About eight days left until the Submission thread closes! I assume we'll see a rush of people posting on Page 2 like last time...but that won't happen if we don't have anybody on Page 1 lel.
Okay, here's my first submission draft, which includes many changes according to your feedback and to my own reflection:
I find Acid Bomb very ironic and amusing. One of your strengths is summoning 1/1 tokens, and Acid Bomb is best used to counter that: that could mean your class' best matchup is the mirror :P
I believe Essence of Frost has the same problem I mentioned previously: which character is being Frozen? The way it is written, I have to assume the minion afflicted with Essence of Frost is the one being Frozen, a la Frozen Crusher Freezing himself. That's fine if you plan it to be a debuff, but it definitely doesn't read as a Water Elemental effect.
Oxidation remains a class tech card, and people will frown on that. It's extremely powerful, as well; High Priest Thekal weeps, not to mention the Warrior in general. What about "damaging" a specific amount of Armor? That could keep the interesting armor-removal, but keeps it from being such a huge counter to Armor-stackers.
I think you've translated your strengths and weaknesses into your class well.
Also, i made Blazing Enchantment as my Challenge 2 card. It foreshadows weapons that benefit from high durability being a big aspect in the future. Question is what Common spell should i take out? I'm thinking Spitfire, as it's not that unique, just a slightly different Avenging Wrath
You have a lot of Common-tier damage spells, and Spitfire probably shouldn't be a Common anyway.
If you remove Spitfire, you'll be lacking in expensive spells. There's nothing technically wrong with that, but it seems weird to me considering powerful spells is one of your strengths. If all of your spells are powerful and cheap, that could be too strong collectively.
Speaking of your spell costs, it doesn't actually seem like "cards generally cost a lot" is one of your weaknesses. If you remove Spitfire as you intend to, the average cost of your Classic set is 3.6 mana. If you include the Basic set, the average goes down to 3.2 mana. That doesn't translate to "First few turns usually has you just using your hero power". Turn-2, maybe, but you could pull 2-drops from Neutral like Loot Hoarder, Doomsayer, and Bloodmage Thalnos.
Durability is a powerful tool to balance a weapon, so anything that adds to Durability scares me. It's a significant buff. Including this card in the Classic set restricts the kinds of weapons you can create: like Preparation for Rogue spell costs, Blazing Enchantment will force you to print weapons with low Durability. You have to, or the weapons will be super strong.
I like your Legendary: it covers multiple aspects of your class. Fresh Blood, card generation, he's generally a solid spell, and he's not particularly fast ('cause you'll probably wait to play him until turn 8).
I don't know about the others, but I chose poor-card draw as one of my weaknesses because it's the natural choice when one of your strengths is recycling lost minions. If I could continuously revive old minions and draw new ones, the class would be too powerful.
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
Whoo, exams are passed and done with! Let's make some cards!
First things first. Am I allowed to add a tribe to my class. None of the classic cards will be affected, but I'll have some more synergies with them later on. Here's the tribe I'm talking about:
Metamorphs are being that are part flesh (mostly humans, Beasts and Dragons) and part Elemental (Though they wouldn't be treated as such, like Patches the Pirate, who is a Demon, but is treated like a Pirate).
Some other cards, showing one of the class' main mechanic that wasn't part of the basic set: Powerful cards at the cost of being able to SMOrc.
Finally, a couple cards from future phases in the spoiler because I want to out them out there:
My Boomsday Scientist is going to focus on sound, and this device allows him to use echolocation and find a spell in his deck and play any other card that's on top of it. This is meant to work in a minion-heavy deck as a finisher. The minion draw interaction is the same as with Varian Wrynn. If you have a weapon equipped and draw another, it will destroy the existing one. Hero cards will be played without the battlecry. Not sure if this is overcosted.
The idea with Waxmancer Strumi is that you play a bunch of minions with battlecry for very cheap. Then, when he's about to die, you flood the board and destroy him, reverting your minions back to normal (the effect affects minons both in hand and on the board.)
If anyone wants me to take a look at their class, let me know.
Whoo, exams are passed and done with! Let's make some cards!
First things first. Am I allowed to add a tribe to my class. None of the classic cards will be affected, but I'll have some more synergies with them later on. Here's the tribe I'm talking about:
I don't see a reason why you can't create a tribe specific for your class. Think about Shaman and their Totems or Warlock and their Demons.
I would try to get rid of the orphan on your legendary and I would get rid of "anymore" on Infernal Storm. I'm a bit confused on your Ironthorn whip, does it deal its attack to all characters? Or your heroes attack? Or some other number? Also I believe it should be after and now whenever for this effect to work properly. For Sturmi, be very careful if you have any high damage spells or anything. If your hero can get another Malygos in hand for example, they would have two 1/1 dragons with +5 spell damage. That's a 9 mana play and if your class has any 1 cost or 0 cost deal damage spells, this can be OTK potential. Careful that you don't limit yourself with it.
Whoo, exams are passed and done with! Let's make some cards!
First things first. Am I allowed to add a tribe to my class. None of the classic cards will be affected, but I'll have some more synergies with them later on. Here's the tribe I'm talking about:
I don't see a reason why you can't create a tribe specific for your class. Think about Shaman and their Totems or Warlock and their Demons.
I would try to get rid of the orphan on your legendary and I would get rid of "anymore" on Infernal Storm. I'm a bit confused on your Ironthorn whip, does it deal its attack to all characters? Or your heroes attack? Or some other number? Also I believe it should be after and now whenever for this effect to work properly. For Sturmi, be very careful if you have any high damage spells or anything. If your hero can get another Malygos in hand for example, they would have two 1/1 dragons with +5 spell damage. That's a 9 mana play and if your class has any 1 cost or 0 cost deal damage spells, this can be OTK potential. Careful that you don't limit yourself with it.
