a 1 mana 1/3 that benefits from what my class does best: sacrifice health;
Fire Dance: 2 mana draw 2 cards with a punishment fitting for the class (just like Ancestral Knowledge overloads the shaman).
Bloodflame Bolt: The bread and butter removal for the Bloodburner. Will almost always deal more damage than a Fireball, but it cannot go face;
Fiery Blood: A more unique boardclear, it has the potential to out-damage even Flamestrike. However, it is entirely up to the opponent to decide how much damage you actually deal. If they ignore you for 1 turn, you don't take, but don't deal, any damage. They can however trade with your minions as they please;
Bloodburners are adept at dealing with big health targets. The bigger they are, the more blood they have. Monstrous size has no intrinsic merit, unless inordinate exsanguination be considered a virtue;
A blood mage knows many tricks, and is able to use many useful spells;
Sanguine Rune: This let's you re-use spells, but you must be careful with the order of cards, as you might accidentally copy the wrong spell;
Purifying Flames: Tbh this i think is my weakest link. It's the big brother of Earth Shock. I really like the flavor of "purifying flames", but i could't make anything else in only 2 lines;
Conflagration: The hero power is one of the Bloodburner's strongest aspects. This let's you amplify it for one use, and it does carry between turns;
Blood Nova: Manipulation of blood can be effective on its own, without igniting it. This heals you for a bit while clearing the board, however it also heals the enemy. It might be a bit too powerful (i think making it 6 mana or 5 mana and 3 damage/heal instead of 4 might be more appropriate);
This is my first iteration of the basic set. Everything is subject to change, so i would appreciate any feedback. What works/what doesn't? What is too weak/powerful?
I've got 9 out of 10 cards and they actually all fit the 3 challenges. I only have 1 more card. I'd like to make it a 1-cost spell, for undisclosed reasons (although if you're on Discord, you already know).
I've got Battlecry and Freeze as my 2 keywords. I've already used up my 2 minions and my 3 cards with 3 or more lines of text.
I think your cards are pretty representative of your class. There is a fair share of Armor, damaging spells and positioning.
Maybe there's a little too much Armor, but otherwise you're good to go (besides the minion with no image nor name, of course)
Everything here is a rough draft and subject to change. Edit: And way too big. I scaled them down further.
As a defensive class with Freeze as a major theme, my Keywords were basically chosen for me: Freeze and Taunt.
Freezing Wind is Frost Nova but +1 mana for +1 target (the enemy hero).
Frost Orb is a simple card: the Hero Power in spell form + drawing a card. The Lich's card draw isn't supposed to be that great.
Frozen Soul is a synergy minion for all of the Freeze lying around, and also ticks the box for healing...but evil healing.
One of the core weaknesses to the Lich class is that Freeze is not equivalent to a removal tool, and as such the Lich is lacking in strong destruction effects (and has no direct "destroy X" cards). Shattering Blast is a bad Lava Burst, but that's on purpose.
Detonate Mana is one of Kel'Thuzad's boss-battle skills in WoW, and finds a place in the 3-damage sweet spot between Consecration and Flamestrike.
Dark Pulse is Hammer of Wrath, a balanced but otherwise "meh" card. As Dark Pulse and Frost Orb will be one of the few - and perhaps only - draw sources for the Lich, they have to be decent but not strong.
The Lich is mainly focused around outlasting his opponent through defense, refuel effects and lasting value; these four illustrate that.
Rise Again is literally Resurrect, but I felt it was important to have a card like this in the Lich as a base form of revival. In Classic and future sets, the Lich will receive stronger and/or more nuanced/controllable revives.
Skeletal Guard has +1 Attack over Fen Creeper. He is a solid body for the mid-game and makes for an appealing revive target. Minions like this are how the Lich will seek to grind down their enemies.
Frost Armor is Rusty Horn, the Spare Part from Goblins vs Gnomes. Pretty self-explanatory.
