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.
Maybe Add a 2/2 to your hand. That costing 1 mana?
We're okay with it, yes. It's not a dramatic overhaul of your Hero Power's function; more like an adjustment of the stats and the cost (without changing the Hero Power's actual cost, because that would be a no-no).
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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 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.
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.
Magmatic Faery Dragon: Seems a fair bit better than Bearshark and that was already a really good card. I'd probably make it a 2/3 or 3/3 if you wanna push it. Firelands Hound: It's just too similar too Dire Wolf Alpha imo. Maybe make it a 1/3 or even maybe a 1/2 since it is pretty strong.
Aside from that everything is looking good!
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
Here's my submission, waiting for some final feedback. I've noticed there are only 12 posts on the submission thread, mine would make 13. That's only half of those who made it. What''s up with that?
THE METAMORPHER
The Metamorpher is a class focused on board control and board domination. You'll want to keep your opponent at bay and slowly chip at his health until victory is yours, while also keeping his forces at bay using your massive minions.
Strengths:
Big minions.
Minion buffing.
Board control.
The ability of minions to share their power trough their tribe.
Weaknesses:
Subpar AoE effects and direct target removal.
Limited burst and aggro potential.
Big reliance on tribalistic synergies.
Unique aspects:
It's own tribe, the Metamorph.
Big minions that can't attack the enemy hero, or have a significant drawback if they do.
Immobilizing the enemy minions without destroying them.
Metamorphic version of existing cards, albeit with different stats and effects that synergyse with the Metamorph tag.
Example Cards
Firelands Hound is an example of my class' tribe: the Metamorph, being make of both flesh (humans, orcs, Beasts, Dragons, even Demons) and stone (or ice; or fire; or... basically, Elementals). He also showcases one of the tribe's main mechanics, buffing other Metamorphs, their strenght growing with their numbers. He's also a very good boy :) (just don't pet him; he's really hot).
Flesh to Stoneis the card required for Challange #2. It showcases a mechanic that my class will get with the release of Un'Goro: the ability to transform existing minions into Metamorphs. This is a very simple example, but future cards will go as far as fusing together Elementals with minions from other tribes, a la Deathstalker Rexxar. More on that in the next phase.
Turn to mist is a spells that shows one of the ways you can mess with your opponent's minions without outright destroying them. A pesky taunt is in the way? Turn it to mist and go right trough it. You can also use it on your own minions to make sure they survive another turn.
Ironthorn Whip is the Gorehowl or Doomhammer of my class. An AoE card in the form of a weapon, it's great against Aggro decks, not only to clear their board, but also to prevent them from refilling it, lest they loose it again.
Terron Earthshakeris the most powerful card in the Classic set, and the second most powerful Metamorpher in Azeroth (after the class' hero). Excellent for breathing new life into dying minions, or for making otherwise meek minions into forces to be reckoned with, at the price of not being able to attack your opponent with them. He's also a great showcase of one of the class' main mechanics: buffing, or otherwise interacting with, adjacent minions.
Complete set
COMMONS
Megamorphis a very simple card. Just a 10 mana 11/11. It can easily become more with other Metamorphs on the board
Bludgeoner is to Metamorphs what Mana Whyrm is to spells (well... was). The obligatory over-powered 1 mana 1/3 of the class, it probably won't snowball out of control like the Mage card.
Speaking of Mage and snow,Frozen Cleaver is Water Elemental's bigger, cooler cousin. Or maybe he's some guy wearing a it as armor. Who knows? Great crowd control tool, it has average stats for it's body and can really take advantage of your enemy playing a small guy between two giants.
Lightning Fist is a Stormforged Axe that allows you an extra attack during one of your turns. Extremely versatile weapon and good anti-aggro tool.
RARES
Magmatic Faery Dragon is exactly what it sounds like: a Faery Dragon made of magma. Like many Metamorphs, it can land it's power to other Metamorphers. This is going to be an aspect of the class explored more in the future.
Argus Wargolem is a cheaper, but also more situational, version of Defender of Argus.
Infernal Stormis the kind of buffing card the class has access to. Your minions become incredibly powerful, but at a price. Usually, that price is the ability to SMOrc :p.
Flaming Fistis a 3 mana 4/2, as long as you attack minions. Better control tool than Firey War Axe, but worse if you want early face damage.
EPICS
Unstable Stormstrikercosts 1 mana less than Boulderfist Ogre and is a wall, but is no threat for your opponent. great tool to keep minions big and small alike at bay, it's very susceptible to a Gorehowl or the like.
At the Feet of Giants is a personal favourite. The effect is quite simple: Recruit a minion, then make it BIG (or small, if you hit ha huge minion). Great with cheap minions like the Firelands Hound that benefit from having way bigger stats than they were meant to.
Here's my submission, waiting for some final feedback. I've noticed there are only 12 posts on the submission thread, mine would make 13. That's only half of those who made it. What''s up with that?
THE METAMORPHER
The Metamorpher is a class focused on board control and board domination. You'll want to keep your opponent at bay and slowly chip at his health until victory is yours, while also keeping his forces at bay using your massive minions.
Strengths:
Big minions.