Thanks for the reply. The reason I asked about the tribe is because there's been no mention of it in the previous phases, and I was wondering if it was against the rules.
...what orphan?
The whip is basically a 2 damage AoE that you activate by attacking. Not sure how to word it better.
My class doesn't really have anything in terms of burst damage, so I don't think Malygos would be a problem.
Orphan is a term for a word which ends up on a line of its own. It can look quite off-putting to people who care about that.
In typesetting, it actually more commonly refers to the opening line of a paragraph which appears the page before the rest of the paragraph, or the ending line of a paragraph that appears the page after the rest of the paragraph - style guides will call one of these an orphan, and one a widow, but they're essentially the same thing anyway. In any case, all style guides will advise you to avoid them at all costs.
Orphan is a term for a word which ends up on a line of its own. It can look quite off-putting to people who care about that.
In typesetting, it actually more commonly refers to the opening line of a paragraph which appears the page before the rest of the paragraph, or the ending line of a paragraph that appears the page after the rest of the paragraph - style guides will call one of these an orphan, and one a widow, but they're essentially the same thing anyway. In any case, all style guides will advise you to avoid them at all costs.
Ah, got it! Yeah, I'll call Batman in the morning to take care of the orphan :p.
Whoo, exams are passed and done with! Let's make some cards!
First things first. Am I allowed to add a tribe to my class. None of the classic cards will be affected, but I'll have some more synergies with them later on. Here's the tribe I'm talking about:
Metamorphs are being that are part flesh (mostly humans, Beasts and Dragons) and part Elemental (Though they wouldn't be treated as such, like Patches the Pirate, who is a Demon, but is treated like a Pirate).
Some other cards, showing one of the class' main mechanic that wasn't part of the basic set: Powerful cards at the cost of being able to SMOrc.
Finally, a couple cards from future phases in the spoiler because I want to out them out there:
My Boomsday Scientist is going to focus on sound, and this device allows him to use echolocation and find a spell in his deck and play any other card that's on top of it. This is meant to work in a minion-heavy deck as a finisher. The minion draw interaction is the same as with Varian Wrynn. If you have a weapon equipped and draw another, it will destroy the existing one. Hero cards will be played without the battlecry. Not sure if this is overcosted.
The idea with Waxmancer Strumi is that you play a bunch of minions with battlecry for very cheap. Then, when he's about to die, you flood the board and destroy him, reverting your minions back to normal (the effect affects minons both in hand and on the board.)
If anyone wants me to take a look at their class, let me know.
I feel like what you've shown is just anti-SMORC, forcing it into just Control (which still needs to attack face to win the game, except for Mecha'thun).
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Click the image to go to my custom Time Traveler class.
Whoo, exams are passed and done with! Let's make some cards!
First things first. Am I allowed to add a tribe to my class. None of the classic cards will be affected, but I'll have some more synergies with them later on. Here's the tribe I'm talking about:
Metamorphs are being that are part flesh (mostly humans, Beasts and Dragons) and part Elemental (Though they wouldn't be treated as such, like Patches the Pirate, who is a Demon, but is treated like a Pirate).
Some other cards, showing one of the class' main mechanic that wasn't part of the basic set: Powerful cards at the cost of being able to SMOrc.
Finally, a couple cards from future phases in the spoiler because I want to out them out there:
My Boomsday Scientist is going to focus on sound, and this device allows him to use echolocation and find a spell in his deck and play any other card that's on top of it. This is meant to work in a minion-heavy deck as a finisher. The minion draw interaction is the same as with Varian Wrynn. If you have a weapon equipped and draw another, it will destroy the existing one. Hero cards will be played without the battlecry. Not sure if this is overcosted.
The idea with Waxmancer Strumi is that you play a bunch of minions with battlecry for very cheap. Then, when he's about to die, you flood the board and destroy him, reverting your minions back to normal (the effect affects minons both in hand and on the board.)
If anyone wants me to take a look at their class, let me know.
I feel like what you've shown is just anti-SMORC, forcing it into just Control (which still needs to attack face to win the game, except for Mecha'thun).
I've just started working on the set. I'll probably make some token generators next, but yeah, the class is meant to be very control heavy.
The Tinker is very much a combo class, using multiple cards to burst down the opponent. They have multiple weapons, minions, and spells that build off one another. 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.
Here are the changes I've made since my last post. Let me know what you think, or if you prefer some cards over others.
I have replaced the following cards:
They have been replaced with the following cards:
I wanted to simplify my set a bit with more reliable aoe, cards with less variable abilities, more minions, and better Synchronize effects that didn't feel weak or OP on curve. I also removed the Taunts, as the class has better early game plus the aoe cards. Specifically with Show of Force, you will often want the big minion buff on turn 6, but that isn't possible with my keyword (without the Coin). The Big One is a real cool spell but was way too expensive to help with aoe. Show of Force (reworked) and The Big One are slated to return in Frozen Throne.
With the changes above, Clockwork Goblin was remade and is no longer a Mech.
And finally, I changed Bomb Building slightly. Now the card isn't useless if you have no Scrapbots, and it can damage multiple targets which is cool.
Example Cards
*NOTE* The descriptions below are just for now, not for the submission. Let me know if you think other cards would be better examples!
