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.
Thanks for feedback. A few precisions:
I fucked up Zoology Book. I meant to show this one instead (I will fix it in my original post).
The central theme of my class isn't multi-tribe per se, but rather "any and all" tribe. That is, Alchemist can either focus on the tribe of her choice (well, in theory, Totem Alchemist won't work) or make a multi-tribe deck. Expansions will either focus on a given tribe (eg Mechs for Boomsday obviously) or on multi-tribe synergy (Un'goro with Beasts-Elementals-Murlocs cross-synergy, or Witchwood with the "All" tribe, etc...)
What version of Maloriak do you prefer in the end? :P
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.
Thanks for feedback. A few precisions:
I fucked up Zoology Book. I meant to show this one instead (I will fix it in my original post).
The central theme of my class isn't multi-tribe per se, but rather "any and all" tribe. That is, Alchemist can either focus on the tribe of her choice (well, in theory, Totem Alchemist won't work) or make a multi-tribe deck. Expansions will either focus on a given tribe (eg Mechs for Boomsday obviously) or on multi-tribe synergy (Un'goro with Beasts-Elementals-Murlocs cross-synergy, or Witchwood with the "All" tribe, etc...)
What version of Maloriak do you prefer in the end? :P
Oh, well RIP on Zoology Book lol. They're both fine examples, I suppose.
If that's how you want the tribal theme to go, then I guess the 10-mana Maloriak's text isn't so bad. I still believe it has the Emeriss problem of coming too late in the game, as most of your minions will have been used up by the time you can play him. It's a slow, tribe-specific version of The Mistcaller. I would pick the 9-mana version with the 8/8 Dragons.
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
Hmm, I should probably speed up production if I want to stay in the game. Will try to finish up my classic set tomorrow, but here's what I have so far:
Commons:
Rares:
Epics:
Legendary (here I just want some feedback on which text looks better):
I'm also sorry I didn't have time to offer feedback myself. It's been a very busy period and it doesn't look like it's going to show down much any time soon. If anyone is wants my opinion, let me know and I'll get to you most likely tomorrow.
Hmm, I should probably speed up production if I want to stay in the game. Will try to finish up my classic set tomorrow, but here's what I have so far:
Commons:
Rares:
Epics:
Legendary (here I just want some feedback on which text looks better):
I'm also sorry I didn't have time to offer feedback myself. It's been a very busy period and it doesn't look like it's going to show down much any time soon. If anyone is wants my opinion, let me know and I'll get to you most likely tomorrow.
Compared to Dire Wolf Alpha, Firelands Hound has +1 Attack and a greater ability. To be balanced I think it should only have one or the other: class minions are generally better than Neutral minions, but not by that much.
Argus Wargolem has a similar concern, compared to Defender of Argus. I know there's a class-specific restriction on it, but still: handing out +1/+1, Taunt, and Divine Shield to two minions is really strong. It has the Warlock's Demon problem wherein the more Metamorphs are printed, the less of a problem it is to meet the conditions.
I like At the Feet of Giants: it's like Dinosize but also has the Recruit. I could see this card getting nerfed if it turned out to be too strong, but for now it seems fine.
I dislike the tiny text on your first Legendary iteration; I much prefer the second one.
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
Hmm, I should probably speed up production if I want to stay in the game. Will try to finish up my classic set tomorrow, but here's what I have so far:
Commons:
Rares:
Epics:
Legendary (here I just want some feedback on which text looks better):
I'm also sorry I didn't have time to offer feedback myself. It's been a very busy period and it doesn't look like it's going to show down much any time soon. If anyone is wants my opinion, let me know and I'll get to you most likely tomorrow.
Compared to Dire Wolf Alpha, Firelands Hound has +1 Attack and a greater ability. To be balanced I think it should only have one or the other: class minions are generally better than Neutral minions, but not by that much.
Argus Wargolem has a similar concern, compared to Defender of Argus. I know there's a class-specific restriction on it, but still: handing out +1/+1, Taunt, and Divine Shield to two minions is really strong. It has the Warlock's Demon problem wherein the more Metamorphs are printed, the less of a problem it is to meet the conditions.
I like At the Feet of Giants: it's like Dinosize but also has the Recruit. I could see this card getting nerfed if it turned out to be too strong, but for now it seems fine.
