I think it's OP because if you play two of them on the same turn they will merge at the end of the turn and also Ragnaros will cast its end of the turn effect too... and you also have 2 mana to eventually cast a Turn to Tar on something else to protect Ragnaros. I would increase their cost to 5 at least, it still give you the chance to drop 2 of them on the same turn but you won't have extra mana to play something else...
Ragnaros is 8 mana and requires 1 card. His effect is 8 mana, requires 2 cards and, as he stated, it won't trigger the end of turn effect the turn it is summoned. It is a much weaker version of rag even if the effect would trigger.
If it doesn't cast its end of the turn effect is ok but if he does i think it's too much. Saying so I'm just expressing a pure point of view which most probably its' wrong XD
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 think it got my entry, i need to describe all other cards quickly in case and i think i need to remove a gem from the Explosive Mana-Mango
THE BOTANIST
A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are 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 seeks out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed 's 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.
In Journey to Un’Goro, Freywinn has the chance to discover an uncorrupted and wild world, made of dangerous specimens and strange elementals born from their primordial mystical sap. He will have to adapt to handle those poisonous plants.
Quest: The Green Pigment: - Poisonous, Poisonous everywhere. By completing the Herbalism Extravaganza Freywinn will be rewarded with The Green Pigment, a rare substance produced by the milling of many dangerous herbs,which will make the Botanist itself an harald of the venomous specimens of Un'Goro.
In Knight of the Frozen Throne, we will have the chance to discover what happened to the Botanist once raised by the Lich King itself. Recruited to corrupt the land of the living he broke the bond with its former master and start raising creature made of flesh and plants, growing is own army of twisted creatures to launch an apocalyptic swarm of plant-zombies.
With this expansion, the intent is to boost the Seed mechanic introduced in the classic set to shuffle a lot of Seeds into the deck to build -up and take under control the Evergrowth Power once drawn them.
Death Knight:Freywinn, The Green Lich -Raised as a Prince of the San'layn he used the blood not to sustain itself but its beloved plant, corrupting their essence and raising them into a new macabre life. All he has to do now is wait until the Seeds he planted will bloom.
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:
Example Cards
Herbalism Extravaganza That's the quest that will required you to kill 6 minions by using Poisonous. Doing so you will be rewarded with The Green Pigment which will give to all your minion with 3 or less Attack the Keywords Poisonous, turning the little creatures into venoumous thorns pretty annoying to get rid off.
Indigenous Florist Specially tailored to fit the Challenge #1 this card also features a hint of a new mechanic that will be boosted in the later expansion. It's pretty straight forward, it's a 1/1 minion that add two 1-cost 1/1 minions, specifically the awarded cutie of the expansion: Plant.
Sap Maiden - I decided to show this card because it's an Elemental -which will open the way to some minor sinergies thanks to the Lesser Sap Elemental (you will see more of the during Boomsday) and because it's deathrattle will cast the Adaptation 'Living Spores' on all friendly minions, filling the board with more 1/1 Plant. (hey it's a Botanist afterall!)
Deadnettles Geist - From the cold land of Northrend this wicked Herb perfectly represents the theme and the mechanics of my KFT set. Once died you will shuffle a Seed card from the classic set into your deck and if it happens to die during your opponent's turn it will also resumon itself. Spooky little herb.
Freywinn, The Green Lich - If you wanna win this game you need to shuffle a lot of Seed into your deck and you will have to draw them all to keep on bay your Evergrowth Power and get the max out of it. Its battlecry will helps you to draw more cards while its new forged Hero Power will add a twisted version of their Seedling, an Herbling that wil get randomly Poisonous, Lifesteal or Evergrowth. Necromancer plays with bones, he mix whatever he can find in the soil all together to get its herbs army.
Tokens
Rest of the JUG cards
The rest of the JUG set is boosting the 3 main mechanics of this expansion for the Botanist:
Poisonous Rainforest Staff / Jungle Infusion / Primal Whiptailare the quest related cards of this expansion, featuring the keyword Poisonous. Rainforest Staff gets its Poisonous bonus as long as you control a 1-cost minion, which is pretty easy to achieve. Jungle Infusion works in the same way of the tar minions of Un'Goro but it is translated in a spell and also gives the target Poisonous while the Primal Whiptailit's an annoying minion that needs to be removed as soon as possible considering that he will destroy a random enemy minion at the end of each turn, it can't attack but it's not just a simple Herb.
Elemental & Herbs Lesser Sap Elemental is working in synergies with the Herbs and the Elemental gameplay adapting the firsts as long as you played an Elemental the previous turn. Exotic Expedition works in the same area, giving you the chance to add an Elemental and a Herb to your hand in 2 separate turns.
1-cost minions Tropical Fruitologistand Ortica, The Nightmare Vine, on the other hand, are expanding a bit more the 1-cost minions mechanic. The first one replaces the Hero Power as long as it lives, buffing the minions in your hand at the end of the turn, pretty useful if you are holding a lot of cheap but weak minions. Ortica, The Nightmare Vineis getting the full potential from the cheap card, adapting himself every time you play a card and summoning a 1/1 Plant with the last adaptation selected.
Rest of the KFT cards
For the KFT set I decided to hold some of the mechanics introduced with JUG but also implement some more versatile cards to open the way to different archetipes.
Poisonous Toxic Specimen- It's a card that continues the path of the Un'Goro quest alongside with the random Poisonous that you might get with the Herbling. Its a card purely designed to fuel the quest.
Tempo / Lifesteal Infesting Lichens / Nutrient Absorption /Harvester Grano are for a Tempo archetype. The Lifesteal spells are useful to keep the Hero's health under control while the Legendary of this set will allow you to nullify some annoying battlecries from your enemy.
Versatility Herbal Scourge it's a very versatile card because for 1 turn it will allow you to drop some herbs in the battlefield for 0 mana, giving you resources to play different cards and build up different strategies.
Tempo / Seeds Mechanic Lichbloom / Necromantic Springare also part of a token/tempo archetipe and they both use the Seeds mechanic that will allow you to fuel your Evergrowth Power.
1-cost minion / Spells Moss Awakening sits instead on the 1-cost minions introduced with JUG but also open the way for some spells deck that might get more important with the future expansions.
Lich King 1-cost Spell
Silence it's the greatest enemy of this class. Without their effects most minions are literally useless and they lose all their value. Is it true that they will be able to attack and that's why the gonna be freeze again and again to prevent them to deal too many damage to the Lich King. To beat this the Botanist will have to play its minion in a specific time, to gain the max out of the Evergrowth and the passive effect. Spell Damage and Spells will be essential to finish off the battle.
I think it's taking shape. My primary concern is how many unique tokens you have with special effects on them: your class becomes more and more complicated with each one, and it was already fairly high on that scale. It's not a dealbreaker, but I feel like it will be off-putting for some people *shrugs*
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
Sorry Link are you referring to the Seed or To the seeded skeleton/ verdant soul/mana-mango?
It's not any-one card, but the combination of them all together feels a bit overwhelming. It's a lot of information a potential player would need to keep in mind, not to mention their opponent.
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 was positive we were nearly done with this Phase, but it turns out we're only at the half way point. These Phases are really long lol
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
Yeah. I feel like the 25 days phases are what lead to low attendance in this competition. I feel that future comp should cut down to just 17-20 days each Phases. Or even 14-17 days if the low attendance is still a problem.
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
These phases might be long, but I appreciate the time to go through my class over and over again. I’m dropping the Plague Bomb idea. It led to too many similar cards to generate tokens that was hard countered by Skulking Geist. Instead I’m going with general plagues that give rise to lots and lots of zombies. This will lead to board spam, hand size synergy, and lots of buffs with mechanically enhanced, Phyrexian-style zombies. I’ve finally started making cards again and hope to post some soon.
As for reviews, I apologize I haven’t done many yet. This thread has been moving slow. When someone does post, often someone else responds before me and I agree with it with little more to add.
I agree with linkblade91’s concern for Laurendor, your class has lots of complicated tokens. Narrowing them down a bit would help with clarity. Otherwise the set looks good. My only other complaint is that the Quest reward, The Green Pigment, feels like another Hero Power Effect. It changes your hero directly, unlike most rewards that give you strong minions or spells. (Warrior is the exception, and I’ve never liked their Quest reward.) Its a powerful effect that may need adjustment. But besides those 2, the class looks good!
I have been a bit absent from this in the last days, since I didn't have much time. I must say I'm pretty happy with the length of these phases, since they're a ton of work.
Anyways, here's my submission draft. Do you think I showcased the right cards? I chose cards that represented all my themes instead of the coolest ones, but I'm not sure if that's the best strategy.
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.
In Journey to Un'goro, Pestlezugg joins Paleochemist Nydia, in her quest to find the Eternis, a legendary element that can only be found in this primordial crater. They will find a lot of things in their expedition:
Elementals. The best way to Discover a New Element is to study these fascinating creatures. So, grab your Expedition Journal and write down everything you can!
Potion synergy. Un'goro features several plants whose Exotic Frangances can enhance your Potions' properties. Local Tortollan Witchdoctors are experts on this art, so any open-minded Alchemist would love to learn a thing or two from them.
Shuffling. Many minerals found in Un'goro are formed after millions of years of being exposed to the high pressure and temperature of underground Basaltic Rivers. The longer this process takes, the purer the minerals become - just ask any Gold Elemental!
In Knights of the Frozen Throne, our favorite Alchemist resurrects as Plaguebringer Pestlezugg, a mischievous Death Knight whose mission is to Spread the Plague in the name of The Lich King. His laboratory is divided into two R&D departaments:
1/1 minions. Whether you want to transform them into Ghouls or to combine them into a Stitched Nightmare tiny minions are great test subjects for your abhorrent experiments.
Expensive minions. Small guys are fine, but sometimes you have to think big! Some creations our lab has proudly produced are the huge Infused Abomination and the deadly Mercury Spawn. Oh, and don't worry if they die - some Grave Homunculus will always be ready to clean the mess!
Keyword Section
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
Discover a New Element is the main piece of the midrange Elemental Alchemist archetype. The Reward provides an infinite array of Elementals, but I don't believe this would be anywhere near the power level of Jade Idol Druid.
Magnetite Shard might look simple, but it has synergy with almost everything in both sets. It counts towards the Quest, is a great follow-up for Scourge Scholar and is very strong if it's in your hand when you play Plaguebringer Pestlezugg.
Tortollan Witchdoctor is my card for Challenge #1. It's also a nice showcase of the Potion and shuffle themes that exist in Un'goro.
Plaguebringer Pestlezugg is designed to work with token decks, like the 1/1 archetype from KFT, since both the Battlecry and the Hero Power are best used on small minions.
Grave Homunculus is a tool for the expensive minion archetype pushed in KFT. It is especially strong combined with Infused Abomination.
Tokens
The Lich King Fight
Being a minion-based class, Unstable Blood will shot down the main strategy of the Alchemist, as well as Murloc decks which tend to be effective against The Lich King. Thus, a control or combo strategy will be needed.
Remaining Cards
Journey to Un'Goro
Herbal Essence only exists because I thought it was a funny reference to the shampoo trade mark. It also has pretty good synergy with Exotic Fragances.
Expedition Journal provides a bit of fuel for the Quest. Keep in mind it has pretty bad synergy with Fire Fly.
Gold Elemental supports Transmute and other shuffle effects. It has especially good synergy with the Quest reward.
Exotic Fragances rewards the player for having a lot of Potions in their hand. It looks like a dangerous card, but I've already designed all Potions for future sets and it isn't broken with any of them.
Basaltic River fits within the Un'goro theme of shuffling, as well as in the Alchemist's general theme of clunky AoE. In the future, the class will receive some tools to give this card more consistency.
Primal Iron Melter is pretty good with the Quest, both before and after completing it.
Paleochemist Nydia upgrades your basic Hero Power, which let's face it, is pretty awful. While she is very similar to the Death Knight on surface, Nydia is a more general tool that can be used in midrange decks (like Elemental Alchemist), while Plaguebringer Pestlezugg is only effective in token decks.
Knights of the Frozen Throne
Vampiric Ichor is kind of a filler. I just wanted to print a Potion for KFT and this fitted very well within the expansion (although not so much with the class identity in this expansion).
Twisted Genetist is a pretty good card for the 1/1 Alchemist.
Mercury Spawn is my card for Challenge #3, because of her Elemental tag. She is also good for both the 1/1 and expensive archetypes.
Scourge Scholar is a strong piece of the 1/1 archetype. She can be used in the early game with stuff like Magnetite Shard or in the late game with the Basic card Escape the Lab, which fills your board with Homunculi.
Wicked Crystalization can be used to fetch expensive minions for that archetype, and is also very effective for combo decks that will come later.
Infused Abomination is designed to have synergy with Grave Homunculus.
Stitched Nightmare rewards you with a huge body for playing a lot of 1/1 minions. It might be too slow for a token deck, but hey, so are Lord Walden and Plaguebringer Pestlezugg, so they might work together as a way to top a midrange deck.
Lord Walden is a pretty great preparation for the DK.
??? [3mana spell] Adapt a minion. Also adapt your minions with the same type.
??? [8mana 4/4 Beast] Battlecry: Destroy a minion with a type and gain its Stats.
KFT
CULT LEADER PATRICIA[1mana hero, 5armor] Battlecry: Summon a 1/1 Skeleton.
Passive Hero Power: Whenever a friendly non-Skeleton minion dies, add a 1/1 Skeleton to your hand.
Hero Power: Add two 1/1 Skeletons to your hand.
The first one is the one people preffered from my first post. The second one is a non-passive one which I think may be more flexible, but of course it's identical to the base HP of the other cheese so I don't know.
GRAND APOTHECARY PUTRESS [7mana 5/5] Battlecry: Transform all 1-Cost cards in your hand into random Deathrattle minions.
SCHEMING DREADLORD [5mana 4/5 Demon] Whenever you generate a minion, give it +2/+2. (generate = creating a minion that didn't start in deck, whether it's summoned, added to hand or shuffled to deck)
BRAINS IN JARS[6mana spell] Draw three spells. Cast any overdrawn spells. Also cast this if overdrawn.
STITCH [1mana spell] Merge your minions into a single Aberration with their stats combined (the Aberration will have the "All" tribe too)
BLOOD OOZE [5mana 3/3] Deathrattle: Summon three 1/1 Blood Clots. They transform back into Blood Oozes on your next turn.
RAPID CONTAMINATION {5mana spell] Add five 2/2 Ghouls to your hand. Summon any excess.
MUR'GHOUL [1mana 2/1 Murloc] Deathrattle: Give a random friendly Murloc +2/+1.
DISEASE CLOUD [3mana spell] Give a minion Poisonous.
REPLICA OF LEOKK [4mana 2/4 Beast] Your other minions have +1 Attack.
Remaining ideas
??? [7mana 4/4] Battlecry: Gain +1/+1 for each card in your hand.
Lich King Card
Failed Experiments [1mana spell] Summon five 0/3 Spectral Trainees for your opponent.
"But Cheese! The Lich King card is supposed to highlight a weakness from your class! This highlights a strength!"
Contrary to what people believe, Lich King cards don't target a class' intrinsic weaknesses (except maybe the Rogue one) but rather forces them into a specific playstyle. Warlock must play Renolock, Hunter must play Spells, Shaman must play Murlocs, etc... My Lich King card does the same: it forces you to play a token playstyle. It is still a significant downside since the Trainess deal damage to you.
I'm sorry for not reciprocating feedback. I may have time this week-end.
I was positive we were nearly done with this Phase, but it turns out we're only at the half way point. These Phases are really long lol
Well at least we know who's fault that was. :)
Oh yeah, it's my fault to give people plenty of time to make their sets... There are many factors that explain the very low turnout we had: comp started during midterms, difficulty to find an original concept after 4 class comps, Hearthpwn audience shrinking(?), people being bored of Hearthstone in general... I'm pretty sure the number of contestants would have been even lower if the phases were shorter.
@NiRaSt
Turn to Tar should DEFINETLY be in Un'goro. Firstly, i didn't look at emblem, and was thinking it's Un'goro one, because it realy fits the Tar cycle.
GOOD LORD, I don't think I've remade a card as many times as this one because I don't pay attention! Thank for pointing it out.
I think it's OP because if you play two of them on the same turn they will merge at the end of the turn and also Ragnaros will cast its end of the turn effect too... and you also have 2 mana to eventually cast a Turn to Tar on something else to protect Ragnaros. I would increase their cost to 5 at least, it still give you the chance to drop 2 of them on the same turn but you won't have extra mana to play something else...
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
Ragnaros is 8 mana and requires 1 card. His effect is 8 mana, requires 2 cards and, as he stated, it won't trigger the end of turn effect the turn it is summoned. It is a much weaker version of rag even if the effect would trigger.
If it doesn't cast its end of the turn effect is ok but if he does i think it's too much. Saying so I'm just expressing a pure point of view which most probably its' wrong XD
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
Sorry guys can someone post again the link with the right colouring for the rarity of the cards? thx
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
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/216675-presentation-tools-2-0
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
Thanks for the Link Link!
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
I think it got my entry, i need to describe all other cards quickly in case and i think i need to remove a gem from the Explosive Mana-Mango
THE BOTANIST
A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are 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 seeks out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed 's 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.
In Journey to Un’Goro, Freywinn has the chance to discover an uncorrupted and wild world, made of dangerous specimens and strange elementals born from their primordial mystical sap. He will have to adapt to handle those poisonous plants.
Quest: The Green Pigment: - Poisonous, Poisonous everywhere. By completing the Herbalism Extravaganza Freywinn will be rewarded with The Green Pigment, a rare substance produced by the milling of many dangerous herbs, which will make the Botanist itself an harald of the venomous specimens of Un'Goro.
Themes: Poisonous, 1-cost minion, Elemental Synergies.
In Knight of the Frozen Throne, we will have the chance to discover what happened to the Botanist once raised by the Lich King itself. Recruited to corrupt the land of the living he broke the bond with its former master and start raising creature made of flesh and plants, growing is own army of twisted creatures to launch an apocalyptic swarm of plant-zombies.
With this expansion, the intent is to boost the Seed mechanic introduced in the classic set to shuffle a lot of Seeds into the deck to build -up and take under control the Evergrowth Power once drawn them.
Death Knight: Freywinn, The Green Lich - Raised as a Prince of the San'layn he used the blood not to sustain itself but its beloved plant, corrupting their essence and raising them into a new macabre life. All he has to do now is wait until the Seeds he planted will bloom.
Themes: Seed Synergies (Deck Shuffling), Lifesteal, Summon/Resummon minions, Evergrowth.
Class Keyword: 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:
Example Cards
Herbalism Extravaganza That's the quest that will required you to kill 6 minions by using Poisonous. Doing so you will be rewarded with The Green Pigment which will give to all your minion with 3 or less Attack the Keywords Poisonous, turning the little creatures into venoumous thorns pretty annoying to get rid off.
Indigenous Florist Specially tailored to fit the Challenge #1 this card also features a hint of a new mechanic that will be boosted in the later expansion. It's pretty straight forward, it's a 1/1 minion that add two 1-cost 1/1 minions, specifically the awarded cutie of the expansion: Plant.
Sap Maiden - I decided to show this card because it's an Elemental -which will open the way to some minor sinergies thanks to the Lesser Sap Elemental (you will see more of the during Boomsday) and because it's deathrattle will cast the Adaptation 'Living Spores' on all friendly minions, filling the board with more 1/1 Plant. (hey it's a Botanist afterall!)
Deadnettles Geist - From the cold land of Northrend this wicked Herb perfectly represents the theme and the mechanics of my KFT set. Once died you will shuffle a Seed card from the classic set into your deck and if it happens to die during your opponent's turn it will also resumon itself. Spooky little herb.
Freywinn, The Green Lich - If you wanna win this game you need to shuffle a lot of Seed into your deck and you will have to draw them all to keep on bay your Evergrowth Power and get the max out of it. Its battlecry will helps you to draw more cards while its new forged Hero Power will add a twisted version of their Seedling, an Herbling that wil get randomly Poisonous, Lifesteal or Evergrowth. Necromancer plays with bones, he mix whatever he can find in the soil all together to get its herbs army.
Tokens
Rest of the JUG cards
The rest of the JUG set is boosting the 3 main mechanics of this expansion for the Botanist:
Rainforest Staff / Jungle Infusion / Primal Whiptail are the quest related cards of this expansion, featuring the keyword Poisonous. Rainforest Staff gets its Poisonous bonus as long as you control a 1-cost minion, which is pretty easy to achieve. Jungle Infusion works in the same way of the tar minions of Un'Goro but it is translated in a spell and also gives the target Poisonous while the Primal Whiptail it's an annoying minion that needs to be removed as soon as possible considering that he will destroy a random enemy minion at the end of each turn, it can't attack but it's not just a simple Herb.
Lesser Sap Elemental is working in synergies with the Herbs and the Elemental gameplay adapting the firsts as long as you played an Elemental the previous turn. Exotic Expedition works in the same area, giving you the chance to add an Elemental and a Herb to your hand in 2 separate turns.
Tropical Fruitologist and Ortica, The Nightmare Vine, on the other hand, are expanding a bit more the 1-cost minions mechanic. The first one replaces the Hero Power as long as it lives, buffing the minions in your hand at the end of the turn, pretty useful if you are holding a lot of cheap but weak minions.
Ortica, The Nightmare Vine is getting the full potential from the cheap card, adapting himself every time you play a card and summoning a 1/1 Plant with the last adaptation selected.
Rest of the KFT cards
For the KFT set I decided to hold some of the mechanics introduced with JUG but also implement some more versatile cards to open the way to different archetipes.
Toxic Specimen - It's a card that continues the path of the Un'Goro quest alongside with the random Poisonous that you might get with the Herbling. Its a card purely designed to fuel the quest.
Infesting Lichens / Nutrient Absorption / Harvester Grano are for a Tempo archetype. The Lifesteal spells are useful to keep the Hero's health under control while the Legendary of this set will allow you to nullify some annoying battlecries from your enemy.
Herbal Scourge it's a very versatile card because for 1 turn it will allow you to drop some herbs in the battlefield for 0 mana, giving you resources to play different cards and build up different strategies.
Lichbloom / Necromantic Spring are also part of a token/tempo archetipe and they both use the Seeds mechanic that will allow you to fuel your Evergrowth Power.
Moss Awakening sits instead on the 1-cost minions introduced with JUG but also open the way for some spells deck that might get more important with the future expansions.
Lich King 1-cost Spell
Silence it's the greatest enemy of this class. Without their effects most minions are literally useless and they lose all their value. Is it true that they will be able to attack and that's why the gonna be freeze again and again to prevent them to deal too many damage to the Lich King. To beat this the Botanist will have to play its minion in a specific time, to gain the max out of the Evergrowth and the passive effect. Spell Damage and Spells will be essential to finish off the battle.
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
I think it's taking shape. My primary concern is how many unique tokens you have with special effects on them: your class becomes more and more complicated with each one, and it was already fairly high on that scale. It's not a dealbreaker, but I feel like it will be off-putting for some people *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
Sorry Link are you referring to the Seed or To the seeded skeleton/ verdant soul/mana-mango?
i was thinking f to drop moss awakened and remove the mango with a simply +1/+1 to a minion
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
It's not any-one card, but the combination of them all together feels a bit overwhelming. It's a lot of information a potential player would need to keep in mind, not to mention their opponent.
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 was positive we were nearly done with this Phase, but it turns out we're only at the half way point. These Phases are really long lol
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
Yeah. I feel like the 25 days phases are what lead to low attendance in this competition. I feel that future comp should cut down to just 17-20 days each Phases. Or even 14-17 days if the low attendance is still a problem.
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 see ur point and I actually agree... I will try to keep only the Seeds as token for the KFT set
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
These phases might be long, but I appreciate the time to go through my class over and over again. I’m dropping the Plague Bomb idea. It led to too many similar cards to generate tokens that was hard countered by Skulking Geist. Instead I’m going with general plagues that give rise to lots and lots of zombies. This will lead to board spam, hand size synergy, and lots of buffs with mechanically enhanced, Phyrexian-style zombies. I’ve finally started making cards again and hope to post some soon.
As for reviews, I apologize I haven’t done many yet. This thread has been moving slow. When someone does post, often someone else responds before me and I agree with it with little more to add.
I agree with linkblade91’s concern for Laurendor, your class has lots of complicated tokens. Narrowing them down a bit would help with clarity. Otherwise the set looks good. My only other complaint is that the Quest reward, The Green Pigment, feels like another Hero Power Effect. It changes your hero directly, unlike most rewards that give you strong minions or spells. (Warrior is the exception, and I’ve never liked their Quest reward.) Its a powerful effect that may need adjustment. But besides those 2, the class looks good!
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
Well at least we know who's fault that was. :)
Click the image to go to my custom Time Traveler class.
I have been a bit absent from this in the last days, since I didn't have much time. I must say I'm pretty happy with the length of these phases, since they're a ton of work.
Anyways, here's my submission draft. Do you think I showcased the right cards? I chose cards that represented all my themes instead of the coolest ones, but I'm not sure if that's the best strategy.
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.
Keyword Section
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
The Lich King Fight
Being a minion-based class, Unstable Blood will shot down the main strategy of the Alchemist, as well as Murloc decks which tend to be effective against The Lich King. Thus, a control or combo strategy will be needed.
Remaining Cards
Journey to Un'Goro
Knights of the Frozen Throne
Artwork Credits
Coming Soon™
Previous Phases
Phase I - Introduction
Phase II - Basic Set
Phase III - Classic Set
Nah, they're good for people with little free time.
Speaking of which here is where I am now:
Cards only in text form because I don't have the time to do full cards
UN'GORO
Option #1 : Quest "Summon with spells"
Option #2 : Quest "Discover"
It's a new option compared to my last post.
Remaining ideas I couldn't fit:
KFT
The first one is the one people preffered from my first post. The second one is a non-passive one which I think may be more flexible, but of course it's identical to the base HP of the other cheese so I don't know.
Remaining ideas
Lich King Card
"But Cheese! The Lich King card is supposed to highlight a weakness from your class! This highlights a strength!"
Contrary to what people believe, Lich King cards don't target a class' intrinsic weaknesses (except maybe the Rogue one) but rather forces them into a specific playstyle. Warlock must play Renolock, Hunter must play Spells, Shaman must play Murlocs, etc... My Lich King card does the same: it forces you to play a token playstyle. It is still a significant downside since the Trainess deal damage to you.
I'm sorry for not reciprocating feedback. I may have time this week-end.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Oh yeah, it's my fault to give people plenty of time to make their sets... There are many factors that explain the very low turnout we had: comp started during midterms, difficulty to find an original concept after 4 class comps, Hearthpwn audience shrinking(?), people being bored of Hearthstone in general... I'm pretty sure the number of contestants would have been even lower if the phases were shorter.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)