Bomb Building - Challenge 2 submission. Future sets will involve more transforming cards. Now not useless without Scrapbots! Spell Magnet - My most complex Secret, it's a potentially powerful effect unless your opponent kills their own minion. Then it sucks, Spark of Genius - Tinker has okay card draw. But as a combo class, they want a way to dig for cards. This lets them build up Scrapbots over several turns, then dump them for a big card draw at once. However, you can't use any of those cards until the next turn. Gadget Attack - A more reliable aoe than my previous one. If you get lucky you also get value out of repeating your Secrets! Secret synergy will be a big theme for this class in later sets. Rocketeer Blitzfyre - This guy is your finisher. Play a bunch of cheap cards, then burn up your opponent's board or face.
Remaining Cards
Assault Hammer - The quintessential Tinker weapon - an over-complicated hammer with multiple settings. Goblin Land Mine - Slows down aggressors by making them go boom. Net-o-Matic -Sap on a trap. Rapid Repair - Gain at least 2 armor. Hopefully more!
Workshop Apprentice - He makes all the bots for you, but he really wants that promotion. Clockwork Goblin - Is your weapon about to break? Swap some pieces with this guy and it's Good-As-New-ish. Rocket Strike - Yes, its a rocket in my pocket. And I have very big pockets. Widgetsmith - Get more value out of your weapon if you play your cards right.
Mecha Tester -Pit Fighter, or he gives his robot arms to a buddy. Gigantron - Went through a LOT of designs for this guy since Basic. Big mech that stomps around and squishes everyone.
So thinking on all of the feedback, I have changed a fair chunk of my classes classic set! I've only decided on 3 example cards so far though. My basic sets in my signiture.
THE BATTLEMAGE
Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat. My particular version of battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills the battlemage with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain. Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks. Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilize cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword: Spellfury
Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your hero has done X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't.It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Example Cards
Tokens:
Remaining Cards
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This is probably going to be my final(ish) submission. Please tell me any feedback, i'd love to hear it!
We are introducing the newest member of the League of Explorers: Izzy Jameson! Izzy's an artifacts expert, focusing on retrieving valuable artifacts from dangerous temples. These latest Archaeology cards aid Izzy on her journey traveling the world.
Strengths of Archaeologist: - Defensive Spells: Izzy can get herself out of any tough situation, with a bit of luck. These spells can help evade tricky situations. - Powerful Weapons: Using ancient artifacts, Izzy can have access to powerful effects that happen over time. - Card Draw: Izzy has several card draw options in Basic and Classic as a way to recover. In the future, she'll Discover lots of cards as well! - Sticky Minions: Izzy has several ways to keep her minions alive, and plenty of minions that can survive on their own. These minions typically have high Health.
Weaknesses of Archaeologist: - Limited Board Presence: Izzy typically can't summon a bunch of minions at once, instead relying on singular, powerful minions or weapons. - Limited Aggro Potential: Not many things in Archaeologist deal a lot of damage to their opponent's face, controlling the board instead. - Weaker Early Game: Most of Izzy's arsenal lies among the higher-cost range, or generates higher-cost cards. - Synergistic Cards: Several Archaeologist cards rely on you controlling a weapon. If you don't have one, you're going to have a bad time.
Decay is an aura effect that affects minions, like Lifesteal or Poisonous. Unlike these, Decay gives a knockback, forcing the minions and weapons with Decay on a timer. Decay will mostly be implemented on weapons, as this enables the use of aura weapons which last several turns.
Example Cards
Dig-up Shovelis one of the unique ways to draw a card - once per turn. This card is an example of the class's good draw, which is cheap but slow.
Rolling Bouldershows the Hollywood side of Archaeology, which lies in the traps that hide in ancient temples, waiting to be explored. This card is an example of removal at a cost. Although it's cheaper than Assassinate, it has a price of also crushing your minions. Alternatively, play it on one of your minions to hit opposite minions.
Translife Mirroris another Archaeologist weapon. This one focuses on giving you small minions each turn. Although it is slow, it's a pretty effective way to keep board control.
Iron Preserveris a good way to maintain your weapons. This smart goblin allows you to play your weapons a bit earlier because you won't waste your resources. This is good in a deck that uses several weapons.
Rejan, Last Defenderis a mighty golem that defends lost temples, and specifically the Excalibur, the legend of yore. While it doesn't have Taunt, the effect proposes a fascinating choice for the opponent, whether they could survive to ignore Rejan or take him out. The Decay on Excalibur provides an interesting dynamic, promoting the player to attack quickly with Excalibur and get as many hits in before Excalibur breaks.
Token:
Remaining Cards
Common
Rare
Epic
Clarifications - Master Eroder's Decay only triggers on the end of your opponent's turn, because it's your opponent's minions who have Decay. - Archaic Awakening is the Challenge 2 card, which supports the Decay minion archetype in Un'goro.
Bomb Building - Is much better now because you can use it if you have a scrapbot or not.
Spell Magnet - Spellbender is a 3 damage, work with enemy and friendly minion. Your costs 1 and from what i understand it cast a second copy of a buff on a bot am I right? I'm just wondering if it will work better like that " When the enemy Hero cast a spell on one of its minion, summon a 1/1 bot and cast a copy of that spell on it"
I like the legendary but i honestly think it's pretty weak considering that if you can't use the sinchronize is a total waste.I would increase its cost and pump its stats at least just to have the option to play a big minion if you cannot use the bonus of the keyword and it might be easier to use the synchronise effect with a higher cost minion also
I like the rest of you card, just be careful with the Assault Hammer because the "Swap" might be considered part of the Witchwood mechanics expansion. Same with the Clockwork Goblin. It's not a big deal for me but i don't know honestly if they are infringing the rules or not (I don't think so, i'm just pointing that)
Training Trial its' my favourite card, i like that you won't consume durability it give the idea of a training session.