Minion buffing.
Board control.
The ability of minions to share their power trough their tribe.
Weaknesses:
Subpar AoE effects and direct target removal.
Limited burst and aggro potential.
Big reliance on tribalistic synergies.
Unique aspects:
It's own tribe, the Metamorph.
Big minions that can't attack the enemy hero, or have a significant drawback if they do.
Immobilizing the enemy minions without destroying them.
Metamorphic version of existing cards, albeit with different stats and effects that synergyse with the Metamorph tag.
Example Cards
Firelands Hound is an example of my class' tribe: the Metamorph, being make of both flesh (humans, orcs, Beasts, Dragons, even Demons) and stone (or ice; or fire; or... basically, Elementals). He also showcases one of the tribe's main mechanics, buffing other Metamorphs, their strenght growing with their numbers. He's also a very good boy :) (just don't pet him; he's really hot).
Flesh to Stoneis the card required for Challange #2. It showcases a mechanic that my class will get with the release of Un'Goro: the ability to transform existing minions into Metamorphs. This is a very simple example, but future cards will go as far as fusing together Elementals with minions from other tribes, a la Deathstalker Rexxar. More on that in the next phase.
Turn to mist is a spells that shows one of the ways you can mess with your opponent's minions without outright destroying them. A pesky taunt is in the way? Turn it to mist and go right trough it. You can also use it on your own minions to make sure they survive another turn.
Ironthorn Whip is the Gorehowl or Doomhammer of my class. An AoE card in the form of a weapon, it's great against Aggro decks, not only to clear their board, but also to prevent them from refilling it, lest they loose it again.
Terron Earthshakeris the most powerful card in the Classic set, and the second most powerful Metamorpher in Azeroth (after the class' hero). Excellent for breathing new life into dying minions, or for making otherwise meek minions into forces to be reckoned with, at the price of not being able to attack your opponent with them. He's also a great showcase of one of the class' main mechanics: buffing, or otherwise interacting with, adjacent minions.
Complete set
COMMONS
Megamorphis a very simple card. Just a 10 mana 11/11. It can easily become more with other Metamorphs on the board
Bludgeoner is to Metamorphs what Mana Whyrm is to spells (well... was). The obligatory over-powered 1 mana 1/3 of the class, it probably won't snowball out of control like the Mage card.
Speaking of Mage and snow,Frozen Cleaver is Water Elemental's bigger, cooler cousin. Or maybe he's some guy wearing a it as armor. Who knows? Great crowd control tool, it has average stats for it's body and can really take advantage of your enemy playing a small guy between two giants.
Lightning Fist is a Stormforged Axe that allows you an extra attack during one of your turns. Extremely versatile weapon and good anti-aggro tool.
RARES
Magmatic Faery Dragon is exactly what it sounds like: a Faery Dragon made of magma. Like many Metamorphs, it can land it's power to other Metamorphers. This is going to be an aspect of the class explored more in the future.
Argus Wargolem is a cheaper, but also more situational, version of Defender of Argus.
Infernal Stormis the kind of buffing card the class has access to. Your minions become incredibly powerful, but at a price. Usually, that price is the ability to SMOrc :p.
Flaming Fistis a 3 mana 4/2, as long as you attack minions. Better control tool than Firey War Axe, but worse if you want early face damage.
EPICS
Unstable Stormstrikercosts 1 mana less than Boulderfist Ogre and is a wall, but is no threat for your opponent. great tool to keep minions big and small alike at bay, it's very susceptible to a Gorehowl or the like.
At the Feet of Giants is a personal favourite. The effect is quite simple: Recruit a minion, then make it BIG (or small, if you hit ha huge minion). Great with cheap minions like the Firelands Hound that benefit from having way bigger stats than they were meant to.
Very nice cards and flavor. I particularly like Flesh to Stone. I love the Metamorph concept and how you played with the Can't attack heroes mechanic to make powerful but not overpowered effects.
I think your legendary is a bit too big, and with a Magmatic Faery Dragon it will be very hard to kill. A 9 mana 7/7 or 8/8 will be better in my opinion.
@IceKing16, thanks for the feedback. I changed the leg to a 7/8, you're right about it being to powerful, the Magmatic Faery was made after it and I didn't realise the combo (even if it's more than 10 mana).
Funny enough, Terron is the whole reason I made the "can't hit face" cards. Initially, he was a 7/7/7 with only the first half of the effect, and someone mentioned boars. So I made it bigger and unable to go face.
@IceKing16, thanks for the feedback. I changed the leg to a 7/8, you're right about it being to powerful, the Magmatic Faery was made after it and I didn't realise the combo (even if it's more than 10 mana).
Funny enough, Terron is the whole reason I made the "can't hit face" cards. Initially, he was a 7/7/7 with only the first half of the effect, and someone mentioned boars. So I made it bigger and unable to go face.
Glad I could help. Thanks for the upvote. Hope we both get to the next phase.
Here's my submission, waiting for some final feedback. I've noticed there are only 12 posts on the submission thread, mine would make 13. That's only half of those who made it. What''s up with that?
Yeah it's concerning. Many people seem to simply have lost interest (which I think is a consequence of people losing interest in Hearthstone in general). @Mods what will you do? Everybody makes it until phase 5?
@Nirast: You have some dead links in your submission post.
Here's my submission, waiting for some final feedback. I've noticed there are only 12 posts on the submission thread, mine would make 13. That's only half of those who made it. What''s up with that?
Yeah it's concerning. Many people seem to simply have lost interest (which I think is a consequence of people losing interest in Hearthstone in general). @Mods what will you do? Everybody makes it until phase 5?
@Nirast: You have some dead links in your submission post.
Good thing I decided to take a look here before you go to sleep, haha. Thanks for letting me know.
Weird, the images don't have the imgur links, they have some link to hearth-media or something. Mods, doe the site host the images on it's own server or create some intermediary link after I post?
Weird, the images don't have the imgur links, they have some link to hearth-media or something. Mods, doe the site host the images on it's own server or create some intermediary link after I post?
We have a bot - Arthas - that verifies the images and stores them. It might have been a momentary hiccup: your images seem fine now.
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
Here's my submission, waiting for some final feedback. I've noticed there are only 12 posts on the submission thread, mine would make 13. That's only half of those who made it. What''s up with that?
Yeah it's concerning. Many people seem to simply have lost interest (which I think is a consequence of people losing interest in Hearthstone in general). @Mods what will you do? Everybody makes it until phase 5?
For now, we're gonna keep hoping that people are working hard on their entries :/
Just about everyone who has spoken up in the Discussion thread has submitted, but maybe they're like McF4rtson and doing their own thing independently. Either-way, I will echo the disappointment with our low retention.
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 don't think so it's related to the game. This is more a RP kind of competition to me, you need to work on the flavour of a new character, give it a story and everything. Maybe it's just because it does take time to create a full set
I don't think so it's related to the game. This is more a RP kind of competition to me, you need to work on the flavour of a new character, give it a story and everything. Maybe it's just because it does take time to create a full set
Yeah, it's such a long process it's easy to lose interest. I was pretty invested after the Basic set, I created lots of cards for other sets after that.
I am not dead. Yet. Been busy with exams and stuff. This is the last day, so i hope it's not too late to get some feedback. Could a mod be so kind to tell me how many hours i have left before the submission topic closes?
I'll do my best to post the cards in the next 1-2 hours.
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells can hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Flavor: 1) Fire and Blood magic; 2) Self damage; 3) Lizard people!
Strengths: 1) Great removal options, plenty of board clears; 2) Strong hero power and HP interactions; 3) Spell synergy and generation; 4) Great card draw;
Weaknesses: 1) Minions have low stats and are defensive/combo oriented; 2) Not many direct damage to the enemy hero options; 3) No real win condition; Games are won by grinding the opponent to the ground; 4) Very weak to burst damage; Can't recover health quickly, only in small amounts over time;
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all friendly cards in play with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Explanation
Fire Within: One of Bloodburner's biggest strengths is his hero power. This spell is basically the "2 mana deal 3 damage" with a twist. You can cast multiple copies of this over multiple turns to build up a massive Blood to Fire, or just use it proactively in anticipation of a big threat.
Flame Rush: This allows you to search your deck for an answer this turn. You don't get to keep the cards, so you need to choose carefully which of the 3 cards you'll play. The Bloodburner can shuffle spells into his deck, so this is a way for him to search for them for a relatively cheap price, seeing as there are no penalties like Tracking, where you lose 2 of the cards.
Crimson Spell-Ring: The bread and butter of any Bloodburner deck is his powerful spells. This weapon allows you to obtain up to 3 additional copies of your favorite spells. However, it's at risk of being oozed. You can either get copies of cheap spells and use up the ring quickly, or you can take it slow, copy big spells and risk the opponent removing it before you use it up.
Qora Library Keeper:Another way for a Bloodburner to copy his spells is to go to the Qora Library. This helpful assistant will give you even more spells to play with as long as he survives. His experience at the library also makes his gifts cost less than the originals. Perks of reading books.
Blood Master Zuggrash: The leader of the reptilian tribes and the strongest Bloodburner alive, Blood master Zuggrash contains the core mechanics of the class. Through self-damage, Fresh Blood activates and he gives you a free copy of a spell from your deck. With the help of Qora Library Keeper you can increase the odds of getting 0 cost copies of your favorite and most powerful spells. Truly a force to be reckoned with.
Remaining Cards
Common
Second Flame: Card for Challenge #2. This foreshadows the upcoming Inspire and Odd archetypes. Inspire might have been forgotten by the HS team, but it will live on in my class. All sets after TGT will have inspire cards, and this 1 mana spell with be at the core of an Inspire deck. And when WW rolls out, it will fit nicely in an Odd deck.
Warm Up: Card draw and removal. This spell synergises with Boodburner's other spell related cards and offers him yet another damage option.
Regeneration Charm: Small amulet that basically prevents the first time you'd lose health in a turn. You can activate it to negate the self-damage part of your cards or it can block one attack or spell from your enemy.
Kolarra Healer: Simple minion that can heal you little by little if she's not removed.
Common: Since you'll be removing enemy minions quite a lot, this 4-drop can sustain you throughout the match. You can even play it before a big boardclear, as even if he dies he will still heal you.
Rare
Molten Wave:Felfire Potion does 5 to all for 6 mana. This can do that for 1 less mana if you cast it on a 1 Health minion. But most of the time it will most likely deal 2-3 damage to all and 3-4 damage to a single target. Worse case scenario it is a more expensive, minion only Fireball.
Atraki's protection: This spell just makes you and your minions harder to kill for 1 turn. It also negates some self-damage the turn you play it. Overall it is just a stall tool, less effective than Time Out, but it also protects your minions. Bloodburner's don't flood the board, so it won't be a problem in aggro decks (as they won't exist).
Kolarra Bloodreaver: This minion offers a repeatable board clear, only if she survives. You need either 8 mana or another card to activate her the turn you play her and it is limited by the constrains of Fresh Blood.
Epic
Inferno: Twisting Nether for 1 less mana, but it can hit you for quite a lot. You need to be careful to not kill yourself with all the self-damage from your cards.
Atraki Defender: Strong, buff taunt that has a unique effect. It CAN be targeted by spells, but it won't take DAMAGE from them. Fireball will deal 0 to him, but Shadow Word: Death will still kill him.
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells can hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Flavor: 1) Fire and Blood magic; 2) Self damage; 3) Lizard people!
Strengths: 1) Great removal options, plenty of board clears; 2) Strong hero power and HP interactions; 3) Spell synergy and generation; 4) Great card draw;
Weaknesses: 1) Minions have low stats and are defensive/combo oriented; 2) Not many direct damage to the enemy hero options; 3) No real win condition; Games are won by grinding the opponent to the ground; 4) Very weak to burst damage; Can't recover health quickly, only in small amounts over time;
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all friendly cards in play with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Explanation
Fire Within: One of Bloodburner's biggest strengths is his hero power. This spell is basically the "2 mana deal 3 damage" with a twist. You can cast multiple copies of this over multiple turns to build up a massive Blood to Fire, or just use it proactively in anticipation of a big threat.
Flame Rush: This allows you to search your deck for an answer this turn. You don't get to keep the cards, so you need to choose carefully which of the 3 cards you'll play. The Bloodburner can shuffle spells into his deck, so this is a way for him to search for them for a relatively cheap price, seeing as there are no penalties like Tracking, where you lose 2 of the cards.
Crimson Spell-Ring: The bread and butter of any Bloodburner deck is his powerful spells. This weapon allows you to obtain up to 3 additional copies of your favorite spells. However, it's at risk of being oozed. You can either get copies of cheap spells and use up the ring quickly, or you can take it slow, copy big spells and risk the opponent removing it before you use it up.
Qora Library Keeper:Another way for a Bloodburner to copy his spells is to go to the Qora Library. This helpful assistant will give you even more spells to play with as long as he survives. His experience at the library also makes his gifts cost less than the originals. Perks of reading books.
Blood Master Zuggrash: The leader of the reptilian tribes and the strongest Bloodburner alive, Blood master Zuggrash contains the core mechanics of the class. Through self-damage, Fresh Blood activates and he gives you a free copy of a spell from your deck. With the help of Qora Library Keeper you can increase the odds of getting 0 cost copies of your favorite and most powerful spells. Truly a force to be reckoned with.
Remaining Cards
Common
Second Flame: Card for Challenge #2. This foreshadows the upcoming Inspire and Odd archetypes. Inspire might have been forgotten by the HS team, but it will live on in my class. All sets after TGT will have inspire cards, and this 1 mana spell with be at the core of an Inspire deck. And when WW rolls out, it will fit nicely in an Odd deck.
Warm Up: Card draw and removal. This spell synergises with Boodburner's other spell related cards and offers him yet another damage option.
Regeneration Charm: Small amulet that basically prevents the first time you'd lose health in a turn. You can activate it to negate the self-damage part of your cards or it can block one attack or spell from your enemy.
Kolarra Healer: Simple minion that can heal you little by little if she's not removed.
Common: Since you'll be removing enemy minions quite a lot, this 4-drop can sustain you throughout the match. You can even play it before a big boardclear, as even if he dies he will still heal you.
Rare
Molten Wave:Felfire Potion does 5 to all for 6 mana. This can do that for 1 less mana if you cast it on a 1 Health minion. But most of the time it will most likely deal 2-3 damage to all and 3-4 damage to a single target. Worse case scenario it is a more expensive, minion only Fireball.
Atraki's protection: This spell just makes you and your minions harder to kill for 1 turn. It also negates some self-damage the turn you play it. Overall it is just a stall tool, less effective than Time Out, but it also protects your minions. Bloodburner's don't flood the board, so it won't be a problem in aggro decks (as they won't exist).
Kolarra Bloodreaver: This minion offers a repeatable board clear, only if she survives. You need either 8 mana or another card to activate her the turn you play her and it is limited by the constrains of Fresh Blood.
Epic
Inferno: Twisting Nether for 1 less mana, but it can hit you for quite a lot. You need to be careful to not kill yourself with all the self-damage from your cards.
Atraki Defender: Strong, buff taunt that has a unique effect. It CAN be targeted by spells, but it won't take DAMAGE from them. Fireball will deal 0 to him, but Shadow Word: Death will still kill him.
Flame Rush could probably cost 2, When you compare it with cards like Soularium and Omega Assembly.
Crimson Spell-Ring may be too cheap, maybe make it cost 5.
Atraki's protection seems really expensive, I'd make it cost 4, maybe even 3. This is a worse Time Out for your hero, and minions can still be targeted, so it's also worse than Conceal.
Inferno can be very powerful if your opponent is low on health. If you have no taunts, you can just hit him in the face and then finish him off with this. I'd only make it so your hero is the only one taking damage, maybe tweak the cost and amount a bit.
The rest of the cards seem fine to me.
Really like the idea of Fresh Blood. It fits really well with your class, and make the opponent think about removing your minions before going face.
In terms of formatting, I sugest that, if you have more than two lines of cards, to have the top line have less cards than the one on top. I just feel it flow better. As for the color, they seem to work now, probably takes a while for the site/Arthas to process them.
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells can hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Flavor: 1) Fire and Blood magic; 2) Self damage; 3) Lizard people!
Strengths: 1) Great removal options, plenty of board clears; 2) Strong hero power and HP interactions; 3) Spell synergy and generation; 4) Great card draw;
Weaknesses: 1) Minions have low stats and are defensive/combo oriented; 2) Not many direct damage to the enemy hero options; 3) No real win condition; Games are won by grinding the opponent to the ground; 4) Very weak to burst damage; Can't recover health quickly, only in small amounts over time;
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all friendly cards in play with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Explanation
Fire Within: One of Bloodburner's biggest strengths is his hero power. This spell is basically the "2 mana deal 3 damage" with a twist. You can cast multiple copies of this over multiple turns to build up a massive Blood to Fire, or just use it proactively in anticipation of a big threat.
Flame Rush: This allows you to search your deck for an answer this turn. You don't get to keep the cards, so you need to choose carefully which of the 3 cards you'll play. The Bloodburner can shuffle spells into his deck, so this is a way for him to search for them for a relatively cheap price, seeing as there are no penalties like Tracking, where you lose 2 of the cards.
Crimson Spell-Ring: The bread and butter of any Bloodburner deck is his powerful spells. This weapon allows you to obtain up to 3 additional copies of your favorite spells. However, it's at risk of being oozed. You can either get copies of cheap spells and use up the ring quickly, or you can take it slow, copy big spells and risk the opponent removing it before you use it up.
Qora Library Keeper:Another way for a Bloodburner to copy his spells is to go to the Qora Library. This helpful assistant will give you even more spells to play with as long as he survives. His experience at the library also makes his gifts cost less than the originals. Perks of reading books.
Blood Master Zuggrash: The leader of the reptilian tribes and the strongest Bloodburner alive, Blood master Zuggrash contains the core mechanics of the class. Through self-damage, Fresh Blood activates and he gives you a free copy of a spell from your deck. With the help of Qora Library Keeper you can increase the odds of getting 0 cost copies of your favorite and most powerful spells. Truly a force to be reckoned with.
Remaining Cards
Common
Second Flame: Card for Challenge #2. This foreshadows the upcoming Inspire and Odd archetypes. Inspire might have been forgotten by the HS team, but it will live on in my class. All sets after TGT will have inspire cards, and this 1 mana spell with be at the core of an Inspire deck. And when WW rolls out, it will fit nicely in an Odd deck.
Warm Up: Card draw and removal. This spell synergises with Boodburner's other spell related cards and offers him yet another damage option.
Regeneration Charm: Small amulet that basically prevents the first time you'd lose health in a turn. You can activate it to negate the self-damage part of your cards or it can block one attack or spell from your enemy.
Kolarra Healer: Simple minion that can heal you little by little if she's not removed.
Common: Since you'll be removing enemy minions quite a lot, this 4-drop can sustain you throughout the match. You can even play it before a big boardclear, as even if he dies he will still heal you.
Rare
Molten Wave:Felfire Potion does 5 to all for 6 mana. This can do that for 1 less mana if you cast it on a 1 Health minion. But most of the time it will most likely deal 2-3 damage to all and 3-4 damage to a single target. Worse case scenario it is a more expensive, minion only Fireball.
Atraki's protection: This spell just makes you and your minions harder to kill for 1 turn. It also negates some self-damage the turn you play it. Overall it is just a stall tool, less effective than Time Out, but it also protects your minions. Bloodburner's don't flood the board, so it won't be a problem in aggro decks (as they won't exist).
Kolarra Bloodreaver: This minion offers a repeatable board clear, only if she survives. You need either 8 mana or another card to activate her the turn you play her and it is limited by the constrains of Fresh Blood.
Epic
Inferno: Twisting Nether for 1 less mana, but it can hit you for quite a lot. You need to be careful to not kill yourself with all the self-damage from your cards.
Atraki Defender: Strong, buff taunt that has a unique effect. It CAN be targeted by spells, but it won't take DAMAGE from them. Fireball will deal 0 to him, but Shadow Word: Death will still kill him.
Flame Rush could probably cost 2, When you compare it with cards like Soularium and Omega Assembly.
Crimson Spell-Ring may be too cheap, maybe make it cost 5.
Atraki's protection seems really expensive, I'd make it cost 4, maybe even 3. This is a worse Time Out for your hero, and minions can still be targeted, so it's also worse than Conceal.
Inferno can be very powerful if your opponent is low on health. If you have no taunts, you can just hit him in the face and then finish him off with this. I'd only make it so your hero is the only one taking damage, maybe tweak the cost and amount a bit.
The rest of the cards seem fine to me.
Really like the idea of Fresh Blood. It fits really well with your class, and make the opponent think about removing your minions before going face.
In terms of formatting, I sugest that, if you have more than two lines of cards, to have the top line have less cards than the one on top. I just feel it flow better. As for the color, they seem to work now, probably takes a while for the site/Arthas to process them.
Thanks for the feedback!
Flame Rush was 2 at first, but everyone said it should cost 3.
Crimson Spell ring can generate 3 spells, but it won't always do that. It's a more unreliable, more precise Cabalist's Tome. As such i think 4 mana is good for it.
I'll make Atraki's protection cost 4.
I kinda want inferno to hit both heroes. It's one of the few face bursts the class has. I'll make it cost 8 and have it as a Twisting Nether with a twist!
Crimson Spell Ring: This card seems like it could a bit of a problem With Cards like Un'Goro Pack, Anti-Magic Shell, Zarog's Crown and so on. Those cards can be a pain to get but I can see this being devastating in control vs control games. If you want to keep it I'd probably make it cost 5 but it might be better to scrap it. Plus as is it massivly reduces your design space. Warm Up: This is an example of a card you can't really have with Crimson Spell Ring in your class. Those 2 cards alone give you 20 damage over time (with 4 draws!) and are a lot more versatile than say Pyroblast. The card is fine on it's own so I'd definitly recommend just scrapping the spell ring. Molten Wave: This seems a bit strong as there are a number of token decks, plus you could run Wisp as a terrible example. In a way it's kinda like a more versatile, somewhat controllable Hellfire. As such I think it should probably deal 4-5 damage or maybe cost 6. Inferno: The maximum damage on this is a bit worring. I'd probably make it cost 8. Atraki Defender: I personally think you should scrap this as it can single handly kick certain spell heavy decks out of the meta and that's not really ideal. If you want to keep it I'd make it a 5/5. That way it acts only as a tech card in certain metas as it'd be too bad to play all around.
Other than that everything looks sweet. I quite like the direction your taking the class in too!
Will a 0/2 be better?
We're okay with it, yes. It's not a dramatic overhaul of your Hero Power's function; more like an adjustment of the stats and the cost (without changing the Hero Power's actual cost, because that would be a no-no).
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
Oops, quoted the wrong thing :p
Thanks for clarifying.
Magmatic Faery Dragon: Seems a fair bit better than Bearshark and that was already a really good card. I'd probably make it a 2/3 or 3/3 if you wanna push it.
Firelands Hound: It's just too similar too Dire Wolf Alpha imo. Maybe make it a 1/3 or even maybe a 1/2 since it is pretty strong.
Aside from that everything is looking good!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Here's my submission, waiting for some final feedback. I've noticed there are only 12 posts on the submission thread, mine would make 13. That's only half of those who made it. What''s up with that?
THE METAMORPHER
The Metamorpher is a class focused on board control and board domination. You'll want to keep your opponent at bay and slowly chip at his health until victory is yours, while also keeping his forces at bay using your massive minions.
Strengths:
Weaknesses:
Unique aspects:
Example Cards
Firelands Hound is an example of my class' tribe: the Metamorph, being make of both flesh (humans, orcs, Beasts, Dragons, even Demons) and stone (or ice; or fire; or... basically, Elementals). He also showcases one of the tribe's main mechanics, buffing other Metamorphs, their strenght growing with their numbers. He's also a very good boy :) (just don't pet him; he's really hot).
Flesh to Stone is the card required for Challange #2. It showcases a mechanic that my class will get with the release of Un'Goro: the ability to transform existing minions into Metamorphs. This is a very simple example, but future cards will go as far as fusing together Elementals with minions from other tribes, a la Deathstalker Rexxar. More on that in the next phase.
Turn to mist is a spells that shows one of the ways you can mess with your opponent's minions without outright destroying them. A pesky taunt is in the way? Turn it to mist and go right trough it. You can also use it on your own minions to make sure they survive another turn.
Ironthorn Whip is the Gorehowl or Doomhammer of my class. An AoE card in the form of a weapon, it's great against Aggro decks, not only to clear their board, but also to prevent them from refilling it, lest they loose it again.
Terron Earthshaker is the most powerful card in the Classic set, and the second most powerful Metamorpher in Azeroth (after the class' hero). Excellent for breathing new life into dying minions, or for making otherwise meek minions into forces to be reckoned with, at the price of not being able to attack your opponent with them. He's also a great showcase of one of the class' main mechanics: buffing, or otherwise interacting with, adjacent minions.
Complete set
COMMONS
Megamorph is a very simple card. Just a 10 mana 11/11. It can easily become more with other Metamorphs on the board
Bludgeoner is to Metamorphs what Mana Whyrm is to spells (well... was). The obligatory over-powered 1 mana 1/3 of the class, it probably won't snowball out of control like the Mage card.
Speaking of Mage and snow, Frozen Cleaver is Water Elemental's bigger, cooler cousin. Or maybe he's some guy wearing a it as armor. Who knows? Great crowd control tool, it has average stats for it's body and can really take advantage of your enemy playing a small guy between two giants.
Lightning Fist is a Stormforged Axe that allows you an extra attack during one of your turns. Extremely versatile weapon and good anti-aggro tool.
RARES
Magmatic Faery Dragon is exactly what it sounds like: a Faery Dragon made of magma. Like many Metamorphs, it can land it's power to other Metamorphers. This is going to be an aspect of the class explored more in the future.
Argus Wargolem is a cheaper, but also more situational, version of Defender of Argus.
Infernal Storm is the kind of buffing card the class has access to. Your minions become incredibly powerful, but at a price. Usually, that price is the ability to SMOrc :p.
Flaming Fist is a 3 mana 4/2, as long as you attack minions. Better control tool than Firey War Axe, but worse if you want early face damage.
EPICS
Unstable Stormstriker costs 1 mana less than Boulderfist Ogre and is a wall, but is no threat for your opponent. great tool to keep minions big and small alike at bay, it's very susceptible to a Gorehowl or the like.
At the Feet of Giants is a personal favourite. The effect is quite simple: Recruit a minion, then make it BIG (or small, if you hit ha huge minion). Great with cheap minions like the Firelands Hound that benefit from having way bigger stats than they were meant to.
WHOA! LEGENDARY!
Back to Basic
Humble Beginnings
Very nice cards and flavor. I particularly like Flesh to Stone. I love the Metamorph concept and how you played with the Can't attack heroes mechanic to make powerful but not overpowered effects.
I think your legendary is a bit too big, and with a Magmatic Faery Dragon it will be very hard to kill. A 9 mana 7/7 or 8/8 will be better in my opinion.
Good luck with your entry.
Posted.
@IceKing16, thanks for the feedback. I changed the leg to a 7/8, you're right about it being to powerful, the Magmatic Faery was made after it and I didn't realise the combo (even if it's more than 10 mana).
Funny enough, Terron is the whole reason I made the "can't hit face" cards. Initially, he was a 7/7/7 with only the first half of the effect, and someone mentioned boars. So I made it bigger and unable to go face.
Glad I could help. Thanks for the upvote. Hope we both get to the next phase.
The Godborn is up. Thank you all for the help in balancing the cards and making something unique. Good luck.
Yeah it's concerning. Many people seem to simply have lost interest (which I think is a consequence of people losing interest in Hearthstone in general). @Mods what will you do? Everybody makes it until phase 5?
@Nirast: You have some dead links in your submission post.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Good thing I decided to take a look here before you go to sleep, haha. Thanks for letting me know.
Weird, the images don't have the imgur links, they have some link to hearth-media or something. Mods, doe the site host the images on it's own server or create some intermediary link after I post?
We have a bot - Arthas - that verifies the images and stores them. It might have been a momentary hiccup: your images seem fine now.
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 now, we're gonna keep hoping that people are working hard on their entries :/
Just about everyone who has spoken up in the Discussion thread has submitted, but maybe they're like McF4rtson and doing their own thing independently. Either-way, I will echo the disappointment with our low retention.
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 don't think so it's related to the game. This is more a RP kind of competition to me, you need to work on the flavour of a new character, give it a story and everything. Maybe it's just because it does take time to create a full set
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
Yeah, it's such a long process it's easy to lose interest. I was pretty invested after the Basic set, I created lots of cards for other sets after that.
Right now... Not so invested anymore.
I am not dead. Yet. Been busy with exams and stuff. This is the last day, so i hope it's not too late to get some feedback. Could a mod be so kind to tell me how many hours i have left before the submission topic closes?
I'll do my best to post the cards in the next 1-2 hours.
Here's how my submission will probably look like:
THE BLOODBURNER
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells can hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Flavor:
1) Fire and Blood magic;
2) Self damage;
3) Lizard people!
Strengths:
1) Great removal options, plenty of board clears;
2) Strong hero power and HP interactions;
3) Spell synergy and generation;
4) Great card draw;
Weaknesses:
1) Minions have low stats and are defensive/combo oriented;
2) Not many direct damage to the enemy hero options;
3) No real win condition; Games are won by grinding the opponent to the ground;
4) Very weak to burst damage; Can't recover health quickly, only in small amounts over time;
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all friendly cards in play with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Explanation
Fire Within: One of Bloodburner's biggest strengths is his hero power. This spell is basically the "2 mana deal 3 damage" with a twist. You can cast multiple copies of this over multiple turns to build up a massive Blood to Fire, or just use it proactively in anticipation of a big threat.
Flame Rush: This allows you to search your deck for an answer this turn. You don't get to keep the cards, so you need to choose carefully which of the 3 cards you'll play. The Bloodburner can shuffle spells into his deck, so this is a way for him to search for them for a relatively cheap price, seeing as there are no penalties like Tracking, where you lose 2 of the cards.
Crimson Spell-Ring: The bread and butter of any Bloodburner deck is his powerful spells. This weapon allows you to obtain up to 3 additional copies of your favorite spells. However, it's at risk of being oozed. You can either get copies of cheap spells and use up the ring quickly, or you can take it slow, copy big spells and risk the opponent removing it before you use it up.
Qora Library Keeper: Another way for a Bloodburner to copy his spells is to go to the Qora Library. This helpful assistant will give you even more spells to play with as long as he survives. His experience at the library also makes his gifts cost less than the originals. Perks of reading books.
Blood Master Zuggrash: The leader of the reptilian tribes and the strongest Bloodburner alive, Blood master Zuggrash contains the core mechanics of the class. Through self-damage, Fresh Blood activates and he gives you a free copy of a spell from your deck. With the help of Qora Library Keeper you can increase the odds of getting 0 cost copies of your favorite and most powerful spells. Truly a force to be reckoned with.
Remaining Cards
Common
Second Flame: Card for Challenge #2. This foreshadows the upcoming Inspire and Odd archetypes. Inspire might have been forgotten by the HS team, but it will live on in my class. All sets after TGT will have inspire cards, and this 1 mana spell with be at the core of an Inspire deck. And when WW rolls out, it will fit nicely in an Odd deck.
Warm Up: Card draw and removal. This spell synergises with Boodburner's other spell related cards and offers him yet another damage option.
Regeneration Charm: Small amulet that basically prevents the first time you'd lose health in a turn. You can activate it to negate the self-damage part of your cards or it can block one attack or spell from your enemy.
Kolarra Healer: Simple minion that can heal you little by little if she's not removed.
Common: Since you'll be removing enemy minions quite a lot, this 4-drop can sustain you throughout the match. You can even play it before a big boardclear, as even if he dies he will still heal you.
Rare
Molten Wave: Felfire Potion does 5 to all for 6 mana. This can do that for 1 less mana if you cast it on a 1 Health minion. But most of the time it will most likely deal 2-3 damage to all and 3-4 damage to a single target. Worse case scenario it is a more expensive, minion only Fireball.
Atraki's protection: This spell just makes you and your minions harder to kill for 1 turn. It also negates some self-damage the turn you play it. Overall it is just a stall tool, less effective than Time Out, but it also protects your minions. Bloodburner's don't flood the board, so it won't be a problem in aggro decks (as they won't exist).
Kolarra Bloodreaver: This minion offers a repeatable board clear, only if she survives. You need either 8 mana or another card to activate her the turn you play her and it is limited by the constrains of Fresh Blood.
Epic
Inferno: Twisting Nether for 1 less mana, but it can hit you for quite a lot. You need to be careful to not kill yourself with all the self-damage from your cards.
Atraki Defender: Strong, buff taunt that has a unique effect. It CAN be targeted by spells, but it won't take DAMAGE from them. Fireball will deal 0 to him, but Shadow Word: Death will still kill him.
Previous Phases
Phase I
Phase II
Feedback is welcomed and encouraged!
EDIT: I can't get the colors to work. What am i doing wrong?
<strong><a class="rarity-1">Common</a></strong>
Shouldn't this look like this: Wisp ?
Really like the idea of Fresh Blood. It fits really well with your class, and make the opponent think about removing your minions before going face.
In terms of formatting, I sugest that, if you have more than two lines of cards, to have the top line have less cards than the one on top. I just feel it flow better. As for the color, they seem to work now, probably takes a while for the site/Arthas to process them.
Thanks for the feedback!
@Noah_McGrath
Crimson Spell Ring: This card seems like it could a bit of a problem With Cards like Un'Goro Pack, Anti-Magic Shell, Zarog's Crown and so on. Those cards can be a pain to get but I can see this being devastating in control vs control games. If you want to keep it I'd probably make it cost 5 but it might be better to scrap it. Plus as is it massivly reduces your design space.
Warm Up: This is an example of a card you can't really have with Crimson Spell Ring in your class. Those 2 cards alone give you 20 damage over time (with 4 draws!) and are a lot more versatile than say Pyroblast. The card is fine on it's own so I'd definitly recommend just scrapping the spell ring.
Molten Wave: This seems a bit strong as there are a number of token decks, plus you could run Wisp as a terrible example. In a way it's kinda like a more versatile, somewhat controllable Hellfire. As such I think it should probably deal 4-5 damage or maybe cost 6.
Inferno: The maximum damage on this is a bit worring. I'd probably make it cost 8.
Atraki Defender: I personally think you should scrap this as it can single handly kick certain spell heavy decks out of the meta and that's not really ideal. If you want to keep it I'd make it a 5/5. That way it acts only as a tech card in certain metas as it'd be too bad to play all around.
Other than that everything looks sweet. I quite like the direction your taking the class in too!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!