Dark Binding is a worse Divine Hymn. I'm not looking to make the Lich "Priest, Part 2", but healing is an aspect of necromancy and it needs to play a part in the Lich's plans, gameplay-wise. Healing minions makes for a longer-lasting board, leading to greater control and defense.
So, your class is going to have a huge focus on Freeze, even more than Mage, right? If that's the case, your cards are good. Otherwise, I'd remove Frozen Soul.
Appart from this, Frost Armor is really bad if you compare it with Ancestral Healing. I also made a card that gives a minion Taunt, but it also gives it +3 Health.
So, my Basic sets looks reaaally similar to Demonxz in some bizarre concidence...
Edit: Added Blessing of the Stars. Now I need to cut one card (probably Comet of Doom or Astral Touch)
Token:
Strength:
High token spawning
High burst spell damage / finisher
Decent healing
Decent amount of removal
Decent card draw (to allow them to play cards with Gaze)
Weakness:
Unreliable RNG effects without Gaze or Solar Eclipse
Buffs focus on giving minions Health and utility, not offensive power
Healing tied to spawning minions, thus they are unreliable
Board clear are either unreliable, symmetrical or inefficient in term of damage to their cost.
Edit: Creator's Commentary
Solar Eclipse: Included to foreshadow new players about the keyword and flavor of this class: Control RNG effects. Also to reduce frustration for new players when they receive their Basic cards that are filled with random effects.
Fiery Comet, Meteor Shower, Celestial Bow: Showcase the high but unreliable burst damage without Gaze or Solar Eclipse of this class.
Comet of Doom, Astral Touch: Showcase the decent removal option of this class.
Starcaller: Showcase the high token spawning of this class. Also foreshadow the disruption effect of this card in the Classic set. Also showcase this class's main source of healing by summoning out token to heal them.
Astral Wrath, Supernova: Showcase the weak board clear of this class. Both of these have nice utility but the clear itself is weak for their cost or symmetrical.
Blessing of the Stars: Show case the token spawning playstyle as well as how this class use buff to keep their tokens on the board rather than offensive finishers.
Astral Intellect: Showcasing the unreliable RNG aspect of the class as well as their decent card draw. Of course, this has utility in control match up by milling your opponent if you target them with Gaze or Solar Eclipse.
I know your class is based on RNG, but some of this cards are too extreme. Fiery Comet, Meteor Shower and Comet of Doom are okay, but Celestial Bow and especially Astral Intellect are too much.
Also, what does Astral Intellect do if you use Solar Eclipse on a minion? It draws a card for its owner or acts randomly?
Not convinced about the fact that Solar Eclipse uses Gaze without saying it explicitly, but it's really important for your cards, so I guess you need to keep it. Also, that's what my Hero Power does with Transmute, so I guess I can't complain about that :P
Lore/Flavor : 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 with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of your actions to make the most out of your cards.
Example Cards
The Bloodburner's core theme is self damage. Many cards benefit from it, or inflict it.
Sethrak Scout: Similar to Northshire Cleric, old Mana Wyrm and Tunnel Trogg, this is a 1 mana 1/3 that benefits from what my class does best: sacrifice health;
Fire Dance: 2 mana draw 2 cards with a punishment fitting for the class (just like Ancestral Knowledge overloads the shaman).
Bloodflame Bolt: The bread and butter removal for the Bloodburner. Will almost always deal more damage than a Fireball, but it cannot go face;
Fiery Blood: A more unique boardclear, it has the potential to out-damage even Flamestrike. However, it is entirely up to the opponent to decide how much damage you actually deal. If they ignore you for 1 turn, you don't take, but don't deal, any damage. They can however trade with your minions as they please;
Bloodburners are adept at dealing with big health targets. The bigger they are, the more blood they have. Monstrous size has no intrinsic merit, unless inordinate exsanguination be considered a virtue;
A blood mage knows many tricks, and is able to use many useful spells;
Sanguine Rune: This let's you re-use spells, but you must be careful with the order of cards, as you might accidentally copy the wrong spell;
Purifying Flames: Tbh this i think is my weakest link. It's the big brother of Earth Shock. I really like the flavor of "purifying flames", but i could't make anything else in only 2 lines;
Conflagration: The hero power is one of the Bloodburner's strongest aspects. This let's you amplify it for one use, and it does carry between turns;
Blood Nova: Manipulation of blood can be effective on its own, without igniting it. This heals you for a bit while clearing the board, however it also heals the enemy. It might be a bit too powerful (i think making it 6 mana or 5 mana and 3 damage/heal instead of 4 might be more appropriate);
This is my first iteration of the basic set. Everything is subject to change, so i would appreciate any feedback. What works/what doesn't? What is too weak/powerful?
