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.
At this point, your Basic set is considered set in stone; sorry :(
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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
can you guys change the submission topic and this to have the appropriate challenges on them
Yep, sorry about that. I edited them in; Shadows can add his additional explanation tomorrow (he went to bed).
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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
otherwise I will work with something else I got in mind
The idea behind the new challenge is that your spell is hinting at a future archetype that doesn't currently exist. Your spell appears to be doing more of what you're already working on, so technically it would not count toward the challenge. Like, let's look at my card:
I cannot say "oh well it works for a future Deathrattle archetype", because I'm already heavily incorporating Deathrattles into my class. It's a major theme already, so it doesn't fulfill the challenge's look into the future. But if I was to say that I was working toward a Hand archetype (with the "return to hand" part), then that would be okay.
If you were intending for a Hand archetype of your own, that would work. Otherwise, just focusing on the Herbs would not satisfy the challenge.
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
Well I understand that but at this point the challenge isn’t even more restricted than the previous one? I know where I wanna go for future set but most of the mechanics include keyword that are not available in the classic set unless they are more wordy...
dont want to be annoying just trying to understand a bit better what’s the limit of this new challenge
Mark of Aquarius is out. I feel its power level and flavor is better suited for an expansion anyway. Weaponized Telescope now has its rarity bumped to Rare in order to make room for the new spell (still can't decide whether it is Mark of Cancer or Celestial Wonder yet)
Astral Vengeance now has its name fixed. It now produces 1 less token in exchange for giving all friendly minions +1 Attack. I want this card to be more offensive and the class to have more mass buff. Also buff its activation condition to have more variety in activation condition.
Showcase cards: Starscryer Sera, Weaponized Telescope, Mark of Virgo, Celestial Drake, Comet of Doom
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!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
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 tutoring 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 Gaze activates 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 or discount a 4 mana minion by Mark of Virgo. So it has to rely on Neutral 2 drops, most notably Mad Bomber
Cards:
Commentary:
Srutiny : A simple, effective Gaze granter and enabler of the random effects the class like to run.
Mark of Cancer & Celestial Wonder: Card to fulfill the challenge that will act as important piece for the future Secret synergy.
Meteor Shower: A random effect and Gaze granter. A more complicated card at first glance since sometime you want the effect go wide or want the Gaze effect to set up for another powerful random effect.
Astral Protection : A Secret that demonstrate the buff aspect of the class. Since most of the time the opponent would want to kill your high value minions (most notably the Astral Spirits that will continue to heal you), this card help to provide them with some protection.
Starhoarder : A card that act as a board flood as well as a great source of healing.
Comet of Doom : Hard removal for the class. Especially powerful combine with the class's keyword so it has to be 1 mana more expansive than Deadly Shot.
Weaponized Telescope: A reliable source of granting Gaze for the class to use. Emphasize that the class use weapon to enhance their cards rather than a weapon-focus class.
Mark of Taurus : Part of the Constellation Mark cycle. Use this to turn your big and medium minions into a wannabe Sunwalker.
Astral Vengeance : A Secret that emphasize the token spawning and the healing aspect of the class. Use this both offensively as an AoE buff as well as defensively as a great source of healing.
Celestial Intervention : A Secret that used as a disruption effect for targeting spells. With a little bit of opponent read, timing and Gaze effect, you can actually cause your opponent spell to backfire on them horribly. This is a versatile card that can be used to protect either your minions or face.
Celestial Drake : A powerful draw engine of the class but require a lot of set up. Allow the class to distribute out Gaze without losing card advantage Compare with Azure Drake.
Mark of Virgo : Part of the Constellation Mark archetype. Used for tempo it is a worse version of at-launch Innervate. Its true power is that it can be used as a set up to cheat out ahead of curve minions by playing it at the previous turn or set up for combo. Notably that it cannot stack with itself unlike Innervate.
Horn of Capricorn : A powerful Secret / Weapon hybrid that allow you both offensive and defensive power of dealing 4 damage to a minion that about to attack your face as well as a 4/1 weapon ready to swing when your turn start. It does not have synergy with effects like Kirin Tor Mage (since it is not technically a Secret in your hand) but can still synergize with effects like Secretkeeper or Avian Watcher (since it enters and is played as a Secret)
Cosmic Elemental : A card to showcase synergy with Gaze that isn't just random effects. Really weak since the class is supposed to have bad board clear but can be powerful with enough Gaze granter and set up.
Starscryer Sera: The big Legendary of the class and pay off the Gaze you carefully stored into your opponent or the Gaze cards you held back. Her low cost and Battlecry effect makes her a perfect target for a finishers and effects that synergize with minions.
So, I redesigned Celestial Curse (renamed to Celestial Intervention) because I think Spell Damage is just not fit in with the theme of my class as well as the set now ironically didn't have enough random effects to synergize with Gaze:
Old:
With a correct timing, opponent read and some Gaze effect, you can actually "steal" the spell your opponent casted by redirect it to their minion or face.
I also want to buff Cosmic Elemental a little bit after I realize that I don't have any AoE Gaze effect, as well as the original card feel not worthy of being an Epic. Ironically, he is now a much weaker version of old Starscryer Sera:
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.
Thanks for the feedback!
I don't get what you mean by IIRC Immune? I balanced Conjure: Impediment off of Bestial Wrath and they seem to have very similar immune effects.
Conjure: Plate Armor (and Conjure: Impediment) are using one of the classes non-keyword mechanics. At a glance it may seem close to choose one but it's quite different both mechanically, and flavor wise. Mechanically the card is targeted. There is no choose one option that pops up. The effect changes depending on your target. For instance, targeting your hero with Conjure: Plate Armor would give you armor (that's why it's worded differently than other armor gain effects), while targeting a minion would give them health. Flavor wise, choose one is along the lines of deciding between turning into a bear, or a panther. While this mechanic is pretty much you've conjured something, armor for example, and could now either wear it yourself, or give it to a minion. Conjure: Impediment is pretty much you've created a giant floating shield thing which you can use to shield someone, or to really inconvenience an enemy by throwing it in their face. Death Coil was kinda my inspiration for the idea given it already uses the mechanic, just to a less dramatic extent. Hopefully that novel has convinced you the mechanic isn't too bad :P
I was actually really worried my lack of Spellfury cards would be a problem given I think shaman uses the least of it's class keyword out of all of them. I guess given your initial thoughts it might be a good thing, especially since my keyword is more specific than other classic ones.
That's actually something I completely missed and thinking about it, it will probably be a bit of a "feature" of my class as cards made with both the mechanics you mentioned and the effects changing based on targets mechanic are all almost guaranteed to be at least 3 lines. Given that's pretty much all of my classes main mechanics, I've gonna have to think really carefully about how I approach things, and finding the balance between enough cards with each mechanic and enough short and simple cards. I'll go over my classic set and reevaluate with this in mind.
Thanks! This'll definitely be the most difficult class I've made when it comes to getting the right balance between things.
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Would something like this be eligible for the new challenge 2?
I know elementals didn't exist in the classic set, but they DID exist when the HoF replacements were introduced, and starting with Un'Goro, my class would have elemental synergy. If not, I can probably make a card that adds a card with adjacent in it's text or something.
Would something like this be eligible for the new challenge 2?
I know elementals didn't exist in the classic set, but they DID exist when the HoF replacements were introduced, and starting with Un'Goro, my class would have elemental synergy. If not, I can probably make a card that adds a card with adjacent in it's text or something.
I don't know honestly but maybe they wanna see something different than a mechanic that is kind of "mandatory" in Un'goro.
I'm pretty happy about this card, i think it's kind of nice to buff a random minion into the deck instead of buffing minion once played or in hand. It's more random, that's true, but i also want my class to have a lot of hidden potential into its deck. I firstly made it with +1+1 but i think using the keyword is more "classic"
Do you think this card will work for the challenge?
So, I redesigned Celestial Curse (renamed to Celestial Intervention) because I think Spell Damage is just not fit in with the theme of my class as well as the set now ironically didn't have enough random effects to synergize with Gaze:
Old:
With a correct timing, opponent read and some Gaze effect, you can actually "steal" the spell your opponent casted by redirect it to their minion or face.
I also want to buff Cosmic Elemental a little bit after I realize that I don't have any AoE Gaze effect, as well as the original card feel not worthy of being an Epic. Ironically, he is now a much weaker version of old Starscryer Sera:
I'm starting to really like your class :)
Personally i never liked the "spell damage-" and i think the random effect of the new one suits more your class design.
The Cosmic Elemental might be OP but it's also high in cost so i think it has a good balance.
Would something like this be eligible for the new challenge 2?
I know elementals didn't exist in the classic set, but they DID exist when the HoF replacements were introduced, and starting with Un'Goro, my class would have elemental synergy. If not, I can probably make a card that adds a card with adjacent in it's text or something.
I would think not. Elementals didn’t have synergies in Classic. I had a similar issue because I wanted to make a Mech version, but Mechs weren’t a tribe until GvG. Even though they added more cards to Classic, none of them involve new keywords or tribes that didn’t exist in Classic. My current idea for this Challange is below. I’ll explain it in more detail when I post more of my cards.
So, I decided to replace Starhoarder with this card:
The class as of right now has a serious lack of 2 drops. Plus, Starhoarder, as cool as his flavor is, is just too weak and redundant when the class already had Starcaller.
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.
Thanks for the feedback!
I don't get what you mean by IIRC Immune? I balanced Conjure: Impediment off of Bestial Wrath and they seem to have very similar immune effects.
I honestly forgot about Bestial Wrath; for some reason I was thinking immune first appeared in an expansion. Don't mind me.
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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
Would something like this be eligible for the new challenge 2?
I know elementals didn't exist in the classic set, but they DID exist when the HoF replacements were introduced, and starting with Un'Goro, my class would have elemental synergy. If not, I can probably make a card that adds a card with adjacent in it's text or something.
I'm inclined to say No. As has been noted none of the other retroactively-added cards included expansion materials, keeping the Classic set "clean". The direction you're going is correct - this card would technically fulfill the challenge - but you're introducing a future element into the Classic set that's not supposed to be there.
...no pun intended.
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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
To make it easier for everyone, here's my class' basic set+keyword+hero power
And now the Classic cards:
I must admit i am a bit unsure about what i should include in the classic set. I tried to have diverse effects and some synergy, but if you think i should include a certain thing (like more card draw, direct damage, board clears etc) please let me know. I am very slow this time around and i'm sorry for that. I'll try to review some classes tomorrow.
Feedback is welcomed and appreciated!
EDIT: I realized i forgot about Challenge 2. Let me know which card should get deleted to make room for a 1 mana common spell.
I would make Blood Curse: Weaken -1-1 and bring it down to 1 (you can make it random too if you want). It's a new mechanic for your class and you can play with it in the future
Blood Curse:Disarm also to me sounds more something that affect the Hero or a weapon, maybe I would think about a different name for it.
I noticed the word Immune, but i'm not sure if it's a thing in a classic set. (atrakhi shieldmage)
The legendary trigger also during your opponent turn right? Its a pretty solid card.
To make it easier for everyone, here's my class' basic set+keyword+hero power
And now the Classic cards:
I must admit i am a bit unsure about what i should include in the classic set. I tried to have diverse effects and some synergy, but if you think i should include a certain thing (like more card draw, direct damage, board clears etc) please let me know. I am very slow this time around and i'm sorry for that. I'll try to review some classes tomorrow.
Feedback is welcomed and appreciated!
EDIT: I realized i forgot about Challenge 2. Let me know which card should get deleted to make room for a 1 mana common spell.
Flame Rush is OP. The Soularium is a Legendary and it actually cost you to discard the cards in a class with a Hero Power to draw card. I would make it cost 3.
Fire Rain is really weak. The potential to hit your minions alone is not worth the extra 3 damage. Hunter never used Multi-Shot despite they lack board clear. This is the card I would cut.
Spontaneous Combustion should cost 4. Compare with Shadowflame. It's also should be a Rare like that card in place of Kolarra Healer.
There is no way Atraki Healer is a Common. It is an Epic atleast.
Prepare for Battle should cost more with an additional effect. The only 1 mana cycle is Power Word: Shield and that require a minion on the field to play.
Blood Master Zuggrash should be an 8/8. His effect need you to follow up or your opponent will kill it. Compare with Prophet Velen.
For a class that called "Bloodburner", I feel that your class has so few burst and too many removal. You explicitly mentioned that your class is supposed to have weak board presence, but so many removal run against that theme. I recommend you add more burst into your class while reducing the number of removal if you still want to keep the description that you made in the previous phase. Otherwise, the set is pretty good for a mid-range / control class with many removal (aka a less aggressive Rogue with more survival).
At this point, your Basic set is considered set in stone; sorry :(
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
can you guys change the submission topic and this to have the appropriate challenges on them
Vote for the Fist Fighter https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229960-trials-and-errors-class-creation-competition-5?comment=3 😎🤜
Yep, sorry about that. I edited them in; Shadows can add his additional explanation tomorrow (he went to bed).