I dislike the tiny text on your first Legendary iteration; I much prefer the second one.
Thanks for the feedback. I feel the same way about the text size, my only concern was that "stats" wasn't really used until later in the game's lifecycle. I'll nerf the stats on the Hound and Wargolem.
Quick question: am I allowed to change the tribe and name of one of my basic cards? I feel like I should have at least one minion from my unique tribe in the basic set.
Hmm, I should probably speed up production if I want to stay in the game. Will try to finish up my classic set tomorrow, but here's what I have so far:
Commons:
Rares:
Epics:
Legendary (here I just want some feedback on which text looks better):
I'm also sorry I didn't have time to offer feedback myself. It's been a very busy period and it doesn't look like it's going to show down much any time soon. If anyone is wants my opinion, let me know and I'll get to you most likely tomorrow.
Compared to Dire Wolf Alpha, Firelands Hound has +1 Attack and a greater ability. To be balanced I think it should only have one or the other: class minions are generally better than Neutral minions, but not by that much.
Argus Wargolem has a similar concern, compared to Defender of Argus. I know there's a class-specific restriction on it, but still: handing out +1/+1, Taunt, and Divine Shield to two minions is really strong. It has the Warlock's Demon problem wherein the more Metamorphs are printed, the less of a problem it is to meet the conditions.
I like At the Feet of Giants: it's like Dinosize but also has the Recruit. I could see this card getting nerfed if it turned out to be too strong, but for now it seems fine.
I dislike the tiny text on your first Legendary iteration; I much prefer the second one.
Thanks for the feedback. I feel the same way about the text size, my only concern was that "stats" wasn't really used until later in the game's lifecycle. I'll nerf the stats on the Hound and Wargolem.
Quick question: am I allowed to change the tribe and name of one of my basic cards? I feel like I should have at least one minion from my unique tribe in the basic set.
Unfortunately it's too late for that: at this point, our Basic cards are set in stone and should be left alone.
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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’ve also made some changes during work today! Hoping to post a final thread with all the text (including strengths and weaknesses) tonight or tomorrow. First, my legendary, Old vs New.
The new Legendary has better stats, slightly cleaner text, and is overall easier to use earlier in the game. It has higher max potential, but it demands you plan a few turns ahead to Hero Power while not spending too many Bots. Plus you still have to Synchronize (this has to be your last card that turn, using all your Mana) which is harder to do later in the game. Yes, the new one is easier to use on-curve, but it’s a bit of a waste and you do nothing for the first few turns.
Old vs New
I love Clockwork Goblin, but it’s impossible to balance. Specifically, hand buffs was an idea to work for it, but buffing its Health was quickly problematic. And as is, Clockwork Goblin was nearly useless for most of my weapons. So now, Brass Bodyguard is back. All Tinker weapons currently have 3 or less Attack. Without a weapon it’s +1 Attack over Fen Creeper. With a weapon it’s a bit weaker, but the weapon gets the buff. This works well with the class theme of enhancing cards over time, and it combos very well with Overclock from Basic.
Theres a few other minion changes but those are the ones I’m hoping for some feedback on. I’ll be on later to work more on my set and hopefully give more feedback.
I’ve also made some changes during work today! Hoping to post a final thread with all the text (including strengths and weaknesses) tonight or tomorrow. First, my legendary, Old vs New.
The new Legendary has better stats, slightly cleaner text, and is overall easier to use earlier in the game. It has higher max potential, but it demands you plan a few turns ahead to Hero Power while not spending too many Bots. Plus you still have to Synchronize (this has to be your last card that turn, using all your Mana) which is harder to do later in the game. Yes, the new one is easier to use on-curve, but it’s a bit of a waste and you do nothing for the first few turns.
Old vs New
I love Clockwork Goblin, but it’s impossible to balance. Specifically, hand buffs was an idea to work for it, but buffing its Health was quickly problematic. And as is, Clockwork Goblin was nearly useless for most of my weapons. So now, Brass Bodyguard is back. All Tinker weapons currently have 3 or less Attack. Without a weapon it’s +1 Attack over Fen Creeper. With a weapon it’s a bit weaker, but the weapon gets the buff. This works well with the class theme of enhancing cards over time, and it combos very well with Overclock from Basic.
Theres a few other minion changes but those are the ones I’m hoping for some feedback on. I’ll be on later to work more on my set and hopefully give more feedback.