Conflagration Cutlass I think could have at least 2 attack or 2 durability.
The legendary I think it will be very hard to play considering that works only if your Hero dealt 10 damages to minions on a turn. I would reduce the Spellfury required to activate the effect.
Conjure Impediment i think should have Choose One.
My big concern is that you only have 4 minions in the classic set and only 2 weapon and considering that you need your Hero to attack to activate Spellfury i think you will need more. Have you thought about a minion with a spell fury or a battlecry that equips a weapon?
From what i understood the keyword works only if you hero attack that means that it won't count any damaging spell. If so, yeah i think you need more weapon choices.
I don't like how you used Decay and Decaying, I think you should stick with the keyword name all the time and don't change it in your cards to be consisted, in this case (the legendary) "Equip a 6/2 Excalibur with Decay.....". I like how you forced the opponent to attack a minion even if he doesn't have a taunt. I think it's very interesting.
Rustblade sounds like the name of an artefact, i would change it to Rusted Blade in case to fit the common concept of the card.
Dinologist - From its name i'm expecting to summon a dinosaur but it summon a bone skeleton. I think you need to fix that, maybe just the name of the card.
Cautious Rifler - same think, to me it looks an hunter card not something i would expect from an archeologist.
I think you are also missing some damaging spell or minions that deal damage to the enemy hero. What about a minion that gives Decay to the enemy Hero while it's alive? It could be an idea to use Decay in a different way
Beneath the surface there is a mysterious wanderer wielding nail and travelling across the world. As innocent as it may look like, don't ever underestimate it. Its ability to cope with various enemies is staggering. However, it is not weak when it comes to the defense, too. Along with other befriended bugs, it seeks for it's destiny. Here is The Bug !
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.
Fury is an exclusive keyword for the Bug. It can trigger multiple times, which makes a great combo with weapons, because you only have to spend mana in one turn, and benefit on the others. Fury also has synergy with Hero Power, especially strong in the first turns.
Example Cards
Explanation
Wanderous Stag:The Bug is able to use weapons and has various synergies with them. This card allows you to benefit from buffing your weapon. Remember that this class has low-attack weapons, so in order to take advantage of Wanderous Stag you should consider playing weapon-buffs, too.
Alert Cartographer: This card combines two important aspects of The Bug class: hero attack and Armor. Cartographer is great when you play it after trading with a minion, too. Additionally, he has synergy with many cards because of his versatility.
Grubfather: The Bug is able to create many minions from singlre cards, which is a recompensation for a bad card draw. This card fits in the swarm archetype, where you constantly have full board.
Possessed Power: This is one of the very few AoE's in The Bug's assortment. Possessed Power benefits from killing enemy minions, so you can trade with your minions first to clear your opponent's board and attack their face with the attack gained (or do some even more trades).
Hornet:At first let me explain how does she work. Normally you have to kill a minion with your hero to activate Fury. With Horneton the board, you only need to attack a minion to activate the keyword. Moreover, attacking your opponent will trigger Fury, too. Hornet clearly finds her place in the Fury-based archetype.
Tokens:
Created by Grubfather.
Remaining Cards
Common
Coiled Nail: Nice weapon with ability to gain Armor, especially good in early turns where it's easier to kill minions.
Chipped Spike: A spell that buffs your weapon's attack in exchange for a durability. It helps activating Fury with your weapon.
Shade Cloak: A card for Challenge #2, which supports upcoming Stealth/buff archetype.
Agile Assasyn:Simple minion with Fury allowing you to attack twice in a turn. If it triggers twice, nothing will happen, because Winfury doesn't stack.
Tiny Summoner: Small, early game minion, which helps building board from the first turns. Useful in the Swarm archetype. Tokens can be found in the Spoiler below.
Rare
Eager Husk: A minion with potential card draw. Not good on it's own, because of the bad stats, but works nice with Fury activators.
Protective Weevil: A minion which helps gaining Armor in the first turns. Works well in the minion-based archetype as a good 2-drop, too.
Crystal Accelerator: Card that helps your hero gaining attack to trade, activate Fury or hit face. Also has synergies with hero's attack cards.
Epic
Gathering Zealot: Great card for deck with many minions, as it grants bonus defense after playing (or summoning) some minions.
Dream Nail: A weapon that can resummon up to 4 of your small minions (or more if you buff the durability). However, it needs some support because of its low attack.
Thanks for the feedback! I feel like Conflagration Cutlass is probably fine where it is as it is exceptionally powerful with weapon buffs, and at worst it's a 3 mana Consecration with an extra damage and a delay. The legendary is largely meant to be for decks made around high spellfury cards like him. I didn't want to have that many weapons as no other class has more than 2 in classic if I remember, and this class has a weapon hero power so instead I just went with fewer spellfury cards. However I do think there should definitly be more ways to trigger spellfury. I like your idea of having a minion equip a weapon so I'm gonna think on that for a bit. In the meantime I decided to ever so slightly change my keyword:
The only difference is that Conflagration Cutlass's aoe will now trigger spellfury. It also opens up some cool options when it comes to future weapon design. Plus the wording is cleaner! Choose One is exclusive to druid so I other classes can't use it, and this is also meant to use the classes 'effects changing depending on target' mechanic. I kinda feel the mechanic is mechanically a tad too similar to choose one but it just makes so much sense with conjuring something and doing different things with it (such as conjuring armor and wearing it yourself, or giving it to a minion) so I'm gonna keep it and see what I can do with it!
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For those not in the know, I would highly recommend visiting this thread for your word-color needs (among other things). If you want the color to accurately look like real cards (Rare like Nourish, Epic like Doomsayer, etc.), copy the appropriate word from the thread, paste it where you need it, and then type out the card's name:
I'm running out of things to say: I think you're on the right track, and I like the class.
You were right to change Bomb Building. A good spell should always have a basic use-case to fall back on.
Gadget Attack is very unique combination of AoE and Secret-synergy; I like it. I thought The Big One was really cool, as well, so I hope it returns in an expansion.
I know you're not ready to submit just yet, but don't forget your Strengths and Weaknesses section!
Turkeybag
The Keyword's update opens up some opportunities, and shortening the text is a good thing. Keywords ideally should only be two lines of text long. Conflagration Cutlass can now trigger Spellfury with the AoE, but I would lean into that: embrace it as an enabler.
Enchant Weapon: Ice should have quotes around the Freeze part. "Give your weapon +2/+1 and 'Freeze any character damaged by this.'"
You don't have to include your Challenge #2 card in your examples if you don't want to. I would maybe switch it with a Spellfury spell, to show off a different way you can set up a big turn.
Personally, I would include Clone Weapon and one of the "or" cards as your other examples. I don't fully agree with the "or" cards - I think it takes away from Choose One's unique selling point - but if you're going to continue with them you might as well embrace it and show them off. They emphasize a main strength of your class: its versatility.
Pircival
I agree with Laurendor about "Decaying". "Equip (X) with Decay" just sounds better to me.
I think Iron Preserver should be an example card. Special weapons are one of your biggest unique selling points , so a synergy-card would demonstrate how your cards work together (and how reliant they are on the synergy). Right now you don't have much in the way of synergy in your list of examples. You have two card-draw examples, so maybe switch one out for the Iron Preserver.
Trap Room should say "randomly split among all enemy minions". I know that creates a third line of text, but as of right now it implies that you have full control over where the damage goes. That could be really cool...on an Epic, not a Common lol.
SunnoxPL
This is a much better way to explain Hornet's power. I really like her card. Super hyped for Hollow Knight: Silk Song!
Possessed Power should specify that it's your hero that gains the Attack. "Deal 3 damage to all enemy minions. Give your hero +1 Attack this turn for each minion killed."
I don't have much to say because I'm not an aggressive, swarm-type player. I lack the experience necessary to know whether or not your cards are balanced for such an archetype.
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Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I have a little question. My class is the godborn, who focuses on swarming the board with different kinds of minions. I wanted to implement a new tribe called Follower/Servant but I want to know if it is possible considering we are in the 3rd phase. The basic set doesn't interact with the Followers in any way so I think it may be ok. For the classic set i wanted to make some cards interact with my followers, which take multiple forms, so i dont have to make the same token for every card i want to work with the mechanic but rather be a bit diverse.
For example, the treants from druid don't need a tribe because you can actually see which tokens are treants, but for my class it may not be that obvious so i wanted to make things a little bit clearer.
I wanted to implement a new tribe called Follower/Servant but I want to know if it is possible considering we are in the 3rd phase.
Yes, you can create a new tribe if you want to.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Yes, gems & watermarks aren't right. I'll change if I use them.
I will do reviews >ednesday (I think)
I don't like the Bag Keyword, personally. Hiding power behind your hand size means your opponent can't do much to stop it, because we don't have hand-attacks. If you can successfully manage the Bag on a consistent basis, the additional power could feel oppressive; if you cannot, it will seem like a complete waste of time outside of the occasional alignment of the stars. I'm not saying you lack the ability to balance the Keyword - I have a high opinion of your capabilities, honestly - but the line between too good and not good at all is extremely fine and that concerns me. I can see the complaints on HearthPwn, going either direction :/ The name is kind of weird, too *shrugs*
Lab Prank Gone Wrong is extremely niche, to the point where I wonder how many times it would go off across the game's lifetime. Across all the Hearthstone games, maybe a half-dozen, ever? It's so specific a situation, overdrawing this specific minion. A 5/5/6 is a quality minion in vanilla Hearthstone, but 99.9% of the time that's all he'll be.
If I got to choose, I think I would make Zoology Book, Untested Remedy, Cruel Experimenter, Tidal Elemental, and Maloriak your example cards. It shows off a variety of menagerie effects and how they might interact together, and CE tells us how we might interact with the Hero Power. Good stuff.
At first glance the 9-mana Maloriak seems super powerful, but you have to hold onto those minions until turn-9 at the minimum; kind of creates an Emeriss situation, where he would be busted in a class that can actually hold onto a sizable hand. It has a lot of potential with the Hero Power, but it means you spent several turns filling your hand with 1-cost cards. All-in-all, I think the 8/8 Dragons version is my favorite.
I think the 10-mana Maloriak goes against the menagerie/variety flavor you're looking for, as that iteration encourages a specific tribal deck. You would want nothing but Murlocs, or nothing but Beasts, etc., so that you could buff as many minions as possible. The 9/8/8 and 8/4/4 can be used with anyone, and the healing Maloriak goes well with the Hero Power; it's the 10-mana one that stands out to me in-that it doesn't belong.
I don't care at all about the Blackrock Mountain thing. Hell, I made Sapphiron my Classic Legendary; if it fits your class, it fits. We're changing the timeline of Hearthstone with our additions: Maloriak might never become a BRM boss if he was a Classic class card.
Put it in a spoiler for ease of quoting :P It's a lot lengthier than I realized.
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
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I don't know about the others, but I chose poor-card draw as one of my weaknesses because it's the natural choice when one of your strengths is recycling lost minions. If I could continuously revive old minions and draw new ones, the class would be too powerful.
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
Whoo, exams are passed and done with! Let's make some cards!
First things first. Am I allowed to add a tribe to my class. None of the classic cards will be affected, but I'll have some more synergies with them later on. Here's the tribe I'm talking about:
Metamorphs are being that are part flesh (mostly humans, Beasts and Dragons) and part Elemental (Though they wouldn't be treated as such, like Patches the Pirate, who is a Demon, but is treated like a Pirate).
Some other cards, showing one of the class' main mechanic that wasn't part of the basic set: Powerful cards at the cost of being able to SMOrc.
Finally, a couple cards from future phases in the spoiler because I want to out them out there:
If anyone wants me to take a look at their class, let me know.
I don't see a reason why you can't create a tribe specific for your class. Think about Shaman and their Totems or Warlock and their Demons.
I would try to get rid of the orphan on your legendary and I would get rid of "anymore" on Infernal Storm. I'm a bit confused on your Ironthorn whip, does it deal its attack to all characters? Or your heroes attack? Or some other number? Also I believe it should be after and now whenever for this effect to work properly. For Sturmi, be very careful if you have any high damage spells or anything. If your hero can get another Malygos in hand for example, they would have two 1/1 dragons with +5 spell damage. That's a 9 mana play and if your class has any 1 cost or 0 cost deal damage spells, this can be OTK potential. Careful that you don't limit yourself with it.
Vote for the Fist Fighter https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229960-trials-and-errors-class-creation-competition-5?comment=3 😎🤜
Thanks for the reply. The reason I asked about the tribe is because there's been no mention of it in the previous phases, and I was wondering if it was against the rules.
...what orphan?
The whip is basically a 2 damage AoE that you activate by attacking. Not sure how to word it better.
My class doesn't really have anything in terms of burst damage, so I don't think Malygos would be a problem.
Orphan is a term for a word which ends up on a line of its own. It can look quite off-putting to people who care about that.
In typesetting, it actually more commonly refers to the opening line of a paragraph which appears the page before the rest of the paragraph, or the ending line of a paragraph that appears the page after the rest of the paragraph - style guides will call one of these an orphan, and one a widow, but they're essentially the same thing anyway. In any case, all style guides will advise you to avoid them at all costs.
You can find me here! Good luck everyone!
Ah, got it! Yeah, I'll call Batman in the morning to take care of the orphan :p.
I feel like what you've shown is just anti-SMORC, forcing it into just Control (which still needs to attack face to win the game, except for Mecha'thun).
Click the image to go to my custom Time Traveler class.
I've just started working on the set. I'll probably make some token generators next, but yeah, the class is meant to be very control heavy.
I'm re-posting my class as I didn't get any feedback from my last 2 posts. However I did change a few cards around. Please let me know what you think!
The Tinker
My Basic submission
The Tinker is very much a combo class, using multiple cards to burst down the opponent. They have multiple weapons, minions, and spells that build off one another. 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.
Here are the changes I've made since my last post. Let me know what you think, or if you prefer some cards over others.
I have replaced the following cards:
They have been replaced with the following cards:
I wanted to simplify my set a bit with more reliable aoe, cards with less variable abilities, more minions, and better Synchronize effects that didn't feel weak or OP on curve. I also removed the Taunts, as the class has better early game plus the aoe cards. Specifically with Show of Force, you will often want the big minion buff on turn 6, but that isn't possible with my keyword (without the Coin). The Big One is a real cool spell but was way too expensive to help with aoe. Show of Force (reworked) and The Big One are slated to return in Frozen Throne.
With the changes above, Clockwork Goblin was remade and is no longer a Mech.
And finally, I changed Bomb Building slightly. Now the card isn't useless if you have no Scrapbots, and it can damage multiple targets which is cool.
Example Cards
*NOTE* The descriptions below are just for now, not for the submission. Let me know if you think other cards would be better examples!
Bomb Building - Challenge 2 submission. Future sets will involve more transforming cards. Now not useless without Scrapbots!
Spell Magnet - My most complex Secret, it's a potentially powerful effect unless your opponent kills their own minion. Then it sucks,
Spark of Genius - Tinker has okay card draw. But as a combo class, they want a way to dig for cards. This lets them build up Scrapbots over several turns, then dump them for a big card draw at once. However, you can't use any of those cards until the next turn.
Gadget Attack - A more reliable aoe than my previous one. If you get lucky you also get value out of repeating your Secrets! Secret synergy will be a big theme for this class in later sets.
Rocketeer Blitzfyre - This guy is your finisher. Play a bunch of cheap cards, then burn up your opponent's board or face.
Remaining Cards
Assault Hammer - The quintessential Tinker weapon - an over-complicated hammer with multiple settings.
Goblin Land Mine - Slows down aggressors by making them go boom.
Net-o-Matic - Sap on a trap.
Rapid Repair - Gain at least 2 armor. Hopefully more!
Workshop Apprentice - He makes all the bots for you, but he really wants that promotion.
Clockwork Goblin - Is your weapon about to break? Swap some pieces with this guy and it's Good-As-New-ish.
Rocket Strike - Yes, its a rocket in my pocket. And I have very big pockets.
Widgetsmith - Get more value out of your weapon if you play your cards right.
Mecha Tester - Pit Fighter, or he gives his robot arms to a buddy.
Gigantron - Went through a LOT of designs for this guy since Basic. Big mech that stomps around and squishes everyone.
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
So thinking on all of the feedback, I have changed a fair chunk of my classes classic set! I've only decided on 3 example cards so far though. My basic sets in my signiture.
THE BATTLEMAGE
Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
My particular version of battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills the battlemage with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.
Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain.
Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.
Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilize cards against decks with few minions, takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword: Spellfury
Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your hero has done X or more damage to minions by attacking this turn. So if your hero did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Example Cards
Tokens:
Remaining Cards
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
This is probably going to be my final(ish) submission. Please tell me any feedback, i'd love to hear it!
We are introducing the newest member of the League of Explorers: Izzy Jameson! Izzy's an artifacts expert, focusing on retrieving valuable artifacts from dangerous temples. These latest Archaeology cards aid Izzy on her journey traveling the world.
Strengths of Archaeologist:
- Defensive Spells: Izzy can get herself out of any tough situation, with a bit of luck. These spells can help evade tricky situations.
- Powerful Weapons: Using ancient artifacts, Izzy can have access to powerful effects that happen over time.
- Card Draw: Izzy has several card draw options in Basic and Classic as a way to recover. In the future, she'll Discover lots of cards as well!
- Sticky Minions: Izzy has several ways to keep her minions alive, and plenty of minions that can survive on their own. These minions typically have high Health.
Weaknesses of Archaeologist:
- Limited Board Presence: Izzy typically can't summon a bunch of minions at once, instead relying on singular, powerful minions or weapons.
- Limited Aggro Potential: Not many things in Archaeologist deal a lot of damage to their opponent's face, controlling the board instead.
- Weaker Early Game: Most of Izzy's arsenal lies among the higher-cost range, or generates higher-cost cards.
- Synergistic Cards: Several Archaeologist cards rely on you controlling a weapon. If you don't have one, you're going to have a bad time.
Decay is an aura effect that affects minions, like Lifesteal or Poisonous. Unlike these, Decay gives a knockback, forcing the minions and weapons with Decay on a timer. Decay will mostly be implemented on weapons, as this enables the use of aura weapons which last several turns.
Example Cards
Token:
Remaining Cards
Common
Rare
Epic
Clarifications
- Master Eroder's Decay only triggers on the end of your opponent's turn, because it's your opponent's minions who have Decay.
- Archaic Awakening is the Challenge 2 card, which supports the Decay minion archetype in Un'goro.
Previous Phases
Phase 2
Phase 1
So I posted my entry and I finally got time to give some feedbacks.
@thepowrofcheese
Bomb Building - Is much better now because you can use it if you have a scrapbot or not.
Spell Magnet - Spellbender is a 3 damage, work with enemy and friendly minion. Your costs 1 and from what i understand it cast a second copy of a buff on a bot am I right? I'm just wondering if it will work better like that " When the enemy Hero cast a spell on one of its minion, summon a 1/1 bot and cast a copy of that spell on it"
I like the legendary but i honestly think it's pretty weak considering that if you can't use the sinchronize is a total waste.I would increase its cost and pump its stats at least just to have the option to play a big minion if you cannot use the bonus of the keyword and it might be easier to use the synchronise effect with a higher cost minion also
I like the rest of you card, just be careful with the Assault Hammer because the "Swap" might be considered part of the Witchwood mechanics expansion. Same with the Clockwork Goblin. It's not a big deal for me but i don't know honestly if they are infringing the rules or not (I don't think so, i'm just pointing that)
@Turkeybag
Training Trial its' my favourite card, i like that you won't consume durability it give the idea of a training session.
Conflagration Cutlass I think could have at least 2 attack or 2 durability.
The legendary I think it will be very hard to play considering that works only if your Hero dealt 10 damages to minions on a turn. I would reduce the Spellfury required to activate the effect.
Conjure Impediment i think should have Choose One.
My big concern is that you only have 4 minions in the classic set and only 2 weapon and considering that you need your Hero to attack to activate Spellfury i think you will need more. Have you thought about a minion with a spell fury or a battlecry that equips a weapon?
From what i understood the keyword works only if you hero attack that means that it won't count any damaging spell. If so, yeah i think you need more weapon choices.
@Pircival
Excalibur said Rezan instead of Rejan.
I don't like how you used Decay and Decaying, I think you should stick with the keyword name all the time and don't change it in your cards to be consisted, in this case (the legendary) "Equip a 6/2 Excalibur with Decay.....". I like how you forced the opponent to attack a minion even if he doesn't have a taunt. I think it's very interesting.
Rustblade sounds like the name of an artefact, i would change it to Rusted Blade in case to fit the common concept of the card.
Dinologist - From its name i'm expecting to summon a dinosaur but it summon a bone skeleton. I think you need to fix that, maybe just the name of the card.
Cautious Rifler - same think, to me it looks an hunter card not something i would expect from an archeologist.
I think you are also missing some damaging spell or minions that deal damage to the enemy hero. What about a minion that gives Decay to the enemy Hero while it's alive? It could be an idea to use Decay in a different way
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
Here's how my submission will probably look like:
THE BUG
Beneath the surface there is a mysterious wanderer wielding nail and travelling across the world. As innocent as it may look like, don't ever underestimate it. Its ability to cope with various enemies is staggering. However, it is not weak when it comes to the defense, too. Along with other befriended bugs, it seeks for it's destiny. Here is The Bug !
Strengths:
Weaknesses:
Fury is an exclusive keyword for the Bug. It can trigger multiple times, which makes a great combo with weapons, because you only have to spend mana in one turn, and benefit on the others. Fury also has synergy with Hero Power, especially strong in the first turns.
Example Cards
Explanation
Wanderous Stag: The Bug is able to use weapons and has various synergies with them. This card allows you to benefit from buffing your weapon. Remember that this class has low-attack weapons, so in order to take advantage of Wanderous Stag you should consider playing weapon-buffs, too.
Alert Cartographer: This card combines two important aspects of The Bug class: hero attack and Armor. Cartographer is great when you play it after trading with a minion, too. Additionally, he has synergy with many cards because of his versatility.
Grubfather: The Bug is able to create many minions from singlre cards, which is a recompensation for a bad card draw. This card fits in the swarm archetype, where you constantly have full board.
Possessed Power: This is one of the very few AoE's in The Bug's assortment. Possessed Power benefits from killing enemy minions, so you can trade with your minions first to clear your opponent's board and attack their face with the attack gained (or do some even more trades).
Hornet: At first let me explain how does she work. Normally you have to kill a minion with your hero to activate Fury. With Hornet on the board, you only need to attack a minion to activate the keyword. Moreover, attacking your opponent will trigger Fury, too. Hornet clearly finds her place in the Fury-based archetype.
Tokens:
Created by Grubfather.
Remaining Cards
Common
Coiled Nail: Nice weapon with ability to gain Armor, especially good in early turns where it's easier to kill minions.
Chipped Spike: A spell that buffs your weapon's attack in exchange for a durability. It helps activating Fury with your weapon.
Shade Cloak: A card for Challenge #2, which supports upcoming Stealth/buff archetype.
Agile Assasyn: Simple minion with Fury allowing you to attack twice in a turn. If it triggers twice, nothing will happen, because Winfury doesn't stack.
Tiny Summoner: Small, early game minion, which helps building board from the first turns. Useful in the Swarm archetype. Tokens can be found in the Spoiler below.
Rare
Eager Husk: A minion with potential card draw. Not good on it's own, because of the bad stats, but works nice with Fury activators.
Protective Weevil: A minion which helps gaining Armor in the first turns. Works well in the minion-based archetype as a good 2-drop, too.
Crystal Accelerator: Card that helps your hero gaining attack to trade, activate Fury or hit face. Also has synergies with hero's attack cards.
Epic
Gathering Zealot: Great card for deck with many minions, as it grants bonus defense after playing (or summoning) some minions.
Dream Nail: A weapon that can resummon up to 4 of your small minions (or more if you buff the durability). However, it needs some support because of its low attack.
Tokens:
Created by Tiny Summoner.
Previous Phases
Phase I
Phase II
Feedback always appreciated ! :)
...Soul of Wyrm. Soul of Root. Heart of Void...
@Laurendor
Thanks for the feedback!
I feel like Conflagration Cutlass is probably fine where it is as it is exceptionally powerful with weapon buffs, and at worst it's a 3 mana Consecration with an extra damage and a delay.
The legendary is largely meant to be for decks made around high spellfury cards like him. I didn't want to have that many weapons as no other class has more than 2 in classic if I remember, and this class has a weapon hero power so instead I just went with fewer spellfury cards. However I do think there should definitly be more ways to trigger spellfury. I like your idea of having a minion equip a weapon so I'm gonna think on that for a bit. In the meantime I decided to ever so slightly change my keyword:
The only difference is that Conflagration Cutlass's aoe will now trigger spellfury. It also opens up some cool options when it comes to future weapon design. Plus the wording is cleaner!
Choose One is exclusive to druid so I other classes can't use it, and this is also meant to use the classes 'effects changing depending on target' mechanic. I kinda feel the mechanic is mechanically a tad too similar to choose one but it just makes so much sense with conjuring something and doing different things with it (such as conjuring armor and wearing it yourself, or giving it to a minion) so I'm gonna keep it and see what I can do with it!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Okay, here are the cards that a) are newly made or b) I'm not sure about. Take a guess as to which!
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!) •
For those not in the know, I would highly recommend visiting this thread for your word-color needs (among other things). If you want the color to accurately look like real cards (Rare like Nourish, Epic like Doomsayer, etc.), copy the appropriate word from the thread, paste it where you need it, and then type out the card's name:
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/216675-presentation-tools-2-0
thepowrofcheese
Turkeybag
Pircival
SunnoxPL
Super hyped for Hollow Knight: Silk Song!Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I have a little question. My class is the godborn, who focuses on swarming the board with different kinds of minions. I wanted to implement a new tribe called Follower/Servant but I want to know if it is possible considering we are in the 3rd phase. The basic set doesn't interact with the Followers in any way so I think it may be ok. For the classic set i wanted to make some cards interact with my followers, which take multiple forms, so i dont have to make the same token for every card i want to work with the mechanic but rather be a bit diverse.
For example, the treants from druid don't need a tribe because you can actually see which tokens are treants, but for my class it may not be that obvious so i wanted to make things a little bit clearer.
Thanks in advance.
Yes, you can create a new tribe if you want to.
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
Complete draft (without the text) :
Hero power reminder : https://i.imgur.com/ie2oXjL.png
Option 1, the "Bag" Keyword (8 cards, to integrate among the cards of option 2)
The Bag keyword is 100% absolutely not inspired by Sea Witch's reservoir at all I swear. Any resemblance would be like, uh, it happens man.
Option 2, no keywords (all 15 cards)
COMMONS
Exotic Components is my card for challenge 2. It will serve in Boomsday, where I will do synergy with cards from other classes.
RARES (Yes, I fucked up with Escape the Lab's Gem)
Tokens (sorry thepowrofcheese I didn't have room to make the Blood Potion collectible)
EPICS
LEGENDARY
I hesitate between four options:
(the third options should have been "your other minions")
"But Cheese, you can't use Maloriak as your legendary! He's a boss in Blackrock".
Yes, and so are Baron Geddon and Ragnaros, the Firelord. It's not an anomaly.
Other cards I've considered for the classic set
Yes, gems & watermarks aren't right. I'll change if I use them.
I will do reviews >ednesday (I think)
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Put it in a spoiler for ease of quoting :P It's a lot lengthier than I realized.
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