Here's my complete Classic set (of course it'll probably go through some changes):
Shade Cloak hints the Stealth archetype.
Strenghts and Weaknesses will air later today.
Quick clarification how Hornet works: Normally, if you use Hero Power and attack eg. Chillwind Yeti, Fury will not activate. When Hornet is on the battlefield, using Hero Power and attacking Yeti will trigger Fury. Hornet also allows to trigger Fury when attacking face.
The Tinker is very much a combo class, using multiple cards to burst down the opponent. They are weak early game but have strong cards to reclaim the board in the mid-game. They lack board clears (Tinkers are smarter than the average blow-yourself-up engineer!) and while they can quickly fill their hands (great for some cards, like Mountain Giant) it's with near useless Scrapbots instead of real cards like Warlock's hero power. That is, until the spend those Scrapbots to draw more cards, or turn them into something new! I'll go more in depth with the strengths and weaknesses later.
First, my Keyword cards, of which there probably should be more. There's a lot going on my with my class (keyword, weapons, mechs, hand size, secrets) so there's a LOT to cover. So I only have 7 Keyword cards so far.
Synchronize is triggered when the card with it uses all your remaining Mana Crystals. For some, using it on-curve is strong. For others, you'll want to play a bunch of cards before them. Still others are more balanced by giving you a strong effect that you are unlikely to benefit from until the next turn.
Assault Hammer - The quintessential Tinker weapon. Tinkertown Watchman - Cheap Taunt that can get pretty big later in the game. Bomb Builder - Gives you powerful removal if you trigger the effect AND have a Scrapbot, but you can't use the Bomb this turn without a Coin. This is the first look at transforming effects, a key class feature that will expand significantly in Un'Goro. Widgetsmith - Giving weapons more Durability is tricky to balance, especially when they do stuff with each attack like many of my weapons. But I wanted at least one card that did it because of my Basic card Overclock that gives your hero Windfury for a turn. Spark of Genius - Tinker has okay card draw, but they are a Combo class. This card gives them the power to make Bots over a few turns, then dump them for a big draw. But you can't use those cards until the next turn. Also its not completely useless if stolen by a Priest or Rogue, even though Draw 1 for (3) is terrible. Show of Force - Tinkers think big. Here's a big buff. But depending on your board state, you might want to go wide instead of tall. Rocketeer Blitzfyre - This guy is a finisher. Play a bunch of Bots or other cards, burn down your opponent.
Secrets - 4 Secrets and 1 synergy card
Net-o-Matic - Efficient temporary removal, backfires if they have cheap minions or great battlecries. Goblin Land Mine - 4 damage might be too high, but 3 felt weak. Let me know what you think. Rapid Repair - Defensive Secret that can be a huge help, or you get 2 Armor. Yay. Spell Magnet - By far the most complex one. Great if your opponent buffs one of their dudes. Terrible if they cast Shadowflame, Grim Rally, or Shadowstep. Tinkering Away - This fulfills the 1-Cost spell Challenge. Add some Bots to your hand to use on other effects. Later sets will give more options to buff them, transform them, make them Magnetic, or just give more general hand size synergy.
The rest - 3 cards
Rocket Strike - Hand size based removal. Remote Operator - I made this for the original challenge of a worse card, based on OG Warsong Commander, then made it cost more. Brass Bodyguard - Weapon synergy. This is the only Mech of the Classic set. Mech synergies will come on strong in future expansions. I wanted this to have good stats but not be too strong for Classic.
In total: 6 minions (+2 more in Basic) 8 spells (4 are Secrets, +6 more in Basic)) 1 weapon (+2 more in Basic)
I'm happy with the set so far, but will continue to Tinker away at it! Let me know what you think! I'm hoping to give feedback this weekend.
I'm not a fan of Synchronize, because it rewards curving too much, but otherwise your class is really good.
I like your Secrets a lot, because they seem good while still being balanced at 1 Mana (unlike Paladin Secrets).
Be careful with Remote Operator, however. She will be very dangerous in The Boomsday Project with the Magnetic keyword.
Here's the latest entry for my submission, now including the remaining pieces like the Strength/Weaknesses and the showcase/spoiler split. Let me know what you think! Is the S/W section too wordy, did I pick the right cards to showcase, is the entire post too long, etc.
I have returned, mortals! It is I, Kel'Thuz-*cough* *cough* Okay, I have to drop the gag. It's really hard to explain things like comboes and strengths/weaknesses for a card game while being in character. So, with that in mind, let's proceed:
The Lich
As a master of the cold and the cycle of life and death, Kel'Thuzad freezes enemies in their tracks while his undead forces continue to take over the land. Under his command the Scourge's victory is only a matter of time; the living will eventually have to accept that fact.
Strengths/Weaknesses - It's behind a spoiler for now, but it won't be when it comes time to submission.
Strengths + Themes
The Lich is more likely to win the longer the game goes on, as he outlasts his opponent's assault. The undead do not tire, do not need food, and do not feel pain; the forces of the living become weak from endless fighting, while the Scourge only grows in strength. Gameplay-wise, this translates into a slower playstyle, namely a "fatigue" late-game archetype where you slowly exhaust your opponent of resources. This comes from:
Inflicting Freeze on the enemy to stall for time.
Taunt minions to wall off attackers.
Deathrattles and reviving one's minions to get more value out of them.
Relying on the Scourge's infinite size to generate additional fuel as the game continues.
In the hands of Kel'Thuzad, death is not quick: it's a slow, torturous march towards inevitability.
Weaknesses
Naturally, The Lich suffers against those who can rally a sizable force quickly. The tactics that provide Kel'Thuzad his great power are also the ones that hold him back, as each of them are slow. Deathrattles take time to go off, Freeze is not the same as killing an enemy outright, and reviving minions means they have to die first. Adding cards to your hand or deck gives you more juice for when the battle drags on long, but it means you need to spend more time and mana to make use of them. It's ultimately just not as efficient and timely as a straight-forward aggressive playstyle. Lastly, The Lich suffers from poor card-draw: with a focus on recycling spent minions and adding new cards to one's hand, Kel'Thuzad doesn't have the luxury of drawing cards he wants from the deck. It's another knock against the class' ability to mobilize.
Example Cards
Sapphiron is a win condition for the class. A sizable drop in its own right, it comes with a Mind Blast-like effect for every time you Freeze an enemy character. Repetitive Freeze effects allow you to machine-gun an opponent down; like Ice Lance, but more fair. Plus he's a Dragon, and that might mean something down the line!
Ghastly Soldiers is a double-example, showcasing a revive and a Deathrattle effect. It's Ancestral Spirit x2 at three times the cost. The Classic set contains a cycle of Deathrattle-spells; this is the first one.
Phylactery Keeper is a revive on a body. She encourages you to trade a minion away, knowing you'll get it back.
Death Awaits You is a board-wide version of Feign Death. Why would you want to trigger enemy Deathrattles? It allows you to proc Repurpose, and/or any-other negative Deathrattles that could be added to the class later.
Icy Guardian is a sizable Taunt minion, with +1 Health over Sen'jin Shieldmasta. In return, he must Freeze himself. Later in the game you can get past the Battlecry by reviving him. In a future expansion, the self-Freeze might even become a benefit!
Remaining Cards
Icicle Crasher is a rare example of a true destruction effect for the class. Basically, he can kill any Frozen minion without trading into it.
Chains of Kel'Thuzad is a boss ability from his raid, wherein he temporarily controlled a player. It has no restrictions like the cheaper Priest spells, but it is still only until the end of the turn. If you can kill off something good, you can then start to revive them!
Frostbolt Volley is another boss ability, a natural step up from Blizzard. One Frostbolt inflicts 3 damage and Freezes, so naturally this would do the same to each enemy.
Frost Cloak is the reverse of Consecration, blocking damage dealt to your characters. This can be used to tank face damage, provide more efficient trading, preempt an AoE blast, and/or save a minion's life.
Repurpose is the second in a cycle of "Give a minion" Deathrattle cards. It's a much slower Entomb, stealing a minion to place in your deck but only after it dies. This prevents you from getting around Deathrattles and Taunts as you still need to deal with the minion.
Nerubian Crypt Lord has pseudo-Taunt in-that your opponent would want to remove him before going face, but he doesn't prevent them from doing it anyway if they can overcome the damage resist. He wouldn't save you against King Krush, for example, if you were low enough. Not having Taunt also means he cannot defend your other minions.
Skeletal Monster breaks apart upon dying, summoning two Skeletons. The skeletons might come into play later in a future expansion...
Haunting Remnant is a smaller Cryomancer. Cryomancer never saw much use, but maybe in a heavier Freeze class it would.
Endless Scourge is like Ancestral Spirit, but cheaper and not as good for the board. Better for Battlecry minions, though. In general, it functions to provide greater fuel to help outlast your opponent. It is the third card in the Give a Deathrattle cycle, and my spell for Challenge #2. Returning the minion to your hand will come into play in a later expansion.
Dark Resurgence was seen in Phase I, a flexible card for cheap minion damage or healing.
(Links to Phase I and II would go here)
Thank you to everyone who gives it a look :)
Your class is pretty alright in general. I really like the damage reduction effects you have (Frozen Cloak, Nerubian Crypt Lord) and I'm in love with Phylactery Keeper, who could win a WCDC on her own.
What I don't like is that you have a lot of cards which are too similar to cards from other classes, like Frostbolt Volley to Blizzard, Ghastly Soldiers to Ancestral Spirit or Chains of Kel'thuzad to Shadow Madness.
Balance-wise everything seems okay, except Ghastly Soldiers, which seems too weak at 6 mana, considering Ancestral Spirit is 2 mana and never saw a lot of play (if I'm not mistaken).
Update to my entry with Starhoarder replaced with Celestial Guardian. I decided to pick Celestial Wonder to be my 1 mana spell and remade Horn of Capricorn into a proper Secret called Mark of Capricorn since I was noticed that it doesn't work the way I intended it to.
When the people of Azeroth are sleeping or fighting, astronomers 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!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
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.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gazeanywhere, meaning that tutoring draw effects like The Curator, discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
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):
List of available cards in the Basic and Classic set that will be effected by this keyword:
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
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 and their class mechanic Gaze activates during your opponent's turn, their minions and spells 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.
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), conditional, symmetrical or inefficient in term of damage to their cost.
Cards need set up: Most of their most powerful cards need set up beforehand or through multiple turns. This in turn allows your opponent the opportunity to disrupt them.
Example cards:
Token:
Celestial Guardian: A solid 2 drop with both Gaze and token synergy. This card also showcase that cards with or granting Gaze will have very cost-efficient stat give that the effect is useless without follow up. Being an Elemental (along with the class having a Dragon in its Classic set) also open up future tribal synergy. It should be noted that the first Gaze will take priority compare to the Gaze on the token since it is counted as the first part of the Battlecry.
Comet of Doom : Hard removal for the class. Especially powerful combine with the class's keyword so it has to be 1 mana more expansive than Deadly Shot. Showcase the random effect that the class like to run and is prominent in its card set.
Astral Vengeance : A Secret that emphasize the token spawning combine with healing of the class. Use this both offensively as an AoE buff as well as defensively as a great source of healing.
Mark of Virgo : Part of the Constellation Mark cycle that interact with the next action you or your opponent took. A worse version of pre-nerf Innervate but is better than the post-nerf version since you can play it last turn to cheat out 2 mana next turn. Notable that it cannot stack with itself.
Starscryer Sera: The big Legendary of the class and pay off the Gaze you carefully stored into your opponent or the Gaze cards you held back. She is what I think an embodiment what the class is all about: show that the class has other means to interact with Gaze beside just random effects; the high burst damage the class has as well as that the class's best cards require set up or in combination with other cards.
Remaining Cards:
Srutiny : A simple, effective Gaze granter and enabler of the random effects as well as Gaze synergy the class like to run.
Celestial Wonder: Card to fulfill the challenge that will act as important piece for the future Secret synergy.
Meteor Shower: A random effect and Gaze granter. A more complicated card at first glance since sometime you want the effect go wide or want the Gaze effect to set up for another powerful random effect or Gaze synergy.
Astral Protection : A Secret that demonstrate the buff aspect of the class. Since most of the time the opponent would want to kill your high value minions (most notably the Astral Spirits that will continue to heal you), this card help to provide them with some protection.
Weaponized Telescope: A reliable source of granting Gaze for the class to use. Emphasize that the class use weapon to enhance their cards rather than a weapon-focus class.
Mark of Taurus : Part of the Constellation Mark cycle. Use this to turn your big and medium minions into a wannabe Sunwalker.
Celestial Intervention : A Secret that used as a disruption effect for targeting spells. With a little bit of opponent read, timing and Gaze effect, you can actually cause your opponent spell to backfire on them horribly. This is a versatile card that can be used to protect either your minions or face.
Celestial Drake : A powerful draw engine of the class but require a lot of set up. Allow the class to distribute out Gaze without losing card advantage/ Being a Dragon also open up future Dragon synergy.
Mark of Capricorn : A powerful Secret that allow you both offensive and defensive power of dealing 4 damage to a character that about to attack your face as well as a 4/1 weapon ready to swing when your turn start
Cosmic Elemental : A card to showcase synergy with Gaze that isn't just random effects. Really weak since the class is supposed to have bad board clear but can be powerful with enough Gaze granter and set up. Being an Elemental also open up future synergy
Nice work! Really like your Mark spells, they're very cool thematically.
The only dangerous thing balance-wise is probably Starscryer Sera, given she is a conditional 8-cost Pyroblast with a body. I'd probably make her a 9/6/6.
Finally, you have a couple stylistic problems:
The artwork of Celestial Guardian is a bit ugly.
The text of Astral Vengance and Celestial Intervention are too cluttered. I'd try to find a way to reduce them.
This is what i was actually thinking. I removed some Herbs because i was going to have too many synergies and i added instead some minions. Lichens Cropper can be OP i know, but at this stage it's one of my few way to clear the board. And it's also related to the quest i planned for un'goro.
I also need help with the Legendary, i like the second option weaker in stats but the buff is huge for my class. The first one is ok, but not as special to me.
I'm also thinking to remove the Crop Harvester to have an epic herb on the list.
Hearth of the Wild is my challenge 2 showcasing a future mechanic of buffing and working with the cards into the deck
STRONG/WEAK POINTS
The Botanist needs time to build up his strategies and is likely to win in the later phases of the game. Grow up a strong and luxuriant garden required patience and sacrifice and a small dose of luck to be able to benefit from the full potential of the herbs. In the board this translate into a slow gameplay, weak in the early stages, characterised by a lot of passive effect which will enhance in time the performance of the Botanist.
Strength
Evergrowth is the keyword of the class and is strongest point. The more Evergrowth minions on the board the bigger the buff they will receive.
Herbs and Passive effect (start/end turn) will give the Botanist minions to be worried about, even if they stats aren’t great.
Cheap spells and cheap minions, this is both a strong and weak point of the class. The botanist can count on different cards with a low cost in mana, opening the way to different synergies. In the other hands, those cards are weak and works well only in synergies with something else.
Taunt minions from the basic set and the classic will give the Botanist some time to build up his strategies.
Hidden power into the deck. The Botanist will often shuffle card in the deck growing the power inside it. the Seeds are the mostdangerous draw for the opponent but they are useless if drawn with a full board.
Weakness
Random damages, most of the spell of this class inflict random damages to minions, this can be powered by spell damage but without it they are pretty weak and unreliable.
Weak minions. Most of the herbs and minions of the Botanist are weak and easy to get rid off. The offensive part of this class is deliberately low
Most cards works well together, others don’t. The Hero power will generate Evergrowth bonus but it need space on the board. Herbs offer good passive effects but have no synergies at the moment with evergrowth.
Choose your alliances. Herbs offer good passive effects but have no synergies at the moment with evergrowth. The botanist must choose whether to play grass or bet on the Seedlings power.
TOKENS
BASIC HERB TOKEN (from Phase I)
What I like:
Your class has an original take on the zoo playstyle.
Flowerwielder and Crop Harvester have very nice flavour.
What I don't like:
Random damage effects from Seed Outburst and Charged Seeds.
Mageroyal and Grave Moss can attack (because they have Attack greater than 0), but they look like regular plants. You should find artwork of "living plants" for them, similar to Sherazin, Corpse Flower or your legendary.
Tokens shouldn't have rarity gem.
Finally, about your legendary, I'd probably pick the Battlecry version. The regular version isn't flashy enough (unless you give increase its Evergrowth and reduce its stats)
Does Spark of Genius draw a card when you Synchronize it ? If so, it's a 3 mana draw 3 cards (hero power on turn 2, then play this). Idk, I would add 'instead' at the end of it's card text.
I would buff Rocketeer Blitzfyre to 4/3 or 4/4. Either you play it as an AoE and clear everything or as a minion with small random damage. In the 2nd scenario it's a bit on the weaker side imo (I can be wrong about this)
I feel like Astral Vengeance is too strong. Summoning Astral Spirits ang giving ALL your minions +1 Attack is very powerful, especially when for example you play this on turn 3 (2 with coin), your opponent pings/shots/attacks your hero,suddenly you have 3 1/1s with healing ability. Maybe give only Astral Spirits +1 Attack ?
Maggot Juice it too weak. It doesn't do anything instantly, and you spend 4 mana. Maybe make it's cost 3.
I'd change the quest instead of the Cursed King. I think your quest is a bit too easy to complete, what I mean is that shuffling cards to your deck is something you even do with your hero power. Maybe try creating a new archetype, or support another with the quest.
Does Icicle Crasher lose it's attack (i mean attacking, not the stats) after destroying a minion ? If so, it seems balanced. I just had an impression that it can destroy eg. all frozen enemy minions and then attack as normal.
Heart of the Wild is too weak. I'd make it 0 mana.
Charged Seeds can cost 2 mana, because the number of damage dealt is random. With 1 Spell damage it's still a worse Shooting Star, so 2 mana would be ok.
Second version of Sol is better imo
My Classic set:
Here's my complete Classic set (of course it'll probably go through some changes):
Shade Cloak hints the Stealth archetype.
Strenghts and Weaknesses will air later today.
Quick clarification how Hornet works: Normally, if you use Hero Power and attack eg. Chillwind Yeti, Fury will not activate. When Hornet is on the battlefield, using Hero Power and attacking Yeti will trigger Fury. Hornet also allows to trigger Fury when attacking face.
Thanks everyone for your feedback. I'm probably going to implement every change you suggested.
However, I don't get why you say Maggot Juice is weak. It's a 4 mana 5/5 with the precondition of having a minion to trade. I think it would be pretty good on Arena and decent on constructed.
I feel like centering a future archetype on Stealth is a bad idea because the keyword is inherently uninteractive. Rogue has multiple of its key Stealth card nerfed to hell and back.
The rest of the set is fine. However, I noticed your class distinctly lack lategame. Every class has atleast 1 card in their Classic set that is 7 mana or up, even very aggressive class like Hunter (King Krush) or Rogue (Sprint). Maybe increase the cost and stat of Gathering Zealot.
Repost with some minor change:
Astral Vengeance now only grants the token +1 Attack. Edit: The nerf has been reverted. I feel that made the Secret not impactful enough for 3 mana.
Celestial Intervention now has its wording shorten.
Celestial Guardian and its token has new artwork and renamed into Planetary Guardian.
When the people of Azeroth are sleeping or fighting, astronomers 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!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
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.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gazeanywhere, meaning that tutoring draw effects like The Curator, discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
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):
List of available cards in the Basic and Classic set that will be effected by this keyword:
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
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 and their class mechanic Gaze activates during your opponent's turn, their minions and spells 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.
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), conditional, symmetrical or inefficient in term of damage to their cost.
Cards need set up: Most of their most powerful cards need set up beforehand or through multiple turns. This in turn allows your opponent the opportunity to disrupt them.
Example cards:
Token:
Planetary Guardian: A solid 2 drop with both Gaze and token synergy. This card also showcase that cards with or granting Gaze will have very cost-efficient stat give that the effect is useless without follow up. Being an Elemental (along with the class having a Dragon in its Classic set) also open up future tribal synergy. It should be noted that the first Gaze will take priority compare to the Gaze on the token since it is counted as the first part of the Battlecry.
Comet of Doom : Hard removal for the class. Especially powerful combine with the class's keyword so it has to be 1 mana more expansive than Deadly Shot. Showcase the random effect that the class like to run and is prominent in its card set.
Astral Vengeance : A Secret that emphasize the token spawning combine with healing of the class. Use this both offensively as a token generator as well as defensively as a great source of healing.
Mark of Virgo : Part of the Constellation Mark cycle that interact with the next action you or your opponent took. A worse version of pre-nerf Innervate but is better than the post-nerf version since you can play it last turn to cheat out 2 mana next turn. Notable that it cannot stack with itself.
Starscryer Sera: The big Legendary of the class and pay off the Gaze you carefully stored into your opponent or the Gaze cards you held back. She is what I think an embodiment what the class is all about: show that the class has other means to interact with Gaze beside just random effects; the high burst damage the class has as well as that the class's best cards require set up or in combination with other cards.
Remaining Cards:
Srutiny : A simple, effective Gaze granter and enabler of the random effects as well as Gaze synergy the class like to run.
Celestial Wonder: Card to fulfill the challenge that will act as important piece for the future Secret synergy.
Meteor Shower: A random effect and Gaze granter. A more complicated card at first glance since sometime you want the effect go wide or want the Gaze effect to set up for another powerful random effect or Gaze synergy.
Astral Protection : A Secret that demonstrate the buff aspect of the class. Since most of the time the opponent would want to kill your high value minions (most notably the Astral Spirits that will continue to heal you), this card help to provide them with some protection.
Weaponized Telescope: A reliable source of granting Gaze for the class to use. Emphasize that the class use weapon to enhance their cards rather than a weapon-focus class.
Mark of Taurus : Part of the Constellation Mark cycle. Use this to turn your big and medium minions into a wannabe Sunwalker.
Celestial Intervention : A Secret that used as a disruption effect for targeting spells. With a little bit of opponent read, timing and Gaze effect, you can actually cause your opponent spell to backfire on them horribly. This is a versatile card that can be used to protect either your minions or face.
Celestial Drake : A powerful draw engine of the class but require a lot of set up. Allow the class to distribute out Gaze without losing card advantage/ Being a Dragon also open up future Dragon synergy.
Mark of Capricorn : A powerful Secret that allow you both offensive and defensive power of dealing 4 damage to a character that about to attack your face as well as a 4/1 weapon ready to swing when your turn start
Cosmic Elemental : A card to showcase synergy with Gaze that isn't just random effects. Really weak since the class is supposed to have bad board clear but can be powerful with enough Gaze granter and set up. Being an Elemental also open up future synergy
So I may be dropping out of this competition for a few things.
In addition to not knowing what to do here, I'm also starting to not like my class that much (might be the HP). Weaknesses are also something I should've thought of more near the beginning of the creation period instead of now (I handled this better with Time Traveler than I did with Battlemage).
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Added Strengths and Weaknesses (idk if I made it right)
Training is replaced by Possessed Power. I noticed that my class lacks removal and high-cost cards, now it has both in one card.
Strengths:
Protection: The Bug uses Taunt minions to protect them, as well as Armor to regenerate after attacking. While Taunt minions aren't encountered that much, Armor is a core feature in this class. it can also be used as a resource, as presented in Basic Set (and future expansions).
Swarm potential: The Bug can easily produce many minions from one card (eg. Life Cocoon, Grubfather). Swarming the board with small creatures and taking advantage from this is one of the main archetypes. This also recompensates the lack of card draw by creating value from sinflre cards.
Weapons/Cards that give hero attack: Weapons are the easiest way to activate Fury keyword. You don't have to spend mana each turn if you have a weapon equiped. Cards that give your hero attack for a turn help controlling the board, but are also a greal tool for an aggro archetype.
Weaknesses:
Card draw: The Bug class doesn't have many ways to draw cards. There are only 4 cards that have this ability, but there won't be many of them in the future expansions.
AoE/Removal: So far, there's only one board clear in The Bug's assortment. This is one of the weakest sides of this class. The most efficient way for The Bug to deal with many minions is just trading.
Direct damage/Burst damage: The only card (presented so far) that deals direct damage is Parry from the Basic Set. The Bug doesn't use direct damage, thus it doesn't have many finishers as well.
Showcase cards (without explanation, will write it soon):
Tokens:
Quick clarification how Hornet works: Normally, if you use Hero Power and attack eg. Chillwind Yeti, Fury will notactivate. When Hornet is on the battlefield, using Hero Power and attacking Yeti will trigger Fury. Hornet also allows to trigger Fury when attacking face.
I still can't get over the fact that many people already finished their sets, but here are reviews I guess.
@Demonxz95
General impressions
I'd have preferred if you put a reminder on what you hero power is.
Your set looks bland. Minion positioning isn't large enough to define a class.
Individual cards
Most of the cards are fine and balanced, but bland.
@Turkeybag
General impressions
Not a fan of Spellfury which is extremely complicated. I'd advise you to change your keyword. It's not too late.
Similarily, your cards are waaaay too complicated. I almost went TL;DR here.
Individual cards
As I said, they're very complicated. I'll only comment on some balance/flavor stuff.
Spellslicer can be 3m 1/3 "Silence any minion damaged by this weapon".
The Health option on Conjure Armor is super weak
Splitting arms is too good because you can perfectly play the other cards after this one
Clone weapon is too good for the same reason
@Shatterstar1998
General impressions
Gaze looks like a low-impact keyword. You can't build a whole class around it.
This set looks super weak
Individual cards
Meteor shower is basically "Deal 1 damage to an enemy 4 times then?"
The 6th card is a dead image
Astral Vengeance isn't worth 3 mana
Mark of Aquarius could be worded as "Freeze any character damaged by the next card you play this turn"
@Laurendor
General impressions
Evergrowth isn't a keyword you can build a class around. Unfortunately you have the keyword on your Hero Power so I doubt you can change it now...
Given your class' mechanics, you need more card draw to sustain it
Individual cards
Heart of the Wild is just too weak. Nobody will play it.
Why is Grave Moss a 3/3 ? Flavor doesn't fit.
Same for Herb Pouch, unless you want to hit people with a bag.
The first Sol is the best
@Pircival
General impressions
You know what I think of Decay
Your set lacks a "playstyle"
Individual cards
Trap Room is weak
Hallkeeper is desing-limiting in the basic set
@Noah_McGrath
General impressions
Your set is "balanced" but lacks something to make it stand out
Individual cards
Fire Rain is too weak
Fiery Blood is complicated
@Linkblade91
General impressions
I liked your class before and I still like it!
Individual cards
I'd make Sapphiron cost less. At 9 mana it's hard to make him synergize with anything.
Death Awaits you is potentially design-space limiting.
@thepowrofcheese
General impressions
I liked your class before and I still like it, though obviously I'm still heavily concerned that I'll run into each other with hand synergy.
Individual cards
Spark of Genius is weird because the Synchronize effect is of a completely different nature
Net-o-Matic is waaaay too good
I don't understand the point of Spell Magnet
@Wailor
General impressions
That Potion tag on spells really bugs me. I'm afraid many people won't like it.
Apart from that, I really like your class for obvious reasons, but like the other cheese, I'm afraid we'll run into each other in terms of design space
Individual cards
Alchemy scholar looks too good
Chemical Fury looks too good
Unethical Pratitioner wouldn't work most of the time. Barring "destroy" effects, a minion's health is 0 or below when it dies.
@SunnoxPL
General impressions
I still don't like that your class doesn't fit in the Warcraft universe. It's too late to change this though.
I didn't think I'd say that one day, but your cards are too simple and don't allow your class
Individual cards
Agile Assassin can just be "Your hero has Windfury". Exactly the same effect. That makes it super OP btw. Nevermind, didn't see you changed the keyword
Eager Husk looks weak
Dream nail is too much value for its cost. It's basicaly four 2-Cost minions.
Wanderous stag looks op af
As for me I made this. It received very bad feedback so far but you never know
Thanks for the feedback! Spellfury is locked in at this point and I've already simplifed it since phase 1. I personally don't think it's that complex. My only option would really be to change it to if your hero attacked but I'm pretty sure that's the same as the bugs Fury keyword. As for my cards, I'm already in the process of changing a fair bit of my set to reduce card text. That was one big thing I missed just due to the legnthyness of the mechanic. Now onto the individual cards!