I like the Legendary changes: I wasn't a big fan of the Rogue-esque Combo condition to be honest, but I was going to let it slide without saying anything because it was a matter of taste. This new iteration I feel better matches the flavor and function of your class.
I greatly approve of the Clockwork Goblin replacement. Brass Bodyguard seems balanced whether or not you activate the effect, which is a sign of a good card. I didn't think about it before, but you are right about the potential for abuse with the Goblin's Health being buffed. It could have become a HUGE problem with The Boomsday Project and Magnetic.
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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
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:
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.
Thanks for the feedback! The link is also really helpful! Conflagration Cutless is going to be the only weapon in classic/basic to trigger spellfury via effect. I have heaps of cool ideas with it for the future though with battlecries, deathrattles and what not. I was trying to avoid hitting 4 lines with Enchant Weapon: Ice so I worded it more closely to Spikeridged Steed which also avoids the quotes I assume as a means to avoid too much text (as it should read "Give a minion +2/+6, Taunt, and 'Deathrattle: Summon a 2/6 Stegodon with Taunt.'. Not sure if this is particually frowned upon though but it feels cleaner to me. I'm actually quite a fan of the card that challange led me to so I'm probably gonna keep it in the showcase, espesually with Conflagration Cutless being in the showcase as they combo really well together (Cutless get's an extra AoE proc by attacking the dummy). After much thinking and a fair bit of feedback, I'm gonna be dropping my "or" cards laregly due to similarities between Choose One but also due to those cards using a fair bit of card text which my class is already a master at. I also came up with some designs for the "or" cards that I think are still very flavorful but also more mechanically sound. They are in the spoiler below!
Conjure: Plate Armor: Now actually has more text, whoops! It's also a bit weaker but a lot more cool mechnaically, forcing you to kill your own minions if you really need the armor. Conjure: Shield: New name is more fitting given the change in effect, the cards also arguably weaker although it can pseudo silence a taunt for a turn now. The main thing is it's a hell of a lot cleaner. I might change the rarity of it now but given Bestial Wrath and Ice Block, maybe it should stay epic.
I've changed the Wargolem from a Metamorph to an Elemental.
The Blacksmith won't trigger for cards that cost more than you have Armor. So if you have only 6 Armor and want to play Terron, you'll have to pay full price. Not sure whether the effect should carry over to next turn.
I'd also like some advice on what to showcase. I was thinking of 2 commons and 1 of each for the others, so Terron Earthshaker is pretty much set in stone. Same with At the Feet of Giants. I'd also like to have a weapon there.
I'll try to make my post tonight, then I'll see who else around here still needs/wants some feedback.
I've changed the Wargolem from a Metamorph to an Elemental.
The Blacksmith won't trigger for cards that cost more than you have Armor. So if you have only 6 Armor and want to play Terron, you'll have to pay full price. Not sure whether the effect should carry over to next turn.
I'd also like some advice on what to showcase. I was thinking of 2 commons and 1 of each for the others, so Terron Earthshaker is pretty much set in stone. Same with At the Feet of Giants. I'd also like to have a weapon there.
I'll try to make my post tonight, then I'll see who else around here still needs/wants some feedback.
A couple quick notes.
I don’t love Firelands Hound and Argus Wargolem. They are strictly better than their existing neutral versions, so the Metamorpher would have no reason to play those original cards. Personally I’d rather see different stat lines or completely different effects.
I like Soulbound Blacksmith, but you only gain armor from your hero power and a single card in Basic. Consider adding another armor card or two, or saving that effect for a future expansion.
Cards like Flesh to Stone, Bludgeoner, and Soulbound Blacksmith have wildly different effects from the rest of your set. Just an observation, that’s fine, but they don’t fit the same themes because nothing else in your set is like them.
I suggest showcasing the Whip for your weapon, as it’s your classes ‘big weapon’ a la Gorehowl or Doomhammer.
I think Unstable Stormstriker is a bit too strong. It's just too good when it comes to trades, letting your other minions go face. 6/7 would be strong but fair. Lightning Fist is slightly too strong as it's like half of Doomhammer (which costs 7 total mana) for 3 mana and coming out sooner is a strength. I think it'd be fair at 4 mana, or as a 3 mana 2/3 (choosing the turn you get the second attack would be cool).
Other than that I think everything looks pretty sweet!
