I'm not 100% happy with where everything falls in terms of rarity, but for now this is where my cards stand. If you have a suggestion for moving them around, I'm all ears. At the very least, I have all 15 cards done (barring any getting scrapped):
Sapphiron is unchanged.
Icicle Crasher has gone from a 6/5/7 to an 8/4/8. I think this is more fair a stat line, and Shatterstar was right in-that it makes more sense.
Chains of Kel'Thuzad costs 7 now instead of 5.
Ghastly Soldiers is Ancestral Spirit x2, but at three times the cost. "But what about Carnivorous Cube", you say? The cube costs 1 less and has a 4/6 body; I think that's a fair "upgrade" to this card, pulling it out of a class and making it Neutral.
Frostbolt Volley is unchanged.
Phylactery Keeper goes with the other revival tools of the class. It encourages you to trade away a minion, knowing you'll get it right back.
Skeletal Monster is a "strictly worse" Savannah Highmane, as per Challenge #2. It has no Beast tag. I didn't think that was enough, but Shadows gave me the okay so whatever. Moving on...
Frost Cloak is the reverse of Consecration, blocking damage dealt to your characters. This can be used to tank face damage, provide more efficient trading, preempt an AoE blast, and/or save a minion's life.
Repurpose is the second in a cycle of "Give a minion" Deathrattle cards. It's a much slower Entomb, stealing a minion to place in your deck but only after it dies. This prevents you from getting around Deathrattles and Taunts as you still need to deal with the minion.
Nerubian Crypt Lord has pseudo-Taunt in-that your opponent would want to remove him before going face, but he doesn't prevent them from doing it anyway if they can overcome the damage resist. He wouldn't save you against King Krush, for example, if you were low enough. Not having Taunt also means he cannot defend your other minions.
Icy Guardian is now a 3/6 instead of a 4/5, as suggested. I also dropped him to a Common.
Haunting Remnant is a smaller Cryomancer. Cryomancer never saw much use, but maybe in a heavier Freeze class it would.
Death Awaits You is not entirely weaker than Feign Death: it can immediately proc Repurpose, it could mess up people using Ticking Abomination, and it could combo with any-other negative Deathrattle curse-effects I might add. Feign Death is an Epic, so Death Awaits You definitely needs to be bumped up in rarity.
Endless Scourge and Dark Resurgence are both unchanged. Endless Scourgeis the third card in the Deathrattle spell cycle.
Also, is it weird/off-putting that I have five cards related to Deathrattles, when every-other class only has one Classic card at the most? I want it to be a major theme, but still: that feels like a lot.
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
This should suffice for the 2nd Challange. The OG Warsong Commander buffed any minion with 3 or less Attack. Scrapbots will only have 1 Attack, although handbuffs will be a thing in the future.
I’m not a fan of the last 2 challanges either. I agree that they stifle design rather than encourage it. (Edit) But so far I’m happy with my solutions for both challanges, above.
Geez. Why do I suddenly become a main character in two people's argument?
Repost my set with some modification:
Mark of Virgo now replace Silent Night. Silent is just too complicated and use mechanic didn't present in any of the Secrets. Probably best in a future set.
Showcase cards: Starscryer Sera, Weaponized Telescope, Mark of Virgo, Astral Vengence, Celestial Drake.
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gazecards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gazeanywhere, meaning that draw effects like The Curator, discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
High token spawning : As long as there is one star in the sky, the Astromancers will be able to summon out theAstral Spirit that represent the soul of those stars to fight for them.
High burst spell damage / finisher : Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
Decent healing : Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
Decent card draw : With so many random effects and the need to combine with their class keyword Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
High disruption : The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class (that will be showncased in the Classic sets) and their class mechanic Gazeactivates during your opponent's turn, a lot of their minions and spells also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
Jack-of-all-trade, Master of None : Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
Buffs focus on giving minions Health and utility, not offensive power : Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
Healing tied to spawning minions : The class has very few healing outside of spawning the Astral Spirits . Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
Weak board clear : The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), symmetrical or inefficient in term of damage to their cost.
Lack good class 2 drop outside of Meteor Shower. So it has to rely on Neutral 2 drops, most notably Mad Bomber
Cards:
Card fulfill Challenge #2: Comet of Doom. 1 mana more expansive than Deadly Shot, but there's legitimate balance reason since the class can dictate the target with its keyword.
Challenge 2: Create a 1-Cost common spell, in the vein of the three latest Classic replacement cards for Mage, Rogue, and Warlock:
The purpose of this challenge is not to make a necessarily good card; it is to advance a mechanic that you think will be a defining class archetype in future expansions. The archetypes behind these cards did not exist at Hearthstone's release; Thievery was introduced for Rogue in TGT, Mage random spells were introduced in WotOG, random Demon stuff and Demon cheating is a debatable mechanic that arguably begins with Kabal Trafficker and synergizes with Krul the Unshackled / Voidcaller.
Challenge 3: Create a spell and a minion with the same effect. The Warrior example is in Classic — as do approximate Paladin examples between Basic and Classic. The principle still applies... It's even kind of similar in Priest! But you should do what Warrior does and print the exact same effect on both.
I think these are two doable yet interesting challenges that do more to expand upon the class' strengths and help set it apart from the other classes in the competition.
Having now provided some feedback, I have to say that I'm self-conscious of my set. I'm starting to feel down about it...
Noah_McGrath
I don't remember your Basic set perfectly so I might be off-base, but Dual Cast is lacking in uses. You wouldn't want to combo it with Flame Rush, Blood Sigil, or Fiery Blood, meaning so far your Classic spells don't work together.
Blood Sigil feels like a very convoluted Assassinate. I suppose that's fine if this is your card for Challenge #2, but otherwise I would wonder why you would make someone jump through those hoops.
I'm loving the artwork you've pulled for your cards; everything seems to fit perfectly. I've been struggling a bit in that department.
Pircival
I would cut Blessed Wand from your list of Rares, because "leftmost" doesn't become a thing until much later. I know some people are pushing on with positional effects like that anyway, but your class isn't reliant on such things. In the interest of consistency I would just not bother with such a card.
Hallkeeper seems super powerful for a 1-drop. Durability is a big deal - especially in your class - and you're gaining Armor on top of it. I don't know if I would introduce a counter to Decay effects this early.
If you remove the above two cards you'll be within your required limit for Rares. Your Epics and Legendary seem fine so no worries there. The Health on your Rejan might be a little high but it's hard to say without testing.
Wailor
I think the second version is okay, but if you want to change it to a Deathrattle I could understand that. I don't remember what Transmute does, off-hand; sorry :/
Your Eternis reward-card needs to say "this game", otherwise he's an aura and doesn't need the Battlecry. If he was an aura that would balance itself out with The Cursed King, no? You would need them Eternis to survive on the table to trigger anything too significant.
Shatterstar
"Gaze a character" sounds off. Shouldn't it be "Gaze AT a character"? :P
You're missing Ss in a couple places. Celestial Curse should say "deals", and Astral Vengeance (needs an A, by the way) should say "Spirits".
Mark of Taurus feels strong for a Classic card; as an expansion card it could be fine but as a Classic maybe not. Hand of Protection only gives a minion Divine Shield, by comparison. The Paladin could then fulfill Challenge #2 lel.
Mark of Aquarius is in a similar position, but for a reason I can't really put into words. The potential level is very high.
Isn't your board gonna be filled with Astral Spirits before too long? Astral Vengeance gives 4, Starhoarder gives 3; you can't readily remove them, so at some point you risk boxing yourself out of the battlefield. I know it's considered a strength, but it's a problematic strength lol. Too much of a good thing and all that :P
*shrugs* I look at your class and feel down about my own; take that for the self-deprecating compliment I mean it to be.
Laurendor
I'm not too bothered by Crop Harvester summoning a Neutral minion. It makes a lot of sense for your set to use Harvest Golem.
I do not like Bruiseweed. It's a rude passive-aggressive strategy that doesn't sit well with me.
Wild Steelbloom doesn't have 1 Attack like Flowerwielder suggests it does.
Stranglekelp seems far too specific for a class card. It's ultimately a tech card, and many people frown on tech cards that are relegated to classes (Demonic Project, for example).
You have a couple grammatical errors in your cards. Mageroyal doesn't have a period at the end of the sentence, Herb Pouch should should say "attacks" with an S, and "Hero" is not capitalized in card text.
Turkeybag
IIRC Immune did not exist back then; I would change Conjure: Impediment.
Conjure: Plate Armor has what appears to be a Choose One effect on it, with the "or". I would be hesitant to keep the card functioning as it does.
I was going to say something like "it feels like you have a lot of Spellfury cards", but the Shaman's Classic set has NINE Overload cards so...carry on lol
You have no cards with 2 or fewer lines of text. Spellfury takes up a lot of space, as does "Can't attack the turn it's equipped", but even then I wonder if your cards on the whole are a little overly complicated.
That being said, I still like the direction you're going with the magical weapon effects and the Spellfury "upgrading". It's complicated, but if you can the find the sweet-spot it can go a long way.
Demonxz95
Keep on carrying on? I don't have much to say because the cards all seem good to go. I think I'll have more to say after I see the collection as a whole.
Cursed Armor sounds like a negative, but the effect is a positive. I would consider a name-change.
I also wonder if Cursed Armor should give out a specific amount of Armor, instead of being a full 1-to-1 ratio. As it stands now, you're giving a minion better Lifesteal for 1-mana.
I think that's everybody; apologies if I missed someone.
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
Challenge 2: Create a 1-Cost common spell, in the vein of the three latest Classic replacement cards for Mage, Rogue, and Warlock:
The purpose of this challenge is not to make a necessarily good card; it is to advance a mechanic that you think will be a defining class archetype in future expansions. The archetypes behind these cards did not exist at Hearthstone's release; Thievery was introduced for Rogue in TGT, Mage random spells were introduced in WotOG, random Demon stuff and Demon cheating is a debatable mechanic that arguably begins with Kabal Trafficker and synergizes with Krul the Unshackled / Voidcaller.
Challenge 3: Create a spell and a minion with the same effect. The Warrior example is in Classic — as do approximate Paladin examples between Basic and Classic. The principle still applies... It's even kind of similar in Priest! But you should do what Warrior does and print the exact same effect on both.
I think these are two doable yet interesting challenges that do more to expand upon the class' strengths and help set it apart from the other classes in the competition.
Your second challenge (Challenge 3 replacement) seems even more arbitrary and restrictive than the current Challenge #2 - it forces you to give up two cards slots to the same idea (Spell, Minion + Spell as Battlecry), which feels incredibly redundant.
I quite like your first idea though. I do want to clarify - were you thinking specifically of a common spell which reads 'Add a random X to your hand', or more broadly a common spell which will support a future archetype? It's hard to tell. Either would be fine as a challenge.
Either way, I think replacing Challenge #2 with that idea should alleviate most people's concerns - I do believe that the current Challenge #3 is basically just common sense design written as an explicit challenge, but I can understand why people don't like the current Challenge #2 as much as I do.
So, as an open question to the rest of the competitors - would you all be fine with replacing Challenge #2? And, in particular, would you be fine with replacing it with the suggested challenge, or would you prefer a different one?
Challenge 2: Create a 1-Cost common spell, in the vein of the three latest Classic replacement cards for Mage, Rogue, and Warlock:
The purpose of this challenge is not to make a necessarily good card; it is to advance a mechanic that you think will be a defining class archetype in future expansions. The archetypes behind these cards did not exist at Hearthstone's release; Thievery was introduced for Rogue in TGT, Mage random spells were introduced in WotOG, random Demon stuff and Demon cheating is a debatable mechanic that arguably begins with Kabal Trafficker and synergizes with Krul the Unshackled / Voidcaller.
Challenge 3: Create a spell and a minion with the same effect. The Warrior example is in Classic — as do approximate Paladin examples between Basic and Classic. The principle still applies... It's even kind of similar in Priest! But you should do what Warrior does and print the exact same effect on both.
I think these are two doable yet interesting challenges that do more to expand upon the class' strengths and help set it apart from the other classes in the competition.
Your second challenge (Challenge 3 replacement) seems even more arbitrary and restrictive than the current Challenge #2 - it forces you to give up two cards slots to the same idea (Spell, Minion + Spell as Battlecry), which feels incredibly redundant.
I quite like your first idea though. I do want to clarify - were you thinking specifically of a common spell which reads 'Add a random X to your hand', or more broadly a common spell which will support a future archetype? It's hard to tell. Either would be fine as a challenge.
Either way, I think replacing Challenge #2 with that idea should alleviate most people's concerns - I do believe that the current Challenge #3 is basically just common sense design written as an explicit challenge, but I can understand why people don't like the current Challenge #2 as much as I do.
So, as an open question to the rest of the competitors - would you all be fine with replacing Challenge #2? And, in particular, would you be fine with replacing it with the suggested challenge, or would you prefer a different one?
I'd prefer Tek's replacement for challenge 3, his second idea, to replace the current "strictly worse" challenge.
Both his 1 mana cycle cards and the strictly worse challenge are pretty much the same thing: waste one space for card design to weaken a class. You must have very little faith in us as creators to believe we cannot design flaws when left to our own devices. Using 1 mana cycle cards is just a less intrusive way of going about weakening a class.
His second challenge idea does take up a card slot, granted, but it at least allows us to reinforce class identity in a positive manner and does not force us to create a weak spot . As you know, those 1-mana spells were retroactively added *after* Hearthstone's classes gained more flavour. If Pilfer were added instead of Conceal, it would stick out like a sore thumb.
Looking at it, of course you give up a card slot on #3. I would've included more potential challenges but I just wanted to put two forward. Challenge 2 is more about "Add a random" but people shouldn't just do something that supports an existing class archetype, they should look forward to something in the future.
There is a problem with Challenge 3 as it is in my mind, sure my challenge 3 isn't *amazing* but it is something that the other classes in HS do... it does more to solidify the class archetype rather than just having everything all over the place. Also Windspeaker and Windfury are examples...
BTW I've been hearing some idea for challenge 3 as I've suggested it to be looser, like having a more Lightspawn / Inner Fire vibe where there's a looser connection between the effects but the mechanic is still kind of there.
If you have a keyword, would it be possible to just use some of the actual text in the keyword description on the legendary? If my keyword is "A bonus if this card is altered before it is played", maybe I could do something like "Altered cards in your hand do X" or something. Or if it related to the left-most card in your hand it could have interaction with the keyword. I don't profess to know better, but you did ask for suggestions after all.
Having now provided some feedback, I have to say that I'm self-conscious of my set. I'm starting to feel down about it...
Noah_McGrath
I don't remember your Basic set perfectly so I might be off-base, but Dual Cast is lacking in uses. You wouldn't want to combo it with Flame Rush, Blood Sigil, or Fiery Blood, meaning so far your Classic spells don't work together.
Blood Sigil feels like a very convoluted Assassinate. I suppose that's fine if this is your card for Challenge #2, but otherwise I would wonder why you would make someone jump through those hoops.
I'm loving the artwork you've pulled for your cards; everything seems to fit perfectly. I've been struggling a bit in that department.
Pircival
I would cut Blessed Wand from your list of Rares, because "leftmost" doesn't become a thing until much later. I know some people are pushing on with positional effects like that anyway, but your class isn't reliant on such things. In the interest of consistency I would just not bother with such a card.
Hallkeeper seems super powerful for a 1-drop. Durability is a big deal - especially in your class - and you're gaining Armor on top of it. I don't know if I would introduce a counter to Decay effects this early.
If you remove the above two cards you'll be within your required limit for Rares. Your Epics and Legendary seem fine so no worries there. The Health on your Rejan might be a little high but it's hard to say without testing.
Wailor
I think the second version is okay, but if you want to change it to a Deathrattle I could understand that. I don't remember what Transmute does, off-hand; sorry :/
Your Eternis reward-card needs to say "this game", otherwise he's an aura and doesn't need the Battlecry. If he was an aura that would balance itself out with The Cursed King, no? You would need them Eternis to survive on the table to trigger anything too significant.
Shatterstar
"Gaze a character" sounds off. Shouldn't it be "Gaze AT a character"? :P
You're missing Ss in a couple places. Celestial Curse should say "deals", and Astral Vengeance (needs an A, by the way) should say "Spirits".
Mark of Taurus feels strong for a Classic card; as an expansion card it could be fine but as a Classic maybe not. Hand of Protection only gives a minion Divine Shield, by comparison. The Paladin could then fulfill Challenge #2 lel.
Mark of Aquarius is in a similar position, but for a reason I can't really put into words. The potential level is very high.
Isn't your board gonna be filled with Astral Spirits before too long? Astral Vengeance gives 4, Starhoarder gives 3; you can't readily remove them, so at some point you risk boxing yourself out of the battlefield. I know it's considered a strength, but it's a problematic strength lol. Too much of a good thing and all that :P
*shrugs* I look at your class and feel down about my own; take that for the self-deprecating compliment I mean it to be.
Laurendor
I'm not too bothered by Crop Harvester summoning a Neutral minion. It makes a lot of sense for your set to use Harvest Golem.
I do not like Bruiseweed. It's a rude passive-aggressive strategy that doesn't sit well with me.
Wild Steelbloom doesn't have 1 Attack like Flowerwielder suggests it does.
Stranglekelp seems far too specific for a class card. It's ultimately a tech card, and many people frown on tech cards that are relegated to classes (Demonic Project, for example).
You have a couple grammatical errors in your cards. Mageroyal doesn't have a period at the end of the sentence, Herb Pouch should should say "attacks" with an S, and "Hero" is not capitalized in card text.
Turkeybag
IIRC Immune did not exist back then; I would change Conjure: Impediment.
Conjure: Plate Armor has what appears to be a Choose One effect on it, with the "or". I would be hesitant to keep the card functioning as it does.
I was going to say something like "it feels like you have a lot of Spellfury cards", but the Shaman's Classic set has NINE Overload cards so...carry on lol
You have no cards with 2 or fewer lines of text. Spellfury takes up a lot of space, as does "Can't attack the turn it's equipped", but even then I wonder if your cards on the whole are a little overly complicated.
That being said, I still like the direction you're going with the magical weapon effects and the Spellfury "upgrading". It's complicated, but if you can the find the sweet-spot it can go a long way.
Demonxz95
Keep on carrying on? I don't have much to say because the cards all seem good to go. I think I'll have more to say after I see the collection as a whole.
Cursed Armor sounds like a negative, but the effect is a positive. I would consider a name-change.
I also wonder if Cursed Armor should give out a specific amount of Armor, instead of being a full 1-to-1 ratio. As it stands now, you're giving a minion better Lifesteal for 1-mana.
I think that's everybody; apologies if I missed someone.
Thanks for the feedback. I noticed the error as well, I will fix them.
For the Bruiseweed I will probably give it taunt but I like the idea of giving an useless minion to the opponent.
Totally agree with the Stranglekelp, I need to fix that card. I need also to change the Wild Steelbloom because at this stage if I make my legendary an herb it will be too OP. I will probably change it to The next Herb you play will cost (1) less and 1 durability.
I just want to point something out that I probably should've earlier:
We're all on the internet, posting in a silly internet forum about something completely inconsequential to our real lives. I'm guilty of perhaps "bigging up" the drama of it, and I should clarify that I intended that language as a way to call attention rather than as an attack or anything. Overall, we should be receptive to each other's suggestions and comment — no one is inherently better than anyone else, regardless of opinion, perceived experience, or hierarchy — and be serious about hearing each other out. If we all listen and understand each other, we'll get to a consensus. It's no big deal in the grand scheme of things, but there is an aspect of effort for card designers and putting together a proper classic set does set the groundwork for all the expansions so the stakes are quite a bit higher in terms of making good designs.
All that being said I have a question: Can I change my keyword at all this phase? Since I haven't used my keyword in my basic set, is it possible to change it to interact more with another aspect of the class? Or is it like the Hero Power in that it can't be changed at all?
Having now provided some feedback, I have to say that I'm self-conscious of my set. I'm starting to feel down about it...
Noah_McGrath
I don't remember your Basic set perfectly so I might be off-base, but Dual Cast is lacking in uses. You wouldn't want to combo it with Flame Rush, Blood Sigil, or Fiery Blood, meaning so far your Classic spells don't work together.
Blood Sigil feels like a very convoluted Assassinate. I suppose that's fine if this is your card for Challenge #2, but otherwise I would wonder why you would make someone jump through those hoops.
I'm loving the artwork you've pulled for your cards; everything seems to fit perfectly. I've been struggling a bit in that department.
Pircival
I would cut Blessed Wand from your list of Rares, because "leftmost" doesn't become a thing until much later. I know some people are pushing on with positional effects like that anyway, but your class isn't reliant on such things. In the interest of consistency I would just not bother with such a card.
Hallkeeper seems super powerful for a 1-drop. Durability is a big deal - especially in your class - and you're gaining Armor on top of it. I don't know if I would introduce a counter to Decay effects this early.
If you remove the above two cards you'll be within your required limit for Rares. Your Epics and Legendary seem fine so no worries there. The Health on your Rejan might be a little high but it's hard to say without testing.
Wailor
I think the second version is okay, but if you want to change it to a Deathrattle I could understand that. I don't remember what Transmute does, off-hand; sorry :/
Your Eternis reward-card needs to say "this game", otherwise he's an aura and doesn't need the Battlecry. If he was an aura that would balance itself out with The Cursed King, no? You would need them Eternis to survive on the table to trigger anything too significant.
Shatterstar
"Gaze a character" sounds off. Shouldn't it be "Gaze AT a character"? :P
You're missing Ss in a couple places. Celestial Curse should say "deals", and Astral Vengeance (needs an A, by the way) should say "Spirits".
Mark of Taurus feels strong for a Classic card; as an expansion card it could be fine but as a Classic maybe not. Hand of Protection only gives a minion Divine Shield, by comparison. The Paladin could then fulfill Challenge #2 lel.
Mark of Aquarius is in a similar position, but for a reason I can't really put into words. The potential level is very high.
Isn't your board gonna be filled with Astral Spirits before too long? Astral Vengeance gives 4, Starhoarder gives 3; you can't readily remove them, so at some point you risk boxing yourself out of the battlefield. I know it's considered a strength, but it's a problematic strength lol. Too much of a good thing and all that :P
*shrugs* I look at your class and feel down about my own; take that for the self-deprecating compliment I mean it to be.
Laurendor
I'm not too bothered by Crop Harvester summoning a Neutral minion. It makes a lot of sense for your set to use Harvest Golem.
I do not like Bruiseweed. It's a rude passive-aggressive strategy that doesn't sit well with me.
Wild Steelbloom doesn't have 1 Attack like Flowerwielder suggests it does.
Stranglekelp seems far too specific for a class card. It's ultimately a tech card, and many people frown on tech cards that are relegated to classes (Demonic Project, for example).
You have a couple grammatical errors in your cards. Mageroyal doesn't have a period at the end of the sentence, Herb Pouch should should say "attacks" with an S, and "Hero" is not capitalized in card text.
Turkeybag
IIRC Immune did not exist back then; I would change Conjure: Impediment.
Conjure: Plate Armor has what appears to be a Choose One effect on it, with the "or". I would be hesitant to keep the card functioning as it does.
I was going to say something like "it feels like you have a lot of Spellfury cards", but the Shaman's Classic set has NINE Overload cards so...carry on lol
You have no cards with 2 or fewer lines of text. Spellfury takes up a lot of space, as does "Can't attack the turn it's equipped", but even then I wonder if your cards on the whole are a little overly complicated.
That being said, I still like the direction you're going with the magical weapon effects and the Spellfury "upgrading". It's complicated, but if you can the find the sweet-spot it can go a long way.
Demonxz95
Keep on carrying on? I don't have much to say because the cards all seem good to go. I think I'll have more to say after I see the collection as a whole.
Cursed Armor sounds like a negative, but the effect is a positive. I would consider a name-change.
I also wonder if Cursed Armor should give out a specific amount of Armor, instead of being a full 1-to-1 ratio. As it stands now, you're giving a minion better Lifesteal for 1-mana.
I think that's everybody; apologies if I missed someone.
Thanks for the quick feedback. Dual Cast is indeed kinda out of place right now. I haven't created the common spells yet, but most of my spells don't really work with double mana costs. It was a fun idea, but i don't think it fits.
Blood Sigil was inspired by the artwork. It's a blood curse that causes agony if you try to attack. I didn't know how else to translate it into a HS card, but i'll think of something more creative.
And i'm glad you like my art choices! I set a challange for myself to try and add a unique flavor to my class through art alone, and i think it's working. Having reptile people in almost every card art is easier than i though. The furry community has plenty of art with lizardmen. I also took some argonian art from the Elder Scrolls Legends.
All that being said I have a question: Can I change my keyword at all this phase? Since I haven't used my keyword in my basic set, is it possible to change it to interact more with another aspect of the class? Or is it like the Hero Power in that it can't be changed at all?
Your keyword must remain broadly the same as it was presented in Phase I - you can do some minor balance changes, but you can't completely change it.
Now, the Challenges Redux:
I think restricting people to 'Add a random X card to your hand' would probably feel too homogeneous in the end, with every class having a very similar card. The idea of supporting a future archetype with a Classic card is one I like, though - it promotes thinking ahead to how you're going to design future expansions.
A slight tweak on the existing challenge. You now no longer have to use your keyword if you have one, but can instead simply design a card which works with your keyword. This means you could design something explicit, like Fandral Staghelm and Choose One (where the keyword still appears on the card), or something implicit, like Animated Berserker and Enrage (RIP).
Do we like these changes? Clearly Challenge #2 is the one that people want changed, so hopefully this is something people prefer?
So, I have a question: Does this card fit the challenge?
The Secret mechanic is there in my class, but this is the only Secret synergy card. Similar to Hunter only has Eaglehorn Bow and Mage only has Kirin Tor Mage to support their Secret.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
So, I have a question: Does this card fit the challenge?
The Secret mechanic is there in my class, but this is the only Secret synergy card. Similar to Hunter only has Eaglehorn Bow and Mage only has Kirin Tor Mage to support their Secret.
Assuming you're planning on including more Secret synergy cards in the future - as Mage did with Kabal Crystal Runner, Kabal Lackey etc, or Hunter did with Cloaked Huntress then yeah, that would work.
So. with the new challenge, I'm deciding which card that would be better to fit in:
I plan to get rid of Mark of Aquarius (its power level also seems to be more appropriate for an expansion card anyway, bumping Weaponized Telescope to replace it) so Mark of Cancer would be better to continue the "Mark" theme. Celestial Wonder however seems more appropriate for a Common card.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Am I able to move a basic card to classic at this point? I literally had a 1 cost spell for a mechanic I was going to use in a later expansion for my class but its basic.
I'm not 100% happy with where everything falls in terms of rarity, but for now this is where my cards stand. If you have a suggestion for moving them around, I'm all ears. At the very least, I have all 15 cards done (barring any getting scrapped):
Also, is it weird/off-putting that I have five cards related to Deathrattles, when every-other class only has one Classic card at the most? I want it to be a major theme, but still: that feels like a lot.
Anyway, onto the feedback!
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
Oh I forgot all about Warsong Commander!
This should suffice for the 2nd Challange. The OG Warsong Commander buffed any minion with 3 or less Attack. Scrapbots will only have 1 Attack, although handbuffs will be a thing in the future.
I’m not a fan of the last 2 challanges either. I agree that they stifle design rather than encourage it. (Edit) But so far I’m happy with my solutions for both challanges, above.
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
Geez. Why do I suddenly become a main character in two people's argument?
Repost my set with some modification:
Showcase cards: Starscryer Sera, Weaponized Telescope, Mark of Virgo, Astral Vengence, Celestial Drake.
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gazecards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere, meaning that draw effects like The Curator, discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Arcane Missiles
Cleave
Mind Vision
Multi-Shot
Any effect that says "Discard a random card": Soulfire, Succubus, Doomguard
Deadly Shot
Mad Bomber
Thoughtsteal
Forked Lightning
Blood Imp
Alarm-o-Bot
Demolisher
Knife Juggler
Lightwell
Master Swordsmith
Mind Control Tech
Stampeding Kodo
Young Priestess
Avenging Wrath
Brawl
Mindgames
Sylvanas Windrunner (before HoF)
Ragnaros the Firelord (before HoF)
Tinkmaster Overspark
Strength and Weakness:
Strength:
Weakness:
Cards:
Card fulfill Challenge #2: Comet of Doom. 1 mana more expansive than Deadly Shot, but there's legitimate balance reason since the class can dictate the target with its keyword.
Basic cards:
Token:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I have two suggestions for challenges, then:
Challenge 2: Create a 1-Cost common spell, in the vein of the three latest Classic replacement cards for Mage, Rogue, and Warlock:
The purpose of this challenge is not to make a necessarily good card; it is to advance a mechanic that you think will be a defining class archetype in future expansions. The archetypes behind these cards did not exist at Hearthstone's release; Thievery was introduced for Rogue in TGT, Mage random spells were introduced in WotOG, random Demon stuff and Demon cheating is a debatable mechanic that arguably begins with Kabal Trafficker and synergizes with Krul the Unshackled / Voidcaller.
Challenge 3: Create a spell and a minion with the same effect. The Warrior example is in Classic — as do approximate Paladin examples between Basic and Classic. The principle still applies... It's even kind of similar in Priest! But you should do what Warrior does and print the exact same effect on both.
I think these are two doable yet interesting challenges that do more to expand upon the class' strengths and help set it apart from the other classes in the competition.
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!) •
Having now provided some feedback, I have to say that I'm self-conscious of my set. I'm starting to feel down about it...
Noah_McGrath
Pircival
Wailor
Shatterstar
Laurendor
Turkeybag
Demonxz95
I think that's everybody; apologies if I missed someone.
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
+1 from me on those ideas. the 1 mana common spells seems the most appropriate, because of the recent additions to the classic sets.
Your second challenge (Challenge 3 replacement) seems even more arbitrary and restrictive than the current Challenge #2 - it forces you to give up two cards slots to the same idea (Spell, Minion + Spell as Battlecry), which feels incredibly redundant.
I quite like your first idea though. I do want to clarify - were you thinking specifically of a common spell which reads 'Add a random X to your hand', or more broadly a common spell which will support a future archetype? It's hard to tell. Either would be fine as a challenge.
Either way, I think replacing Challenge #2 with that idea should alleviate most people's concerns - I do believe that the current Challenge #3 is basically just common sense design written as an explicit challenge, but I can understand why people don't like the current Challenge #2 as much as I do.
So, as an open question to the rest of the competitors - would you all be fine with replacing Challenge #2? And, in particular, would you be fine with replacing it with the suggested challenge, or would you prefer a different one?
You can find me here! Good luck everyone!
I'd prefer Tek's replacement for challenge 3, his second idea, to replace the current "strictly worse" challenge.
Both his 1 mana cycle cards and the strictly worse challenge are pretty much the same thing: waste one space for card design to weaken a class. You must have very little faith in us as creators to believe we cannot design flaws when left to our own devices. Using 1 mana cycle cards is just a less intrusive way of going about weakening a class.
His second challenge idea does take up a card slot, granted, but it at least allows us to reinforce class identity in a positive manner and does not force us to create a weak spot . As you know, those 1-mana spells were retroactively added *after* Hearthstone's classes gained more flavour. If Pilfer were added instead of Conceal, it would stick out like a sore thumb.
Looking at it, of course you give up a card slot on #3. I would've included more potential challenges but I just wanted to put two forward. Challenge 2 is more about "Add a random" but people shouldn't just do something that supports an existing class archetype, they should look forward to something in the future.
There is a problem with Challenge 3 as it is in my mind, sure my challenge 3 isn't *amazing* but it is something that the other classes in HS do... it does more to solidify the class archetype rather than just having everything all over the place. Also Windspeaker and Windfury are examples...
BTW I've been hearing some idea for challenge 3 as I've suggested it to be looser, like having a more Lightspawn / Inner Fire vibe where there's a looser connection between the effects but the mechanic is still kind of there.
If you have a keyword, would it be possible to just use some of the actual text in the keyword description on the legendary? If my keyword is "A bonus if this card is altered before it is played", maybe I could do something like "Altered cards in your hand do X" or something. Or if it related to the left-most card in your hand it could have interaction with the keyword. I don't profess to know better, but you did ask for suggestions after all.
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!) •
I don't really care if we change the challenge but I need to say that I don't see the point of this argument.
It's just for fun guys....who cares if the set will have a weaker card.
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
I do. And a few others do. It's just a difference of opinion ¯\_(ツ)_/¯
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!) •
Thanks for the feedback. I noticed the error as well, I will fix them.
For the Bruiseweed I will probably give it taunt but I like the idea of giving an useless minion to the opponent.
Totally agree with the Stranglekelp, I need to fix that card. I need also to change the Wild Steelbloom because at this stage if I make my legendary an herb it will be too OP. I will probably change it to The next Herb you play will cost (1) less and 1 durability.
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
I just want to point something out that I probably should've earlier:
We're all on the internet, posting in a silly internet forum about something completely inconsequential to our real lives. I'm guilty of perhaps "bigging up" the drama of it, and I should clarify that I intended that language as a way to call attention rather than as an attack or anything. Overall, we should be receptive to each other's suggestions and comment — no one is inherently better than anyone else, regardless of opinion, perceived experience, or hierarchy — and be serious about hearing each other out.
If we all listen and understand each other, we'll get to a consensus. It's no big deal in the grand scheme of things, but there is an aspect of effort for card designers and putting together a proper classic set does set the groundwork for all the expansions so the stakes are quite a bit higher in terms of making good designs.
All that being said I have a question: Can I change my keyword at all this phase? Since I haven't used my keyword in my basic set, is it possible to change it to interact more with another aspect of the class? Or is it like the Hero Power in that it can't be changed at all?
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!) •
Thanks for the quick feedback. Dual Cast is indeed kinda out of place right now. I haven't created the common spells yet, but most of my spells don't really work with double mana costs. It was a fun idea, but i don't think it fits.
Blood Sigil was inspired by the artwork. It's a blood curse that causes agony if you try to attack. I didn't know how else to translate it into a HS card, but i'll think of something more creative.
And i'm glad you like my art choices! I set a challange for myself to try and add a unique flavor to my class through art alone, and i think it's working. Having reptile people in almost every card art is easier than i though. The furry community has plenty of art with lizardmen. I also took some argonian art from the Elder Scrolls Legends.
Big shout out to themefinland, who's art is on many of my cards. Check him out: https://www.deviantart.com/themefinland/gallery/.
I know and I didn't wanted to sounds rude or something, I'm happy top do whatever the majority of you want to do :)
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
Your keyword must remain broadly the same as it was presented in Phase I - you can do some minor balance changes, but you can't completely change it.
Now, the Challenges Redux:
I think restricting people to 'Add a random X card to your hand' would probably feel too homogeneous in the end, with every class having a very similar card. The idea of supporting a future archetype with a Classic card is one I like, though - it promotes thinking ahead to how you're going to design future expansions.
A slight tweak on the existing challenge. You now no longer have to use your keyword if you have one, but can instead simply design a card which works with your keyword. This means you could design something explicit, like Fandral Staghelm and Choose One (where the keyword still appears on the card), or something implicit, like Animated Berserker and Enrage (RIP).
Do we like these changes? Clearly Challenge #2 is the one that people want changed, so hopefully this is something people prefer?
You can find me here! Good luck everyone!
So, I have a question: Does this card fit the challenge?
The Secret mechanic is there in my class, but this is the only Secret synergy card. Similar to Hunter only has Eaglehorn Bow and Mage only has Kirin Tor Mage to support their Secret.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Assuming you're planning on including more Secret synergy cards in the future - as Mage did with Kabal Crystal Runner, Kabal Lackey etc, or Hunter did with Cloaked Huntress then yeah, that would work.
You can find me here! Good luck everyone!
So. with the new challenge, I'm deciding which card that would be better to fit in:
I plan to get rid of Mark of Aquarius (its power level also seems to be more appropriate for an expansion card anyway, bumping Weaponized Telescope to replace it) so Mark of Cancer would be better to continue the "Mark" theme. Celestial Wonder however seems more appropriate for a Common card.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Am I able to move a basic card to classic at this point? I literally had a 1 cost spell for a mechanic I was going to use in a later expansion for my class but its basic.
Vote for the Fist Fighter https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229960-trials-and-errors-class-creation-competition-5?comment=3 😎🤜