Here's what I'll be submitting. Feedback is welcome!
THE ARCHAEOLOGIST
Archaeologist is a weapon focus class which focuses on board control, and sticky minions. The basic set will mostly be about controlling the board, and survivability through armor and taunt.
Optional Keyword Section
Decay is a fairly self-explanatory keyword. It will not appear on any basic cards, but in Classic onward, it will go on mostly weapons as a way to implement aura weapons.
Example Cards
These cards show the various strengths and weaknesses of Archaeologist, showing that Archaeologist has decent draw, removal, AoE, and good armor gain and heal.
Sword in Stone shows what the class cares most about, again, weapons. It's a cheap cycle that can tutor good weapons, but it benefits from having more weapons in your deck. It is balanced around Forge of Souls.
Uncover shows a unique aspect of the class - unique token generation. The tokens (in the spoiler below) are all 4-Cost overstatted minions that you have to pay an early cost for.
Safeguard is an amped-up version of the hero power, and it's efficiency comes from protecting both minions and your hero, or just your hero.
Earthshake is good AoE, and good draw. It's a fairly simple card which can provide a board clear and a refill at once.
Corrode is the biggest card of the set, providing a large tempo swing and an extra 10 armor for your hero.
Sethrak Scout:Reworked! No longer uses the keyword. Now only increases its attack, but the trigger is "after your hero takes damage". That means it can trigger multiple times per turn now (including every time your opponent hits you on their turn);
Blood Nova: Now costs 6. It's more balanced this way;
Crocodilian Guard: NEW! Combination between Giant Slayer and Conflagration. Takes the place of Giant slayer as the basic 5 cost minion;
Conflagration: Reworked! Now it makes your next hero power basically Consecration. It still deals 2 damage to your hero, and it costs a total of 5 mana. It deals 2 damage to all enemies, and you no longer target something, but just press the button, like the hunter HP;
Fan the Flames: NEW! Amplifies your next spell this turn. Doesn't affect Enchantment type spells like the new Conflagration. (probably too powerful at 2 mana; i think i should either make it 1 mana 1 spell damage, or 3 mana 2 spell damage);
Melt: NEW! Wearing heavy plates of metal when someone is shooting fire at you isn't the smartest idea. This does less damage than Fireball, and it is face only, but it can kill a warrior with 5 health and 25 armor;
Unchanged cards:
Feedback is welcomed and encouraged!
What is 'Spell Power' on Fan the Flames ?
Crocodilian Guard changes your Hero Power to 2 mana Assasinate with a minor drawback. I dunno, maybe try to change stats or mana cost, because now for me this is very close to being OP.
Hey guys ! THE HEXER here (not the Voodoo anymore). Here are the cards I made for my basic set, following the challenges.
Fist, I want ed to explore the Hero Power's mechanic so I made 3 cards with this kind of effect. I think all 3 have a place in the set since they offer different possibilities and combinations. I also really like the idea of mixing damage and healing. I balanced them according to the damage they deal, assuming that it's their most common use, with conditional use traded for some flexibility. I'm not to sure though so please let me know if you think the power level is off.
Then I wanted to add some buffs and healing since the class is board-focused and wants to grow and maintain minions. I also wanted to include some potions and rituals for theme. I wasn't planning on using Spell Damage but it turned out to make a lot of sense for a master of voodoo arts so I quite like it. Cards using it definitly have potential but keep in mind that most of the class targeted damage comes with healing so combos shouldn't be to powerfull. Not sure about the balance of Ritual of Strength but based on Druid cards like Mark of the Lotus and Cenarius 3 Mana seems fine for a class that can't make tokens with their Hero Power (unlike Paladin and Shaman which seem to have higher-cost buffs).
After that, I thought some minions would be cool. Knowing that I could only make 2, I made some Token generation to make sure that the class would have a targets for their buffs. I also wanted some more (and less conditional) healing since the class is supposed to revolve around that as well. These are also somewhat themed about death and revival so there's that.
Token :
And with that, we're at 10 ! Challenges are met and I'm pretty happy with these but I really want to know what you all think since I may have glossed over a major balancing (or otherwise) problem and I would really want to correct that.
so on last submission (which was my first I got 0 votes, so I took the note and would appreciate your help), also since the rules allowed it I've modified my hero power.
Theme: destroy friendly minions (consume) to get powerful effects, effects that trigger on next turn, superior on specific cards (tribes, enhancements etc...)
Consume => destory a friendly minion to trigger an effect.
Cards for this challange:
=
Holy Wrath -> each turn it's damage can change based on your current spell damage.
Shield of Life -> In case your minions suffer more than this weapon durability, it will get destroyed and excess damage will be dealt to your minion. in case of mass damage dealt to multiple minion it will absorb the damage starting from the left most minion (so if 2 damage is dealt to 4 of your minions (and it has 7 durability) it will get destroyed and only your fourth minion from the left will suffer 1 damage).
Holy Defenders -> Similar to Animal Companions, tokens:
Tokens:
I tried to simplify my cards since last time yet still try to keep the concept of future effects in play, any comment will be appreciated
I am not a fan of putting Keywords to Hero Powers, and your HP seems a bit too complicated and strong to me. I mean, you can destroy your crappy minion to summon something better, around which your opponent cannot play in any way.
Shield of Light is just too complicated for a basic card. Maybe consider putting it in a classic or expansion ?
Vanessa is just Misha. I think you should change it. Also, defenders should cost 3 mana (as in the Animal Companion unless they are collectible cards.
Camila should have less Health. She is too strong as a 3-drop right now (maybe even lower Health she restores).
This is my first time giving feedback, so I'm sorry if you find it not valuable.
Sethrak Scout:Reworked! No longer uses the keyword. Now only increases its attack, but the trigger is "after your hero takes damage". That means it can trigger multiple times per turn now (including every time your opponent hits you on their turn);
Blood Nova: Now costs 6. It's more balanced this way;
Crocodilian Guard: NEW! Combination between Giant Slayer and Conflagration. Takes the place of Giant slayer as the basic 5 cost minion;
Conflagration: Reworked! Now it makes your next hero power basically Consecration. It still deals 2 damage to your hero, and it costs a total of 5 mana. It deals 2 damage to all enemies, and you no longer target something, but just press the button, like the hunter HP;
Fan the Flames: NEW! Amplifies your next spell this turn. Doesn't affect Enchantment type spells like the new Conflagration. (probably too powerful at 2 mana; i think i should either make it 1 mana 1 spell damage, or 3 mana 2 spell damage);
Melt: NEW! Wearing heavy plates of metal when someone is shooting fire at you isn't the smartest idea. This does less damage than Fireball, and it is face only, but it can kill a warrior with 5 health and 25 armor;
Unchanged cards:
Feedback is welcomed and encouraged!
What is 'Spell Power' on Fan the Flames ?
Crocodilian Guard changes your Hero Power to 2 mana Assasinate with a minor drawback. I dunno, maybe try to change stats or mana cost, because now for me this is very close to being OP.
Hey guys ! THE HEXER here (not the Voodoo anymore). Here are the cards I made for my basic set, following the challenges.
Fist, I want ed to explore the Hero Power's mechanic so I made 3 cards with this kind of effect. I think all 3 have a place in the set since they offer different possibilities and combinations. I also really like the idea of mixing damage and healing. I balanced them according to the damage they deal, assuming that it's their most common use, with conditional use traded for some flexibility. I'm not to sure though so please let me know if you think the power level is off.
Then I wanted to add some buffs and healing since the class is board-focused and wants to grow and maintain minions. I also wanted to include some potions and rituals for theme. I wasn't planning on using Spell Damage but it turned out to make a lot of sense for a master of voodoo arts so I quite like it. Cards using it definitly have potential but keep in mind that most of the class targeted damage comes with healing so combos shouldn't be to powerfull. Not sure about the balance of Ritual of Strength but based on Druid cards like Mark of the Lotus and Cenarius 3 Mana seems fine for a class that can't make tokens with their Hero Power (unlike Paladin and Shaman which seem to have higher-cost buffs).
After that, I thought some minions would be cool. Knowing that I could only make 2, I made some Token generation to make sure that the class would have a targets for their buffs. I also wanted some more (and less conditional) healing since the class is supposed to revolve around that as well. These are also somewhat themed about death and revival so there's that.
Token :
And with that, we're at 10 ! Challenges are met and I'm pretty happy with these but I really want to know what you all think since I may have glossed over a major balancing (or otherwise) problem and I would really want to correct that.
so on last submission (which was my first I got 0 votes, so I took the note and would appreciate your help), also since the rules allowed it I've modified my hero power.
Theme: destroy friendly minions (consume) to get powerful effects, effects that trigger on next turn, superior on specific cards (tribes, enhancements etc...)
Consume => destory a friendly minion to trigger an effect.
Cards for this challange:
=
Holy Wrath -> each turn it's damage can change based on your current spell damage.
Shield of Life -> In case your minions suffer more than this weapon durability, it will get destroyed and excess damage will be dealt to your minion. in case of mass damage dealt to multiple minion it will absorb the damage starting from the left most minion (so if 2 damage is dealt to 4 of your minions (and it has 7 durability) it will get destroyed and only your fourth minion from the left will suffer 1 damage).
Holy Defenders -> Similar to Animal Companions, tokens:
Tokens:
I tried to simplify my cards since last time yet still try to keep the concept of future effects in play, any comment will be appreciated
I am not a fan of putting Keywords to Hero Powers, and your HP seems a bit too complicated and strong to me. I mean, you can destroy your crappy minion to summon something better, around which your opponent cannot play in any way.
Shield of Light is just too complicated for a basic card. Maybe consider putting it in a classic or expansion ?
Vanessa is just Misha. I think you should change it. Also, defenders should cost 3 mana (as in the Animal Companion unless they are collectible cards.
Camila should have less Health. She is too strong as a 3-drop right now (maybe even lower Health she restores).
This is my first time giving feedback, so I'm sorry if you find it not valuable.
Thank you. regarding Vanessa you are right I will change it. as for shield of life I think it's cool concept but I do agree it's too complicated to be basic. As for the hero power how about something like: Give your hero +1 health (max:40) or healing hero by 4-6 on the start of next turn. what do you think?
Ok, I have a respite from exams and a 6 hour bus drive tomorrow, so I'll dump the cards I have so far and I'll try to give some feedback in the morning, if not tomorrow evening.
I'm also open to other ideas, since I'm kinda stuck, just keep in mind that my class is meant to heave weak AoE, weak single target damage and removal and weak early minions.
Also, does "Can't attack" count as a keyword? It shouldn't, since it's not bolded.
But how do you know if you advanced to phase II ? Did everyone advance?
Everyone who was not disqualified advanced automatically. Those who were disqualified were sent a PM telling them; if you did not receive such a PM, you made it to the next round.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Here's what I'll be submitting. Feedback is welcome!
THE ARCHAEOLOGIST
Archaeologist is a weapon focus class which focuses on board control, and sticky minions. The basic set will mostly be about controlling the board, and survivability through armor and taunt.
Optional Keyword Section
Decay is a fairly self-explanatory keyword. It will not appear on any basic cards, but in Classic onward, it will go on mostly weapons as a way to implement aura weapons.
Example Cards
These cards show the various strengths and weaknesses of Archaeologist, showing that Archaeologist has decent draw, removal, AoE, and good armor gain and heal.
Sword in Stone shows what the class cares most about, again, weapons. It's a cheap cycle that can tutor good weapons, but it benefits from having more weapons in your deck. It is balanced around Forge of Souls.
Uncover shows a unique aspect of the class - unique token generation. The tokens (in the spoiler below) are all 4-Cost overstatted minions that you have to pay an early cost for.
Safeguard is an amped-up version of the hero power, and it's efficiency comes from protecting both minions and your hero, or just your hero.
Earthshake is good AoE, and good draw. It's a fairly simple card which can provide a board clear and a refill at once.
Corrode is the biggest card of the set, providing a large tempo swing and an extra 10 armor for your hero.
Uncover Bone Bouncer seems too strong in comparison to the other Fossils. Reckless Rocketeer costs 6 and is a 5/2. So maybe a 4/4 would be more fitting or just cut Charge from the tokens since your theme seems more of a defensive one anyways. Could also draw a card or somethng like that. Then Bone Bruiser should be stronger probably.
Safeguard Think this is good at 3 Mana.
Earthshake To combine a AoE with a draw feels kind of odd. Don't think this is an effect that you want to cost more because it draws cards. Would cut the draw, up the damage and maybe make it effect all minions since it would fit the flavour.
Corrode Also kind of a weird effect to combine single target removal with a lot of Armor-gain. The artwork doesn't really reflect the effect and flavour if I'm not mistaken. Think I would make it cheaper and cut down on the armor or make it give you armor equal to the minion's Health or Cost. "Corrode" seems to imply something like that.
Cursestick Fine in terms of powerlevel. Don't understand the flavour completely since I would rather expect a shovel or something in that direction. Do you play to implement weapon buffs and use this as a base?
Splinter Fine.
Shelter Kind of a weird flavour. Not too strong of a card in comparison to Power Word: Shield.
Shielding Smasher Fine. Fits good.
Looks good all in all, you can see what you are going for. Think you should use the space that you have and make some of the cards a little more complex (like my suggestion for Corrode) and make some of them more powerful with some more umpf. A stronger weapon, removal, AoE - something that brings a bit more consistence and seperate supporting effects like armor and card draw a bit. You also can probably find some more expressive artworks that resemble your class theme better (namely Uncover, Saveguard, Corrode, Shelter). Here a few that might work.
Thank you @SunnoxPL for your feedback ! I know that Wild Healing Mix and Strong Medicine are very similar but so are cards like Flamestrike and Arcane Explosion, Windfury and Windspeaker or even Fiery War Axe and Arcanite Reaper. Besides, they work like the Hero Power which is a bit quirky so having multiple instenses of it which work the same will be quite intuitive for new players. They also have more depth that meets the eye, especially when interacting with Spell Damage. Normaly, these cards heal after their damage so it seems impossible to chain them for a lethal combo. For Wild Healing Mix, it is true because it would require a crazy amount of Spell Damage to make work, but for Strong Medicine Spell Damage +3 is enough. Therefore, a simple combo that you can play is 2xVoodoo Master (summoning a total of 6 minions for 4 mana) + 2xWill of the Spirits (giving each of you minions Spell Damage +1 for 4 Mana) so you get to Spell Damage +12 (don't freak out, it's a lot of combo pieces to get there), now you can play 2xStrong Medicine twice for 10 damage each (14 damage and then heal 4) with a lethal if your opponent is at 24 (you can do 28 if you have a minion on board or play a Wisp but then it's a 7 card combo). Well now that I'm spelling it out loud it seems a bit concerning... I may have to make Will of the Spirits 3 Mana or Strong Medicine 2 Mana or maybe Will of the Spirites gives Spell Damage+1 to a minion and minions adjacent to it. I like the potential for crazy combos but this one looks a bit scary. I'd love to here what people have to say about that ^^'
On a different note, Lurking Voodoo Doctor is indeed random. I went to check cards with the same kind of effect and found Lightwell and Ragnaros, Lightlord which both have the same wording so I will use that. Here is the revised version :
With the feedback received (thanks to @Shatterstar1998 and @Wailor) I changed some of my cards (some also got removed) and made new. Here's the basic set for now:
Basic Set now finished. Hot-Headed Instructor is finished and Touch of Ice is now added (yes, I know it's a slightly better Frost Shock, but I don't think that's a bad thing). Violent Slash also has slightly different wording to indicate the effect is chosen, and against some people's wishes, I've decided to keep it at 3 mana.
As for showcase cards, my current thought is:
Cryoball
Horde Hatchet
Ember Seeker
Violent Slash
Phalanx
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
So, asking again so a mod could answer me. Can I change my class since the voting didn't count for anything and my previous class doesn't fit into the restrictions you gave with this phase?
So, asking again so a mod could answer me. Can I change my class since the voting didn't count for anything and my previous class doesn't fit into the restrictions you gave with this phase?
As in, you want to submit something completely different to what you already posted? No one else is around to discuss the matter but I believe the answer to be No, you cannot do that. While the first Phase was more-or-less a free pass for all involved we are still adhering to the idea that it mattered, and as such we expect people to continue forward with that in mind. The Class competition has begun in earnest, and there are no significant do-overs at this point.
Edit: Looking into it further, I don't see anything particularly out-of-line with your submission in regards to the rules and restrictions of Phase II. The cards you submitted for Phase I are not set-in-stone, and can be changed as necessary. I read your post on Page 3 but I guess I'm still not sure what the problem is.
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, asking again so a mod could answer me. Can I change my class since the voting didn't count for anything and my previous class doesn't fit into the restrictions you gave with this phase?
As in, you want to submit something completely different to what you already posted? No one else is around to discuss the matter but I believe the answer to be No, you cannot do that. While the first Phase was more-or-less a free pass for all involved we are still adhering to the idea that it mattered, and as such we expect people to continue forward with that in mind. The Class competition has begun in earnest, and there are no significant do-overs at this point.
Edit: Looking into it further, I don't see anything particularly out-of-line with your submission in regards to the rules and restrictions of Phase II. The cards you submitted for Phase I are not set-in-stone, and can be changed as necessary. I read your post on Page 3 but I guess I'm still not sure what the problem is.
Ok, thought my problem was pretty clear with what I wrote. My basic set is rather complex and has a lot of cards with more than 2 lines and I can't see myself be satisfied using the template for this class that we have to use now. I thought I read something about more freedome this CCC but it feels kind of the opposite. Just anyway I won't use this class like this, so I thought I could maybe change since the first voting didn't matter apart from DQ for some reason. Is that a final no now?
Ok, thought my problem was pretty clear with what I wrote. My basic set is rather complex and has a lot of cards with more than 2 lines and I can't see myself be satisfied using the template for this class that we have to use now. I thought I read something about more freedome this CCC but it feels kind of the opposite. Just anyway I won't use this class like this, so I thought I could maybe change since the first voting didn't matter apart from DQ for some reason. Is that a final no now?
Yes, nobody can completely change classes from what they originally submitted.
The template is designed to help those who aren't as adept at visual design as others be on a more level playing field - this is, after all, a Class Design Competition, not a Graphic Design Competition. Anything to remove potential bias and help people focus on the cards is a good thing.
And I'm sorry you feel that there's less freedom in this CCC, but the challenges this time have been specifically designed to help people create better classes - where previous competitions asked people to 'Include a Pokemon' in the card art or something similar, this time we're focusing on challenges that foster good design ideas. One of the principles of the Basic set is that it is basic - many cards are very simple. If most of your cards require more than 2 lines of card text, then its likely your Basic set is just too complex.
Ok, thought my problem was pretty clear with what I wrote. My basic set is rather complex and has a lot of cards with more than 2 lines and I can't see myself be satisfied using the template for this class that we have to use now. I thought I read something about more freedome this CCC but it feels kind of the opposite. Just anyway I won't use this class like this, so I thought I could maybe change since the first voting didn't matter apart from DQ for some reason. Is that a final no now?
Yes, nobody can completely change classes from what they originally submitted.
The template is designed to help those who aren't as adept at visual design as others be on a more level playing field - this is, after all, a Class Design Competition, not a Graphic Design Competition. Anything to remove potential bias and help people focus on the cards is a good thing.
And I'm sorry you feel that there's less freedom in this CCC, but the challenges this time have been specifically designed to help people create better classes - where previous competitions asked people to 'Include a Pokemon' in the card art or something similar, this time we're focusing on challenges that foster good design ideas. One of the principles of the Basic set is that it is basic - many cards are very simple. If most of your cards require more than 2 lines of card text, then its likely your Basic set is just too complex.
Don't be sorry, I get what the thought prosess was. I just really had 2 classes and decided for the one I subbed because I wanted to make it complex with all unnecessary aestethic bs and lot of fluff text. So everything that is not wanted now. The other class shoulda coulda woulda Anyway good luck to all others and sorry for taking space here since it's just my issue.
When the people of Azeroth are sleeping or fighting, astromancers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Strength:
High token spawning: As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
High burst spell damage / finisher: Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
Decent healing: Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
Decent card draw: With so many random effects and the need to Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
High disruption: The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class (that will be showncased in the Classic sets) and Gaze activates during your opponent's turn, a lot of their minions also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
Jack-of-all-trade, Master of None: Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
Buffs focus on giving minions Health and utility, not offensive power: Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
Healing tied to spawning minions: The class has very few healing outside of spawning the Astral Spirits. Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
Weak board clear: The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), symmetrical or inefficient in term of damage to their cost.
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Example Cards
Solar Eclipse: Ancient time has the belief that Solar Eclipses will cause bad luck happens to people who looks at them. With the Basic set filled with random effect, new players of this class will be grateful for this card. An introduction for the class's main flavor of control random effects as well as foreshadowing the Gaze mechanic in the Classic set. This card can also serve in more advanced decks as a combo piece since it allows you to preserve the Gaze effects already on the character.
Astral Intellect: An example of the class's extremely powerful but also high variant random effects. Most of the other cards will not as swingy as this effect, but this card is also the most powerful when assisted by Gaze or Solar Eclipse. Of course, you can also use this card offensively in control or combo match ups to mill important cards from your opponent or get them to fatigue faster. An example of the great disruption mechanic this class have.
Astral Touch: An example of the decent removal this class have. While the token doesn't immediately impact the board like Polymorph or Hex token, you will likely want to take care of it since the healing it provide can hit your opponent's face or minions.
Starcaller: A minion that served many purpose: A very sticky and threatening 4 drop, a token spawning machine that allow to you spawn atleast 1-2 Astral Spirits that will most likely heal her back when she hit another minion, a great source of healing or a card will force your opponent to play inefficiently because they will likely not want you to create and the buff up the Spirits. She also another example of the great disruption mechanic the class have.
Supernova: An example of the less than stellar board clear the class will have. The utility of healing and board presence provide by it is nice but you will either wipe out everything else on your board, leave some minions your opponent survive, both or, worse, died before reaching 7 mana.
Token:
Remaining Cards
Fiery Comet: An example of the great burst damage this class will have. It low cost allows it to combo with Malygos with a little bit of set up like with another Gaze or Solar Eclipse. Or can use as a removal.
Blessing of the Stars: A card that foreshadow that kind of buffs that this class will receive. Most of their buffs will focus on keeping their minions alive on the board and provide extra utility, not bursting down their opponent.
Celestial Bow: A card that support this class's playstyle of spawning tokens as well as how it will use its weapon: Most of their weapons will be used for tempo or supporting their other cards similar to Paladin and Shaman rather than being a main focus like Rogue or Warrior.
Astral Wrath: A card that showcase the weakness of the class has in term of AoE. The damage is extremely weak for its cost. The draw is a little utility.
Knight of the Eclipse: A card that support more mid-range Astromancers deck. The statline is excellent for its cost and if you give him Taunt by cards like Sunfury Protector and hide him behind a bunch of Astral Spirits, he will protect them while they will heal back the damage he took. He is also an example of the disruption mechanic this class naturally has in its card set and how cards with Gaze effects will be given vanilla efficient stat to cost ratio since his effect is basically non-factor if you and your opponent don't have random effects. Or can even be beneficial to the Deadly Shot your opponent cast.
Q & A
So, is Solar Eclipse is basically just Gaze with different wording? NO! They are similar in fuction and use the same animation, yes, but will have completely different interaction. Solar Eclipse will override any previous Gazes you stack on top of the character, which mean that you can preserve your Gaze for the next random effect you cast. Solar Eclipse also will not benefit from any Gaze synergy that will be printed.
Will Astral Intellect interact with Gaze/Solar Eclipse on minions? No. Astral Intellect will only be affected by Gaze/Solar Eclipse on Hero.
Dumping my current cards for some feedback. Ran out of time, will give feedback tomorrow. Everyone's sets are looking good so far!
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
Here's what I'll be submitting. Feedback is welcome!
THE ARCHAEOLOGIST
Archaeologist is a weapon focus class which focuses on board control, and sticky minions. The basic set will mostly be about controlling the board, and survivability through armor and taunt.
Optional Keyword Section
Decay is a fairly self-explanatory keyword. It will not appear on any basic cards, but in Classic onward, it will go on mostly weapons as a way to implement aura weapons.
Example Cards
These cards show the various strengths and weaknesses of Archaeologist, showing that Archaeologist has decent draw, removal, AoE, and good armor gain and heal.
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Phase 1 Post
Ok, based on feedback i made several changes. These are the old versions/cards:
And here are the new versions/cards:
What changed:
Unchanged cards:
Feedback is welcomed and encouraged!
Hey guys ! THE HEXER here (not the Voodoo anymore). Here are the cards I made for my basic set, following the challenges.
Fist, I want ed to explore the Hero Power's mechanic so I made 3 cards with this kind of effect. I think all 3 have a place in the set since they offer different possibilities and combinations. I also really like the idea of mixing damage and healing. I balanced them according to the damage they deal, assuming that it's their most common use, with conditional use traded for some flexibility. I'm not to sure though so please let me know if you think the power level is off.
Then I wanted to add some buffs and healing since the class is board-focused and wants to grow and maintain minions. I also wanted to include some potions and rituals for theme. I wasn't planning on using Spell Damage but it turned out to make a lot of sense for a master of voodoo arts so I quite like it. Cards using it definitly have potential but keep in mind that most of the class targeted damage comes with healing so combos shouldn't be to powerfull. Not sure about the balance of Ritual of Strength but based on Druid cards like Mark of the Lotus and Cenarius 3 Mana seems fine for a class that can't make tokens with their Hero Power (unlike Paladin and Shaman which seem to have higher-cost buffs).
After that, I thought some minions would be cool. Knowing that I could only make 2, I made some Token generation to make sure that the class would have a targets for their buffs. I also wanted some more (and less conditional) healing since the class is supposed to revolve around that as well. These are also somewhat themed about death and revival so there's that.
And with that, we're at 10 ! Challenges are met and I'm pretty happy with these but I really want to know what you all think since I may have glossed over a major balancing (or otherwise) problem and I would really want to correct that.
For the exemple cards, I think I will choose Wild Healing Mix, Fuming Chant, Flask of Mojo, Voodoo Master and Lurking Witchdoctor. What do you think ?
Angel Class - Ariel
so on last submission (which was my first I got 0 votes, so I took the note and would appreciate your help), also since the rules allowed it I've modified my hero power.
Theme: destroy friendly minions (consume) to get powerful effects, effects that trigger on next turn, superior on specific cards (tribes, enhancements etc...)
Consume => destory a friendly minion to trigger an effect.
Cards for this challange:
=

Holy Wrath -> each turn it's damage can change based on your current spell damage.
Shield of Life -> In case your minions suffer more than this weapon durability, it will get destroyed and excess damage will be dealt to your minion. in case of mass damage dealt to multiple minion it will absorb the damage starting from the left most minion (so if 2 damage is dealt to 4 of your minions (and it has 7 durability) it will get destroyed and only your fourth minion from the left will suffer 1 damage).
Holy Defenders -> Similar to Animal Companions, tokens:
Tokens:
I tried to simplify my cards since last time yet still try to keep the concept of future effects in play, any comment will be appreciated
This is my first time giving feedback, so I'm sorry if you find it not valuable.
...Soul of Wyrm. Soul of Root. Heart of Void...
@NoahMcGrath
I think that Sanguine Rune can easily get out of control, since it can copy itself.
Thank you. regarding Vanessa you are right I will change it. as for shield of life I think it's cool concept but I do agree it's too complicated to be basic. As for the hero power how about something like: Give your hero +1 health (max:40) or healing hero by 4-6 on the start of next turn. what do you think?
Ok, I have a respite from exams and a 6 hour bus drive tomorrow, so I'll dump the cards I have so far and I'll try to give some feedback in the morning, if not tomorrow evening.
I'm also open to other ideas, since I'm kinda stuck, just keep in mind that my class is meant to heave weak AoE, weak single target damage and removal and weak early minions.
Also, does "Can't attack" count as a keyword? It shouldn't, since it's not bolded.
But how do you know if you advanced to phase II ? Did everyone advance?
Yes everyone advanced
Everyone who was not disqualified advanced automatically. Those who were disqualified were sent a PM telling them; if you did not receive such a PM, you made it to the next round.
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
Looks good all in all, you can see what you are going for. Think you should use the space that you have and make some of the cards a little more complex (like my suggestion for Corrode) and make some of them more powerful with some more umpf. A stronger weapon, removal, AoE - something that brings a bit more consistence and seperate supporting effects like armor and card draw a bit. You also can probably find some more expressive artworks that resemble your class theme better (namely Uncover, Saveguard, Corrode, Shelter). Here a few that might work.
Thank you @SunnoxPL for your feedback ! I know that Wild Healing Mix and Strong Medicine are very similar but so are cards like Flamestrike and Arcane Explosion, Windfury and Windspeaker or even Fiery War Axe and Arcanite Reaper. Besides, they work like the Hero Power which is a bit quirky so having multiple instenses of it which work the same will be quite intuitive for new players. They also have more depth that meets the eye, especially when interacting with Spell Damage. Normaly, these cards heal after their damage so
it seems impossible to chain them for a lethal combo. For Wild Healing Mix, it is true because it would require a crazy amount of Spell Damage to make work, but for Strong Medicine Spell Damage +3 is enough. Therefore, a simple combo that you can play is 2xVoodoo Master (summoning a total of 6 minions for 4 mana) + 2xWill of the Spirits (giving each of you minions Spell Damage +1 for 4 Mana) so you get to Spell Damage +12 (don't freak out, it's a lot of combo pieces to get there), now you can play 2xStrong Medicine twice for 10 damage each (14 damage and then heal 4) with a lethal if your opponent is at 24 (you can do 28 if you have a minion on board or play a Wisp but then it's a 7 card combo). Well now that I'm spelling it out loud it seems a bit concerning... I may have to make Will of the Spirits 3 Mana or Strong Medicine 2 Mana or maybe Will of the Spirites gives Spell Damage+1 to a minion and minions adjacent to it. I like the potential for crazy combos but this one looks a bit scary. I'd love to here what people have to say about that ^^'On a different note, Lurking Voodoo Doctor is indeed random. I went to check cards with the same kind of effect and found Lightwell and Ragnaros, Lightlord which both have the same wording so I will use that. Here is the revised version :
With the feedback received (thanks to @Shatterstar1998 and @Wailor) I changed some of my cards (some also got removed) and made new. Here's the basic set for now:
Cards:
Feedback always appreciated ! :)
...Soul of Wyrm. Soul of Root. Heart of Void...
Basic Set now finished. Hot-Headed Instructor is finished and Touch of Ice is now added (yes, I know it's a slightly better Frost Shock, but I don't think that's a bad thing). Violent Slash also has slightly different wording to indicate the effect is chosen, and against some people's wishes, I've decided to keep it at 3 mana.
As for showcase cards, my current thought is:
Click the image to go to my custom Time Traveler class.
Based on previous Comments Here is my full new set:
Ariel The Angel
Theme: Effects that trigger on next turn, advantage against tribes/enhancement, healing, weapons
Tokens:
So, asking again so a mod could answer me. Can I change my class since the voting didn't count for anything and my previous class doesn't fit into the restrictions you gave with this phase?
As in, you want to submit something completely different to what you already posted? No one else is around to discuss the matter but I believe the answer to be No, you cannot do that. While the first Phase was more-or-less a free pass for all involved we are still adhering to the idea that it mattered, and as such we expect people to continue forward with that in mind. The Class competition has begun in earnest, and there are no significant do-overs at this point.
Edit: Looking into it further, I don't see anything particularly out-of-line with your submission in regards to the rules and restrictions of Phase II. The cards you submitted for Phase I are not set-in-stone, and can be changed as necessary. I read your post on Page 3 but I guess I'm still not sure what the problem is.
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
Ok, thought my problem was pretty clear with what I wrote. My basic set is rather complex and has a lot of cards with more than 2 lines and I can't see myself be satisfied using the template for this class that we have to use now. I thought I read something about more freedome this CCC but it feels kind of the opposite. Just anyway I won't use this class like this, so I thought I could maybe change since the first voting didn't matter apart from DQ for some reason. Is that a final no now?
Yes, nobody can completely change classes from what they originally submitted.
The template is designed to help those who aren't as adept at visual design as others be on a more level playing field - this is, after all, a Class Design Competition, not a Graphic Design Competition. Anything to remove potential bias and help people focus on the cards is a good thing.
And I'm sorry you feel that there's less freedom in this CCC, but the challenges this time have been specifically designed to help people create better classes - where previous competitions asked people to 'Include a Pokemon' in the card art or something similar, this time we're focusing on challenges that foster good design ideas. One of the principles of the Basic set is that it is basic - many cards are very simple. If most of your cards require more than 2 lines of card text, then its likely your Basic set is just too complex.
You can find me here! Good luck everyone!
Don't be sorry, I get what the thought prosess was. I just really had 2 classes and decided for the one I subbed because I wanted to make it complex with all unnecessary aestethic bs and lot of fluff text. So everything that is not wanted now. The other class shoulda coulda woulda
Anyway good luck to all others and sorry for taking space here since it's just my issue.
So, I decided on my showcase cards:
The Astromancer
When the people of Azeroth are sleeping or fighting, astromancers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Strength:
Weakness:
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Example Cards
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Phase I Post
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Dumping my current cards for some feedback. Ran out of time, will give feedback tomorrow. Everyone's sets are looking good so far!
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
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