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
@NiRast I think you need more synergy with Metamorphs, otherwise the inclusion of the tribe doesn't feel justified. Besides, I'm not a fan of how both cards with synergy with Metamorphs are strictly better versions of two Classic cards.
That said, I like the way you implemented the identity of the tribe (gaining extra effects), I think it really fits the theme.
Mods, quick clarification. Should we not be posting our Basic set in our submission post? Just the link for it?
Correct: we just want a link to Phases 1 and 2 on the bottom of your entry. If people want a reminder of what your Basic set looks like, they can follow the link.
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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
Final post before the (maybe today's) submission, tell me what do you think ! I will try to give some feedback later (I've been very busy in last days).
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:
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. Hornetclearly 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.
Final post before the (maybe today's) submission, tell me what do you think ! I will try to give some feedback later (I've been very busy in last days).
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:
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. Hornetclearly 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.
Edit: Just read that we shouldn't include basic set in the submission, so I removed it.
Hornet seems kinda weak. Most Classic legendaries have an impact on the board as soon as you play them, or at the very most require little input to make a spash. The weakest one I'd say is Prophet Velen, since you need to have some cards to benefit from him, but the Classic set for Priest is pretty weak. I'd say to give him a pretty big Fury effect.
You have a typo in Crystal Accelerator. I'd also find a way to remove that dangling word from Dream Nail. (when making your card in Hearthcards, write {{FONTSIZE=-7}} right before your card text, no space after the curly bracket; tweak the number around to see how it looks) You also added the wrong link to your Phase II text.
I think Unstable Stormstriker is a bit too strong. It's just too good when it comes to trades, letting your other minions go face. 6/7 would be strong but fair. Lightning Fist is slightly too strong as it's like half of Doomhammer (which costs 7 total mana) for 3 mana and coming out sooner is a strength. I think it'd be fair at 4 mana, or as a 3 mana 2/3 (choosing the turn you get the second attack would be cool).
Other than that I think everything looks pretty sweet!
I was thinking of Lighting Fist as a sort of Truesilver Champion that doesn't heal and it's better against aggro. Still, I might make it a 2/3, I really like the idea of that. Also agree that Stormstriker is too strong
I've changed the Wargolem from a Metamorph to an Elemental.
The Blacksmith won't trigger for cards that cost more than you have Armor. So if you have only 6 Armor and want to play Terron, you'll have to pay full price. Not sure whether the effect should carry over to next turn.
I'd also like some advice on what to showcase. I was thinking of 2 commons and 1 of each for the others, so Terron Earthshaker is pretty much set in stone. Same with At the Feet of Giants. I'd also like to have a weapon there.
I'll try to make my post tonight, then I'll see who else around here still needs/wants some feedback.
A couple quick notes.
I don’t love Firelands Hound and Argus Wargolem. They are strictly better than their existing neutral versions, so the Metamorpher would have no reason to play those original cards. Personally I’d rather see different stat lines or completely different effects.
I like Soulbound Blacksmith, but you only gain armor from your hero power and a single card in Basic. Consider adding another armor card or two, or saving that effect for a future expansion.
Cards like Flesh to Stone, Bludgeoner, and Soulbound Blacksmith have wildly different effects from the rest of your set. Just an observation, that’s fine, but they don’t fit the same themes because nothing else in your set is like them.
I suggest showcasing the Whip for your weapon, as it’s your classes ‘big weapon’ a la Gorehowl or Doomhammer.
Warlok would have no reason to run Goldshire Footman over Voidwalker. Class cards are supposed to be better than classic ones. That said, I agree the Wargolem is too much of a powercreep over Defender of Argus (maybe make it cost 3 and only give Taunt to Metamorphs?). I'm keeping the hound though.
You're right about the Blacksmith. I'll replace it and Bludgeoner with some more Metamorphs/Metamorph synergy.
Flesh to Stone is for Challange 2. I'm going to have bunch of cards that change their tribe to Metamorpher starting with Un'Goro.
@NiRast I think you need more synergy with Metamorphs, otherwise the inclusion of the tribe doesn't feel justified. Besides, I'm not a fan of how both cards with synergy with Metamorphs are strictly better versions of two Classic cards.
That said, I like the way you implemented the identity of the tribe (gaining extra effects), I think it really fits the theme.
See my first two paragraphs above. Haven't even realized how few Metamorphs I have. Warlok has 7 Demons in its classic set alone. Thankfully, I'll compensate with future expansion by introducing cards that BECOME metamorphers.
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Thanks for feedback. A few precisions:
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Oh, well RIP on Zoology Book lol. They're both fine examples, I suppose.
If that's how you want the tribal theme to go, then I guess the 10-mana Maloriak's text isn't so bad. I still believe it has the Emeriss problem of coming too late in the game, as most of your minions will have been used up by the time you can play him. It's a slow, tribe-specific version of The Mistcaller. I would pick the 9-mana version with the 8/8 Dragons.
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
Hmm, I should probably speed up production if I want to stay in the game. Will try to finish up my classic set tomorrow, but here's what I have so far:
Commons:
Rares:
Epics:
Legendary (here I just want some feedback on which text looks better):
I'm also sorry I didn't have time to offer feedback myself. It's been a very busy period and it doesn't look like it's going to show down much any time soon. If anyone is wants my opinion, let me know and I'll get to you most likely tomorrow.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Thanks for the feedback. I feel the same way about the text size, my only concern was that "stats" wasn't really used until later in the game's lifecycle. I'll nerf the stats on the Hound and Wargolem.
Quick question: am I allowed to change the tribe and name of one of my basic cards? I feel like I should have at least one minion from my unique tribe in the basic set.
Unfortunately it's too late for that: at this point, our Basic cards are set in stone and should be left alone.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I’ve also made some changes during work today! Hoping to post a final thread with all the text (including strengths and weaknesses) tonight or tomorrow. First, my legendary, Old vs New.
The new Legendary has better stats, slightly cleaner text, and is overall easier to use earlier in the game. It has higher max potential, but it demands you plan a few turns ahead to Hero Power while not spending too many Bots. Plus you still have to Synchronize (this has to be your last card that turn, using all your Mana) which is harder to do later in the game. Yes, the new one is easier to use on-curve, but it’s a bit of a waste and you do nothing for the first few turns.
Old vs New
I love Clockwork Goblin, but it’s impossible to balance. Specifically, hand buffs was an idea to work for it, but buffing its Health was quickly problematic. And as is, Clockwork Goblin was nearly useless for most of my weapons. So now, Brass Bodyguard is back. All Tinker weapons currently have 3 or less Attack. Without a weapon it’s +1 Attack over Fen Creeper. With a weapon it’s a bit weaker, but the weapon gets the buff. This works well with the class theme of enhancing cards over time, and it combos very well with Overclock from Basic.
Theres a few other minion changes but those are the ones I’m hoping for some feedback on. I’ll be on later to work more on my set and hopefully give more feedback.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
I like the Legendary changes: I wasn't a big fan of the Rogue-esque Combo condition to be honest, but I was going to let it slide without saying anything because it was a matter of taste. This new iteration I feel better matches the flavor and function of your class.
I greatly approve of the Clockwork Goblin replacement. Brass Bodyguard seems balanced whether or not you activate the effect, which is a sign of a good card. I didn't think about it before, but you are right about the potential for abuse with the Goblin's Health being buffed. It could have become a HUGE problem with The Boomsday Project and Magnetic.
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 agree with linkblade I like much more the new Legendary card!
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
Thanks for the feedback! The link is also really helpful!
Conflagration Cutless is going to be the only weapon in classic/basic to trigger spellfury via effect. I have heaps of cool ideas with it for the future though with battlecries, deathrattles and what not.
I was trying to avoid hitting 4 lines with Enchant Weapon: Ice so I worded it more closely to Spikeridged Steed which also avoids the quotes I assume as a means to avoid too much text (as it should read "Give a minion +2/+6, Taunt, and 'Deathrattle: Summon a 2/6 Stegodon with Taunt.'. Not sure if this is particually frowned upon though but it feels cleaner to me.
I'm actually quite a fan of the card that challange led me to so I'm probably gonna keep it in the showcase, espesually with Conflagration Cutless being in the showcase as they combo really well together (Cutless get's an extra AoE proc by attacking the dummy).
After much thinking and a fair bit of feedback, I'm gonna be dropping my "or" cards laregly due to similarities between Choose One but also due to those cards using a fair bit of card text which my class is already a master at. I also came up with some designs for the "or" cards that I think are still very flavorful but also more mechanically sound. They are in the spoiler below!
Conjure: Plate Armor: Now actually has more text, whoops! It's also a bit weaker but a lot more cool mechnaically, forcing you to kill your own minions if you really need the armor.
Conjure: Shield: New name is more fitting given the change in effect, the cards also arguably weaker although it can pseudo silence a taunt for a turn now. The main thing is it's a hell of a lot cleaner. I might change the rarity of it now but given Bestial Wrath and Ice Block, maybe it should stay epic.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Final lineup:
Commons:
Rares:
Epics:
Legendary:
Notes:
I'll try to make my post tonight, then I'll see who else around here still needs/wants some feedback.
I feel that Lighting Fist might be too strong
A couple quick notes.
I don’t love Firelands Hound and Argus Wargolem. They are strictly better than their existing neutral versions, so the Metamorpher would have no reason to play those original cards. Personally I’d rather see different stat lines or completely different effects.
I like Soulbound Blacksmith, but you only gain armor from your hero power and a single card in Basic. Consider adding another armor card or two, or saving that effect for a future expansion.
Cards like Flesh to Stone, Bludgeoner, and Soulbound Blacksmith have wildly different effects from the rest of your set. Just an observation, that’s fine, but they don’t fit the same themes because nothing else in your set is like them.
I suggest showcasing the Whip for your weapon, as it’s your classes ‘big weapon’ a la Gorehowl or Doomhammer.
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
Mods, quick clarification. Should we not be posting our Basic set in our submission post? Just the link for it?
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
@NiRaSt
I think Unstable Stormstriker is a bit too strong. It's just too good when it comes to trades, letting your other minions go face. 6/7 would be strong but fair.
Lightning Fist is slightly too strong as it's like half of Doomhammer (which costs 7 total mana) for 3 mana and coming out sooner is a strength. I think it'd be fair at 4 mana, or as a 3 mana 2/3 (choosing the turn you get the second attack would be cool).
Other than that I think everything looks pretty sweet!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
@NiRast I think you need more synergy with Metamorphs, otherwise the inclusion of the tribe doesn't feel justified. Besides, I'm not a fan of how both cards with synergy with Metamorphs are strictly better versions of two Classic cards.
That said, I like the way you implemented the identity of the tribe (gaining extra effects), I think it really fits the theme.
Correct: we just want a link to Phases 1 and 2 on the bottom of your entry. If people want a reminder of what your Basic set looks like, they can follow the link.
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
Final post before the (maybe today's) submission, tell me what do you think ! I will try to give some feedback later (I've been very busy in last days).
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 (Introduction)
Phase II (Basic Set)
Edit: Just read that we shouldn't include basic set in the submission, so I removed it.
...Soul of Wyrm. Soul of Root. Heart of Void...
Hornet seems kinda weak. Most Classic legendaries have an impact on the board as soon as you play them, or at the very most require little input to make a spash. The weakest one I'd say is Prophet Velen, since you need to have some cards to benefit from him, but the Classic set for Priest is pretty weak. I'd say to give him a pretty big Fury effect.
You have a typo in Crystal Accelerator. I'd also find a way to remove that dangling word from Dream Nail. (when making your card in Hearthcards, write {{FONTSIZE=-7}} right before your card text, no space after the curly bracket; tweak the number around to see how it looks) You also added the wrong link to your Phase II text.
Everything else seems in order.
I was thinking of Lighting Fist as a sort of Truesilver Champion that doesn't heal and it's better against aggro. Still, I might make it a 2/3, I really like the idea of that. Also agree that Stormstriker is too strong
Warlok would have no reason to run Goldshire Footman over Voidwalker. Class cards are supposed to be better than classic ones. That said, I agree the Wargolem is too much of a powercreep over Defender of Argus (maybe make it cost 3 and only give Taunt to Metamorphs?). I'm keeping the hound though.
You're right about the Blacksmith. I'll replace it and Bludgeoner with some more Metamorphs/Metamorph synergy.
Flesh to Stone is for Challange 2. I'm going to have bunch of cards that change their tribe to Metamorpher starting with Un'Goro.
See my first two paragraphs above. Haven't even realized how few Metamorphs I have. Warlok has 7 Demons in its classic set alone. Thankfully, I'll compensate with future expansion by introducing cards that BECOME metamorphers.