This is what I got at the moment. Rainbow Pigment is my weakest card compared to Moonfire, higher in cost, lower in proportion in damage dealt.
I changed the legendary to boost its stats and i make his buff active only when is on the board. Otherwise i got this one, which is a reworked version of the legendary i planned before discovering the challenge
Flowerwielder should be a rare card, I forgot the gem.
I'm not sure about the crop harvester because it summon a neutral minion instead of a class one, but I liked the idea...
So... I went ahead and made the entire Classic set.
Some adjustment:
Scutiny cost 0, no longer draw a card. There's so many 1 cost spells that I want to have some variety.
Meteor Shower is now 2 mana deal 3. The class lack good turn 2 play.
Starscyer Sera no longer is an AoE but now a burst damage since board clear is supposed to be the biggest weakness of my class. Cosmic Elemental now took the Gaze AoE role.
Celestial Drake is now 6 mana. I want to have atleast 1 minion with the keyword naturally in the card set.
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.
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.
So I completely finished my classic set during phase 2! One card has to get cut for challenge 2 though.
Cards:
Currently I'm leaning towards cutting Stormstriker since it's somewhat similar to Gerrart. I also need to change some rarities around.Any feedback would be appreciated!
Why is Polymorph: Armor when there is no actual transformation in the card? I would change the name.
Stormstriker seems like the right card to cut. It is both too similar to Hotheaded Disciple as well as too similar to Gerrat.
I somehow lost my place to reply... again! So I'll reply here :P The idea behind Polymorph: Armor was meant to be you could transform a rock or other nearby object into armor, or if you were feeling a bit more furious you could transform an enemy into armor. There is no way to word it with a transform effect so I went with Silence and destroy instead as that's basically the same thing. "Transform a minion into 10 Armor" just doesn't sound right.
So I completely finished my classic set during phase 2! One card has to get cut for challenge 2 though.
Cards:
Currently I'm leaning towards cutting Stormstriker since it's somewhat similar to Gerrart. I also need to change some rarities around. Any feedback would be appreciated!
I'm mostly going to give you wording suggestions, because those are a lot of cards and it is kinda late here, sorry dude
Arcane Rush could read "Draw 2 cards. Next turn, skip your normal draw."
Conjure: Plate Armor should probably read "Gain 8 armor or give a minion +6 Health" (I would change the 6 to a 4, just for aesthetics)
Enchant Weapon: Ice I think that you could remove the Spellfury requirement and outright make it a "Give your weapon +1/+1 and "Freeze any character damaged by this weapon."
I'm not a big fan of Polymorph: Armor it's too wordy for my taste, you should probably keep it as the Spellfury version 8 mana "Silence and destroy a minion. Gain 10 amor" I would personally make it gain 8 armor tho, for the flavour stuff.
Conjure: Impediment, "...change an enemy minion's attack to 1"
Thanks for the wording advice! It definitely helps lol. Conjure: Plate Armor is worded that way as it's a targeted card so you target your hero to give them armor. It's kinda to distinguish it from a choose one card. As for Enchant Weapon: Ice, I like the idea of needing to attack with a weapon to then buff it, especially in a class with mostly 1 durability weapons. Plus my classic set is somewhat lacking in Spellfury cards which is fine as it is a versatile class so it should have options for non-weapon decks, but even so I'm reluctant to remove anymore Spellfury keywords from my classic set. I agree with you on Polymorth: Armor, I shall change it! It originally was like that anyway but I kinda shoehorned the keyword in to try get more of it in the set haha. Probably not the best idea though.
Whoo, I made it! Thank you everyone who voted my class, and good luck to the other participants.
Unfortunately, I won't be able to be very active until the 22nd or so, since I still have a bunch of projects to work on. Still, I'd like some feedback for my first attempt at my classic legendary:
Whoo, I made it! Thank you everyone who voted my class, and good luck to the other participants.
Unfortunately, I won't be able to be very active until the 22nd or so, since I still have a bunch of projects to work on. Still, I'd like some feedback for my first attempt at my classic legendary:
Looks dangerous with Stonetusk Boar unless your class is supposed to have big burst like that.
Whoo, I made it! Thank you everyone who voted my class, and good luck to the other participants.
Unfortunately, I won't be able to be very active until the 22nd or so, since I still have a bunch of projects to work on. Still, I'd like some feedback for my first attempt at my classic legendary:
Looks dangerous with Stonetusk Boar unless your class is supposed to have big burst like that.
It's not really meant to, no. The class is meant to have a strong board presence that it uses to keep the enemy in check. If the other minions can't attack the enemy hero, could I get away with making it an 8 mana 9/9?
I don't think an 8 mana 9/9 would work as with 2 boars and 10 you can do 18 damage. Hmm. Maybe 9 Mana 9/9. It'd be used to push damage on exisiting boards and would still be pretty good imo.
Strengths of Archaeologist: - Defensive Spells: Izzy can get herself out of any tough situation, with a bit of luck. These spells can help evade tricky situations. - Powerful Weapons: Using ancient artifacts, Izzy can have access to powerful effects that happen over time. - Card Draw: Izzy has several card draw options in Basic and Classic as a way to recover. In the future, she'll Discover lots of cards as well! - Sticky Minions: Izzy has several ways to keep her minions alive, and plenty of minions that can survive on their own. These minions typically have high Health.
Weaknesses of Archaeologist: - Limited Board Presence: Izzy typically can't summon a bunch of minions at once, instead relying on singular, powerful minions or weapons. - Limited Aggro Potential: Not many things in Archaeologist deal a lot of damage to their opponent's face, controlling the board instead. - Weaker Early Game: Most of Izzy's arsenal lies among the higher-cost range, or generates higher-cost cards. - Synergistic Cards: Several Archaeologist cards rely on you controlling a weapon. If you don't have one, you're going to have a bad time.
So, I decided to probably cut the Silent Night Secret since it looks kind of complicated and the mechanic doesn't exist in the game yet until Duplicate. Here's what I created to take its place (it also cement the "Zodiac Mark" cycle as well as leviating the problem of my class of not having any good class 2 drops). Number need to be tweeked:
I don't think an 8 mana 9/9 would work as with 2 boars and 10 you can do 18 damage. Hmm. Maybe 9 Mana 9/9. It'd be used to push damage on exisiting boards and would still be pretty good imo.
Thanks for the feedback. Will keep in mind when I actually get to the cards.
Random question: If we just take an existing basic card and add it to our class with the cost and stats/effect unchanged, would that count for challenge 2? It would technically be strictly worse, as you have to open it from a pack as opposed to getting it for free.
Random question: If we just take an existing basic card and add it to our class with the cost and stats/effect unchanged, would that count for challenge 2? It would technically be strictly worse, as you have to open it from a pack as opposed to getting it for free.
I don't believe that's how Shadows intends the challenge to be interpreted. The card must be strictly worse on a functional level.
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
Thank you to everyone who provided feedback to me already; I greatly appreciate it. I have to be somewhere so I cannot reciprocate at the moment, but I didn't want to reply to NiRaSt only to then ghost everyone. I intend to return the favor...when I return myself lel.
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
@Pircival I would say most of your cards look pretty good however I would say that there are a few of your cards that cost too little like Master Eroder which is a pretty big anti-agro tool to only cost 2 with one less stat so I think you should tweak that a bit. Iron Preserver and Hallkeeper should cost more in my opinion for such a big effect especially if you have very powerful weapons with high durability, seeing as they basically refresh it I would say they deserve to feel like more planned clutch plays than after thoughts you can play with little tempo loss (if any). Explore is something to be a little cautious about but I think your class needs the situational ramp if their early game is bad. I absolutely love Rolling Boulder as it might need you to sacrifice a minion to get really good plays with it. Overall I love your direction and cards and look forward to seeing more!
@Shatterstar1998 I love your classes direction with directed random effects and think your classic set it looking pretty damn good especially Horn of Capricorn which is a really interesting card. Starhoarder and Mark of Taurus might be a little strong especially the latter if you plan on having some big minions even if the trade off is that you need to combo the cards, giving a large minion divine shield and taunt is a really strong effect. I would be wary to have a set with so little minions but it might fit your class archetype so its really up to you. Good overall feel for the class and interesting use of your keyword.
@Laurendor I think your class feels really nice and disruptive while slowly getting a really strong board but a lot of the cards in the classic set you showed were a little to overpowered. Bruiseweed should at least have taunt or some way for an opponent to get rid of it as losing a board slot is really powerful for something that costs 1. In that same vein i think Entangling Roots should cost at least 2. Grave Moss should maybe be a 3/3/3 because with so many herbs it might be pretty easy to throw out a 4/4 for free but thats up to interpretation. Stranglekelp might be a little too situational and tech-y maybe something like freezing an enemy minion at the end of your turn might be more useful generally but that is up to you too. I like the flavor of the Herbolarium as it takes some setup to be really good and is a nice tutor card. Seed Outburst is too strong just in general for 4 it might even be good at 10 honestly with that many seeds and the possibility of 10 damage I know that its random but I would not feel good about being hit in the face for 10 on turn 4 with extra bonuses in any game. With Sol, Singing Sunflower why don't you just give him the Evergrowth +2 if its only going to be while he is on the board? Overall this is a really nice and interesting class I'm looking forward to seeing what direction you go in.
@linkblade91 You are right about the 9/8/8 dragon thing I may have been a little hasty in my judgement. The Chains i think would be too weak at 8 but with mana cost around 6 or 7 it should be balanced unless you are really an aggressive class it would be difficult to use it to remove things unless you have some nice board setup or combination cards that would kill the minion on your side of the board.
I've been seeing a lot of people not happy with Challenge #2. The intention of the challenge is to force you to confront the fact that your class cannot be the best at everything - a tangible way we can ask you to complete this is to create a card that is strictly worse than another one.
I understand the frustration that comes with this restriction seemingly not existing in the actual game itself, but it's more intended to guide you towards design principles that are in the game - that being that some classes are better at things than others. The challenge also doesn't have to mean making a card that is bad.
Take, for example, Shatterstar1998's Comet of Doom (strictly worse than Deadly Shot). As they rightfully point out, in their class where random effects can be controlled, this isn't necessarily a bad card. As another example, krowski_nall's Carbo Load (strictly worse than Ancestral Healing). This card does look bad on paper, but in a class focused on high Health minions or one which has bonuses for healing or being at full health, it could actually be a pretty good card - hell, it'd be busted in Priest!
I really believe that this challenge is great for challenging you to come up with a card that makes sense in your class, but is still worse than an existing card. Anyone can make a 4 mana Arcane Intellect because their class is 'bad at card draw'. Something like Comet of Doom is knowing your class and playing to its strengths and weaknesses perfectly.
Challenge 1 is good, am a bit unsure about challenge 2, and challenge 3 is just really dumb. Challenge 2 is semi-interesting but seems like it would mostly create uninteresting cards. However, it does help explore the weaknesses of a class, so it's a bit more fine. Challenge 3 I just really dislike. The first part ("must utilize a core aspect of your class") is basically common sense when designing the classic legendary of a class, and I guess would be fine as a challenge. However, being forced to use your class' keyword (if you have one) is bad. For some keywords, it massively limits what sort of a thing the legendary could do. The legendary could easily stick to the main themes without using the keyword.
I've been seeing a lot of people not happy with Challenge #2. The intention of the challenge is to force you to confront the fact that your class cannot be the best at everything - a tangible way we can ask you to complete this is to create a card that is strictly worse than another one.
I understand the frustration that comes with this restriction seemingly not existing in the actual game itself, but it's more intended to guide you towards design principles that are in the game - that being that some classes are better at things than others. The challenge also doesn't have to mean making a card that is bad.
Take, for example, Shatterstar1998's Comet of Doom (strictly worse than Deadly Shot). As they rightfully point out, in their class where random effects can be controlled, this isn't necessarily a bad card. As another example, krowski_nall's Carbo Load (strictly worse than Ancestral Healing). This card does look bad on paper, but in a class focused on high Health minions or one which has bonuses for healing or being at full health, it could actually be a pretty good card - hell, it'd be busted in Priest!
I really believe that this challenge is great for challenging you to come up with a card that makes sense in your class, but is still worse than an existing card. Anyone can make a 4 mana Arcane Intellect because their class is 'bad at card draw'. Something like Comet of Doom is knowing your class and playing to its strengths and weaknesses perfectly.
This is ridiculous.
Fireball cost 5 at the time when Mortal Strike was made. All cards were balanced around each other near to time of release, but changes made to them were implemented specifically to elevate certain cards i.e. Fireball.
You can't double back and say that there's a comparison between Fiery War Axe and Eaglehorn Bow. You explicitly said to consider pre-nerf cards.
This challenge would make sense if it were between an expansion set and the classic/basic sets.
This challenge doesn't make sense if you have any new ideas for your class. You have to shoehorn yourself back into another class' set to make a card that is just a worse version of another one; very boring and very unappealing. I've already listed my reasons for this being a bad idea.
The example you listed with Comet of Doom is exactly identical to your Arcane Intellect example. It is literally the same card for 1 more mana. Indeed, to fulfill this challenge, you could well have a 4 mana Arcane Intellect because your class has no other card draw. That's not really the point though, as you wouldn't do that if you didn't have this challenge.
I also want to point out that Challenge 3 is the same unfun restriction as number 2 but to a lesser degree. If someone wants to argue that Al'Akir has Windfury and therefore has 'a class keyword' when it doesn't have Overload, I direct you to Archmage Antonidas; why doesn't he have Freeze in his card text?? That is, after all, the 'mage' keyword. Sometimes it doesn't make sense to give your class legendary your keyword, and can only harm the design. Why not place some other restriction on an epic card or something? The class legendary is supposed to be a big identifier for the class. If it can only do one specific thing it restricts how the entire class works.
The stubborn attitude here is beyond me — the competitors are telling you what they think, and you should respond accordingly.
I've been seeing a lot of people not happy with Challenge #2. The intention of the challenge is to force you to confront the fact that your class cannot be the best at everything - a tangible way we can ask you to complete this is to create a card that is strictly worse than another one.
I understand the frustration that comes with this restriction seemingly not existing in the actual game itself, but it's more intended to guide you towards design principles that are in the game - that being that some classes are better at things than others. The challenge also doesn't have to mean making a card that is bad.
Take, for example, Shatterstar1998's Comet of Doom (strictly worse than Deadly Shot). As they rightfully point out, in their class where random effects can be controlled, this isn't necessarily a bad card. As another example, krowski_nall's Carbo Load (strictly worse than Ancestral Healing). This card does look bad on paper, but in a class focused on high Health minions or one which has bonuses for healing or being at full health, it could actually be a pretty good card - hell, it'd be busted in Priest!
I really believe that this challenge is great for challenging you to come up with a card that makes sense in your class, but is still worse than an existing card. Anyone can make a 4 mana Arcane Intellect because their class is 'bad at card draw'. Something like Comet of Doom is knowing your class and playing to its strengths and weaknesses perfectly.
This is ridiculous.
Fireball cost 5 at the time when Mortal Strike was made. All cards were balanced around each other near to time of release, but changes made to them were implemented specifically to elevate certain cards i.e. Fireball.
You can't double back and say that there's a comparison between Fiery War Axe and Eaglehorn Bow. You explicitly said to consider pre-nerf cards.
This challenge would make sense if it were between an expansion set and the classic/basic sets.
This challenge doesn't make sense if you have any new ideas for your class. You have to shoehorn yourself back into another class' set to make a card that is just a worse version of another one; very boring and very unappealing. I've already listed my reasons for this being a bad idea.
The example you listed with Comet of Doom is exactly identical to your Arcane Intellect example. It is literally the same card for 1 more mana. Indeed, to fulfill this challenge, you could well have a 4 mana Arcane Intellect because your class has no other card draw. That's not really the point though, as you wouldn't do that if you didn't have this challenge.
I also want to point out that Challenge 3 is the same unfun restriction as number 2 but to a lesser degree. If someone wants to argue that Al'Akir has Windfury and therefore has 'a class keyword' when it doesn't have Overload, I direct you to Archmage Antonidas; why doesn't he have Freeze in his card text?? That is, after all, the 'mage' keyword. Sometimes it doesn't make sense to give your class legendary your keyword, and can only harm the design. Why not place some other restriction on an epic card or something? The class legendary is supposed to be a big identifier for the class. If it can only do one specific thing it restricts how the entire class works.
The stubborn attitude here is beyond me — the competitors are telling you what they think, and you should respond accordingly.
You've explained your frustrations to me; I've explained the reasoning behind the decisions. With the knowledge of why these challenges were chosen, how would you go about creating the challenges? I'm open to ideas here - I truly feel that these challenges encourage you to think outside the box and create interesting cards, but clearly you disagree.
To expand more upon what I was saying, dismissing Arcane Intellect + (1) as poor design was because of the reasoning behind it - simply because the class has 'bad card draw'. Comet of Doom is good design because the class it is in focuses around controlling random effects - Arcane Intellect + (1) could be good design in, for example, a class which can manipulate what cards are on top of their deck, or a class with a lot of draw synergies.
I wasn't doubling back when I gave the FWA example - I was just offering what examples there were in the game right now. When I said you can consider cards pre-nerf, I wasn't saying you can't also consider cards post-nerf if you want to. I'm sure there might be some card that you'd want to consider post-nerf instead - Warsong Commander has a completely different effect, for example.
Your class focuses a lot on Spell Damage synergy, it seems - it would make sense for you to create slightly weaker than average spells to account for this. There are plenty of damage-dealing spells in Classic and Basic to jump off from in this regard - a 1 mana 'Deal 2 damage to a minion', for example, would fit perfectly in your class as a simple Common spell. Your keyword, Phase, plays into it perfectly too if I'm reading it correctly, similar to Mortal Strike vs Fireball.
This is what I got at the moment. Rainbow Pigment is my weakest card compared to Moonfire, higher in cost, lower in proportion in damage dealt.
I changed the legendary to boost its stats and i make his buff active only when is on the board. Otherwise i got this one, which is a reworked version of the legendary i planned before discovering the challenge
Flowerwielder should be a rare card, I forgot the gem.
I'm not sure about the crop harvester because it summon a neutral minion instead of a class one, but I liked the idea...
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
So... I went ahead and made the entire Classic set.
Some adjustment:
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.
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 my Classic set finished (with the exception of Challenges), but I cannot post it because it untilweekend because I don't have my laptop.
Anyways, I wanted to ask you which of these cards do you prefer for my Legendary minion.
I like the second version more, but I think it would be broken with my Un'goro Quest (set which I already designed completely too, lol)
Do you think it would be okay if I changed the reward or if I made The Cursed King a Deathrattle?
Thanks for the wording advice! It definitely helps lol.
Conjure: Plate Armor is worded that way as it's a targeted card so you target your hero to give them armor. It's kinda to distinguish it from a choose one card.
As for Enchant Weapon: Ice, I like the idea of needing to attack with a weapon to then buff it, especially in a class with mostly 1 durability weapons. Plus my classic set is somewhat lacking in Spellfury cards which is fine as it is a versatile class so it should have options for non-weapon decks, but even so I'm reluctant to remove anymore Spellfury keywords from my classic set.
I agree with you on Polymorth: Armor, I shall change it! It originally was like that anyway but I kinda shoehorned the keyword in to try get more of it in the set haha. Probably not the best idea though.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Whoo, I made it! Thank you everyone who voted my class, and good luck to the other participants.
Unfortunately, I won't be able to be very active until the 22nd or so, since I still have a bunch of projects to work on. Still, I'd like some feedback for my first attempt at my classic legendary:
Looks dangerous with Stonetusk Boar unless your class is supposed to have big burst like that.
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
It's not really meant to, no. The class is meant to have a strong board presence that it uses to keep the enemy in check. If the other minions can't attack the enemy hero, could I get away with making it an 8 mana 9/9?
@NiRaSt
I don't think an 8 mana 9/9 would work as with 2 boars and 10 you can do 18 damage. Hmm. Maybe 9 Mana 9/9. It'd be used to push damage on exisiting boards and would still be pretty good imo.
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Got a few cards down, I have to cut a few tho:
Fossils are 4 mana minions worth 5 mana.
Strengths of Archaeologist:
- Defensive Spells: Izzy can get herself out of any tough situation, with a bit of luck. These spells can help evade tricky situations.
- Powerful Weapons: Using ancient artifacts, Izzy can have access to powerful effects that happen over time.
- Card Draw: Izzy has several card draw options in Basic and Classic as a way to recover. In the future, she'll Discover lots of cards as well!
- Sticky Minions: Izzy has several ways to keep her minions alive, and plenty of minions that can survive on their own. These minions typically have high Health.
Weaknesses of Archaeologist:
- Limited Board Presence: Izzy typically can't summon a bunch of minions at once, instead relying on singular, powerful minions or weapons.
- Limited Aggro Potential: Not many things in Archaeologist deal a lot of damage to their opponent's face, controlling the board instead.
- Weaker Early Game: Most of Izzy's arsenal lies among the higher-cost range, or generates higher-cost cards.
- Synergistic Cards: Several Archaeologist cards rely on you controlling a weapon. If you don't have one, you're going to have a bad time.
So, I decided to probably cut the Silent Night Secret since it looks kind of complicated and the mechanic doesn't exist in the game yet until Duplicate. Here's what I created to take its place (it also cement the "Zodiac Mark" cycle as well as leviating the problem of my class of not having any good class 2 drops). Number need to be tweeked:
Old card:
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Class Creation Finalist: The Astromancer
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Thanks for the feedback. Will keep in mind when I actually get to the cards.
Random question: If we just take an existing basic card and add it to our class with the cost and stats/effect unchanged, would that count for challenge 2? It would technically be strictly worse, as you have to open it from a pack as opposed to getting it for free.
I don't believe that's how Shadows intends the challenge to be interpreted. The card must be strictly worse on a functional level.
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
Thank you to everyone who provided feedback to me already; I greatly appreciate it. I have to be somewhere so I cannot reciprocate at the moment, but I didn't want to reply to NiRaSt only to then ghost everyone. I intend to return the favor...when I return myself 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
@Pircival I would say most of your cards look pretty good however I would say that there are a few of your cards that cost too little like Master Eroder which is a pretty big anti-agro tool to only cost 2 with one less stat so I think you should tweak that a bit. Iron Preserver and Hallkeeper should cost more in my opinion for such a big effect especially if you have very powerful weapons with high durability, seeing as they basically refresh it I would say they deserve to feel like more planned clutch plays than after thoughts you can play with little tempo loss (if any). Explore is something to be a little cautious about but I think your class needs the situational ramp if their early game is bad. I absolutely love Rolling Boulder as it might need you to sacrifice a minion to get really good plays with it. Overall I love your direction and cards and look forward to seeing more!
@Shatterstar1998 I love your classes direction with directed random effects and think your classic set it looking pretty damn good especially Horn of Capricorn which is a really interesting card. Starhoarder and Mark of Taurus might be a little strong especially the latter if you plan on having some big minions even if the trade off is that you need to combo the cards, giving a large minion divine shield and taunt is a really strong effect. I would be wary to have a set with so little minions but it might fit your class archetype so its really up to you. Good overall feel for the class and interesting use of your keyword.
@Laurendor I think your class feels really nice and disruptive while slowly getting a really strong board but a lot of the cards in the classic set you showed were a little to overpowered. Bruiseweed should at least have taunt or some way for an opponent to get rid of it as losing a board slot is really powerful for something that costs 1. In that same vein i think Entangling Roots should cost at least 2. Grave Moss should maybe be a 3/3/3 because with so many herbs it might be pretty easy to throw out a 4/4 for free but thats up to interpretation. Stranglekelp might be a little too situational and tech-y maybe something like freezing an enemy minion at the end of your turn might be more useful generally but that is up to you too. I like the flavor of the Herbolarium as it takes some setup to be really good and is a nice tutor card. Seed Outburst is too strong just in general for 4 it might even be good at 10 honestly with that many seeds and the possibility of 10 damage I know that its random but I would not feel good about being hit in the face for 10 on turn 4 with extra bonuses in any game. With Sol, Singing Sunflower why don't you just give him the Evergrowth +2 if its only going to be while he is on the board? Overall this is a really nice and interesting class I'm looking forward to seeing what direction you go in.
@linkblade91 You are right about the 9/8/8 dragon thing I may have been a little hasty in my judgement. The Chains i think would be too weak at 8 but with mana cost around 6 or 7 it should be balanced unless you are really an aggressive class it would be difficult to use it to remove things unless you have some nice board setup or combination cards that would kill the minion on your side of the board.
I've been seeing a lot of people not happy with Challenge #2. The intention of the challenge is to force you to confront the fact that your class cannot be the best at everything - a tangible way we can ask you to complete this is to create a card that is strictly worse than another one.
Currently, there are only two class cards which meet these requirements in the Classic/Basic set - Mortal Strike vs Fireball, and Fiery War Axe (post-nerf) vs Eaglehorn Bow.
I understand the frustration that comes with this restriction seemingly not existing in the actual game itself, but it's more intended to guide you towards design principles that are in the game - that being that some classes are better at things than others. The challenge also doesn't have to mean making a card that is bad.
Take, for example, Shatterstar1998's Comet of Doom (strictly worse than Deadly Shot). As they rightfully point out, in their class where random effects can be controlled, this isn't necessarily a bad card. As another example, krowski_nall's Carbo Load (strictly worse than Ancestral Healing). This card does look bad on paper, but in a class focused on high Health minions or one which has bonuses for healing or being at full health, it could actually be a pretty good card - hell, it'd be busted in Priest!
I really believe that this challenge is great for challenging you to come up with a card that makes sense in your class, but is still worse than an existing card. Anyone can make a 4 mana Arcane Intellect because their class is 'bad at card draw'. Something like Comet of Doom is knowing your class and playing to its strengths and weaknesses perfectly.
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CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Challenge 1 is good, am a bit unsure about challenge 2, and challenge 3 is just really dumb. Challenge 2 is semi-interesting but seems like it would mostly create uninteresting cards. However, it does help explore the weaknesses of a class, so it's a bit more fine. Challenge 3 I just really dislike. The first part ("must utilize a core aspect of your class") is basically common sense when designing the classic legendary of a class, and I guess would be fine as a challenge. However, being forced to use your class' keyword (if you have one) is bad. For some keywords, it massively limits what sort of a thing the legendary could do. The legendary could easily stick to the main themes without using the keyword.
This is ridiculous.
Fireball cost 5 at the time when Mortal Strike was made. All cards were balanced around each other near to time of release, but changes made to them were implemented specifically to elevate certain cards i.e. Fireball.
You can't double back and say that there's a comparison between Fiery War Axe and Eaglehorn Bow. You explicitly said to consider pre-nerf cards.
This challenge would make sense if it were between an expansion set and the classic/basic sets.
This challenge doesn't make sense if you have any new ideas for your class. You have to shoehorn yourself back into another class' set to make a card that is just a worse version of another one; very boring and very unappealing. I've already listed my reasons for this being a bad idea.
The example you listed with Comet of Doom is exactly identical to your Arcane Intellect example. It is literally the same card for 1 more mana. Indeed, to fulfill this challenge, you could well have a 4 mana Arcane Intellect because your class has no other card draw. That's not really the point though, as you wouldn't do that if you didn't have this challenge.
I also want to point out that Challenge 3 is the same unfun restriction as number 2 but to a lesser degree. If someone wants to argue that Al'Akir has Windfury and therefore has 'a class keyword' when it doesn't have Overload, I direct you to Archmage Antonidas; why doesn't he have Freeze in his card text?? That is, after all, the 'mage' keyword. Sometimes it doesn't make sense to give your class legendary your keyword, and can only harm the design. Why not place some other restriction on an epic card or something? The class legendary is supposed to be a big identifier for the class. If it can only do one specific thing it restricts how the entire class works.
The stubborn attitude here is beyond me — the competitors are telling you what they think, and you should respond accordingly.
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Alright, i didn't make any of these in advance, so bare with me:
These took a long time to make. I will add the common cards tomorrow, but for now let me know what you think of these.
You've explained your frustrations to me; I've explained the reasoning behind the decisions. With the knowledge of why these challenges were chosen, how would you go about creating the challenges? I'm open to ideas here - I truly feel that these challenges encourage you to think outside the box and create interesting cards, but clearly you disagree.
To expand more upon what I was saying, dismissing Arcane Intellect + (1) as poor design was because of the reasoning behind it - simply because the class has 'bad card draw'. Comet of Doom is good design because the class it is in focuses around controlling random effects - Arcane Intellect + (1) could be good design in, for example, a class which can manipulate what cards are on top of their deck, or a class with a lot of draw synergies.
I wasn't doubling back when I gave the FWA example - I was just offering what examples there were in the game right now. When I said you can consider cards pre-nerf, I wasn't saying you can't also consider cards post-nerf if you want to. I'm sure there might be some card that you'd want to consider post-nerf instead - Warsong Commander has a completely different effect, for example.
Your class focuses a lot on Spell Damage synergy, it seems - it would make sense for you to create slightly weaker than average spells to account for this. There are plenty of damage-dealing spells in Classic and Basic to jump off from in this regard - a 1 mana 'Deal 2 damage to a minion', for example, would fit perfectly in your class as a simple Common spell. Your keyword, Phase, plays into it perfectly too if I'm reading it correctly, similar to Mortal Strike vs Fireball.
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