This is the Discussion Topic. The Submission Topic is here. (Please Read the Submission Topic first.)
Hey guys, this is your bog-standard Discussion Topic for our "Trials and Errors" Class Creation competition Phase III; the place to let your ideas run free. Share what's on your mind for your class and help each other to make the best cards you can, as is tradition! In the post below, you will find the standard format for submissions.
Some people like having the requirements here too, so here they are in a spoiler.
PHASE III: The Classic Set
In this Phase, you will each construct your class's Classic Set . Here are the requirements for your Class Creation Competition Phase III Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE CLASSIC CARDS We do not want to see your Class's entire Classic Set out in the open.
You are allowed up to five (5) example Classic cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
As these are Classic cards, they should have the Classic watermark, and you should include 6 Common cards, 5 Rare cards, 3 Epic cards, and 1 Legendary minion.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
There are many keywords that do not appear on any existing Classic Card, and they may not appear on any of your Basic Cards either: Discover , Adapt , Lifesteal , Recruit , or any other keyword that has been introduced in future expansions. In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Spellstone and C'Thun synergy, and so on. Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elementals or Dragons.
REMAINING CLASSIC SET The remaining ten (10) cards of your class's Classic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC SET As before, you will include a link to your Phase I and Phase II posts at the end of your submission.
FORMATTING The standard template which your submission must follow can be found here (or by navigating to the second post in the Discussion Topic, if that link doesn't work).
If you want to be a class in Hearthstone, you need to play to your strengths - and your weaknesses. If you don't know what your class is supposed to be good or bad at, how can you design any cards for it? More importantly, how are people supposed to know if you've designed good cards for it?
This paragraph can be in list form or in straight sentences, but you must include both strengths and weaknesses - no trying to only sell us on the good aspects of your class.
A brand new challenge, and honestly, one which I like quite a bit. Your class should be able to evolve over time - being stuck with the same archetypes year over year is what led to some of the Hall of Fame decisions, like Ice Block.
In a similar way that the recently added Tome of Intellect, Call of the Void and Pilfer support future archetypes - Casino Mage, Demon Warlock and Burgle Rogue respectively - we'd like to see a 1-Cost Common for your class that can be expanded upon into a full archetype in a future expansion. It can have some other minor support now, but should not be an archetype that is pushed yet.
We've asked you to exemplify a weakness of your class in Challenge #2, now we want to make sure you exemplify a strength. All existing Classic legendaries are focused on a strength or core mechanic of the class they are in:
Cenarius: Token summoning, widespread buffs, Choose One
As you can see, they all keep to the main themes of the class. The only class-exclusive keyword missing is Overload, and Al'Akir uses Windfury instead, which was Shaman's thing in the Classic set, akin to Paladin's Divine Shield.
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
Rules or Process. Do you have a question about the competition's process? Do you need clarification about one of the entry requirements? Are you not sure whether your entry adhered to the rules? Ask here!
Feedback or Ideas. Do you have some ideas you'd like to run by others before settling on one? Do you need help balancing or wording your idea? Do you need help finding art that will fit your cards? Or do you just want feedback from the community on your entry? You're in the right place! Remember, although you are allowed to make minor tweaks to your entry after you've submitted it, you're only allowed one submission per competition, so make sure that you've settled on your idea for sure beforehand.
Discussion! Do you have thoughts on other people's ideas? Are there directions you don't like that you're seeing too many people take? Or directions you'd like to see more people take? Would you like to help others and contribute to a greater community understanding of Hearthstone design and balance? This is where you want to be!
All of that said, please refrain from the following:
Posting TONS of Ideas. We understand that this competition is light on mechanical restrictions and that you probably have a ton of potential ideas you'd like to share. However, this thread is going to become an absolute mess if everybody is posting a dozen different ideas. Please post not more than 3 distinct ideas at a time. Any more than that and we'll have to delete your post.
Advertising Your Entry. Please don't pop in here just to advertise your entry only to never be heard from again. This includes only asking short, generic, or insincere questions like "Thoughts?" or "Do you think this is balanced?". Yes, getting feedback on your idea is one of the purposes of this topic, but we're not just here for other people to help you. We're here for you all to help each other. 12 hours after this competition begins, there should be plenty of other posts here for you to give specific feedback or for you to comment on a trend. If you post your ideas for feedback after this time and do not also offer some form of substantial commentary, critique, or praise of others' work, you may find your post deleted.
Plagiarism. Many people post their ideas here before finalizing them in the submission topic. Directly plagiarizing those ideas to post in the submission topic yourself is absolutely not acceptable.
So, without further ado, have fun and get creating!
Exactly the same as the previous template, you should include your Hero, Hero Power and any tokens here first. This might also be where you want to detail your class's strengths and weaknesses. If you don't wish to do that, include that after the keyword section. Any format for that is fine - list, proper paragraph, whatever - but make sure it is out in the open, not behind a spoiler.
Optional Keyword Section
For those of you with keywords, describe them here. If you need to use some tokens to illustrate what's going on, please do so in a spoiler.
Example Cards
Same as before, simple format for showing your cards off. Below these cards you can give a little description of them, explain how they benefit your class etc etc. I think it'd look nice in a bullet point format, but you can do whatever you want so long as it isn't too lengthy.
Make sure you include your Class Legendary (for Challenge #3) in your example cards. You can include your 1-Cost Common (Challenge #2) but this isn't mandatory - I think it'd get a bit repetitive if everyone was forced to have a 1-Cost Common example card.
Make sure to explain why they meet the challenges too, of course! If you choose to keep Challenge #2 behind the spoiler, we'd still like a brief explanation of it (behind the spoiler too, obviously).
Any tokens produced by these cards would go in a spoiler at the end of this section. with or without their own commentary.
Tokens
This was a purely aesthetic change, but even still, it's a token so it goes behind a spoiler.
Remaining Cards
Common
Rare
Epic
Legendary
Ooh, mandatory spoiler now. This is much more flexible. You can simply throw the remaining ten cards in here with no commentary; you can give them a little blurb if you want; you can put all fifteen cards in here if you find that easier (which is what I've done). Just make sure you only have fifteen cards total! That'd be an unfortunate way to get disqualified.
Previous Phases
Include a link to your Phase I and Phase II posts here.
Just a question, can I use the keyword Dormant? I can make it more wordy to avoid the keyword otherwise
I would say No, you cannot use Dormant. Dormant does not appear until Sherazin, Corpse Flower in Un'Goro; while there is nothing inherently sacred about Dormant being connected to that expansion, it's still "late" in the life of Hearthstone. Bringing it all the way back to Classic is a stretch, especially if you plan to use it on a non-Legendary minion.
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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
Congrats everyone who made it to the next round! On to the new challanges.
Challange 1 is great. It helps further explain our classes and doesn’t dictate any changes about the class.
Challange 2 will require some work, but is a good challange. The trick is to pick a card that would for your class, and make it strictly worse, but still something you’d want to play for that class. I imagine most comparisons will be with existing class cards.
Challange 3... I don’t like. I agree that the Classic Legendary needs to be in your class’ theme. But forcing it to use the keyword too, I’m not a fan of that requirement. Al'Akir the Windlord doesn’t have Overload. I’ve already been through so many designs for mine before going away from my keyword to something more generic and powerful *sigh* Back to the drawing board.
Challange 3... I don’t like. I agree that the Classic Legendary needs to be in your class’ theme. But forcing it to use the keyword too, I’m not a fan of that requirement. Al'Akir the Windlord doesn’t have Overload. I’ve already been through so many designs for mine before going away from my keyword to something more generic and powerful *sigh* Back to the drawing board.
I'm actually concerned too about this one. I was planning to use the legendary to add more versatility to the class without pushing the keyword mechanic but apparently I will have to change it XD Which is good, more challenging :D
Just a question, can I use the keyword Dormant? I can make it more wordy to avoid the keyword otherwise
I would say No, you cannot use Dormant. Dormant does not appear until Sherazin, Corpse Flower in Un'Goro; while there is nothing inherently sacred about Dormant being connected to that expansion, it's still "late" in the life of Hearthstone. Bringing it all the way back to Classic is a stretch, especially if you plan to use it on a non-Legendary minion.
I don't have all 15 completed, but I have a small collection of rough drafts if anyone is interested. Just wondering if I'm on the right track so far, you know?
Freeze is basically "my Keyword", so having a Legendary about it makes sense. Sapphiron is the late-game win condition for a Freeze archetype, stalling until you can drop him and start machine-gun blasting the enemy hero with repetitive Freeze effects. It's like what Mages were doing with Ice Lance, but hopefully more fair.
Chains of Kel'Thuzad is a boss ability, like my Basic spell Detonate Mana. The ability allows Kel'Thuzad to Mind Control a member of the raid for a period of time. Chains of Kel'Thuzad has no Attack-restriction like the lesser Priest control-spells, but it still only lasts until end of turn. The idea is that, if you can get a strong minion killed off on your side, you can then attempt to revive them. If you're worried about the overlap, this would be the only mind control effect in the class.
Icicle Crasher is one of the only forms of true destruction effects the Lich has access to. By attacking Frozen minions, he shatters them.
Frostbolt Volley is the next step up from Blizzard, and another boss ability. Frostbolt deals 3 damage and Freezes, so naturally the Volley does the same thing to all enemies.
Icy Guardian has +1 Attack on Sen'jin Shieldmasta, but he Freezes himself. This doesn't matter much as he's a Taunt minion, and after he dies you are free to revive him and avoid the Battlecry.
Endless Scourge is like Ancestral Spirit, but cheaper and not as good for the board. Better for Battlecry minions, though. In general, it functions to provide greater fuel to help outlast your opponent.
Dark Resurgence was seen in Phase I, a flexible card for cheap minion damage or healing.
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
@linkblade91 I would say that your class legendary could actually be bumped down to 8 mana or improved in some way. I think without too many cheap freeze spells its balanced especially with the same stat line and mana cost as Alexstrasza. Icicle Crasher might be a little too overpowered with that stat line even if it cant attack on the same turn given that he destroys something in combination with your hero power. Other than those two the other cards seem pretty balanced. I'm interested in what else you plan to include in your classic set especially if something synergizes with freezing friendly minions like your Icy Guardian does to itself (as well as some others like Hyldnir Frostrider)
So, question: Given that the Classic set has received a LOT of nerfs, does the second challenge apply to the current Classic set? Or when they were released? For example: A 5 mana draw 3 cards would be strictly worse than 5 mana Nourish but not the case with a 6 mana Nourish.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
So, question: Given that the Classic set has received a LOT of nerfs, does the second challenge apply to the current Classic set? Or when they were released? For example: A 5 mana draw 3 cards would be strictly worse than 5 mana Nourish but not the case with a 6 mana Nourish.
lol I knew someone would ask this question, so I asked it first. The answer is the latter scenario: the second challenge can be applied to how cards once existed, not how they currently are. A 5-mana "Summon 3 2/2s." would be strictly worse than the original version of Force of Nature.
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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 really like Challenge 1, but not so much Challenge 2. Challenge 3 is eh, but having no exclusive keyword is not such a bad idea now, is it?
Speaking of Challenge 1, I'd like to emphasize something about class weaknesses. Class weaknesses do not necessarily need to equate to underpowered cards. For example, if card draw is supposed to be a weakness in your class, this doesn't mean your card draw cards need to be underpowered. Cost or rarity (as in how much of it is has) could also work. Let's suppose that your classes card draw effects are pretty good for their Cost, but are expensive. That in and of itself is a weakness because low-Cost card draw often matters significantly. Don't think about making cards that are sub-par for the Cost and are unplayable as a result, but instead think of how you could emphasize the weakness in other ways.
Class weakness could even be something outside of the cards themselves. For example, emphasis on minion positioning (like Battlemage) could be a weakness because your opponent could possibly play around it by placing their minions in such a manner to dilute the effectiveness of your position-based effects.
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Click the image to go to my custom Time Traveler class.
@linkblade91 I would say that your class legendary could actually be bumped down to 8 mana or improved in some way. I think without too many cheap freeze spells its balanced especially with the same stat line and mana cost as Alexstrasza. Icicle Crasher might be a little too overpowered with that stat line even if it cant attack on the same turn given that he destroys something in combination with your hero power. Other than those two the other cards seem pretty balanced. I'm interested in what else you plan to include in your classic set especially if something synergizes with freezing friendly minions like your Icy Guardian does to itself (as well as some others like Hyldnir Frostrider)
Thanks for the feedback :)
I don't want to lower Sapphiron's mana-cost, so that it can remain in line with the other 9/8/8 Classic Dragons. I would change the effect before I do that. It's already unusual for there to be a Dragon as a class card this early.
I agree about Icicle Crasher.
I was planning to have self-Freeze become a thing in KFT; in regards to Icy Guardian, he would be a card that ends up becoming better later and returning to relevance. People in Vanilla Hearthstone would wonder "why would I want to Freeze my own minions?", only for KFT to answer that question.
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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
So, question: Given that the Classic set has received a LOT of nerfs, does the second challenge apply to the current Classic set? Or when they were released? For example: A 5 mana draw 3 cards would be strictly worse than 5 mana Nourish but not the case with a 6 mana Nourish.
lol I knew someone would ask this question, so I asked it first. The answer is the latter scenario: the second challenge can be applied to how cards once existed, not how they currently are. A 5-mana "Summon 3 2/2s." would be strictly worse than the original version of Force of Nature.
Disagree with your example - since the minions would stay on the board, it's a completely different effect to OG FoN, so while it's a worse card, it isn't strictly worse. However, yes, you're allowed to assume that Classic set cards which have been nerfed are in their unnerfed state for Challenge 2.
So, question: Given that the Classic set has received a LOT of nerfs, does the second challenge apply to the current Classic set? Or when they were released? For example: A 5 mana draw 3 cards would be strictly worse than 5 mana Nourish but not the case with a 6 mana Nourish.
lol I knew someone would ask this question, so I asked it first. The answer is the latter scenario: the second challenge can be applied to how cards once existed, not how they currently are. A 5-mana "Summon 3 2/2s." would be strictly worse than the original version of Force of Nature.
Disagree with your example - since the minions would stay on the board, it's a completely different effect to OG FoN, so while it's a worse card, it isn't strictly worse. However, yes, you're allowed to assume that Classic set cards which have been nerfed are in their unnerfed state for Challenge 2.
...whoops. Awkward.
I'll be honest, I only remember Force of Nature as "Summon 3 2/2 Treants with Charge." I did not remember that they died; you were usually dead before that happened lel.
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
Would it be okay for my Legendary to give my hero Windfury per Challenge #3's stipulations? I know Shaman uses Windfury for their class but I feel like my legendary giving my hero Windfury helps its themes of attacking and controlling. It's like how Hunter's Legendary has Charge but their class isn't all about Charge, more beasts and attacking face. My class isn't about windfury but it is about attacking a lot.
Would it be okay for my Legendary to give my hero Windfury per Challenge #3's stipulations? I know Shaman uses Windfury for their class but I feel like my legendary giving my hero Windfury helps its themes of attacking and controlling. It's like how Hunter's Legendary has Charge but their class isn't all about Charge, more beasts and attacking face. My class isn't about windfury but it is about attacking a lot.
That sounds fine, yeah. The challenges exist to help push people towards cohesive concepts; if your class is strongly about attacking with your hero, then Windfury for your hero seems like a reasonable effect for a Legendary.
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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 don't have all 15 completed, but I have a small collection of rough drafts if anyone is interested. Just wondering if I'm on the right track so far, you know?
Freeze is basically "my Keyword", so having a Legendary about it makes sense. Sapphiron is the late-game win condition for a Freeze archetype, stalling until you can drop him and start machine-gun blasting the enemy hero with repetitive Freeze effects. It's like what Mages were doing with Ice Lance, but hopefully more fair.
Chains of Kel'Thuzad is a boss ability, like my Basic spell Detonate Mana. The ability allows Kel'Thuzad to Mind Control a member of the raid for a period of time. Chains of Kel'Thuzad has no Attack-restriction like the lesser Priest control-spells, but it still only lasts until end of turn. The idea is that, if you can get a strong minion killed off on your side, you can then attempt to revive them. If you're worried about the overlap, this would be the only mind control effect in the class.
Icicle Crasher is one of the only forms of true destruction effects the Lich has access to. By attacking Frozen minions, he shatters them.
Frostbolt Volley is the next step up from Blizzard, and another boss ability. Frostbolt deals 3 damage and Freezes, so naturally the Volley does the same thing to all enemies.
Icy Guardian has +1 Attack on Sen'jin Shieldmasta, but he Freezes himself. This doesn't matter much as he's a Taunt minion, and after he dies you are free to revive him and avoid the Battlecry.
Endless Scourge is like Ancestral Spirit, but cheaper and not as good for the board. Better for Battlecry minions, though. In general, it functions to provide greater fuel to help outlast your opponent.
Dark Resurgence was seen in Phase I, a flexible card for cheap minion damage or healing.
Sapphiron Cool legendary. Nothing to say about it except maybe is a bit OP if you are planning to have a lot of cheap frozen spell. But the fact that is a 9 cost minion makes it well balanced I think.
Chain of Kel'thuzad I think it costs too much. I think maybe 3-4 should be ok considering that it's only for one turn.
Icicle Crusher the card itself it's cool but I think it's a cheaper version of the legendary. Is the text meaning that instead of attacking the minion, it will destroy it straight away?
Frostbolt volley Nice and balanced, an improved Blizzard
Nothing to say about the other one, the looks ok in the classic deck
Have you thought about some mechanics where a minion get a bonus every time is freeze?
Fun fact: I haven't made a single new card this since I submitted my Phase II entry. Awkward... but here's what I have for Classic so far.
7/15. Not great.
They all looks pretty balanced. My only concern is that the "right-most/left-most" mechanic has been added later after the classic set, saying so I don't know if this is infringing the rule of this phase but maybe because is not a keyword you gonna be fine.
Would it be okay for my Legendary to give my hero Windfury per Challenge #3's stipulations? I know Shaman uses Windfury for their class but I feel like my legendary giving my hero Windfury helps its themes of attacking and controlling. It's like how Hunter's Legendary has Charge but their class isn't all about Charge, more beasts and attacking face. My class isn't about windfury but it is about attacking a lot.
I think it could work. I was working my legendary around the hero buff as well. (feedback welcome)
My Keyword is Evergrowth: The minions have +1+1 for each minion on the board with evergowth
I thought about boosting this mechanic giving the Hero a permanent Evergowth bonus, in this case is a + 2 which means that if you summon a minion with evergrowth it will have a buff of +2+2 regardless of the minions on the board with the keyword.
I think is a bit too cheap a this stage, stats aren't great but the buff is good...so I'm not sure if i should put it at 6 mana or more. I was also thinking to adjust the battlecry with "If you control an Herb, give your Hero Evergrowth +2" which will make it a bit more difficult to play.
Chain of Kel'thuzad I think it costs too much. I think maybe 3-4 should be ok considering that it's only for one turn.
Shadow Madness costs 4 and has a restriction that the minion needs to have 3 or less Attack, and it only lasts for one turn, and yet it's a pretty decent card. If anything, I think Chain of Kel'Thuzad costs too little.
This is the Discussion Topic. The Submission Topic is here.
(Please Read the Submission Topic first.)
Hey guys, this is your bog-standard Discussion Topic for our "Trials and Errors" Class Creation competition Phase III; the place to let your ideas run free. Share what's on your mind for your class and help each other to make the best cards you can, as is tradition! In the post below, you will find the standard format for submissions.
Some people like having the requirements here too, so here they are in a spoiler.
PHASE III: The Classic Set
In this Phase, you will each construct your class's Classic Set . Here are the requirements for your Class Creation Competition Phase III Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire Classic Set out in the open.
The remaining ten (10) cards of your class's Classic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
As before, you will include a link to your Phase I and Phase II posts at the end of your submission.
The standard template which your submission must follow can be found here (or by navigating to the second post in the Discussion Topic, if that link doesn't work).
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
All of that said, please refrain from the following:
So, without further ado, have fun and get creating!
You can find me here! Good luck everyone!
SUBMISSION TEMPLATE
THE EXPERIMENTER
Exactly the same as the previous template, you should include your Hero, Hero Power and any tokens here first. This might also be where you want to detail your class's strengths and weaknesses. If you don't wish to do that, include that after the keyword section. Any format for that is fine - list, proper paragraph, whatever - but make sure it is out in the open, not behind a spoiler.
Optional Keyword Section
For those of you with keywords, describe them here. If you need to use some tokens to illustrate what's going on, please do so in a spoiler.
Example Cards
Same as before, simple format for showing your cards off. Below these cards you can give a little description of them, explain how they benefit your class etc etc. I think it'd look nice in a bullet point format, but you can do whatever you want so long as it isn't too lengthy.
Any tokens produced by these cards would go in a spoiler at the end of this section. with or without their own commentary.
Tokens
This was a purely aesthetic change, but even still, it's a token so it goes behind a spoiler.
Remaining Cards
Common
Rare
Epic
Legendary
Ooh, mandatory spoiler now. This is much more flexible. You can simply throw the remaining ten cards in here with no commentary; you can give them a little blurb if you want; you can put all fifteen cards in here if you find that easier (which is what I've done). Just make sure you only have fifteen cards total! That'd be an unfortunate way to get disqualified.
Previous Phases
Include a link to your Phase I and Phase II posts here.
You can find me here! Good luck everyone!
So Happy to get it through!
Just a question, can I use the keyword Dormant? I can make it more wordy to avoid the keyword otherwise
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 would say No, you cannot use Dormant. Dormant does not appear until Sherazin, Corpse Flower in Un'Goro; while there is nothing inherently sacred about Dormant being connected to that expansion, it's still "late" in the life of Hearthstone. Bringing it all the way back to Classic is a stretch, especially if you plan to use it on a non-Legendary minion.
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
Congrats everyone who made it to the next round! On to the new challanges.
Challange 1 is great. It helps further explain our classes and doesn’t dictate any changes about the class.
Challange 2 will require some work, but is a good challange. The trick is to pick a card that would for your class, and make it strictly worse, but still something you’d want to play for that class. I imagine most comparisons will be with existing class cards.
Challange 3... I don’t like. I agree that the Classic Legendary needs to be in your class’ theme. But forcing it to use the keyword too, I’m not a fan of that requirement. Al'Akir the Windlord doesn’t have Overload. I’ve already been through so many designs for mine before going away from my keyword to something more generic and powerful *sigh* Back to the drawing board.
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
Challange 3... I don’t like. I agree that the Classic Legendary needs to be in your class’ theme. But forcing it to use the keyword too, I’m not a fan of that requirement. Al'Akir the Windlord doesn’t have Overload. I’ve already been through so many designs for mine before going away from my keyword to something more generic and powerful *sigh* Back to the drawing board.
I'm actually concerned too about this one. I was planning to use the legendary to add more versatility to the class without pushing the keyword mechanic but apparently I will have to change it XD Which is good, more challenging :D
Yeah I thought the same. Ok cool thanks!
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 don't have all 15 completed, but I have a small collection of rough drafts if anyone is interested. Just wondering if I'm on the right track so far, you know?
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I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
@linkblade91 I would say that your class legendary could actually be bumped down to 8 mana or improved in some way. I think without too many cheap freeze spells its balanced especially with the same stat line and mana cost as Alexstrasza. Icicle Crasher might be a little too overpowered with that stat line even if it cant attack on the same turn given that he destroys something in combination with your hero power. Other than those two the other cards seem pretty balanced. I'm interested in what else you plan to include in your classic set especially if something synergizes with freezing friendly minions like your Icy Guardian does to itself (as well as some others like Hyldnir Frostrider)
So, question: Given that the Classic set has received a LOT of nerfs, does the second challenge apply to the current Classic set? Or when they were released? For example: A 5 mana draw 3 cards would be strictly worse than 5 mana Nourish but not the case with a 6 mana Nourish.
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lol I knew someone would ask this question, so I asked it first. The answer is the latter scenario: the second challenge can be applied to how cards once existed, not how they currently are. A 5-mana "Summon 3 2/2s." would be strictly worse than the original version of Force of Nature.
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 really like Challenge 1, but not so much Challenge 2. Challenge 3 is eh, but having no exclusive keyword is not such a bad idea now, is it?
Speaking of Challenge 1, I'd like to emphasize something about class weaknesses. Class weaknesses do not necessarily need to equate to underpowered cards. For example, if card draw is supposed to be a weakness in your class, this doesn't mean your card draw cards need to be underpowered. Cost or rarity (as in how much of it is has) could also work. Let's suppose that your classes card draw effects are pretty good for their Cost, but are expensive. That in and of itself is a weakness because low-Cost card draw often matters significantly. Don't think about making cards that are sub-par for the Cost and are unplayable as a result, but instead think of how you could emphasize the weakness in other ways.
Class weakness could even be something outside of the cards themselves. For example, emphasis on minion positioning (like Battlemage) could be a weakness because your opponent could possibly play around it by placing their minions in such a manner to dilute the effectiveness of your position-based effects.
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Thanks for 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
Disagree with your example - since the minions would stay on the board, it's a completely different effect to OG FoN, so while it's a worse card, it isn't strictly worse. However, yes, you're allowed to assume that Classic set cards which have been nerfed are in their unnerfed state for Challenge 2.
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...whoops. Awkward.
I'll be honest, I only remember Force of Nature as "Summon 3 2/2 Treants with Charge." I did not remember that they died; you were usually dead before that happened lel.
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
Would it be okay for my Legendary to give my hero Windfury per Challenge #3's stipulations? I know Shaman uses Windfury for their class but I feel like my legendary giving my hero Windfury helps its themes of attacking and controlling. It's like how Hunter's Legendary has Charge but their class isn't all about Charge, more beasts and attacking face. My class isn't about windfury but it is about attacking a lot.
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Fun fact: I haven't made a single new card this since I submitted my Phase II entry. Awkward... but here's what I have for Classic so far.
7/15. Not great.
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That sounds fine, yeah. The challenges exist to help push people towards cohesive concepts; if your class is strongly about attacking with your hero, then Windfury for your hero seems like a reasonable effect for a Legendary.
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
Sapphiron Cool legendary. Nothing to say about it except maybe is a bit OP if you are planning to have a lot of cheap frozen spell. But the fact that is a 9 cost minion makes it well balanced I think.
Chain of Kel'thuzad I think it costs too much. I think maybe 3-4 should be ok considering that it's only for one turn.
Icicle Crusher the card itself it's cool but I think it's a cheaper version of the legendary. Is the text meaning that instead of attacking the minion, it will destroy it straight away?
Frostbolt volley Nice and balanced, an improved Blizzard
Nothing to say about the other one, the looks ok in the classic deck
Have you thought about some mechanics where a minion get a bonus every time is freeze?
They all looks pretty balanced. My only concern is that the "right-most/left-most" mechanic has been added later after the classic set, saying so I don't know if this is infringing the rule of this phase but maybe because is not a keyword you gonna be fine.
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 think it could work. I was working my legendary around the hero buff as well. (feedback welcome)
My Keyword is Evergrowth: The minions have +1+1 for each minion on the board with evergowth
I thought about boosting this mechanic giving the Hero a permanent Evergowth bonus, in this case is a + 2 which means that if you summon a minion with evergrowth it will have a buff of +2+2 regardless of the minions on the board with the keyword.
I think is a bit too cheap a this stage, stats aren't great but the buff is good...so I'm not sure if i should put it at 6 mana or more. I was also thinking to adjust the battlecry with "If you control an Herb, give your Hero Evergrowth +2" which will make it a bit more difficult to play.
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
Shadow Madness costs 4 and has a restriction that the minion needs to have 3 or less Attack, and it only lasts for one turn, and yet it's a pretty decent card. If anything, I think Chain of Kel'Thuzad costs too little.
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