Sethrak Scout and Purifying Flames are not valid, because class-especific keywords and Silence do not exist in the Basic set.
Fiery Blood feels too complex for the Basic set (it looks like an Epic card).
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Arcane Elixir is a combo oriented card, which can allow you to do a lot of damage if you manage to keep something on the board. I'm thinking about making it 1 Mana.
Potion of Corpulence gives you some protection. Nothing to explain here.
Healing Spray is an ability the Alchemist had in Warcraft 3. I balanced it around Healing Rain, but maybe it's too good compared to Holy Light.
Liquid Fire is an example of a Potion which you have to use on your opponent. It's strictly better than Shadow Bolt, but Warlock damaging spells are generally bad. The name also comes from Warcraft 3 :P
Potion Researcher is the only Potion synergy card in the basic set. Not really sold on it, as it doesn't seem like a Basic card.
Clumsy Assistant features 1/1 tokens called Homunculus. There will be several cards with this effects, which will be good targets for Potions and other effects.
Escape from Lab is pretty self-explanatory. Might change it to 6 Mana, so that it's usable with For Science!
Experimental Setup is targeted draw, which Alchemist has a lot, although mostly in the form of Transmute effects.
Golden Touch is similar to Polymorph and Hex, but keep in mind it targets Deathrattles. It was originally 3 mana and gave two coins, but that was three lines, so I had to change it.
For Science! is an example of Alchemist's AoE, which is clunky and has weird effects. It has good synergy with Arcane Elixir and Homunculus cards in general.
Hey Weilor, why don't you use a tag like Elixir or Flask instead of potion? That way you are sure to have no problems with the Kabal cards. I guess it is not very important because Mean Streets is deep in Wild at the moment and we can ignore it more or less, but just a suggestion :P
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I legitimately forgot about Hammer of Wrath lmao. Kind of sad when Shadows, Tox and I were going over the Basic cards on a near-constant basis to discuss the challenges and whatnot. I'll fix it.
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
So, my Basic sets looks reaaally similar to Demonxz in some bizarre concidence...
Edit: Added Blessing of the Stars. Now I need to cut one card (probably Comet of Doom or Astral Touch)
Token:
Strength:
Weakness:
Edit: Creator's Commentary
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Everything seems really solid to me dude, so I can't add a lot to it. What do you think about "Fiery Instructor/Teacher" as a name for the 2 mana 2/1?. And Violet Slash is random right?
You can probably get away by making Frost Armor a 0-Cost card, Ancestral Healing also heals the minion + the taunt.
Nope. Violent Slash is chosen. Unfortunately you are not the only person to assume that it's random, and I don't know if there's a better way to phrase it.
That's actually a good idea for the 2 mana minion, although that was just intended to be a base idea for a concept. Building off of your idea, maybe I'll go with "Hot-Headed Instructor".
Click the image to go to my custom Time Traveler class.
I feel like if it's a chosen destruction, it should cost more. Deadly Shot costs 3 for no control, and Assassinate costs 5 with total control (and a certain Epic named Preparation to worry about, but shut up I'm trying to make a point here). 4-mana for limited control would make for a compromise I can get behind.
As for its phrasing, I'm not sure how else you would do so without ballooning the text needlessly. There are cards in Hearthstone that require witnessing-in-practice to fully understand what is happening, so I don't fault the card for it; just make sure it's one of the cards you explain, and there won't be any room left for confusion *shrugs*
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
“Choose your opponent’s left-most or right-most minion. Destroy it.”
Set looks great overall, but I feel like the 2 Mana minion might be too strong. It’s certainly stronger than some neutrals.
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
Well now I feel dumb, having just posted "I can't think of a better way to phrase it"...
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'm not a fan of the fact that the 0/1 has nothing else attached to it. Hex creates a minion with Taunt because a vanilla 0/1 is useless and cannot be readily removed from the board. In this way Astral Touch is a better Hex.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
The 0/1 has a healing effect that can hit your opponent's face or minions, so I wouldn't say it has nothing else attack to it.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
*awkward cough* Don't mind me, then. I skipped right over the spoiler with the token in it, and only just noticed it.
I need sleep.
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
So I’ve got an idea for a card that can act as either continual pings or burst for my class. It also works well with my theme of repurposing cards. But I have a couple questions. Remember that 2 Scrapbots are put in your hand by the hero power, and probably a couple other cards. Also, my Classic Legendary idea is to give you a bunch of these Rocket Chickens.
1 - Is this too complicated for Basic? (Probably)
2 - Which one is balanced? Or is the idea too strong?
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
My main concern is that Malygos exists, meaning you've created an archetype that functions with just him and a single Basic card. Nothing else is required: Hero Power to fill your hand with Scrapbots so you don't break the chain, and spam Rocket Chickens for 6 or 7 damage a pop. So...yes, this is too much for Basic I think, and perhaps too strong on its own.
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 have a question: Do italics count as a line? i.e. as in Blessing of Kings? Here's what I'm talking about:
Edit: Other 9 cards in the spoiler + hero and hero power
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
We're okay with you leaving off the italics, even if the base set of Basic cards included them for maximum clarity. If you want to include them for authenticity, they will not count against you.
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
Yeah that’s what I was worried about. It would be hard to cheat out Malygos for this combo, but the effect would be too reliable. I’ll can it and think of another Classic Legendary. In the meantime, need more Basic cards.
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
Literally all the cards i made for this phase had 3 lines. Now, most of them had only 1 word on the third line, but still. Now i have to re-make all of them.
Hopefully i'm using this template correctly:
THE EXPERIMENTER
Lore/Flavor : 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 with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Previous Phase
My Phase I submission.
This is my first iteration of the basic set. Everything is subject to change, so i would appreciate any feedback. What works/what doesn't? What is too weak/powerful?
I think your cards are pretty representative of your class. There is a fair share of Armor, damaging spells and positioning.
Maybe there's a little too much Armor, but otherwise you're good to go (besides the minion with no image nor name, of course)
So, your class is going to have a huge focus on Freeze, even more than Mage, right? If that's the case, your cards are good. Otherwise, I'd remove Frozen Soul.
Appart from this, Frost Armor is really bad if you compare it with Ancestral Healing. I also made a card that gives a minion Taunt, but it also gives it +3 Health.
I know your class is based on RNG, but some of this cards are too extreme. Fiery Comet, Meteor Shower and Comet of Doom are okay, but Celestial Bow and especially Astral Intellect are too much.
Also, what does Astral Intellect do if you use Solar Eclipse on a minion? It draws a card for its owner or acts randomly?
Not convinced about the fact that Solar Eclipse uses Gaze without saying it explicitly, but it's really important for your cards, so I guess you need to keep it. Also, that's what my Hero Power does with Transmute, so I guess I can't complain about that :P
My class has changed quite a bit since Phase I, mostly because my main focus was the keyword Transmute, which can't appear on Basic cards. I also added the Potion tribe tag to certain spells.
First of all, we have Potions. Half of them are buffs and the other half have other effects. This trend will more or less prevail through all sets.
Hey Weilor, why don't you use a tag like Elixir or Flask instead of potion? That way you are sure to have no problems with the Kabal cards. I guess it is not very important because Mean Streets is deep in Wild at the moment and we can ignore it more or less, but just a suggestion :P