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 with the new challenge, is this card ok?
otherwise I will work with something else I got in mind
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
The idea behind the new challenge is that your spell is hinting at a future archetype that doesn't currently exist. Your spell appears to be doing more of what you're already working on, so technically it would not count toward the challenge. Like, let's look at my card:
I cannot say "oh well it works for a future Deathrattle archetype", because I'm already heavily incorporating Deathrattles into my class. It's a major theme already, so it doesn't fulfill the challenge's look into the future. But if I was to say that I was working toward a Hand archetype (with the "return to hand" part), then that would be okay.
If you were intending for a Hand archetype of your own, that would work. Otherwise, just focusing on the Herbs would not satisfy the challenge.
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
Well I understand that but at this point the challenge isn’t even more restricted than the previous one? I know where I wanna go for future set but most of the mechanics include keyword that are not available in the classic set unless they are more wordy...
dont want to be annoying just trying to understand a bit better what’s the limit of this new challenge
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
Repost my class with modification:
Showcase cards: Starscryer Sera, Weaponized Telescope, Mark of Virgo, Celestial Drake, Comet of Doom
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!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
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 tutoring 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:
Commentary:
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:
ty very much link
Vote for the Fist Fighter https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229960-trials-and-errors-class-creation-competition-5?comment=3 😎🤜
So, I redesigned Celestial Curse (renamed to Celestial Intervention) because I think Spell Damage is just not fit in with the theme of my class as well as the set now ironically didn't have enough random effects to synergize with Gaze:
Old:
With a correct timing, opponent read and some Gaze effect, you can actually "steal" the spell your opponent casted by redirect it to their minion or face.
I also want to buff Cosmic Elemental a little bit after I realize that I don't have any AoE Gaze effect, as well as the original card feel not worthy of being an Epic. Ironically, he is now a much weaker version of old Starscryer Sera:
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:
Thanks for the feedback!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Would something like this be eligible for the new challenge 2?
I know elementals didn't exist in the classic set, but they DID exist when the HoF replacements were introduced, and starting with Un'Goro, my class would have elemental synergy. If not, I can probably make a card that adds a card with adjacent in it's text or something.
I don't know honestly but maybe they wanna see something different than a mechanic that is kind of "mandatory" in Un'goro.
I'm pretty happy about this card, i think it's kind of nice to buff a random minion into the deck instead of buffing minion once played or in hand. It's more random, that's true, but i also want my class to have a lot of hidden potential into its deck. I firstly made it with +1+1 but i think using the keyword is more "classic"
Do you think this card will work for the challenge?
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
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I'm starting to really like your class :)
Personally i never liked the "spell damage-" and i think the random effect of the new one suits more your class design.
The Cosmic Elemental might be OP but it's also high in cost so i think it has a good balance.
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
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I would think not. Elementals didn’t have synergies in Classic. I had a similar issue because I wanted to make a Mech version, but Mechs weren’t a tribe until GvG. Even though they added more cards to Classic, none of them involve new keywords or tribes that didn’t exist in Classic. My current idea for this Challange is below. I’ll explain it in more detail when I post more of my cards.
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
So, I decided to replace Starhoarder with this card:
The class as of right now has a serious lack of 2 drops. Plus, Starhoarder, as cool as his flavor is, is just too weak and redundant when the class already had Starcaller.
Old:
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 honestly forgot about Bestial Wrath; for some reason I was thinking immune first appeared in an expansion. Don't mind me.
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'm inclined to say No. As has been noted none of the other retroactively-added cards included expansion materials, keeping the Classic set "clean". The direction you're going is correct - this card would technically fulfill the challenge - but you're introducing a future element into the Classic set that's not supposed to be there.
...no pun intended.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
To make it easier for everyone, here's my class' basic set+keyword+hero power
And now the Classic cards:
I must admit i am a bit unsure about what i should include in the classic set. I tried to have diverse effects and some synergy, but if you think i should include a certain thing (like more card draw, direct damage, board clears etc) please let me know. I am very slow this time around and i'm sorry for that. I'll try to review some classes tomorrow.
Feedback is welcomed and appreciated!
EDIT: I realized i forgot about Challenge 2. Let me know which card should get deleted to make room for a 1 mana common spell.
Blood Curse:Disarm also to me sounds more something that affect the Hero or a weapon, maybe I would think about a different name for it.
I noticed the word Immune, but i'm not sure if it's a thing in a classic set. (atrakhi shieldmage)
The legendary trigger also during your opponent turn right? Its a pretty solid 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
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: