Hopefully it's the last time i bother you with this entry and then i can proceed updating my full post
I came out with this 2 ideas for the challenge 2, not sure which one sounds better. I prefer the Mote of Life because of its versatility and also it can bypass the debuf of the herbs without silencing them... I'm not sure about the artwork but i think that could be a direction. Also the hand buff thing i think doesn't fit well in a classic set while the enrage mechanic sounds more legit.
I was also thinking to change the Lichens cropper into a weapon, i presented one in the basic set and it feel weird to me to don't have another one in the classic (apart from the token i'm generating from the spell flower wielder)
The Enrage keyword is no longer a mechanic in Hearthstone, so your card shouldn't have that anymore.
I feel that a simple fix to your Hero Power would be that making the Evergrowth keyword has "Every OTHER minions with Evergrowth". This would allow for your token to remain a 0/2 and not making it strictly better than the Paladin Hero Power.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Well crap. I came up with a much better version of my keyword. Hey mods, how much are we allowed to change our keywords in this phase? My current one has rather limited design options, whereas my new idea would be more open-ended, but I’d have to redo most of not all of my Classic cards.
Well crap. I came up with a much better version of my keyword. Hey mods, how much are we allowed to change our keywords in this phase? My current one has rather limited design options, whereas my new idea would be more open-ended, but I’d have to redo most of not all of my Classic cards.
You can change the balance of it, but you can't completely re-do your keyword.
Well crap. I came up with a much better version of my keyword. Hey mods, how much are we allowed to change our keywords in this phase? My current one has rather limited design options, whereas my new idea would be more open-ended, but I’d have to redo most of not all of my Classic cards.
You can change the balance of it, but you can't completely re-do your keyword.
Yeah, that’s what I thought. My idea would change it from a one-time effect to something that you could trigger multiple times in a turn, which is much more than a rebalancing.
The Enrage keyword is no longer a mechanic in Hearthstone, so your card shouldn't have that anymore.
I feel that a simple fix to your Hero Power would be that making the Evergrowth keyword has "Every OTHER minions with Evergrowth". This would allow for your token to remain a 0/2 and not making it strictly better than the Paladin Hero Power.
It has been substitute with "While damaged" no?
In case it will be " Give a minion: "Can attack while damaged". I was also thinking that because it's quiet weak as it is maybe I can add a +2 Health.
The Enrage keyword is no longer a mechanic in Hearthstone, so your card shouldn't have that anymore.
I feel that a simple fix to your Hero Power would be that making the Evergrowth keyword has "Every OTHER minions with Evergrowth". This would allow for your token to remain a 0/2 and not making it strictly better than the Paladin Hero Power.
It has been substitute with "While damaged" no?
In case it will be " Give a minion: "Can attack while damaged". I was also thinking that because it's quiet weak as it is maybe I can add a +2 Health.
There’s a couple issues I have with this card, and please forgive me if I’m forgetting some obvious synergies you’ve mentioned before. I’m on my cell atm.
1 - How many Herbs are you playing an a deck that can’t attack? Filling a deck with minions that can’t attack doesn’t sound like fun. It makes your class seem extremely passive.
2 - Because you’ve got minions that can’t attack, adding a card like this is wierd. This card is so niche, so specific. It’s nigh-useless if stolen by another class. Only 3 or so non-herb minions have this effect.
3 - How many self-Damage effects does your class have? Because otherwise you aren’t likely to trigger the ability to attack.
So I remember you have a Taunt herb that can’t attack. That’s fine. Personally I would rather see a few herbs like that, a few herbs that can attack as normal, and a few that act kinda like Totems and have 0 attack. Then maybe your spell could be a cheap stat buff for Herbs or something.
This ones are the Herbs from the Classic Set that cannot attack, but I do understand your point at that's why I was trying to make it less niche adding the Health buff. The point of having them with the can't attack is because I like the idea of forcing the enemy hero to wipe out the weeds before attacking the Hero to get rid of the buffs and the debut can justify stronger stats/buff with a relatively low cost.
I'm having problem with this challenge because I'm not sure which strategies to push in the future without using any of the new mechanics.
I'm afraid that the Ruby Acorn -which buff a minion on hand- will not be allowed because it's a future mechanic, I thought about a Deathrattle "summon 2 copy of this minion with 1 Health remaining" but I'm not sure about it either...
I'm having problem with this challenge because I'm not sure which strategies to push in the future without using any of the new mechanics.
I'm afraid that the Ruby Acorn -which buff a minion on hand- will not be allowed because it's a future mechanic, I thought about a Deathrattle "summon 2 copy of this minion with 1 Health remaining" but I'm not sure about it either...
The Dragon part was a problem, but a simple handbuff without a condition like that could fulfill the challenge. If that's what you plan to do in the future, then make a simple "Give a random minion in your hand (X)" spell. Hopefully you have a general idea of your future archetypes for the Year of the Mammoth and the Year of the Raven; after that, it's just a matter of reverse engineering something simple.
Or do it like you're "supposed to" chronologically, and leap off from this spell in determining what you might want to do later. I added something to my plans for Un'Goro, specifically because I wanted to do right by the challenge (but did not want to change my spell).
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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'm having problem with this challenge because I'm not sure which strategies to push in the future without using any of the new mechanics.
I'm afraid that the Ruby Acorn -which buff a minion on hand- will not be allowed because it's a future mechanic, I thought about a Deathrattle "summon 2 copy of this minion with 1 Health remaining" but I'm not sure about it either...
The Dragon part was a problem, but a simple handbuff without a condition like that could fulfill the challenge. If that's what you plan to do in the future, then make a simple "Give a random minion in your hand (X)" spell. Hopefully you have a general idea of your future archetypes for the Year of the Mammoth and the Year of the Raven; after that, it's just a matter of reverse engineering something simple.
Or do it like you're "supposed to" chronologically, and leap off from this spell in determining what you might want to do later. I added something to my plans for Un'Goro, specifically because I wanted to do right by the challenge (but did not want to change my spell).
I like the hand buff I always thought about it, I was just wondering if that's was ok considering that no other card from the classic is buffing minion on the hand.
I like the hand buff I always thought about it, I was just wondering if that's was ok considering that no other card from the classic is buffing minion on the hand.
Of the three factions in Mean Streets of Gadgetzan, handbuff is the least sacred of them. Not speaking as a mod, but I personally just don't see anything special about handbuff that could keep it from being in vanilla Hearthstone. Jades in Classic? No, that's a specific mechanic for MSG. "If your deck has no duplicates" in Classic? Definitely not; Reno Jackson hasn't happened yet. Handbuff? That's fine.
I might be wrong, but I don't think anyone will raise much of a stink if you included a handbuff card *shrugs*
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
Hopefully it's the last time i bother you guys with this entry XD
THE BOTANIST
A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are a protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life force in order to unlock their hidden power. A Botanist seek out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed in powerful reagents.Cultivation is the Hero Power of this class which will allow you to add to your hand a powerful Seedling with the new keyword: Evergrowth.
N.B. The Hero Power has been balanced since Phase I & II to be more balanced and easy to understand, please read the Evergrowth section of this post for a complete overview.
STRENGTH & WEAKNESS
The Botanist needs time to build up his strategies and is likely to win in the later phases of the game. Grow up a strong and luxuriant garden required patience and sacrifice and a small dose of luck to be able to benefit from the full potential of the herbs. In the board this translate into a slow gameplay, weak in the early stages, characterised by a lot of passive effect which will enhance in time the performance of the Botanist. The botanist works well with zoo and tempo decks.
Strength
Evergrowth is the keyword of the class and is strongest point. The more Evergrowth minions on the board the bigger the buff they will receive. The Botanist also can count on minions that interact with the Evergrowth Power do deal damage.
Herbs and Passive effect (start/end turn) will give the Botanist minions to be worried about, even if they stats aren’t great.
Cheap spells and cheap minions, this is both a strong and weak point of the class. The botanist can count on different cards with a low cost in mana, opening the way to different synergies. In the other hands, those cards are weak and works well only in synergies with something else.
Taunt minions from the basic set and the classic will give the Botanist some time to build up his strategies.
Hidden power into the deck. The Botanist will often shuffle card in the deck growing the power inside it. The Seeds are the most dangerous draw for the opponent but they are uselesswith a full board or an full hand.
Weakness
Random damages, most of the spell of this class inflict random damages to minions, this can be powered by spell damage but without it they are pretty weak and unreliable.
Can’t attack/weak minions. Most of the herbs and minions of the Botanist are weak and easy to get rid off. The offensive part of this class is deliberately low. Also most of the herbs are with 0 attack or can’t attack.
Most cards works well together, others don’t. The Hero power will generate Evergrowth bonus but it need space on the board. Herbs offers good passive effects but have no synergies at the moment with Evergrowth.
The botanist must choose whether to play the Herbs or bet on the Seedlings power.
The Botanist board clearer are deliberately situational.
EVERGROWTH
How does the Evergrowth works?
The Evergrowth is a buff (+1/+1) shared on the minion with Evergrowth on the board and based on the Evergrowth power indicator. When not specified, Evergrowth on the body of a minion means Evergrowth+1 (+1/+1) so in normal situation the maximum Evergrowth is fixed to +7/+7 (assuming seven minion with Evergrowth on the board and 7 point on the indicator) but this number can change in some occasion (ex. A minion with Evergrowth +2). The Evergrowth always start from 0 and goes to 1 soon as a minion with the keyword is played. If a minion with Evergrwoth is destroyed, the indicator will lose 1 point (or more according to the keyword on the body of the minion).
At this stage only minion on the board can increase the Evergrowth power, with their presence or with a battlecry (Sol, Singing Flower).
How does the Evergrowth looks in game?
To keep track of the current power of the Evergrowth I thought about a small indicator just under to the Hero Power to show to both players what’s the current number of the Evergrowth.This feature will also help to quantify the Evergrowth power for any other card that interact with it (ex. Buds Channeler). The cards with Evergrowth also will looks slightly different once played and on hand to show the buffed stats of the minion: the health and attack crystals are green, like the indicator and the minions share a green aura.Hopefully the following scenario will help you to understand how the Evergrowth mechanics works:
Token
Tokens Basic Herb
Ruby Acorn:Hopefully this card will fulfil the Challenge #2 of the competition. In the cold Dragonblight there is a massive tree with red leaf and white bark, rooted in the middle of the enchanted Ruby Sanctum. It's blessed by the Life-binder and share the same power than the Aspect of Life herself. The Botanist's minions are usually weak, maybe it's time to pump up those stats. This card showcase a future mechanics for this class which will focus on buff the cards on hand prior to play them, boosting their stats.
Buds Channeler - A fanatic of the Evergrowth this minion is able to release the hidden power of the plants, blasting all enemy minions with its power. This card shows how the Evergrowth power can be used by the Botanist in a different way than simply boosting the power of his Seedling.
Enchanted Growth - Part of the power of the Botanist relay on its Herbs. There are basic one and others one more rare and with more interesting buff. This card will allow the Botanist to add to its hand two basic Herbs and shuffle two powerful Seeds into the deck . This cards is one the few from the classic set that will shuffle seeds into the deck.
Photosynthesis - Most of the times the Herbs won't work with the Evergrowth, that's a weakness of this class. With Photosynthesis the Botanist can change the sort of the game, letting the Herbs became powerful Seedling once destroyed. It's a powerful spell to quickly boost the Evergrowth Power and also switch the gameplay from an Herb-focused to an Evergrowth's one.
Sol, Singing Sunflower - Hidden in the remote Hillsbrad Foothills there is a farm where a goblin is trying to grow awesome plants in his little garden. He got a problem with the undeads destroying his crops and that's why he manipulated the essence of his flowers into living creature. Sol is one of them, the most radius and joyful of all the garden. Playing Sol, Singing Sunflower will change the minimum of the Evergrowth Power to 2, giving a permanent buff of +2+2 to all Evergrowth minions. In game reference: Singing Sunflower
CLASSIC SET
Tokens
Entangling Roots- The Botanist most of the time take inspiration from the druid of Azeroth and try to use their magic for their purpose. Thanks to their knowledge of the plants they can call the power of the roots to entangle their enemy, making them unable to attack. And why not, maybe some time is not a bad idea to hide behind a bulwark of roots. This card won't remove a minion from the battlefield but it will make it inoffensive, even tho will give them a Taunt.
Flower Wielder - This is both a way to gain some benefit - thanks to the cost reduction on the Herbs - and to deal with annoying class that use a lot of powerful weapon. Bye Gorehowl!
Charged Seed- Nothing special except the versatility to deal random damages up to 3 enemy minions. Can be dangerous with the right minions on the board.
Mageroyal -The Mageroyal is most commonly known for its magical properties. The plant is characterized by its unusually high mana concentration, and is thus a popular herb among the Mages of Azeroth. It will share its power with the minion that will sit next to it, granting them Spell Power+1. Completely useless by itself, a beautiful opportunity between the right minions. Similar to Ancient Mage this card works passively
Liferoot - In traditional folk medicin, Liferoot is considered good for vital energy, used to combat sleeplessness with many soothing dreams. This minion will regenerate the Health of your Hero, allowing you to survive a bit more in this dangerous game. Even tho it can't attack it's annoying to get rid of it because of it's 2 attack. It's a stronger version of the Benevolent Djinn.
Kingsblood- A small shrub with pale, purple flowers, the Kingsblood favors the flat areas of fields and plains. It is so named because it is said that it primarily grows where the blood of kings has been spilled. What is certain is that the Botanist will need this plant to conquer the crown thanks to its special ability that will let him draw more cards every time he will summon a weak minion.
Herbolarium - It's a classic spell that will give more resources to the Botanist, allowing him to draw a spell and most importantly a powerful Seed to boost his Evergrowth Power.
Seed Outburst - Continuing the theme of shuffling Seeds into the deck, this spell is very unreliable and potentially catastrophic. It will shuffle one Seed for each damage dealt, up to six without any boost from external sources.
Do not disturb the serenity of the Greenhouse. Failure to do so will result in termination.
Who wants to live forever?
Botanica Protector / Lichens Cropper - Both cards use the keyword "Poisonous" which is gonna be part of this class in the future. I used the word poisonous for the Botanica Protector but they both work with the classic version "Destroy any minion it damage". The Botanica Protector ( it will be a Mech in the future in case ) can be a very annoying card as long it is surrounded by Herbs. It's a very situational card and must be used only in certain situation to get its full potential. The Lichens Cropper is more versatile because it will apply the keyword Poisonous to a spell, worry not anymore about cheap random damage aoe.
Hey, wanted to give you some feedback since your post got buried.
I'm not following the cost-increasing synergy. I guess it makes your 1-cost minions more effective, but it also limits the cost of higher-end minions. It could be a cool effect in a zoo deck but I wouldn't make it a core of your class. Also watch out for making Classic cards over complicated.
Spontaneous Generation is a card I've wanted to see for so long. Very cool effect. But I worry that the cost is too low, since you can get a LOT of stats across a full board of minions and then buff them with Elixir of Strength. In any case, Spontaneous Generation should be an Epic, its far too good as a Common for Arena.
I still don't like the idea of relying on full-hand synergy, so cards like Lab Prank Gone Wrong and Voidshrieker feel pointless. But Voidshrieker is a good effect with smaller numbers.
Cruel Experimenter should either say what the token does, or the token should be collectible. With the easy at which you can fill your hand with 1-cost minions, I think Blood Flask should only give +1/+1 and maybe Taunt or something akin to Lifesteal.
I like the themes that explore different types.
Spell Eater can probably start as a 3/3, unless you end up with LOTS of (0) and (1) cost spells.
I have a similar card to Test Subject Disposal, and I worry that mass card draw like that might be too strong. Yes you spend the mana across several turns. But then you draw a ton of cards for just (1) and close out the game with a big combo. My version requires using up all your mana, so those many cards drawn can't be used. Your version should probably cost more, at least.
Stitch and Mutating Potion are great cards. However, be wary that there isn't a combo with them that makes a huge, unstoppable minion that can also gain Charge in the same turn.
Overall some really cool effects, but I'd like to see what Legendary ideas you have that will work with them.
I like the hand buff I always thought about it, I was just wondering if that's was ok considering that no other card from the classic is buffing minion on the hand.
Of the three factions in Mean Streets of Gadgetzan, handbuff is the least sacred of them. Not speaking as a mod, but I personally just don't see anything special about handbuff that could keep it from being in vanilla Hearthstone. Jades in Classic? No, that's a specific mechanic for MSG. "If your deck has no duplicates" in Classic? Definitely not; Reno Jackson hasn't happened yet. Handbuff? That's fine.
I might be wrong, but I don't think anyone will raise much of a stink if you included a handbuff card *shrugs*
Bomb Building - Challenge 2 submission. Future sets will involve more transforming cards. My only regret is that it does nothing if you have no Scrapbots
Have you thought about making the spell summon a Scarpbot in case you don't have one? It fit the 4 lines of text rule.
Bomb Building - Challenge 2 submission. Future sets will involve more transforming cards. My only regret is that it does nothing if you have no Scrapbots
Have you thought about making the spell summon a Scarpbot in case you don't have one? It fit the 4 lines of text rule.
Thanks. I’ve considered it, and also considered having Bomb Building Deal 1 damage and the Bomb dealing 2. I’m not thrilled that I have so many 4-line cards though.
Okay, here's my first submission draft, which includes many changes according to your feedback and to my own reflection:
Love Potion prevents a minion from attacking your hero, instead of heroes in general. Functionally, it's virtually the same (because you were only going to use it on enemy minions anyway), but now fits the flavor much better.
Maggot Juice uses the Deathrattle keyword now.
Unethical Practitioner is now a Common, triggers on all minions and restores a fixed amount of Health.
Oxidation is now a Rare also halves your opponent's Armor. This card is part of the chemical reaction cycle (like Galvanize and Combustion) and it's the only of them which is designed completely top-down, in a similar fashion to Flare. Many people didn't like that it was mostly outclassed by Acidic Swamp Ooze. Therefore, I added the Armor part (now it does something against Druid and Mage), but it might be too strong against Warrior. I might still change the effect or even replace it.
Alchemy Scholar is goes from 2 mana 2/3 to 3 mana 3/3. The previous statline was too strong.
Acid Bomb does 1 damage to minions summoned on the next turn (instead of 2) and costs 5 (instead of 6).
Chemical Chimera reduces the cost of your next Potion by 3 (instead of to 0), costs 6 (instead of 7) and is an Elemental (instead of a Beast).
I have also thought of many changes I might implement in the future:
Control Group might be reduced to 2 Mana (from 3).
Maggot Juice is perceived as weak, so I might make it summon the Wurm for you even if used on an enemy minion (like Blessing of Wisdom). This way, it can also be useful if you have no minions to trade, combining it with removal.
Oxidation still has a lot of room for improvement. I might try other designs (like "Deal 10 damage to your opponent's Armor. Draw a card.") or even replace it completely.
Chemical Fury is perceived as too strong. I might nerf it to 3 mana or reduce the Attack buff to 1, although I think it would be too weak in both cases.
Chemical Chimera's effect might become a Battlecry.
The Cursed King might become a 7/7/7 or a 6/6/6.
Right now, all 4 mana cards are Common, most 2 mana cards are Rare and all 5+ mana cards are Epic or Legendary. I might swap rarities of Maggot Juice and Chemical Fury or Essence of Frost and Chemical Chimera/Combustion.
I'd like some feedback on the showcased cards, too.
THE ALCHEMIST
It's not magic, but it's not science either: alchemy is an ancient discipline that studies the mutating nature of matter and energy. Whether it is by combining several ingredients into a potion with surprising effects or by transmutting metals of any kind, Alchemists always have what they need.
The power of alchemy comes handy in several ways:
Tutors: Their multiple tutored draws and Transmute effects allow Alchemists to curve very smoothly and make sure they never have useless cards in their hands.
Swarm: Alchemists can flood their board with 1/1 Homunculi, which can be buffed with their many Potions.
On death effects: Many Alchemist cards have beneficial effects when something dies. This has obvious synergy with swarm decks, but can also be useful for slower strategies: even if your opponent has a strong board, you can take advantage of it if you manage to destroy it.
Single target removal: No matter if it's big or small: if you want to destroy a single minion, Alchemists have the upper hand.
But of course, it doesn't come without flaws:
Clunky AoE: Alchemists have several bord clear effects, but they're always expensive, hard to use or come with secondary effects.
Weak late game presence: Despite having certain tools to survive until the late game, Alchemists lack ongoing or immediate threats once they get there. However, they might get some combo tools in later expansions.
Keyword
Transmute is a keyword that can "transform" a useless card into a useful one. Both the shuffled and the drawn cards might have to meet a certain criteria, which makes it more predictable.
Example Cards
Control Group features a swarm card that has synergy with Potions. Remember many Potions are buffs, so the condition and the effect are quite synergistic.
Unethical Practitioner is an example of on-death effects. He can be useful for midrange decks with swarm options or for control decks with AoE.
Galvanize is a small removal with a small on-death effect which can come handy in the mid or late game.
Acid Bomb is a perfect example of clunky AoE: it's quite expensive and doesn't do much damage for its cost, but it's very disruptive against decks with 1/1 tokens, such as Silver Hand Paladin.
The Cursed King is the Legendary minion, which uses Transmute to its most extreme application.
Tokens
This card is produced by Control Group, as well as the Basic cards Clumsy Assistant and Escape the Lab.
Remaining Cards
Common
Love Potion fulfills Challenge #2, as it hints a debuff archetype.
Good card draw; (why the fuck is everyone doing bad card draw as a weakness???)
Has plenty of conditional sustain (healing);
Card generation/shuffle;
Weaknesses:
Plenty of self damage leaves you vulnerable to burst;
Weak-stated, defensive minions;
Cards generally cost a lot. First few turns usually has you just using your hero power;
Reactive class: you are almost never the aggressor;
The most basic plan of any Bloodburner deck is to slowly grind you opponent to dust. You start slow, you remove every threat they put out, while increasing your power. Eventually, you'll be so powerful he'll run out of stuff to play while you still have a full hand and a pretty big deck.
.
And the base set + hero power + keyword, in case you forgot them.
I'm bumping my post cause i'd like some feedback. I changes Snaketooth Charm to no longer give immune. Now it basically gives you armor when you'd lose health. Example: you have 30 health. A 5 attack minions attacks you. Your health becomes 25 and you gain 10 Armor. Overall you gained 5 Armor. Keep in mid that this is tied to Fresh Blood, meaning it triggers on both your and your enemies turns, and it only happens once per turn.
Also, i made Blazing Enchantment as my Challenge 2 card. It foreshadows weapons that benefit from high durability being a big aspect in the future. Question is what Common spell should i take out? I'm thinking Spitfire, as it's not that unique, just a slightly different Avenging Wrath
EDIT: Now i realize Avenging Wrath is an Epic. Yeah, Spitfire's gonna go.
Good card draw; (why the fuck is everyone doing bad card draw as a weakness???)
Has plenty of conditional sustain (healing);
Card generation/shuffle;
Weaknesses:
Plenty of self damage leaves you vulnerable to burst;
Weak-stated, defensive minions;
Cards generally cost a lot. First few turns usually has you just using your hero power;
Reactive class: you are almost never the aggressor;
The most basic plan of any Bloodburner deck is to slowly grind you opponent to dust. You start slow, you remove every threat they put out, while increasing your power. Eventually, you'll be so powerful he'll run out of stuff to play while you still have a full hand and a pretty big deck.
.
And the base set + hero power + keyword, in case you forgot them.
I'm bumping my post cause i'd like some feedback. I changes Snaketooth Charm to no longer give immune. Now it basically gives you armor when you'd lose health. Example: you have 30 health. A 5 attack minions attacks you. Your health becomes 25 and you gain 10 Armor. Overall you gained 5 Armor. Keep in mid that this is tied to Fresh Blood, meaning it triggers on both your and your enemies turns, and it only happens once per turn.
Also, i made Blazing Enchantment as my Challenge 2 card. It foreshadows weapons that benefit from high durability being a big aspect in the future. Question is what Common spell should i take out? I'm thinking Spitfire, as it's not that unique, just a slightly different Avenging Wrath
EDIT: Now i realize Avenging Wrath is an Epic. Yeah, Spitfire's gonna go.
Blazing Enchanment + Crimson Spell Ring create an infinite value generation. While it's fine if it's an expansion combo (hello Deathstalker Rexxar and Frost Lich Jaina), having it in Classic really limit the design of future value generation since they have to compete with this combo. I would change the Ring to generate only minions and have it name changed to be something like Ring of the Kolarra or something.
Edit: Nevermind. I just thought of an idea of making the ring a 0/5 weapon that consume 2 Durability.
Current advancement. It's a rough draft, for the moment I'm trying to think of general themes and will integrate other constraints later.
Yes, some of these don't have the right watermark.
Hero power reminder: Add a random 1-Cost card to your hand.
I've been thinking of cost increasing as theme, not sure if it could work:
(Obviously I change Ass-istant's name if I use it)
If I don't find enough ideas to make this, I'll just make it a secondary theme I'll expand upon later.
In the meantime, here are more general ideas:
EDIT: Whoops, I posted a shitton of cards again, sorry
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Hopefully it's the last time i bother you with this entry and then i can proceed updating my full post
I came out with this 2 ideas for the challenge 2, not sure which one sounds better. I prefer the Mote of Life because of its versatility and also it can bypass the debuf of the herbs without silencing them... I'm not sure about the artwork but i think that could be a direction. Also the hand buff thing i think doesn't fit well in a classic set while the enrage mechanic sounds more legit.
I was also thinking to change the Lichens cropper into a weapon, i presented one in the basic set and it feel weird to me to don't have another one in the classic (apart from the token i'm generating from the spell flower wielder)
what do you guys think about that?
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 Enrage keyword is no longer a mechanic in Hearthstone, so your card shouldn't have that anymore.
I feel that a simple fix to your Hero Power would be that making the Evergrowth keyword has "Every OTHER minions with Evergrowth". This would allow for your token to remain a 0/2 and not making it strictly better than the Paladin Hero Power.
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:
Well crap. I came up with a much better version of my keyword. Hey mods, how much are we allowed to change our keywords in this phase? My current one has rather limited design options, whereas my new idea would be more open-ended, but I’d have to redo most of not all of my Classic 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
You can change the balance of it, but you can't completely re-do your keyword.
You can find me here! Good luck everyone!
Yeah, that’s what I thought. My idea would change it from a one-time effect to something that you could trigger multiple times in a turn, which is much more than a rebalancing.
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 has been substitute with "While damaged" no?
In case it will be " Give a minion: "Can attack while damaged". I was also thinking that because it's quiet weak as it is maybe I can add a +2 Health.
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
There’s a couple issues I have with this card, and please forgive me if I’m forgetting some obvious synergies you’ve mentioned before. I’m on my cell atm.
1 - How many Herbs are you playing an a deck that can’t attack? Filling a deck with minions that can’t attack doesn’t sound like fun. It makes your class seem extremely passive.
2 - Because you’ve got minions that can’t attack, adding a card like this is wierd. This card is so niche, so specific. It’s nigh-useless if stolen by another class. Only 3 or so non-herb minions have this effect.
3 - How many self-Damage effects does your class have? Because otherwise you aren’t likely to trigger the ability to attack.
So I remember you have a Taunt herb that can’t attack. That’s fine. Personally I would rather see a few herbs like that, a few herbs that can attack as normal, and a few that act kinda like Totems and have 0 attack. Then maybe your spell could be a cheap stat buff for Herbs or something.
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
This ones are the Herbs from the Classic Set that cannot attack, but I do understand your point at that's why I was trying to make it less niche adding the Health buff. The point of having them with the can't attack is because I like the idea of forcing the enemy hero to wipe out the weeds before attacking the Hero to get rid of the buffs and the debut can justify stronger stats/buff with a relatively low cost.
I'm having problem with this challenge because I'm not sure which strategies to push in the future without using any of the new mechanics.
I'm afraid that the Ruby Acorn -which buff a minion on hand- will not be allowed because it's a future mechanic, I thought about a Deathrattle "summon 2 copy of this minion with 1 Health remaining" but I'm not sure about it either...
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 Dragon part was a problem, but a simple handbuff without a condition like that could fulfill the challenge. If that's what you plan to do in the future, then make a simple "Give a random minion in your hand (X)" spell. Hopefully you have a general idea of your future archetypes for the Year of the Mammoth and the Year of the Raven; after that, it's just a matter of reverse engineering something simple.
Or do it like you're "supposed to" chronologically, and leap off from this spell in determining what you might want to do later. I added something to my plans for Un'Goro, specifically because I wanted to do right by the challenge (but did not want to change my spell).
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 like the hand buff I always thought about it, I was just wondering if that's was ok considering that no other card from the classic is buffing minion on the hand.
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
Of the three factions in Mean Streets of Gadgetzan, handbuff is the least sacred of them. Not speaking as a mod, but I personally just don't see anything special about handbuff that could keep it from being in vanilla Hearthstone. Jades in Classic? No, that's a specific mechanic for MSG. "If your deck has no duplicates" in Classic? Definitely not; Reno Jackson hasn't happened yet. Handbuff? That's fine.
I might be wrong, but I don't think anyone will raise much of a stink if you included a handbuff card *shrugs*
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
Hopefully it's the last time i bother you guys with this entry XD
THE BOTANIST
A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are a protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life force in order to unlock their hidden power. A Botanist seek out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed in powerful reagents.Cultivation is the Hero Power of this class which will allow you to add to your hand a powerful Seedling with the new keyword: Evergrowth.
N.B. The Hero Power has been balanced since Phase I & II to be more balanced and easy to understand, please read the Evergrowth section of this post for a complete overview.
STRENGTH & WEAKNESS
The Botanist needs time to build up his strategies and is likely to win in the later phases of the game. Grow up a strong and luxuriant garden required patience and sacrifice and a small dose of luck to be able to benefit from the full potential of the herbs. In the board this translate into a slow gameplay, weak in the early stages, characterised by a lot of passive effect which will enhance in time the performance of the Botanist. The botanist works well with zoo and tempo decks.
Strength
Weakness
EVERGROWTH
The Evergrowth is a buff (+1/+1) shared on the minion with Evergrowth on the board and based on the Evergrowth power indicator. When not specified, Evergrowth on the body of a minion means Evergrowth+1 (+1/+1) so in normal situation the maximum Evergrowth is fixed to +7/+7 (assuming seven minion with Evergrowth on the board and 7 point on the indicator) but this number can change in some occasion (ex. A minion with Evergrowth +2). The Evergrowth always start from 0 and goes to 1 soon as a minion with the keyword is played. If a minion with Evergrwoth is destroyed, the indicator will lose 1 point (or more according to the keyword on the body of the minion).
At this stage only minion on the board can increase the Evergrowth power, with their presence or with a battlecry (Sol, Singing Flower).
To keep track of the current power of the Evergrowth I thought about a small indicator just under to the Hero Power to show to both players what’s the current number of the Evergrowth. This feature will also help to quantify the Evergrowth power for any other card that interact with it (ex. Buds Channeler). The cards with Evergrowth also will looks slightly different once played and on hand to show the buffed stats of the minion: the health and attack crystals are green, like the indicator and the minions share a green aura. Hopefully the following scenario will help you to understand how the Evergrowth mechanics works:
Token
Tokens Basic Herb
CLASSIC SET
Tokens
Do not disturb the serenity of the Greenhouse. Failure to do so will result in termination.
Who wants to live forever?
BASIC SET
Botanist - Phase I
Botanist - Phase II
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
Here's my post from before, didn't get any feedback on it.
Hey, wanted to give you some feedback since your post got buried.
I'm not following the cost-increasing synergy. I guess it makes your 1-cost minions more effective, but it also limits the cost of higher-end minions. It could be a cool effect in a zoo deck but I wouldn't make it a core of your class. Also watch out for making Classic cards over complicated.
Spontaneous Generation is a card I've wanted to see for so long. Very cool effect. But I worry that the cost is too low, since you can get a LOT of stats across a full board of minions and then buff them with Elixir of Strength. In any case, Spontaneous Generation should be an Epic, its far too good as a Common for Arena.
I still don't like the idea of relying on full-hand synergy, so cards like Lab Prank Gone Wrong and Voidshrieker feel pointless. But Voidshrieker is a good effect with smaller numbers.
Cruel Experimenter should either say what the token does, or the token should be collectible. With the easy at which you can fill your hand with 1-cost minions, I think Blood Flask should only give +1/+1 and maybe Taunt or something akin to Lifesteal.
I like the themes that explore different types.
Spell Eater can probably start as a 3/3, unless you end up with LOTS of (0) and (1) cost spells.
I have a similar card to Test Subject Disposal, and I worry that mass card draw like that might be too strong. Yes you spend the mana across several turns. But then you draw a ton of cards for just (1) and close out the game with a big combo. My version requires using up all your mana, so those many cards drawn can't be used. Your version should probably cost more, at least.
Stitch and Mutating Potion are great cards. However, be wary that there isn't a combo with them that makes a huge, unstoppable minion that can also gain Charge in the same turn.
Overall some really cool effects, but I'd like to see what Legendary ideas you have that will work with them.
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
Technically handbuffing existed in GvG. Bolvar Fordragon.
Click the image to go to my custom Time Traveler class.
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
Thanks. I’ve considered it, and also considered having Bomb Building Deal 1 damage and the Bomb dealing 2. I’m not thrilled that I have so many 4-line cards though.
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
Okay, here's my first submission draft, which includes many changes according to your feedback and to my own reflection:
I have also thought of many changes I might implement in the future:
I'd like some feedback on the showcased cards, too.
THE ALCHEMIST
It's not magic, but it's not science either: alchemy is an ancient discipline that studies the mutating nature of matter and energy. Whether it is by combining several ingredients into a potion with surprising effects or by transmutting metals of any kind, Alchemists always have what they need.
The power of alchemy comes handy in several ways:
But of course, it doesn't come without flaws:
Keyword
Transmute is a keyword that can "transform" a useless card into a useful one. Both the shuffled and the drawn cards might have to meet a certain criteria, which makes it more predictable.
Example Cards
Tokens
This card is produced by Control Group, as well as the Basic cards Clumsy Assistant and Escape the Lab.
Remaining Cards
Common
Love Potion fulfills Challenge #2, as it hints a debuff archetype.
Rare
Epic
Legendary
Previous Phases
Phase I - Introduction
Phase II - Basic set
I'm bumping my post cause i'd like some feedback. I changes Snaketooth Charm to no longer give immune. Now it basically gives you armor when you'd lose health. Example: you have 30 health. A 5 attack minions attacks you. Your health becomes 25 and you gain 10 Armor. Overall you gained 5 Armor. Keep in mid that this is tied to Fresh Blood, meaning it triggers on both your and your enemies turns, and it only happens once per turn.
Also, i made Blazing Enchantment as my Challenge 2 card. It foreshadows weapons that benefit from high durability being a big aspect in the future. Question is what Common spell should i take out? I'm thinking Spitfire, as it's not that unique, just a slightly different Avenging Wrath
EDIT: Now i realize Avenging Wrath is an Epic. Yeah, Spitfire's gonna go.
Blazing Enchanment + Crimson Spell Ring create an infinite value generation. While it's fine if it's an expansion combo (hello Deathstalker Rexxar and Frost Lich Jaina), having it in Classic really limit the design of future value generation since they have to compete with this combo. I would change the Ring to generate only minions and have it name changed to be something like Ring of the Kolarra or something.
Edit: Nevermind. I just thought of an idea of making the ring a 0/5 weapon that consume 2 Durability.
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: