Hey i like all your cards, nothing to say about them! The only thing because the Spellfury effects are supposed to be an upgrade I would swap the stats of the portal traverser the get the most out of the charge effect.
One question, can I update my submission topic to change the colour of the card as showed by Link? Or once posted is posted?
Yes, you are allowed small changes to your submission post like changing colors.
@McF4rtson Yes, Bomb Building is my Challange 2 example. Transforming cards will be a major theme for some of my later sets. Maybe not as a stand alone archetype, but as part of different archetypes. My Secret archetype will include turning 1-cost cards into more Secrets, while my Big Spell theme will include an Evolve-like effect for spells in hand.
Of your cards I like Blood and Plunder best, but imo it would be even better if you did have a Pirate theme.
Alright, here are the promised reviews (for people who haven't submitted yet)
@thepowrofcheese
Overall
I think the cards you showcased are a bit too complicated
Have you considered what will be the upgraded version of your HP? It's one of the reasons why I didn't pick the same for my class (the other being that you have the same)
Individual cards
Rocketerr Blitzfyer looks OP as it is. I'd raise his cost.
Goblin Land Mine is OP compared to Noble Sacrifice (which for all practical purposes has the same effect, but deals only 2 damage)
I still think Net-o-Matic is OP
Mecha Tester's Synchronize effect is worse if you don't have other minions...
@TurkeyBag
Overall
Your cards aren't as complicated as before, so gj on that.
I really think you should drop that "can't attack the turn it's equipped" theme. It's making your cards complicated.
Has Spellfury changed? The new version seems super restrictive. I mean, you can't easily activate any of those...
BTW, spellfury replacing an effect means it's even weaker this way.
Individual cards
The Spellfury effect of Menacing Platemage is super weak compared to the condition.
Given the cards you've shown, I don't know how you will trigger Gerrart's effect.
Still think Conjure Armor is weak
Spellslicer can be worded as "Silence any minion damaged by this weapon"
Conjure Shield is a Time Out! powercreep. Is it volontary?
@McFartson
Blood and Plunder.
@IceKing16
Overall
What does Favor do already? I'm sure you've been told that but keywords on Hero Powers aren't a good idea.
Favor is also bad in the sense that it forces you to play specific cards, as it was the case for Jade Golem stuff.
Too many of your cards are simplistic, which isn't a bad thing per se, but it does become bad when there are too many of them.
Individual cards
It seems you confused Servant and Worshipper and Scorching Temptress
Favor is a resource specific to my class. Some cards generate it and others consume it. I may have made a mistake with the hero power but i can't change it now so I have to make the best out of it.
I have changed a few cards to make them more interesting. The 0 and 1 mana cards are simple indeed because of their cost.
Servant is a new tribe for my class which a lot of cards interact or will interact with. Scorching Temptress and Crimson Hellion buff your Servants not your Worshipers. Worshipers are Servants but so are the tokens from Cauterize and Ra, the Sun. I have created this tribe to make the hero power tokens better as a body and not as a Favor generator. In the future I will play more with the Servants, for example, sacrificing them for great effects (like Warlock).
I made Triple Toss bearing in mind that it is a stronger Arcane Missiles due to the Spell Damage interaction. I have made it a bit stronger and now it can hit face. I didn't want to make it 1 mana because of the power it has with malygos.
Thanks again and I hope I made myself clear regarding some of my choices. Good luck with your cards.
Just an oversight on Shadows' part haha. It's from an earlier class creation competition; the perils of the ol' copy-paste. The final Phase has the same problem.
Consider it a smoke-and-mirrors tactic to hide our plans :P
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
Alright, here are the promised reviews (for people who haven't submitted yet)
@thepowrofcheese
Overall
I think the cards you showcased are a bit too complicated
Have you considered what will be the upgraded version of your HP? It's one of the reasons why I didn't pick the same for my class (the other being that you have the same)
Individual cards
Rocketerr Blitzfyer looks OP as it is. I'd raise his cost.
Goblin Land Mine is OP compared to Noble Sacrifice (which for all practical purposes has the same effect, but deals only 2 damage)
I still think Net-o-Matic is OP
Mecha Tester's Synchronize effect is worse if you don't have other minions...
@TurkeyBag
Overall
Your cards aren't as complicated as before, so gj on that.
I really think you should drop that "can't attack the turn it's equipped" theme. It's making your cards complicated.
Has Spellfury changed? The new version seems super restrictive. I mean, you can't easily activate any of those...
BTW, spellfury replacing an effect means it's even weaker this way.
Individual cards
The Spellfury effect of Menacing Platemage is super weak compared to the condition.
Given the cards you've shown, I don't know how you will trigger Gerrart's effect.
Still think Conjure Armor is weak
Spellslicer can be worded as "Silence any minion damaged by this weapon"
Conjure Shield is a Time Out! powercreep. Is it volontary?
@McFartson
Blood and Plunder.
@IceKing16
Overall
What does Favor do already? I'm sure you've been told that but keywords on Hero Powers aren't a good idea.
Favor is also bad in the sense that it forces you to play specific cards, as it was the case for Jade Golem stuff.
Too many of your cards are simplistic, which isn't a bad thing per se, but it does become bad when there are too many of them.
Individual cards
It seems you confused Servant and Worshipper and Scorching Temptress
Maybe I'll continue reviews, but I've underestimated how much time it takes to work on my own stuff. Sorry to those who remain.
Thanks for your feedback! I can attest that it takes much longer than expected!
Yes, my example cards are complicated. Most have an effect and an additional, conditional effect. I’m of the opinion that those cards need further explanation, so they make good example cards. Plus they are cornerstones of different decks (except maybe Bomb Building).
For my Hero Power, I’m thinking giving 3 tokens instead of 2. This should be fine as the best Neutral hand-size cards are all Even, but Baku uses Odd cards. Thankful the Grand Crusade isn’t being used! But I’ve also considered adding bigger tokens to hand or other alternatives.
A few have said that Blitzfyre and the mentioned secrets are fine, but I may reevaluate them. Blitzfyre could easily go to (5). I tried Net-o-Matic with cost reduction but that was too weak, especially early game. Land Mine doesn’t prevent face damage if the target survives, but I might nerf it to 3.
Mecha Tester’s Synchronze won’t trigger if you have no friendly minions, just like minions that have Battlecries targetting friendlies don’t work in the same instance.
I’m hoping to give you and others feedback later tonight.
Hey i like all your cards, nothing to say about them! The only thing because the Spellfury effects are supposed to be an upgrade I would swap the stats of the portal traverser the get the most out of the charge effect.
Thanks for the feedback! I think Charge is substantially better than Taunt to the point I was almost gonna make this guy a 2/2. I think a 3/2 would be too good but a 2/3 should be fine.
Your cards aren't as complicated as before, so gj on that.
I really think you should drop that "can't attack the turn it's equipped" theme. It's making your cards complicated.
Has Spellfury changed? The new version seems super restrictive. I mean, you can't easily activate any of those...
BTW, spellfury replacing an effect means it's even weaker this way.
Individual cards
The Spellfury effect of Menacing Platemage is super weak compared to the condition.
Given the cards you've shown, I don't know how you will trigger Gerrart's effect.
Still think Conjure Armor is weak
Spellslicer can be worded as "Silence any minion damaged by this weapon"
Conjure Shield is a Time Out! powercreep. Is it volontary?
Thanks for the feedback! Can't attack the turn it's equipped is key part of the class so despite being lengthy I'm definitely keeping it, for better or worse. Spellfury changed to include weapon abilities. The hero power can trigger a fair few spellfury cards, and Conflagration Cutlass can trigger Gerrart with 5 enemy minions on board. Plus with the 6/1 weapon in basic, weapon buffs, and what not most spellfury cards can be triggered fairly reliably if your deck is made well. The reason spellfury replaces effects is so to make it stand out more from combo, and also so I don't have to write "instead." at the end of a bulk of the cards.
Menacing Platemage has most of his power in his stats so the battlecry and spellfury version are weak as a result, but I imagine he'd see play just due to being a 2/6 with taunt alone so this just adds in a bit extra and makes the card more skillful. My above explanation of spellfury should explain how Gerrart can work. A good Conflagration Cutlass, the 6/1 basic weapon + Clone Weapon and so on. Spellslicer is worded like Truesilver Champion as it silences before damage rather than after which makes it a lot stronger against minion buffs. Conjure: Shield only works the turn you play it, so it's more comparable to Bestial Wrath. I mainly think of it a a way to kind of heal yourself by giving yourself immune before attacking something big!
Overall I'm really, really liking your set. Different tribe themes, cool hand effects, neat stuff.
Love Potion - This can probably cost 2, since the effect is variable and you get at most 9 Health from it.
Untested Remedy - I like the idea of a buff that affects different tribes differently, but the numbers feel a bit too strong. 2/3 or 3/2 might be more balanced.
The 1-Cost Zoology Textbook is great for Classic, but the (4) cost version could be great in a later set.
Did you see your Alchemist using a lot of other class cards? Blood Flask has better synergy, imo, and fits with your minion-focused class.
I prefer Liquid Madness, as it is a consistent and strong effect. Elixer of Strength is way too cheap with the big-hand buff. Casting 2 of those for 4 Mana would be WAY too strong, imo. Test Subject Disposal is a neat effect but I mentioned my balance concerns before.
Of Epic Slot 3, Liquid Madness is still the best. Holy Grail is on theme and not too strong considering you waste your turn to use it. Spell Eater is a cool effect, but then you have to be careful with too many 0-cost spells.
First Maloriak (8/8 Dragons) is my favorite, but I agree it may be too strong. Could you make the Dragons 6/6 or a different statline instead?
Servant is a new tribe which has several synergies within the class. There are a few Servant generators including the hero power, the legendary god and Violet Teacher's long lost sister.
Class Identity
Challenge #1 - The Godborn focuses on three core mechanics: flooding the board with weak but numerous minions, clearing the enemy board as quick as possible and gathering Favor. This branches the class in two directions: aggro and control.
For now, the aggresive decks include Servant and Favor generators which grant access to strong buffs, combined with cards like Stormwind Champion and Raid Leader. On the other hand, the control decks use powerful removals and boardclears to keep the enemy minions at a minimum while building a strategy to end the game.
Weaknesses - The class is struggling with drawing cards reliably, most draw mechanics having a requirement that needs to be fulfilled. It also lacks strong minions, the biggest one being a 6-6 at the moment, and defensive options. The class is also susceptible to area of effect abilities, due to the low stated minions it possesses, without reliable ways to buff their health.
Example Cards
Demonic Bargain(Challenge #2) - This card hints towards a Demon archetype, which will focus on generating servants and buffing them with the help of powerful Demons. This card's strength lies in the certainty of drawing a Demon,which is not very likely at the moment.
Scorching Temptress- A seductive succubus which empowers your Servants with her fiery whip.
Cauterize - A high cost removal which creates a couple of defensive Servants from the ashes of your enemy.
INFERNO! - A devastating board clear which generates both mayhem and Favor. Maximum cost, maximum destruction.
Ra, the Sun (Challenge #3) - This card gives you two options: you either wake up Servants from beneath the sands to aid you in conquering the world, or you burn them, along with everything else.
Notes: I know both INFERNO! and Ra, the Sun represent powerful boardclears and may result in a lot of power for the class, but both aggro and tempo oriented decks will end the game by the time you play two 10 cost cards and then one 9 cost card. These cards will be played in a control deck which will stall the game enough for you to gather the necessary tools to win.
Tokens
Remaining Cards
Spark in the Dark - A very cheap way to earn some Favor when you are close but not close enough.
Blazing Bolt - A simple damaging spell that can act as a removal or as a finisher. Spell Damage effects are particularly good with this card. Mark my words.
Praise the Flame - The easiest way to build a board and earn Favor. By fire be purged. The Firelord agrees.
Breath of Life - Alexstrasza was just passing by and decided to heal you. What a generous queen.
Triple Toss - As the name suggest, there is a slight chance your head will be next. Spell Damage hurts.
Wildfire Berserker - Fire makes people angry and spells powerful. Cool.
Phoenix of Ra - 1,2,3,4, 4 DAMAGE!? Ra trained them well. (could be a little to powerful effect, maybe 3 damage sounds better)
Rain of Embers - When Dragons start falling from the sky you know Beasts have no chance.
Crimson Teacher - There were once two sisters. One was a Violet Teacher and the other was definitely not a Violet Teacher.
Crimson Hellion - An ancestral Demon who enjoys wearing red and making bargains. It will only cost your soul.... and a few lives. ( this card seems a bit problematic to balance, a few tips will be great)
A teacher and a demon walked into a bar. It was hot.
Thank you for reading and if you have any feedback I would be happy to hear it.
EDIT: Scorching Temptress is now a Rare Crimson Hellion is 8 mana ( might change name)
Phoenix of Ra has been replaced with Crimson Wizard. Phoenix of Ra will return in Un'Goro.
I guess the first thing I have to say is that I'm not really a fan of having a class keyword on a hero power token seeing as basic cards can't have it. The hero power also kinda fails the Sir Finley Mrrgglton test. Aside from that, I do like the flavor and style of the class. Excluding the Favor cards, the balance of everything seems pretty sweet. A lot of the Favor cards are just way too weak, especially Spark in the Dark. Using two of them you still wouldn't even have enough Favor to get an extra 2 attack from Scorching Temptress. The changes I'd suggest: Scorching Temptress: Reduce the Favor cost to 4. Spark in the Dark: Gain Favor (5). Crimson Hellion: Reduce the Favor cost to 7.
Also a keyword box thing would really help. I'm assuming Favor is consumed when the card is played atm.
I will give more feedback to people when I have time. I have submitted my battlemage class but feedback is still welcome!
Rollback Post to RevisionRollBack
Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
Anyways, been stumped on the final card of my set for days now, the Challenge 2 card. Can't really decide between:
The first would support an archetype that is based around lowering enemy minion's Attack, while this card itself can serve as "soft removal". This archetype will receive most of its support during Un'Goro.
The second is for weapons/Pirate Blood "Mage". Since the BM classic set has two great weapons, this is a natural fit, despite being Pirate synergy. Furthermore, it's just a decent tempo play, along the lines of Unstable Portal. This archetype will receive most of its support during Witchwood.
For each of those slots, rarities are always indicative obviously, and any can fit anywhere.
COMMON SLOT #5
VS.
I was almost certain to go with the first one at some point but Linkblade's comment made me doubt. The first one promotes uni-tribe decks while the second one promotes multi-tribe decks and is simpler.
NOTE: Type = tribe obviously. Not having a type doesn't count as a type in itself.
COMMON SLOT #6
VS
I orginally planned to make Exotic Components my Challenge #2 card, however I thought I could later build an archetype around generating and synergizing with Blood Flasks since I already have a Blood Flask synergy card, kind of like how Paladin synergizes with Silver Hand Recruits. What do you think?
RARE SLOT #4
VS.
Replica ok Leokk is redundant with Tidal Elemental which I want to keep for the multi-tribe synergy (and with Leokk itself obviously). Egg Snatcher allows you to curve better and is also synergy for future Dragon synergy cards.
RARE SLOT #5
VS
VSVS
I think Escape the Lab is redundant with Spontaneous Generation, and I also noticed that I don't have any board-wide or hand-wide buffs even though my class is supposed to be about token generation. Test Subject Disposal also reinforce that 1-Cost card synergy.
EPIC SLOT #3
VS
VSVS
Lab Prank Gone Wrong has received bad feedback. I must replace it with another card. I took options from other slots.
Holy Grail might look cheap, however most of the time it's comparable to 2xGreater Healing Potion. It's only more powerful when you heal for more than 24. Which I think it's faire given that HG is much more clunky since it costs 8.
LEGENDARY SLOT
VS. VS.
Each have their advantages and drawbacks.
The first one heavily synergizes with the Hero Power and "add to hand" cards. However it may be too good in super-zoo decks.
The second one is an actual win-condition (like other classic leggies), but it's more "boring" and I'm not sure it qualifies for Challenge #3.
The third one does qualify for sure, but it's "slow". Do note that if the target is a tribeless minions, Maloriak WON'T give +2/+2 to your tribeless minions!
Reviews will come this evening.
I had that weird moment when I remembered February only has 28 days and we have only 2 days left.
Big Zoology Textbook (could probably cost 3), Exotic Components, Eggsnatcher, Elixir of Strength, Holy Grail and Maloriak #1, but I'd limit it to 5 minions in hand and make them 7/7, because, like you said, zoo. I feel Blood Flask is too strong as a SHR-like card. Either make it give +1/+1, or limit it to that one card you have set in stone.
Favor is a resource specific to my class. Some cards generate it and others consume it. I may have made a mistake with the hero power but i can't change it now so I have to make the best out of it.
I have changed a few cards to make them more interesting. The 0 and 1 mana cards are simple indeed because of their cost.
Servant is a new tribe for my class which a lot of cards interact or will interact with. Scorching Temptress and Crimson Hellion buff your Servants not your Worshipers. Worshipers are Servants but so are the tokens from Cauterize and Ra, the Sun. I have created this tribe to make the hero power tokens better as a body and not as a Favor generator. In the future I will play more with the Servants, for example, sacrificing them for great effects (like Warlock).
I made Triple Toss bearing in mind that it is a stronger Arcane Missiles due to the Spell Damage interaction. I have made it a bit stronger and now it can hit face. I didn't want to make it 1 mana because of the power it has with malygos.
Thanks again and I hope I made myself clear regarding some of my choices. Good luck with your cards.
Rain of embers seems a little cheap to me, since dealing 3 to all enemies is in the 5-6 mana in terms of value (Consecrate costs 4, Flamestrike costs 7 and doesn't even hit face), I'd make it 8. The others seem fine.
Can i make the hero power summon a 1-1 or is it too late for that? As people have stated, the token is not good on its own and requires a Favor built around deck to be effective. As a 1-1 minion, it can be good in every deck kinda like a silver hand recruit, but it will reach its maximum potential in a Favor based deck. Thanks in advance
Can i make the hero power summon a 1-1 or is it too late for that? As people have stated, the token is not good on its own and requires a Favor built around deck to be effective. As a 1-1 minion, it can be good in every deck kinda like a silver hand recruit, but it will reach its maximum potential in a Favor based deck. Thanks in advance
I think they said small adjustments to the hero power is fine, just no complete reworks. Just be careful it isn’t powercreeping in the Paladin Hero Power.
Can i make the hero power summon a 1-1 or is it too late for that? As people have stated, the token is not good on its own and requires a Favor built around deck to be effective. As a 1-1 minion, it can be good in every deck kinda like a silver hand recruit, but it will reach its maximum potential in a Favor based deck. Thanks in advance
I think they said small adjustments to the hero power is fine, just no complete reworks. Just be careful it isn’t powercreeping in the Paladin Hero Power.
Correct. A 1/1 is fine - albeit stepping on the toes of the Paladin. A 1/1 with an effect is blatantly overreaching the Paladin; while not against the rules, it would lose you a lot of favor with those of us who care about such things.
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
I know everyone is busy with the new year, but can I get some feedback on some new cards?
The rest of the cards:
Final lineup:
Commons:
Rares:
Epics:
Legendary:
Patch notes:
Lighting Fist now a 2/3, down from 2/4.
Argus Wargolem now costs 3, down from 4, and only gives Taunt to Metamorph. No more Divine Shield
Unstable Stormstriker now an epic and a 6/7, down from 7/7/.
Removed Turn to MetalandSoulbound Blacksmith,reworkedBludgeoner into the version above.
As for the cards I'm showcasing, I'm thinking of:
Terron Earthshaker
At the Feet of Giants
Ironthorn Whip
Infernal Storm
Fireland Hound
Finally, I'd like to know if I can add a lore paragraph and/or an explanation on the difference between a Metamorph and a MetamorphER in my submission.
I know everyone is busy with the new year, but can I get some feedback on some new cards?
The rest of the cards:
Final lineup:
Commons:
Rares:
Epics:
Legendary:
Patch notes:
Lighting Fist now a 2/3, down from 2/4.
Argus Wargolem now costs 3, down from 4, and only gives Taunt to Metamorph. No more Divine Shield
Unstable Stormstriker now an epic and a 6/7, down from 7/7/.
Removed Turn to MetalandSoulbound Blacksmith,reworkedBludgeoner into the version above.
As for the cards I'm showcasing, I'm thinking of:
Terron Earthshaker
At the Feet of Giants
Ironthorn Whip
Infernal Storm
Fireland Hound
The Magmatic Faerie Dragon is Bearshark with the Elusive as an aura. If you want it to affect your other metamorphs as well, I would knock its stats down to a 3/3 or something like that. The other two seem fine; I could see Bludgeoner getting nerfed to a 1/1/2, but it doesn't have to happen from the start.
Finally, I'd like to know if I can add a lore paragraph and/or an explanation on the difference between a Metamorph and a MetamorphER in my submission.
I believe the answer is No, because that would buck against the template by adding additional flavor above and beyond what we're asking for.
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 know everyone is busy with the new year, but can I get some feedback on some new cards?
The rest of the cards:
Final lineup:
Commons:
Rares:
Epics:
Legendary:
Patch notes:
Lighting Fist now a 2/3, down from 2/4.
Argus Wargolem now costs 3, down from 4, and only gives Taunt to Metamorph. No more Divine Shield
Unstable Stormstriker now an epic and a 6/7, down from 7/7/.
Removed Turn to MetalandSoulbound Blacksmith,reworkedBludgeoner into the version above.
As for the cards I'm showcasing, I'm thinking of:
Terron Earthshaker
At the Feet of Giants
Ironthorn Whip
Infernal Storm
Fireland Hound
The Magmatic Faerie Dragon is Bearshark with the Elusive as an aura. If you want it to affect your other metamorphs as well, I would knock its stats down to a 3/3 or something like that. The other two seem fine; I could see Bludgeoner getting nerfed to a 1/1/2, but it doesn't have to happen from the start.
Finally, I'd like to know if I can add a lore paragraph and/or an explanation on the difference between a Metamorph and a MetamorphER in my submission.
I believe the answer is No, because that would buck against the template by adding additional flavor above and beyond what we're asking for.
Thanks for the feedback. What stats would you recommend? 3/3? 4/2?
I know everyone is busy with the new year, but can I get some feedback on some new cards?
The rest of the cards:
Final lineup:
Commons:
Rares:
Epics:
Legendary:
Patch notes:
Lighting Fist now a 2/3, down from 2/4.
Argus Wargolem now costs 3, down from 4, and only gives Taunt to Metamorph. No more Divine Shield
Unstable Stormstriker now an epic and a 6/7, down from 7/7/.
Removed Turn to MetalandSoulbound Blacksmith,reworkedBludgeoner into the version above.
As for the cards I'm showcasing, I'm thinking of:
Terron Earthshaker
At the Feet of Giants
Ironthorn Whip
Infernal Storm
Fireland Hound
The Magmatic Faerie Dragon is Bearshark with the Elusive as an aura. If you want it to affect your other metamorphs as well, I would knock its stats down to a 3/3 or something like that. The other two seem fine; I could see Bludgeoner getting nerfed to a 1/1/2, but it doesn't have to happen from the start.
Finally, I'd like to know if I can add a lore paragraph and/or an explanation on the difference between a Metamorph and a MetamorphER in my submission.
I believe the answer is No, because that would buck against the template by adding additional flavor above and beyond what we're asking for.
Thanks for the feedback. What stats would you recommend? 3/3? 4/2?
I believe the answer is No, because that would buck against the template by adding additional flavor above and beyond what we're asking for.
Wait, does this mean we'll be allowed to nerf our own cards down the line?
I edited in the remark that maybe a 3/3 would be fine. The nerf comment was just a theoretical; I'm talking as-if your class existed. I could see a scenario where Blizzard determines the 1/1/3 Bludgeoner to be just a bit too strong, but they might print it that way to start out.
The No was about your additional lore paragraph: everyone gets a little introductory passage, but a more elaborate description would be frowned upon.
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
To post a comment, please login or register a new account.
Yes, you are allowed small changes to your submission post like changing colors.
@McF4rtson Yes, Bomb Building is my Challange 2 example. Transforming cards will be a major theme for some of my later sets. Maybe not as a stand alone archetype, but as part of different archetypes. My Secret archetype will include turning 1-cost cards into more Secrets, while my Big Spell theme will include an Evolve-like effect for spells in hand.
Of your cards I like Blood and Plunder best, but imo it would be even better if you did have a Pirate theme.
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
Alright, here are the promised reviews (for people who haven't submitted yet)
@thepowrofcheese
Overall
Individual cards
@TurkeyBag
Overall
Individual cards
@McFartson
Blood and Plunder.
@IceKing16
Overall
Individual cards
Maybe I'll continue reviews, but I've underestimated how much time it takes to work on my own stuff. Sorry to those who remain.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Thank you for sharing your opinion. @CheeseEtc
Thanks again and I hope I made myself clear regarding some of my choices. Good luck with your cards.
???
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!) •
Just an oversight on Shadows' part haha. It's from an earlier class creation competition; the perils of the ol' copy-paste. The final Phase has the same problem.
Consider it a smoke-and-mirrors tactic to hide our plans :P
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 your feedback! I can attest that it takes much longer than expected!
Yes, my example cards are complicated. Most have an effect and an additional, conditional effect. I’m of the opinion that those cards need further explanation, so they make good example cards. Plus they are cornerstones of different decks (except maybe Bomb Building).
For my Hero Power, I’m thinking giving 3 tokens instead of 2. This should be fine as the best Neutral hand-size cards are all Even, but Baku uses Odd cards. Thankful the Grand Crusade isn’t being used! But I’ve also considered adding bigger tokens to hand or other alternatives.
A few have said that Blitzfyre and the mentioned secrets are fine, but I may reevaluate them. Blitzfyre could easily go to (5). I tried Net-o-Matic with cost reduction but that was too weak, especially early game. Land Mine doesn’t prevent face damage if the target survives, but I might nerf it to 3.
Mecha Tester’s Synchronze won’t trigger if you have no friendly minions, just like minions that have Battlecries targetting friendlies don’t work in the same instance.
I’m hoping to give you and others feedback later tonight.
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
For the upgraded Hero Power you can leave it as it is and make them cost 0 also...
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! I think Charge is substantially better than Taunt to the point I was almost gonna make this guy a 2/2. I think a 3/2 would be too good but a 2/3 should be fine.
Thanks for the feedback! Can't attack the turn it's equipped is key part of the class so despite being lengthy I'm definitely keeping it, for better or worse. Spellfury changed to include weapon abilities. The hero power can trigger a fair few spellfury cards, and Conflagration Cutlass can trigger Gerrart with 5 enemy minions on board. Plus with the 6/1 weapon in basic, weapon buffs, and what not most spellfury cards can be triggered fairly reliably if your deck is made well. The reason spellfury replaces effects is so to make it stand out more from combo, and also so I don't have to write "instead." at the end of a bulk of the cards.
Menacing Platemage has most of his power in his stats so the battlecry and spellfury version are weak as a result, but I imagine he'd see play just due to being a 2/6 with taunt alone so this just adds in a bit extra and makes the card more skillful.
My above explanation of spellfury should explain how Gerrart can work. A good Conflagration Cutlass, the 6/1 basic weapon + Clone Weapon and so on. Spellslicer is worded like Truesilver Champion as it silences before damage rather than after which makes it a lot stronger against minion buffs. Conjure: Shield only works the turn you play it, so it's more comparable to Bestial Wrath. I mainly think of it a a way to kind of heal yourself by giving yourself immune before attacking something big!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
@CheeseEtc
Overall I'm really, really liking your set. Different tribe themes, cool hand effects, neat stuff.
Love Potion - This can probably cost 2, since the effect is variable and you get at most 9 Health from it.
Untested Remedy - I like the idea of a buff that affects different tribes differently, but the numbers feel a bit too strong. 2/3 or 3/2 might be more balanced.
The 1-Cost Zoology Textbook is great for Classic, but the (4) cost version could be great in a later set.
Did you see your Alchemist using a lot of other class cards? Blood Flask has better synergy, imo, and fits with your minion-focused class.
I prefer Liquid Madness, as it is a consistent and strong effect. Elixer of Strength is way too cheap with the big-hand buff. Casting 2 of those for 4 Mana would be WAY too strong, imo. Test Subject Disposal is a neat effect but I mentioned my balance concerns before.
Of Epic Slot 3, Liquid Madness is still the best. Holy Grail is on theme and not too strong considering you waste your turn to use it. Spell Eater is a cool effect, but then you have to be careful with too many 0-cost spells.
First Maloriak (8/8 Dragons) is my favorite, but I agree it may be too strong. Could you make the Dragons 6/6 or a different statline instead?
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
Looks like I probably won't be submitting this Phase.
I'll still be watching from the sidelines. Maybe next Phase I'll actually be giving more feedback this time.
Click the image to go to my custom Time Traveler class.
I guess the first thing I have to say is that I'm not really a fan of having a class keyword on a hero power token seeing as basic cards can't have it. The hero power also kinda fails the Sir Finley Mrrgglton test. Aside from that, I do like the flavor and style of the class. Excluding the Favor cards, the balance of everything seems pretty sweet. A lot of the Favor cards are just way too weak, especially Spark in the Dark. Using two of them you still wouldn't even have enough Favor to get an extra 2 attack from Scorching Temptress. The changes I'd suggest:
Scorching Temptress: Reduce the Favor cost to 4.
Spark in the Dark: Gain Favor (5).
Crimson Hellion: Reduce the Favor cost to 7.
Also a keyword box thing would really help. I'm assuming Favor is consumed when the card is played atm.
I will give more feedback to people when I have time.
I have submitted my battlemage class but feedback is still welcome!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Blood and Plunder
Big Zoology Textbook (could probably cost 3), Exotic Components, Eggsnatcher, Elixir of Strength, Holy Grail and Maloriak #1, but I'd limit it to 5 minions in hand and make them 7/7, because, like you said, zoo. I feel Blood Flask is too strong as a SHR-like card. Either make it give +1/+1, or limit it to that one card you have set in stone.
Rain of embers seems a little cheap to me, since dealing 3 to all enemies is in the 5-6 mana in terms of value (Consecrate costs 4, Flamestrike costs 7 and doesn't even hit face), I'd make it 8. The others seem fine.
I have another question.
Can i make the hero power summon a 1-1 or is it too late for that? As people have stated, the token is not good on its own and requires a Favor built around deck to be effective. As a 1-1 minion, it can be good in every deck kinda like a silver hand recruit, but it will reach its maximum potential in a Favor based deck. Thanks in advance
I think they said small adjustments to the hero power is fine, just no complete reworks. Just be careful it isn’t powercreeping in the Paladin Hero Power.
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
Correct. A 1/1 is fine - albeit stepping on the toes of the Paladin. A 1/1 with an effect is blatantly overreaching the Paladin; while not against the rules, it would lose you a lot of favor with those of us who care about such things.
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 know everyone is busy with the new year, but can I get some feedback on some new cards?
The rest of the cards:
Final lineup:
Rares:
Epics:
Legendary:
Patch notes:
As for the cards I'm showcasing, I'm thinking of:
Finally, I'd like to know if I can add a lore paragraph and/or an explanation on the difference between a Metamorph and a MetamorphER in my submission.
@linkblade91
Maybe Add a 2/2 to your hand. That costing 1 mana?
The Magmatic Faerie Dragon is Bearshark with the Elusive as an aura. If you want it to affect your other metamorphs as well, I would knock its stats down to a 3/3 or something like that. The other two seem fine; I could see Bludgeoner getting nerfed to a 1/1/2, but it doesn't have to happen from the start.
I believe the answer is No, because that would buck against the template by adding additional flavor above and beyond what we're asking for.
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. What stats would you recommend? 3/3? 4/2?
Wait, does this mean we'll be allowed to nerf our own cards down the line?
I edited in the remark that maybe a 3/3 would be fine. The nerf comment was just a theoretical; I'm talking as-if your class existed. I could see a scenario where Blizzard determines the 1/1/3 Bludgeoner to be just a bit too strong, but they might print it that way to start out.
The No was about your additional lore paragraph: everyone gets a little introductory passage, but a more elaborate description would be frowned upon.
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