Spellslicer: "Can't attack the turn it's equipped" is a key part of the classes flavor so I don't wanna remove it. Plus I really like it on this card as it gives your opponent a turn to try do something with whatever they think you wanna silence. Plus having up to 4 turns with this weapon and probably few decent targets, it becomes a bit tricky over weather you should just swap the weapon for something with more damage, or try keep this till you can get some value out of it.
Conjure Armor: The health option is definitlyly weak, it's not terrible as 6 stats for 3 mana but as it's all health it isn't the greatest but I'm fine with that since the card has more versatility. I think more health makes attack/health swapping cards worrying.
Splitting Arms:This card is actually a lot better than it seems. For 1 you need no weapon, and since all your weapons can't attack the turn they are played, you need to have no weapon the turn before you play this. Otherwise if you use it after attacking you'll only get 1 swing. It's definitly a strong card, but it requires careful thinking about when you use it, and your opponent will probably be onto you if you make having no weapon obvious. Wait I see what you mean, you can use this then a weapon to give the weapon windfury. I honestly don't know how I missed that. I'll see if I can reword it to work, otherwise I'll have to scrap it D:
Clone Weapon: I don't get what you mean with this one. If you use a weapon after this the card pretty much fizzles, and there isn't really a need to. The best you can do vs face with this is 12 damage over 2 turns with Summoned Battleaxe (4 mana 6/1, can't attack the turn it's equipped) and I think that's fine compared to Doomhammer and Rockbiter Weapon.
I should have some time later today to finally get around to doing feedback!
I still can't get over the fact that many people already finished their sets, but here are reviews I guess.
@Linkblade91
General impressions
I liked your class before and I still like it!
Individual cards
I'd make Sapphiron cost less. At 9 mana it's hard to make him synergize with anything.
Death Awaits you is potentially design-space limiting.
Thanks for the feedback! :) I don't know about the others but I have a lot of free time at the moment. To be quite honest depression dampens my interest in stuff I used to do, like writing, so I latch onto the few things that still spark a reaction. I spent more time refreshing HearthPwn than I care to admit...
You're not the first person to mention it, so I think I might make Sapphiron cost 8. Sindragosa shows me that there are more options for dragons than 9/8/8 and 9/4/12, especially ones that want to be comboed right away. 8/8/8 would allow at least one use of the Hero Power, or the Basic spell Frozen Orb.
Personally I think Death Awaits You opens up additional options, rather than taking them away. Triggering enemy Deathrattles means I can make cards based around giving your opponent bad Deathrattles (like my card Repurpose). I was thinking about doing this in Kobolds & Catacombs. I guess we'll see, though. Maybe there's a reason Feign Death, Play Dead, and Necrium Vial are expansion cards...
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 still can't get over the fact that many people already finished their sets, but here are reviews I guess.
@Shatterstar1998
General impressions
Gaze looks like a low-impact keyword. You can't build a whole class around it.
This set looks super weak
Individual cards
Meteor shower is basically "Deal 1 damage to an enemy 4 times then?"
The 6th card is a dead image
Astral Vengeance isn't worth 3 mana
Mark of Aquarius could be worded as "Freeze any character damaged by the next card you play this turn"
As for me I made this. It received very bad feedback so far but you never know
Thank you for your feedback.
I do agree that Gaze is low impact on its own, which is why I build in the token and Mark mechanic in my Basic and Classic set to pad out the holes in the class. It isn't more low impact than Spell Damage or Windfury. And that also isn't mentioning that Gaze cards are all very cost efficient stats.
I think that you reviewing an older version of my class. Meteor Shower amd Astral Vengeance has been buffed while Mark of Aquarius was dropped.
As for your class, well, I hate to be mean but I do understand why it is disliked. The keyword is very draw dependent, not to mention you require a full hand for it to active, something require a very good draw engine or token generation. I'm talking about a draw engine as good as Warlock here, who has the hero power to literally draw a card. And then you ran into a problem that if your draw engine and token generation is that good, cards with the keyword will never see play over a more consistent aggro or combo deck. I think you should scrap the keyword all together and goes back to your Basic and Introduction Phase to focus on what made people fall in love with your class.
I think Unstable is a lot like Casts When Drawn. It's a sort of floaty keyword, and the cards are reasonable value even if they didn't have a keyword (apart from the last one which just does nothing if the keyword didn't exist). I'd say move away from cards being burnt as the trigger. Your class is alchemy related, so maybe your keyword could trigger based off of 'combining' things — if you played a card of the same Cost this turn — that limits your keyword to cards that cost 5 or less, but it's better than RNG based keywords.
You could even do something a little more radical — when you draw an unstable card, it splits into two cards with half the effect and cost each. So for your first one, you could cost it at 6 (or 8) and have it split it into two Deadly Shots. Genn exists, however, so that's a major downside.
With the flavour you're going for, you could consider an effect that triggers if you played a different card type this turn; something that encourages a healthy mix of minions and spells in your deck. That's probably the most fitting keyword I could see; a kind of 'equilibrium' mechanic that keeps your solution pH neutral ;)
As for me, here's my class so far. Take it apart so I can put it back together again. Google Doc for it
Challenge 2 is Bibliomancy, Challenge 3 is pretty obvious. Challenge 1... Well, it's kind of that Enchanter minions are lower value than a lot of others. No strong 1-drop, reliant on buffs to get value rather than straight tempo. Reliance on hand positioning and the availability of Phase triggers to do combos. However, it's a strong removal and damage class and should be able to hold its own in a fight. Arcanist isn't quite a finisher card, but it makes your board and hand more valuable while it's on the board. Need help on Occult Infusion wording (i.e. whether it's understandable without 'instead'), and card balance. I think I need 1 more phase card as well...
Here's the latest entry for my submission, now including the remaining pieces like the Strength/Weaknesses and the showcase/spoiler split. Let me know what you think! Is the S/W section too wordy, did I pick the right cards to showcase, is the entire post too long, etc.
I have returned, mortals! It is I, Kel'Thuz-*cough* *cough* Okay, I have to drop the gag. It's really hard to explain things like comboes and strengths/weaknesses for a card game while being in character. So, with that in mind, let's proceed:
The Lich
As a master of the cold and the cycle of life and death, Kel'Thuzad freezes enemies in their tracks while his undead forces continue to take over the land. Under his command the Scourge's victory is only a matter of time; the living will eventually have to accept that fact.
Strengths/Weaknesses - It's behind a spoiler for now, but it won't be when it comes time to submission.
Strengths + Themes
The Lich is more likely to win the longer the game goes on, as he outlasts his opponent's assault. The undead do not tire, do not need food, and do not feel pain; the forces of the living become weak from endless fighting, while the Scourge only grows in strength. Gameplay-wise, this translates into a slower playstyle, namely a "fatigue" late-game archetype where you slowly exhaust your opponent of resources. This comes from:
Inflicting Freeze on the enemy to stall for time.
Taunt minions to wall off attackers.
Deathrattles and reviving one's minions to get more value out of them.
Relying on the Scourge's infinite size to generate additional fuel as the game continues.
In the hands of Kel'Thuzad, death is not quick: it's a slow, torturous march towards inevitability.
Weaknesses
Naturally, The Lich suffers against those who can rally a sizable force quickly. The tactics that provide Kel'Thuzad his great power are also the ones that hold him back, as each of them are slow. Deathrattles take time to go off, Freeze is not the same as killing an enemy outright, and reviving minions means they have to die first. Adding cards to your hand or deck gives you more juice for when the battle drags on long, but it means you need to spend more time and mana to make use of them. It's ultimately just not as efficient and timely as a straight-forward aggressive playstyle. Lastly, The Lich suffers from poor card-draw: with a focus on recycling spent minions and adding new cards to one's hand, Kel'Thuzad doesn't have the luxury of drawing cards he wants from the deck. It's another knock against the class' ability to mobilize.
Example Cards
Sapphiron is a win condition for the class. A sizable drop in its own right, it comes with a Mind Blast-like effect for every time you Freeze an enemy character. Repetitive Freeze effects allow you to machine-gun an opponent down; like Ice Lance, but more fair. Plus he's a Dragon, and that might mean something down the line!
Ghastly Soldiers is a double-example, showcasing a revive and a Deathrattle effect. It's Ancestral Spirit x2 at three times the cost. The Classic set contains a cycle of Deathrattle-spells; this is the first one.
Phylactery Keeper is a revive on a body. She encourages you to trade a minion away, knowing you'll get it back.
Death Awaits You is a board-wide version of Feign Death. Why would you want to trigger enemy Deathrattles? It allows you to proc Repurpose, and/or any-other negative Deathrattles that could be added to the class later.
Icy Guardian is a sizable Taunt minion, with +1 Health over Sen'jin Shieldmasta. In return, he must Freeze himself. Later in the game you can get past the Battlecry by reviving him. In a future expansion, the self-Freeze might even become a benefit!
Remaining Cards
Icicle Crasher is a rare example of a true destruction effect for the class. Basically, he can kill any Frozen minion without trading into it.
Chains of Kel'Thuzad is a boss ability from his raid, wherein he temporarily controlled a player. It has no restrictions like the cheaper Priest spells, but it is still only until the end of the turn. If you can kill off something good, you can then start to revive them!
Frostbolt Volley is another boss ability, a natural step up from Blizzard. One Frostbolt inflicts 3 damage and Freezes, so naturally this would do the same to each enemy.
Frost Cloak is the reverse of Consecration, blocking damage dealt to your characters. This can be used to tank face damage, provide more efficient trading, preempt an AoE blast, and/or save a minion's life.
Repurpose is the second in a cycle of "Give a minion" Deathrattle cards. It's a much slower Entomb, stealing a minion to place in your deck but only after it dies. This prevents you from getting around Deathrattles and Taunts as you still need to deal with the minion.
Nerubian Crypt Lord has pseudo-Taunt in-that your opponent would want to remove him before going face, but he doesn't prevent them from doing it anyway if they can overcome the damage resist. He wouldn't save you against King Krush, for example, if you were low enough. Not having Taunt also means he cannot defend your other minions.
Skeletal Monster breaks apart upon dying, summoning two Skeletons. The skeletons might come into play later in a future expansion...
Haunting Remnant is a smaller Cryomancer. Cryomancer never saw much use, but maybe in a heavier Freeze class it would.
Endless Scourge is like Ancestral Spirit, but cheaper and not as good for the board. Better for Battlecry minions, though. In general, it functions to provide greater fuel to help outlast your opponent. It is the third card in the Give a Deathrattle cycle, and my spell for Challenge #2. Returning the minion to your hand will come into play in a later expansion.
Dark Resurgence was seen in Phase I, a flexible card for cheap minion damage or healing.
(Links to Phase I and II would go here)
Thank you to everyone who gives it a look :)
Your class is pretty alright in general. I really like the damage reduction effects you have (Frozen Cloak, Nerubian Crypt Lord) and I'm in love with Phylactery Keeper, who could win a WCDC on her own.
What I don't like is that you have a lot of cards which are too similar to cards from other classes, like Frostbolt Volley to Blizzard, Ghastly Soldiers to Ancestral Spirit or Chains of Kel'thuzad to Shadow Madness.
Balance-wise everything seems okay, except Ghastly Soldiers, which seems too weak at 6 mana, considering Ancestral Spirit is 2 mana and never saw a lot of play (if I'm not mistaken).
Apologies to you two; I wasn't ignoring you. Just got distracted and forgot to multi-quote. At any rate, thank you for the feedback.
Frostbolt Volley and Chains of Kel'Thuzad are part of his raid-boss spells, so I'm reluctant to give them up. They're there to provide flavor and pay respect to his WoW incarnation. Frostbolt Volley in particular, as it goes well with the general philosophy I'm using to differentiate the Lich's Freeze over the Mage: more expensive, but more powerful. My Basic spell Freezing Wind cost 1 more than Frost Nova, but it affects the enemy hero. Frostbolt Volley costs 2 more than Blizzard, but it also affects the hero (and +1 damage to match Frostbolt, of course).
Ghastly Soldiers is like Ancestral Spirit because Ancestral Spirit is wasted in the Shaman. The card doesn't see use because the Shaman focuses a lot on Battlecry minions (Jades, Elementals, Shudderwock, etc.), and they make for poor revive targets. The best targets are Taunts and Deathrattles; the class has very few Taunts and only two Deathrattle minions (White Eyes and Aya Blackpaw). My class wants to have a bunch of those minions, so a spell like Ghastly Soldiers has far more potential in the hands of the Lich.
Does Icicle Crasher lose it's attack (i mean attacking, not the stats) after destroying a minion ? If so, it seems balanced. I just had an impression that it can destroy eg. all frozen enemy minions and then attack as normal.
Thank you for the words.
I am reluctant to drop the cost of Ghastly Soldiers, for the reasons provided above.
Icicle Crasher uses up his attack for the round, yes. The main idea is that he automatically destroys his target without taking trading damage, but he still has to attack to do so.
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
Go figure, when I announce that I plan to drop out is when I get more cards. Guess I'm still in this after all. Got some new cards.
I still didn't change Cursed Armor yet because I didn't know if I would keep going.
All Classic cards so far.
I actually have 1-Cost spell synergy in a future set, so theoretically I could've created ANY 1-Cost spell and it would've satisfied Challenge 2, but I tried to stay true to its intentions. At the moment, that spot is represented by Ice Shackles.
Common Flex Spot
That said, I've built myself into several corners. I don't know my weaknesses. I don't know what I'm missing. If I have enough spots to fill. If I even have enough diverse material to carry a class. This class is definitely proving to be harder than Time Traveler.
I need help.
By the way, here are my Basic cards as reference:
I'll give some feedback soon. I know I've been lacking in that department as of late.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
I think Unstable is a lot like Casts When Drawn. It's a sort of floaty keyword, and the cards are reasonable value even if they didn't have a keyword (apart from the last one which just does nothing if the keyword didn't exist). I'd say move away from cards being burnt as the trigger. Your class is alchemy related, so maybe your keyword could trigger based off of 'combining' things — if you played a card of the same Cost this turn — that limits your keyword to cards that cost 5 or less, but it's better than RNG based keywords.
You could even do something a little more radical — when you draw an unstable card, it splits into two cards with half the effect and cost each. So for your first one, you could cost it at 6 (or 8) and have it split it into two Deadly Shots. Genn exists, however, so that's a major downside.
With the flavour you're going for, you could consider an effect that triggers if you played a different card type this turn; something that encourages a healthy mix of minions and spells in your deck. That's probably the most fitting keyword I could see; a kind of 'equilibrium' mechanic that keeps your solution pH neutral ;)
As for me, here's my class so far. Take it apart so I can put it back together again. Google Doc for it
Challenge 2 is Bibliomancy, Challenge 3 is pretty obvious. Challenge 1... Well, it's kind of that Enchanter minions are lower value than a lot of others. No strong 1-drop, reliant on buffs to get value rather than straight tempo. Reliance on hand positioning and the availability of Phase triggers to do combos. However, it's a strong removal and damage class and should be able to hold its own in a fight. Arcanist isn't quite a finisher card, but it makes your board and hand more valuable while it's on the board. Need help on Occult Infusion wording (i.e. whether it's understandable without 'instead'), and card balance. I think I need 1 more phase card as well...
First thing's first. Your class's art style is amazing.
Second of all, your cards look really good. Arcanist Valtrois however leaves a few things to question. Since stats count as numbers, it's a 5 mana 6/6 that gives your other minions +1/+1 (the Cost part is irrelevant and could actually be beneficial against Devolve if it works that way). Another question, does "a" count as a number? Like, would Loot Hoarder draw 2 cards instead?
To shorten the wording of Foul Homunculus, you could change the wording to "Has +2 Attack while enchanted".
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
I like the Phase keyword, but I have to wonder how you'll go about triggering it? I get that spells can get buffed by the Hero Power, but how will you trigger it for most of your minions? Once the ball gets rolling, it seems like you'll be triggering Phase quite often, but I don't see many initial triggers. I see Mana Vapor, Soul Seeker, Mistveil Drake, Arcanist Valtrois, and may be 1-2 Basic cards. Is that enough? Or maybe I'm missing something. Let me know.
Bibliomancy seems weak. There are too many 1-Cost minions that are just bad.
Arcanist Valtrois is really cool. Obviously it triggers all your Phase effects. Does it also give your other minions on the battlefield? Give them +1/+1? Spell damage +1? That might be too strong, compared with Stormwind Champion. I'd consider what you want it to affect, and then reconsider the cost and stats.
@krowski_nall
You've got a LOT of cards that cost 1-3. I'd really like to see more that cost more than that. Although I guess I'm guilty of that too. Eh.
Drunken Fighter seems like a frustrating minion because of its high variance.
Mavis' Biggest Fan has the best art.
Break Out - is this a Silence effect? Or a debuff that just removes Taunt? Interesting effect, but considering how aggressive your class is, this might need to cost 3 to compare it to a neutral silence.
With all the fighting your hero is doing, I don't see much to keep your hero alive. Some weak Taunts (by themselves) and 2 cards that make you Immune while you punch stuff. Did you have more defensive cards in your Basic set?
Does your class do anything besides buff your hero and pound enemies into the dirt? It seems too single-focused, even for Standard.
@CheeseEtc
I really, really don't like Unstable. The idea is cool, but really, how often will you be sitting with 10 cards in your hand? Either your class has ridiculous token generation and card draw, or its extremely passive. Your Basic set didn't have anything to suggest it was always full, but rather was frequently summoning and changing minions on the board. If its not too late, I'd suggest dumping the keyword.
I do like @teknician's ideas of combining or splitting cards. Just be careful on the execution. My Apothecary from a previous competition didn't get very far once I started combining things together. But I think you've got some more fun, wild themes that could make it work better.
@Demonxz95
Char seems like a better option for the challenge, since you'll have more placement effecting cards in future sets.
Cursed Armor's name and art don't seem to match the effect. I'd rather you cast it on an enemy and they damage themselves when they attack, or take double damage, or damage their owner when damaged, or something.
Both your flex cards look good, and whichever you don't pick could fit well in a future set. I suggest Rune of Scorchment (which is totally not a word) for Standard. It's a cool spell that can 'hit' two targets.
For weaknesses, card draw seems to be one. You only have 2 cards that draw, both being Basic. You have lots of damage effects but weak hard removal. Your class is reliant on attacking often with your weapon, which means taking a lot of face damage and thus you are dependent on your armor cards. Hope that helps.
I think Unstable is a lot like Casts When Drawn. It's a sort of floaty keyword, and the cards are reasonable value even if they didn't have a keyword (apart from the last one which just does nothing if the keyword didn't exist). I'd say move away from cards being burnt as the trigger. Your class is alchemy related, so maybe your keyword could trigger based off of 'combining' things — if you played a card of the same Cost this turn — that limits your keyword to cards that cost 5 or less, but it's better than RNG based keywords.
You could even do something a little more radical — when you draw an unstable card, it splits into two cards with half the effect and cost each. So for your first one, you could cost it at 6 (or 8) and have it split it into two Deadly Shots. Genn exists, however, so that's a major downside.
With the flavour you're going for, you could consider an effect that triggers if you played a different card type this turn; something that encourages a healthy mix of minions and spells in your deck. That's probably the most fitting keyword I could see; a kind of 'equilibrium' mechanic that keeps your solution pH neutral ;)
As for me, here's my class so far. Take it apart so I can put it back together again. Google Doc for it
Challenge 2 is Bibliomancy, Challenge 3 is pretty obvious. Challenge 1... Well, it's kind of that Enchanter minions are lower value than a lot of others. No strong 1-drop, reliant on buffs to get value rather than straight tempo. Reliance on hand positioning and the availability of Phase triggers to do combos. However, it's a strong removal and damage class and should be able to hold its own in a fight. Arcanist isn't quite a finisher card, but it makes your board and hand more valuable while it's on the board. Need help on Occult Infusion wording (i.e. whether it's understandable without 'instead'), and card balance. I think I need 1 more phase card as well...
I don't why Arcanist Voltross is given an above average stats. Give that he give the stat and ability buffs in compensation for the cost increase as well as that your class heavily benefit from his effect, I'd make him a 4/4
Occult Infusion is OP. Compare to Imp-losion which cost 1 more and is random. Your class has access to a cheap Spell Damage so the Phase effect is easy to trigger. I would make it cost 4 or decrease the base damage to 2.
Cometstrike: The mechanic isn't in the game anywhere until Explosive Runes. I'd cut this card.
Power Surge: The discount based on Spell Damage is just way over the top. Your class already had ready access to Spell Damage with the Hero Power. You just need one more spell damage to make this an extremely powerful Twisting Nether. I would either remove the Spell Damage discount or make it cost more than 10 mana.
Go figure, when I announce that I plan to drop out is when I get more cards. Guess I'm still in this after all. Got some new cards.
I still didn't change Cursed Armor yet because I didn't know if I would keep going.
All Classic cards so far.
I actually have 1-Cost spell synergy in a future set, so theoretically I could've created ANY 1-Cost spell and it would've satisfied Challenge 2, but I tried to stay true to its intentions. At the moment, that spot is represented by Ice Shackles.
Common Flex Spot
That said, I've built myself into several corners. I don't know my weaknesses. I don't know what I'm missing. If I have enough spots to fill. If I even have enough diverse material to carry a class. This class is definitely proving to be harder than Time Traveler.
I need help.
By the way, here are my Basic cards as reference:
I'll give some feedback soon. I know I've been lacking in that department as of late.
A few weaknesses the class currently have right now that I can think of are: terrible card draw (only one card draw and that is expansive), weak board clear (only Phoenician Soul and Crimson Blade are board clear, and one force you to take damage and rely on positioning). If you're currently lost on which weakness your class have, those two would be the biggest I would either maintain or patch out by trade off some of the strength it currently has.
You've got a LOT of cards that cost 1-3. I'd really like to see more that cost more than that. Although I guess I'm guilty of that too. Eh.
You will find that most classes in hearthstone do have a lot of 1-3 cost cards in their Classic sets. Exceptions would include Priest, Druid, and Warlock but most other ones have tons of 1-3 cost cards.
Drunken Fighter seems like a frustrating minion because of its high variance.
Randomly gain X or Y is a mechanic of the class and this little guy is meant to be a little on the high variance side. Look at Protein for an example or a less variance heavy example.
Mavis' Biggest Fan has the best art.
Thank you.
Break Out - is this a Silence effect? Or a debuff that just removes Taunt? Interesting effect, but considering how aggressive your class is, this might need to cost 3 to compare it to a neutral silence.
It is just how the card says it is, much like Flare for Hunter. It just takes away Taunt. It's purpose is a tech card and I feel like my class has a good mix of control and aggro. I feel like it is fine at 2 because it takes away your own Taunt as well and not everything is filled with Taunt.
With all the fighting your hero is doing, I don't see much to keep your hero alive. Some weak Taunts (by themselves) and 2 cards that make you Immune while you punch stuff. Did you have more defensive cards in your Basic set?
Thank you for this and I do think I have other resources to keep my hero alive. I will be buffing my Stonefisted Bouncer to this.
My basic set is also linked in the heading of my google doc but there is one defensive card in that set. I plan on having more defensive cards with each expansion.
Does your class do anything besides buff your hero and pound enemies into the dirt? It seems too single-focused, even for Standard.
If you looked at my other cards you will see that I have a token based theme to it. I guess control would be the pounding enemies into the dirt and buffing my hero is a given with the name of the class. I have many different themes for my class later in the expansions.
Hey Guys, so I just realised that there is a bit of confusion around my keyword so i tried to explain it a bit better for this phase. This is how the keyword is right now :
and I was wondering if i'm allowed to change it like this:
. The concept and the mechanic is the same but i thought it might be useful add an "Evergrowth Power" which i'm gonna explain it straight away. I'm doing that because I planned to use an Evergrowth +2 since the basic set but maybe it's not as intuitive as i was expecting.
How does the Evergrowth works?
The Evergrowth is a buff (+1/+1) shared on the minion with Evergrowth on the board and based on the Evergrowth power indicator. When not specified, Evergrowth on the body of a minion means Evergrowth+1 (+1/+1) so in normal situation the maximum Evergrowth is fixed to +7/+7 (assuming seven minion with Evergrowth on the board and 7 point on the indicator) but this number can change in some occasion (ex. A minion with Evergrowth +2). The Evergrowth always start from 0 and goes to 1 soon as a minion with the keyword is played. If a minion with Evergrwoth is destroyed, the indicator will lose 1 point (or more according to the keyword on the body of the minion).
At this stage only minion on the board can increase the Evergrowth power, with their presence or with a battlecry (Sol, Singing Flower).
How does the Evergrowth looks in game?
To keep track of the current power of the Evergrowth I thought about a small indicator just under to the Hero Power to show to both players what’s the current number of the Evergrowth.This feature will also help to quantify the Evergrowth power for any other card that interact with it (ex. Buds Channeler).
The cards with Evergrowth also will looks slightly different once played and on hand to show the buffed stats of the minion: the health and attack crystals are green, like the indicator and the minions share a green aura.
Hopefully the following scenario will help you to understand how the Evergrowth mechanics works:
Also because of that i decided to add the Buds Channeler to the classic set and i changed the text of the Legendary.
Buds Channeler - A fanatic of the Evergrowth this minion is able to release the hidden power of the plants, blasting all enemy minions with its power. (I'm thinking to make it Epic tho)
Sol, Singing Sunflower - Hidden in the remote Hillsbrad Foothills there is a farm where a goblin is trying to grow awesome plants in his little garden. He got a problem with the undeads destroying his crops and that's why he manipulate the essence of his flower into living creature. Sol is one of them, the most radius and joyful of all the garden. Playing Sol, Singing Sunflower will change the minimum of the Evergrowth Power to 2, giving a permanent buff of +2+2 to all Evergrowth minions. In game reference: Singing Sunflower
The reason why i want to do that is also because giving the Hero a passive ability with Evergrowth is too OP because he will share the attack of the evergrowth too, making him too strong.Please guys let me know what do you think, is this helping to understand? I don't think I'm gonna have some problem because the keyword works in the same way as before, i just thought that this was helpful to understand a it better the potential of the class.
Also for the challenge i think I'm gonna go for both hand buff and dragon synergies but i will add a dragon in the classic set too
Here's my complete Classic set (of course it'll probably go through some changes):
Shade Cloak hints the Stealth archetype.
Strenghts and Weaknesses will air later today.
Quick clarification how Hornet works: Normally, if you use Hero Power and attack eg. Chillwind Yeti, Fury will not activate. When Hornet is on the battlefield, using Hero Power and attacking Yeti will trigger Fury. Hornet also allows to trigger Fury when attacking face.
Basic Set (for reference):
Feedback to other classes coming soon.
Feedback always appreciated ! :)
...Soul of Wyrm. Soul of Root. Heart of Void...
I'm not a fan of Synchronize, because it rewards curving too much, but otherwise your class is really good.
I like your Secrets a lot, because they seem good while still being balanced at 1 Mana (unlike Paladin Secrets).
Be careful with Remote Operator, however. She will be very dangerous in The Boomsday Project with the Magnetic keyword.
Your class is pretty alright in general. I really like the damage reduction effects you have (Frozen Cloak, Nerubian Crypt Lord) and I'm in love with Phylactery Keeper, who could win a WCDC on her own.
What I don't like is that you have a lot of cards which are too similar to cards from other classes, like Frostbolt Volley to Blizzard, Ghastly Soldiers to Ancestral Spirit or Chains of Kel'thuzad to Shadow Madness.
Balance-wise everything seems okay, except Ghastly Soldiers, which seems too weak at 6 mana, considering Ancestral Spirit is 2 mana and never saw a lot of play (if I'm not mistaken).
Nice work! Really like your Mark spells, they're very cool thematically.
The only dangerous thing balance-wise is probably Starscryer Sera, given she is a conditional 8-cost Pyroblast with a body. I'd probably make her a 9/6/6.
Finally, you have a couple stylistic problems:
What I like:
What I don't like:
Finally, about your legendary, I'd probably pick the Battlecry version. The regular version isn't flashy enough (unless you give increase its Evergrowth and reduce its stats)
Feedback:
@thepowrofcheese
@Shatterstar1998
@Wailor
@linkblade91
@Laurendor
My Classic set:
Here's my complete Classic set (of course it'll probably go through some changes):
Shade Cloak hints the Stealth archetype.
Strenghts and Weaknesses will air later today.
Quick clarification how Hornet works: Normally, if you use Hero Power and attack eg. Chillwind Yeti, Fury will not activate. When Hornet is on the battlefield, using Hero Power and attacking Yeti will trigger Fury. Hornet also allows to trigger Fury when attacking face.
Basic Set (for reference):
Feedback to other classes coming soon.
Feedback always appreciated ! :)
Feedback always appreciated ! :)
...Soul of Wyrm. Soul of Root. Heart of Void...
Thanks everyone for your feedback. I'm probably going to implement every change you suggested.
However, I don't get why you say Maggot Juice is weak. It's a 4 mana 5/5 with the precondition of having a minion to trade. I think it would be pretty good on Arena and decent on constructed.
@SunnoxPL:
Repost with some minor change:
When the people of Azeroth are sleeping or fighting, astronomers 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!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
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.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere, meaning that tutoring draw effects like The Curator, discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
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):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Arcane Missiles
Cleave
Mind Vision
Multi-Shot
Any effect that says "Discard a random card": Soulfire, Succubus, Doomguard
Deadly Shot
Mad Bomber
Thoughtsteal
Forked Lightning
Blood Imp
Alarm-o-Bot
Demolisher
Knife Juggler
Lightwell
Master Swordsmith
Mind Control Tech
Stampeding Kodo
Young Priestess
Avenging Wrath
Brawl
Mindgames
Sylvanas Windrunner (before HoF)
Ragnaros the Firelord (before HoF)
Tinkmaster Overspark
Strength and Weakness:
Strength:
Weakness:
Example cards:
Token:
Remaining Cards:
Token:
Previous Phase:
Phase II submission
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:
So I may be dropping out of this competition for a few things.
In addition to not knowing what to do here, I'm also starting to not like my class that much (might be the HP). Weaknesses are also something I should've thought of more near the beginning of the creation period instead of now (I handled this better with Time Traveler than I did with Battlemage).
Click the image to go to my custom Time Traveler class.
Thank you for the feedback @linkblade91 and @Shatterstar1998 !
Changes:
Strengths:
Weaknesses:
Showcase cards (without explanation, will write it soon):
Tokens:
Quick clarification how Hornet works: Normally, if you use Hero Power and attack eg. Chillwind Yeti, Fury will notactivate. When Hornet is on the battlefield, using Hero Power and attacking Yeti will trigger Fury. Hornet also allows to trigger Fury when attacking face.
The rest of the Classic set:
Basic Set (for reference):
Feedback always appreciated ! :)
...Soul of Wyrm. Soul of Root. Heart of Void...
I still can't get over the fact that many people already finished their sets, but here are reviews I guess.
@Demonxz95
General impressions
Individual cards
@Turkeybag
General impressions
Individual cards
As I said, they're very complicated. I'll only comment on some balance/flavor stuff.
@Shatterstar1998
General impressions
Individual cards
@Laurendor
General impressions
Individual cards
@Pircival
General impressions
Individual cards
@Noah_McGrath
General impressions
Individual cards
@Linkblade91
General impressions
I liked your class before and I still like it!
Individual cards
@thepowrofcheese
General impressions
I liked your class before and I still like it, though obviously I'm still heavily concerned that I'll run into each other with hand synergy.
Individual cards
@Wailor
General impressions
Individual cards
@SunnoxPL
General impressions
Individual cards
Agile Assassin can just be "Your hero has Windfury". Exactly the same effect. That makes it super OP btw.Nevermind, didn't see you changed the keywordAs for me I made this. It received very bad feedback so far but you never know
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
https://docs.google.com/document/d/1qxZJfmw9OU_0BsnutlDVTNatE-toj5Q2AmEZv84IbDk/edit?usp=sharing
What you guys think?
Vote for the Fist Fighter https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229960-trials-and-errors-class-creation-competition-5?comment=3 😎🤜
@CheeseEtc
Thanks for the feedback! Spellfury is locked in at this point and I've already simplifed it since phase 1. I personally don't think it's that complex. My only option would really be to change it to if your hero attacked but I'm pretty sure that's the same as the bugs Fury keyword.
As for my cards, I'm already in the process of changing a fair bit of my set to reduce card text. That was one big thing I missed just due to the legnthyness of the mechanic. Now onto the individual cards!
Spellslicer: "Can't attack the turn it's equipped" is a key part of the classes flavor so I don't wanna remove it. Plus I really like it on this card as it gives your opponent a turn to try do something with whatever they think you wanna silence. Plus having up to 4 turns with this weapon and probably few decent targets, it becomes a bit tricky over weather you should just swap the weapon for something with more damage, or try keep this till you can get some value out of it.
Conjure Armor: The health option is definitlyly weak, it's not terrible as 6 stats for 3 mana but as it's all health it isn't the greatest but I'm fine with that since the card has more versatility. I think more health makes attack/health swapping cards worrying.
Splitting Arms:
This card is actually a lot better than it seems. For 1 you need no weapon, and since all your weapons can't attack the turn they are played, you need to have no weapon the turn before you play this. Otherwise if you use it after attacking you'll only get 1 swing. It's definitly a strong card, but it requires careful thinking about when you use it, and your opponent will probably be onto you if you make having no weapon obvious.Wait I see what you mean, you can use this then a weapon to give the weapon windfury. I honestly don't know how I missed that. I'll see if I can reword it to work, otherwise I'll have to scrap it D:Clone Weapon: I don't get what you mean with this one. If you use a weapon after this the card pretty much fizzles, and there isn't really a need to. The best you can do vs face with this is 12 damage over 2 turns with Summoned Battleaxe (4 mana 6/1, can't attack the turn it's equipped) and I think that's fine compared to Doomhammer and Rockbiter Weapon.
I should have some time later today to finally get around to doing feedback!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Thanks for the feedback! :) I don't know about the others but I have a lot of free time at the moment. To be quite honest depression dampens my interest in stuff I used to do, like writing, so I latch onto the few things that still spark a reaction. I spent more time refreshing HearthPwn than I care to admit...
You're not the first person to mention it, so I think I might make Sapphiron cost 8. Sindragosa shows me that there are more options for dragons than 9/8/8 and 9/4/12, especially ones that want to be comboed right away. 8/8/8 would allow at least one use of the Hero Power, or the Basic spell Frozen Orb.
Personally I think Death Awaits You opens up additional options, rather than taking them away. Triggering enemy Deathrattles means I can make cards based around giving your opponent bad Deathrattles (like my card Repurpose). I was thinking about doing this in Kobolds & Catacombs. I guess we'll see, though. Maybe there's a reason Feign Death, Play Dead, and Necrium Vial are expansion cards...
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
Thank you for your feedback.
I do agree that Gaze is low impact on its own, which is why I build in the token and Mark mechanic in my Basic and Classic set to pad out the holes in the class. It isn't more low impact than Spell Damage or Windfury. And that also isn't mentioning that Gaze cards are all very cost efficient stats.
I think that you reviewing an older version of my class. Meteor Shower amd Astral Vengeance has been buffed while Mark of Aquarius was dropped.
As for your class, well, I hate to be mean but I do understand why it is disliked. The keyword is very draw dependent, not to mention you require a full hand for it to active, something require a very good draw engine or token generation. I'm talking about a draw engine as good as Warlock here, who has the hero power to literally draw a card. And then you ran into a problem that if your draw engine and token generation is that good, cards with the keyword will never see play over a more consistent aggro or combo deck. I think you should scrap the keyword all together and goes back to your Basic and Introduction Phase to focus on what made people fall in love with your class.
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:
@ Cheese
I think Unstable is a lot like Casts When Drawn. It's a sort of floaty keyword, and the cards are reasonable value even if they didn't have a keyword (apart from the last one which just does nothing if the keyword didn't exist). I'd say move away from cards being burnt as the trigger. Your class is alchemy related, so maybe your keyword could trigger based off of 'combining' things — if you played a card of the same Cost this turn — that limits your keyword to cards that cost 5 or less, but it's better than RNG based keywords.
You could even do something a little more radical — when you draw an unstable card, it splits into two cards with half the effect and cost each. So for your first one, you could cost it at 6 (or 8) and have it split it into two Deadly Shots. Genn exists, however, so that's a major downside.
With the flavour you're going for, you could consider an effect that triggers if you played a different card type this turn; something that encourages a healthy mix of minions and spells in your deck. That's probably the most fitting keyword I could see; a kind of 'equilibrium' mechanic that keeps your solution pH neutral ;)
As for me, here's my class so far. Take it apart so I can put it back together again.
Google Doc for it
Basic Set
Challenge 2 is Bibliomancy, Challenge 3 is pretty obvious.
Challenge 1... Well, it's kind of that Enchanter minions are lower value than a lot of others. No strong 1-drop, reliant on buffs to get value rather than straight tempo. Reliance on hand positioning and the availability of Phase triggers to do combos. However, it's a strong removal and damage class and should be able to hold its own in a fight. Arcanist isn't quite a finisher card, but it makes your board and hand more valuable while it's on the board.
Need help on Occult Infusion wording (i.e. whether it's understandable without 'instead'), and card balance. I think I need 1 more phase card as well...
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!) •
Apologies to you two; I wasn't ignoring you. Just got distracted and forgot to multi-quote. At any rate, thank you for the feedback.
Frostbolt Volley and Chains of Kel'Thuzad are part of his raid-boss spells, so I'm reluctant to give them up. They're there to provide flavor and pay respect to his WoW incarnation. Frostbolt Volley in particular, as it goes well with the general philosophy I'm using to differentiate the Lich's Freeze over the Mage: more expensive, but more powerful. My Basic spell Freezing Wind cost 1 more than Frost Nova, but it affects the enemy hero. Frostbolt Volley costs 2 more than Blizzard, but it also affects the hero (and +1 damage to match Frostbolt, of course).
Ghastly Soldiers is like Ancestral Spirit because Ancestral Spirit is wasted in the Shaman. The card doesn't see use because the Shaman focuses a lot on Battlecry minions (Jades, Elementals, Shudderwock, etc.), and they make for poor revive targets. The best targets are Taunts and Deathrattles; the class has very few Taunts and only two Deathrattle minions (White Eyes and Aya Blackpaw). My class wants to have a bunch of those minions, so a spell like Ghastly Soldiers has far more potential in the hands of the Lich.
Thank you for the words.
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
Go figure, when I announce that I plan to drop out is when I get more cards. Guess I'm still in this after all. Got some new cards.
I still didn't change Cursed Armor yet because I didn't know if I would keep going.
All Classic cards so far.
I actually have 1-Cost spell synergy in a future set, so theoretically I could've created ANY 1-Cost spell and it would've satisfied Challenge 2, but I tried to stay true to its intentions. At the moment, that spot is represented by Ice Shackles.
Common Flex Spot
That said, I've built myself into several corners. I don't know my weaknesses. I don't know what I'm missing. If I have enough spots to fill. If I even have enough diverse material to carry a class. This class is definitely proving to be harder than Time Traveler.
I need help.
By the way, here are my Basic cards as reference:
I'll give some feedback soon. I know I've been lacking in that department as of late.
Click the image to go to my custom Time Traveler class.
First thing's first. Your class's art style is amazing.
Second of all, your cards look really good. Arcanist Valtrois however leaves a few things to question. Since stats count as numbers, it's a 5 mana 6/6 that gives your other minions +1/+1 (the Cost part is irrelevant and could actually be beneficial against Devolve if it works that way). Another question, does "a" count as a number? Like, would Loot Hoarder draw 2 cards instead?
To shorten the wording of Foul Homunculus, you could change the wording to "Has +2 Attack while enchanted".
Click the image to go to my custom Time Traveler class.
Some feedback, then I'll post my updated cards.
@teknician
I like the Phase keyword, but I have to wonder how you'll go about triggering it? I get that spells can get buffed by the Hero Power, but how will you trigger it for most of your minions? Once the ball gets rolling, it seems like you'll be triggering Phase quite often, but I don't see many initial triggers. I see Mana Vapor, Soul Seeker, Mistveil Drake, Arcanist Valtrois, and may be 1-2 Basic cards. Is that enough? Or maybe I'm missing something. Let me know.
Bibliomancy seems weak. There are too many 1-Cost minions that are just bad.
Arcanist Valtrois is really cool. Obviously it triggers all your Phase effects. Does it also give your other minions on the battlefield? Give them +1/+1? Spell damage +1? That might be too strong, compared with Stormwind Champion. I'd consider what you want it to affect, and then reconsider the cost and stats.
@krowski_nall
You've got a LOT of cards that cost 1-3. I'd really like to see more that cost more than that. Although I guess I'm guilty of that too. Eh.
Drunken Fighter seems like a frustrating minion because of its high variance.
Mavis' Biggest Fan has the best art.
Break Out - is this a Silence effect? Or a debuff that just removes Taunt? Interesting effect, but considering how aggressive your class is, this might need to cost 3 to compare it to a neutral silence.
With all the fighting your hero is doing, I don't see much to keep your hero alive. Some weak Taunts (by themselves) and 2 cards that make you Immune while you punch stuff. Did you have more defensive cards in your Basic set?
Does your class do anything besides buff your hero and pound enemies into the dirt? It seems too single-focused, even for Standard.
@CheeseEtc
I really, really don't like Unstable. The idea is cool, but really, how often will you be sitting with 10 cards in your hand? Either your class has ridiculous token generation and card draw, or its extremely passive. Your Basic set didn't have anything to suggest it was always full, but rather was frequently summoning and changing minions on the board. If its not too late, I'd suggest dumping the keyword.
I do like @teknician's ideas of combining or splitting cards. Just be careful on the execution. My Apothecary from a previous competition didn't get very far once I started combining things together. But I think you've got some more fun, wild themes that could make it work better.
@Demonxz95
Char seems like a better option for the challenge, since you'll have more placement effecting cards in future sets.
Cursed Armor's name and art don't seem to match the effect. I'd rather you cast it on an enemy and they damage themselves when they attack, or take double damage, or damage their owner when damaged, or something.
Both your flex cards look good, and whichever you don't pick could fit well in a future set. I suggest Rune of Scorchment (which is totally not a word) for Standard. It's a cool spell that can 'hit' two targets.
For weaknesses, card draw seems to be one. You only have 2 cards that draw, both being Basic. You have lots of damage effects but weak hard removal. Your class is reliant on attacking often with your weapon, which means taking a lot of face damage and thus you are dependent on your armor cards. Hope that helps.
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
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:
@thepowrofcheese
You've got a LOT of cards that cost 1-3. I'd really like to see more that cost more than that. Although I guess I'm guilty of that too. Eh.
You will find that most classes in hearthstone do have a lot of 1-3 cost cards in their Classic sets. Exceptions would include Priest, Druid, and Warlock but most other ones have tons of 1-3 cost cards.
Drunken Fighter seems like a frustrating minion because of its high variance.
Randomly gain X or Y is a mechanic of the class and this little guy is meant to be a little on the high variance side. Look at Protein for an example or a less variance heavy example.
Mavis' Biggest Fan has the best art.
Thank you.
Break Out - is this a Silence effect? Or a debuff that just removes Taunt? Interesting effect, but considering how aggressive your class is, this might need to cost 3 to compare it to a neutral silence.
It is just how the card says it is, much like Flare for Hunter. It just takes away Taunt. It's purpose is a tech card and I feel like my class has a good mix of control and aggro. I feel like it is fine at 2 because it takes away your own Taunt as well and not everything is filled with Taunt.
With all the fighting your hero is doing, I don't see much to keep your hero alive. Some weak Taunts (by themselves) and 2 cards that make you Immune while you punch stuff. Did you have more defensive cards in your Basic set?
Thank you for this and I do think I have other resources to keep my hero alive. I will be buffing my Stonefisted Bouncer to this.
My basic set is also linked in the heading of my google doc but there is one defensive card in that set. I plan on having more defensive cards with each expansion.
Does your class do anything besides buff your hero and pound enemies into the dirt? It seems too single-focused, even for Standard.
If you looked at my other cards you will see that I have a token based theme to it. I guess control would be the pounding enemies into the dirt and buffing my hero is a given with the name of the class. I have many different themes for my class later in the expansions.
Vote for the Fist Fighter https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229960-trials-and-errors-class-creation-competition-5?comment=3 😎🤜
Hey Guys, so I just realised that there is a bit of confusion around my keyword so i tried to explain it a bit better for this phase. This is how the keyword is right now :
and I was wondering if i'm allowed to change it like this:
. The concept and the mechanic is the same but i thought it might be useful add an "Evergrowth Power" which i'm gonna explain it straight away. I'm doing that because I planned to use an Evergrowth +2 since the basic set but maybe it's not as intuitive as i was expecting.
The Evergrowth is a buff (+1/+1) shared on the minion with Evergrowth on the board and based on the Evergrowth power indicator. When not specified, Evergrowth on the body of a minion means Evergrowth+1 (+1/+1) so in normal situation the maximum Evergrowth is fixed to +7/+7 (assuming seven minion with Evergrowth on the board and 7 point on the indicator) but this number can change in some occasion (ex. A minion with Evergrowth +2). The Evergrowth always start from 0 and goes to 1 soon as a minion with the keyword is played. If a minion with Evergrwoth is destroyed, the indicator will lose 1 point (or more according to the keyword on the body of the minion).
At this stage only minion on the board can increase the Evergrowth power, with their presence or with a battlecry (Sol, Singing Flower).
To keep track of the current power of the Evergrowth I thought about a small indicator just under to the Hero Power to show to both players what’s the current number of the Evergrowth. This feature will also help to quantify the Evergrowth power for any other card that interact with it (ex. Buds Channeler).
The cards with Evergrowth also will looks slightly different once played and on hand to show the buffed stats of the minion: the health and attack crystals are green, like the indicator and the minions share a green aura.
Hopefully the following scenario will help you to understand how the Evergrowth mechanics works:
Also because of that i decided to add the Buds Channeler to the classic set and i changed the text of the Legendary.
Buds Channeler - A fanatic of the Evergrowth this minion is able to release the hidden power of the plants, blasting all enemy minions with its power. (I'm thinking to make it Epic tho)
Sol, Singing Sunflower - Hidden in the remote Hillsbrad Foothills there is a farm where a goblin is trying to grow awesome plants in his little garden. He got a problem with the undeads destroying his crops and that's why he manipulate the essence of his flower into living creature. Sol is one of them, the most radius and joyful of all the garden. Playing Sol, Singing Sunflower will change the minimum of the Evergrowth Power to 2, giving a permanent buff of +2+2 to all Evergrowth minions. In game reference: Singing Sunflower
The reason why i want to do that is also because giving the Hero a passive ability with Evergrowth is too OP because he will share the attack of the evergrowth too, making him too strong.Please guys let me know what do you think, is this helping to understand? I don't think I'm gonna have some problem because the keyword works in the same way as before, i just thought that this was helpful to understand a it better the potential of the class.
Also for the challenge i think I'm gonna go for both hand buff and dragon synergies but i will add a dragon in the classic set too
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
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