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.
Whoa! Don't take it too literally. Just tried to have a little bit of fun.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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 know about the quest, the first idea was to make all minions in the hand and deck Poisonous but then i changed it, i think i'll go back to that idea.
Following the change i made.
Indigenous Florist add the 1/1 token to the hand instead summoning
Tropical Fruitologist now give the hero a passive hero power. I think it's balanced considering Grimestreet Enforcer
Moss awakening is synergising with the 1-cost minions now introduce with JUG, no tokens involved.
Lichbloom is not summoning any token, just shuffling Seed into the deck when a friendly minion dies.
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@ Wailor
I would personally swap the Magnetite Shard with the Gold Elemental, I think it's a bit more intresting.
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 know about the quest, the first idea was to make all minions in the hand and deck Poisonous but then i changed it, i think i'll go back to that idea.
Just so you know, there is a big difference between "all minions in hand and deck" and "all friendly minions (wherever they are)". The later includes any that are copied or generated as tokens later. Including your hero power. So the second one is way stronger than the first. Up to you as to what you think is best, but I'd suggest either "in hand and deck" or just something like "all Herbs" or "all minions with 3 or less Attack".
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.
Whoa! Don't take it too literally. Just tried to have a little bit of fun.
Ok, sorry for the rant. It wasn't obvious to me that you meant this as a joke. My point still stands though.
Just want to point out, the second version doesn't need to change the Hero Power. It could just be "At the end of your turn, give all minions in your hand +1/+1" (Grimestreet Enforcer).
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Click the image to go to my custom Time Traveler class.
I submit it already so I think it's too late to fix it.
...
Do you guys know if we can still made some changes once submitted?
You're allowed to edit your submission until the thread is closed, although they must be relegated to balance updates, fixes in grammar/spelling, and/or remedying situations that will get you disqualified.
Changing this card would fall under the first category.
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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
Here is my completed KotFT set! This has gone through so many revisions, and I'm quite happy where it is now. Let me know what you think.
My KotFT set focuses on token and hand size synergies. The crux of both is with the Hero Card. When raised as a Death Knight, Bork combines his tech with the Scourge's plagues to raise an army of Zombie... Cyborg... Zomborgs!
Blight Bomb - Damage minions, make the Zomborgs in your hand cheaper to refill the board. Corpse-a-pult - This can deal a lot of damage when you've got a bunch of tokens. Re-Automation - Sticky minions are the best minions. Spark of Madness - All those Borgs and Bots in your hand? Make them into something new! Also works with the Un'Goro Quest.
Flesh and Metal - Massive with a big board. Something die? Use it to buff your other minions. Plague Doctor - More deadly spells to trigger the Death Knight. Zomborg Apocalypse - Massive token generation, works wonders with Spark of Madness or Blight Bomb. Festergut - Weaken future enemies so they succumb to your minions faster. 0-health minions will die when played, after using their battlecry.
Need 1 more card for the last common spot. Here's two ideas.
Blightmare - I wanted a big Zomborg type card, but haven't decided what it would do yet. Either something like this, or a sticky deathrattle. Bonecrusher - Some Tinker Secrets work better later in the game. With this, you could play Secrets, then prime them when ready. The Kobolds set specifically will have strong Secret synergy, so this could work with it. I also need 1-2 more Un'Goro cards, so this could be remade for that set instead.
If not one of those, then another spell that summons Zomborgs / deals damage.
This was the token produced by my challenge 2 (common practice) card last phase. I decided to really commit to it so I'm showing it first as it comes up a lot!
Un'goro:
Grown Sporestick: Not super happy with the art but it'll do in the meantime. Fitting art for this class is super tricky to find D: Overzealous Trainee: I'm debating cutting this card due to card text and I feel it's one of the weaker designed cards of the set. Jungle Master Voldat: Note that Spellfury (2) is actually quite hard to get, as currently the only possible ways are by either using Conflagration Cutlass on the enemy hero while they have exactly 1 minion, or by using the quest reward if it hasn't gained effects that'll change it's damage. Primal Practice: You can kinda customize your reward based on what you use. It can only get each weapons effect once, but even so it's still surprisingly powerful.
KotfT
Spellsword Slayer: Can counter Kingsbane but his main use is to silence your own weapon to attack with it immediately. Animated Woodwaker: This resummons the dummys to whatever side of the board they died on, so you can somewhat control where they end up. Bloodblade: To avoid slow conjuring just use something that's already there, your blood for instance! Splitting Arms: Note the class has next to no high durability weapons so this is mainly to get instant value out of weapon buffs. It does combo with Bloodblade and Primal Peacemaker but those aren't too reliable. Searlus the Enticer: While this guy is out, if you only use 1 durability weapons, you can pretty much attack endlessly so long as you have mana and more weapons to equip! He also works well with the hero power Battlemancer Anielas: The class is rather slow, and this is definitely a slow DK as he quite literally does nothing when you play him aside from grant the normal armor. However there are some big spellfury cards out there and that can give you some pretty crazy healing. The hero power is a bit lackluster normally but with spellfury it is actually insane as you'll also heal for 6. It's easy to play around as the battlemage needs to deal 6 damage to a minion, then have something left to hero power so playing only 6ish health of stuff at a time (if you can afford to) vs this DK can hinder them. Also you wont have your hero power weapon with this card so having lots of weapons is a good idea, otherwise you might not even be able to trigger low spellfury cards.
I'm out of time but I will give full explanations for the cards eventually!
Just a quick feedback.
The KFT set lack of flavour. It doesn't scream death knights at all to me and that's a major issues.
I'm sorry I don't have time to go through each card but I wanted to point out this quick things.
Thanks for the feedback! Finding fitting art is proving really tricky with my class so I've kinda just had to settle with what I had but maybe death knight looking cards would be better than battlemage looking cards. I'll see what I can do!
Turkeybag: Still not a fan of the weapons can't attack immediately thing, and Spellfury seems like a very limited effect. I would make it on fewer cards, instead of trying to cheat around it. I don't like any of the cards that have multiple effects because they have multiple effects, detracting from the purpose of the card and making it harder to play. You don't have enough Training Dummy synergy and summoning cards to reliably finish your quest unless I missed it and it was in classic? The Un'goro cards don't fit Un'goro very well. Tortollan Primalshell doesn't fit in with the rest of the set. Voldat should be Gain X. Primal Peacemaker is a really bad reward. Given that your entire KoFT set is about Spellfury, I'm not a fan. Solidify Weapon could just be used after your hero attacks, or if you use a weapon that can't attack immediately. Animated Woodwaker doesn't feel like it belongs in KoFT and doesn't synergise with the rest of the set. Bloodblade's () effect feels dumb. Searlus's effect should be hero's, and I don't like that it's two different effects jammed together. Your DK HP feels clunky and overcomplex, with disconnected effects. Spellsword Slayer seems like it could force you to rebalance your weapons around it. Also the Dummy summoning things should say they have Taunt. This set also has the issue of overcomplexity with multiple 4-line cards with several effects.
Thanks for the feedback! The can't attack the turn it's equipped weapons are core to the class and having already done basic and classic, they are definitely locked in now. Spellfury is already on fewer cards than any other classes keyword so I'm reluctant to the number of cards more. The multiple effect cards for the most part only have an effect on top of a staple class effect like "Can't attack the turn it's equipped". I'll look over my stuff again though and see if I can simplify anything.
With the training dummys there would be cards from older sets not in the comp that'd help, although with just 2 Overzealous Trainee, you can complete the quest. Tortollan Primalshell is for the classes occasional health buffs, it's a one off in the set sort of like Glacial Mysteries, Twilight's Call, etc. I'm not to sure what you mean about Voldat. You can only get one of the effects so the tricky part is getting the exact amount of damage for what you need (3 or more will just be adapt).
Primal Peacemaker is surprisingly strong. Here's an example: Grown Spawnstick (Un'Goro) + Practice Sword (Un'Goro) + Bound Soulstealer (Kotft) + Conflagration Cutlass (Classic) + Spellslicer (Classic) That would give your Primal Peacemaker text like this: "Windfury. Lifesteal. Can't attack heroes or the turn it's equipped. Whenever your hero attacks, Silence the target and deal 2 damage to all enemy minions. After your hero attacks, deal 4 damage to a random enemy" On turns it can attack (you can use Impatient Training to attack immediately currently, but there will be more cards to combo with!), you could deal 4 weapon damage, 8 random damage, and 4 damage to all enemy minions, with Lifesteal. Plus if you use Enchant Weapon: Ice (Classic), each attack would also Freeze all enemy minions and possibly their hero. Sure that's a lot of weapons to use but you can see how it can get pretty insane, and there'd also be more weapons in older sets that'd probably combo even better with this. If you still think it's weak, I shall consider buffing it but atm I'm leaning to it being game winning.
That's intended with Solidify Weapon. As the classes most potent weapons to use this on have 1 durability, it means you either need to use this on the turn you plan the weaponing, or skip a turn of attacking, both of which slow the card down as it is pretty damn strong with some of the weapons. For my training dummy cards, I plan to have 1 per set excluding basic and un'goro (as it has the TD quest). The frozen throne version brings training dummys back from the dead so to speak so I feel he's a pretty good fit. I like Bloodblade as it's a pretty big risk reward card that can help with some aspects the class is weak at, and also be used for some cool combos (like with Splitting Arms).
I actually quite like the idea of swapping Searlus's effect to the DK, I'll think on it! It may be two different effects but they are two sides of the same coin in the sense that without one, the other weakened or completely useless. Plus he's legendary so it's less of an issue. I'll think on changing the DK hero power, especially if I change the DK effect. Spellsword Slayer isn't too much of an issue as at beast he can let your weapon attack immediately, while something like Clone Weapon (Classic) essentially doubles the damage of your weapon on a turn and that's something I have to keep my eye on a lot more. I can't fit in the Taunt so I'm pulling a Spikeridged Steedand fitting in what I can. I'm gonna try make it more consistent across all the cards though, but given the first Training Dummy was in Classic and it would have seen play at the time, I think shorting the text in future sets is fine.
The biggest issue with my sets I think is flavor and once again card text. I'll go over all my cards and see what I can do to improve things. Currently I'm really low on time hence the late replies but I'll get there eventually!
Well i did it. Exams are over, for a few months at least. I'm gonna try to make my cards in the next few days, so you can expect more activity from me. But for now, sleep ^_^
Well i did it. Exams are over, for a few months at least. I'm gonna try to make my cards in the next few days, so you can expect more activity from me. But for now, sleep ^_^
Same man. I got my last exam today, I will try to tweak my sets a little and begin working on the final post. Good luck to everyone.
Here is my completed KotFT set! This has gone through so many revisions, and I'm quite happy where it is now. Let me know what you think.
My KotFT set focuses on token and hand size synergies. The crux of both is with the Hero Card. When raised as a Death Knight, Bork combines his tech with the Scourge's plagues to raise an army of Zombie... Cyborg... Zomborgs!
Blight Bomb - Damage minions, make the Zomborgs in your hand cheaper to refill the board. Corpse-a-pult - This can deal a lot of damage when you've got a bunch of tokens. Re-Automation - Sticky minions are the best minions. Spark of Madness - All those Borgs and Bots in your hand? Make them into something new! Also works with the Un'Goro Quest.
Flesh and Metal - Massive with a big board. Something die? Use it to buff your other minions. Plague Doctor - More deadly spells to trigger the Death Knight. Zomborg Apocalypse - Massive token generation, works wonders with Spark of Madness or Blight Bomb. Festergut - Weaken future enemies so they succumb to your minions faster. 0-health minions will die when played, after using their battlecry.
Need 1 more card for the last common spot. Here's two ideas.
Blightmare - I wanted a big Zomborg type card, but haven't decided what it would do yet. Either something like this, or a sticky deathrattle. Bonecrusher - Some Tinker Secrets work better later in the game. With this, you could play Secrets, then prime them when ready. The Kobolds set specifically will have strong Secret synergy, so this could work with it. I also need 1-2 more Un'Goro cards, so this could be remade for that set instead.
If not one of those, then another spell that summons Zomborgs / deals damage.
Blightmare is incredibly OP. It's basically an Obsidian Statue that's guaranteed to kill whatever it touches. Yeah, it's weaker against hard removal, but a good chunk of the time you will get insane value out of it.
Piece of Schist is a very simple card with a very stupid name that I'm not changing, no matter what you say :p. Tortollan Protector might be a bit on the stronger side, I'm not sure about the balance (please ignore the watermark). Turn to Tar basically turns one of your minons into a "Tar Beast", or it can be used to reduce the incoming damage from a big minion.
Fire Eating Drake is a Metamorph and Dragon support rolled into one, will change the rarity later. Tortollan Cannoneer is basically Ship's Cannon for Metamorphs, though I'm expecting it to be a tag weaker because Metamorphs are more expensive. Rockvalley Assaulter is an AoE that you have less control over, and has potential to give you more value afterwards.
Extinction Event is Twisting Nether on steroids, good against token generators and Big Priest (maybe too good, I'm not sure). Metamorphosis works similarly to Build-A-Beast, both choices are below 5 mana, the first has an effect, he second only has keywords or is vanilla. Servant of Ragnaros has already been shown. Obviously, one of those will have to go
Chaka the Ancient is another Metamorph generator, this one using the Adapt mechanic... which I've just realised I have none of for my class. I'll see what I do about that. Also, should read "for the rest of the game".
Resting Bones is a comeback card for when your opponent plays a big minion. To note: if you have multiple copies of the card in your hand, only one will trigger. Not sure how to make this more obvious. Turn to Bones is removal card that also gives you a delayed 5/5. Rattling Rascal is the card generated by the spell.
Finally, my DK. I think the card is fairly balanced, since Mors Regem is fairly easy to remove thanks to his low health. The only problem I could see with this is Sleepy Dragon. However, I think the HP is very weak. If anyone has any suggestions for a rework, keep in mind that I want most of value of the card to come from its Battlecry. (balancing reasons regarding a card from a future set)
Really wish I could use a second keyword (Slow: Can't attack the turn it's equipped) for my weapons. Ahh well, it's easier to write out that on a card than spellfury. Also, I've reworked the first of my cards! Grown Sporestick is now Grown Tidebranch!
I think this new version is much more interesting in terms of weapon buffs, and the quest reward.
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
I've been away from the site and not really played hearthstone for a long time, so I missed a lot of this competition. That's pretty sad because looking over the entries this seems like one of the coolest lineups in a while.
Botanist seems pretty interesting, and trying to balance a built in universal jade mechanic with the hero power must have been really hard.
Battlemage is also pretty spicy with it's 3 damage hero power, but the restrictions on using it. Spellfury is a super cool keyword too and an interesting spin on combo, using a different activation requirement.
Enchanter's hero power is interesting, and I like the idea of a spell damage focused class. I guess it's kind of unfortunate spell damage has such a limited scope in hearthstone, with the exception of, like, Unexpected Results. I feel like phase is a weird keyword though? I don't dislike it per-say, it just seems hard to fit cards with the keyword into your deck without building around it (and yet if you do build around, activating it would be pretty arbitrary.) Idk if I'd find it fun? No point in me mentioning it now though, just me explaining why I find myself split on how much I like the class.
Not sure what my favorite is yet, still catching up on them. It's hard to pick a favorite when they all seem super solid, but I just mentioned the ones which stand out for me.
Also, something I've been wondering is if you guys have a hearthpwn discord group or something for the fan creation stuff? I presume people talk somewhere outside of the forums, but maybe I'm wrong lol.
I want your opinions on this. Hearthcards added a new birder called "Scales", which would be fitting for my lizardfolk oriented cardart, but i don't really like the spell border.
What i previously used (Blood mage):
How "Scales" looks like:
The blue on the spell border doesn't really fit with the fire&blood theme of my class, but i wanted to see your opinions. Should i use "Scales" from now on or continue with "Blood mage"?
I want your opinions on this. Hearthcards added a new birder called "Scales", which would be fitting for my lizardfolk oriented cardart, but i don't really like the spell border.
What i previously used (Blood mage):
How "Scales" looks like:
The blue on the spell border doesn't really fit with the fire&blood theme of my class, but i wanted to see your opinions. Should i use "Scales" from now on or continue with "Blood mage"?
I could try to make a red variant in Photoshop later today or tomorrow, if you could use it. I'm just not sure the original artist would appreciate it.
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Whoa! Don't take it too literally. Just tried to have a little bit of fun.
Click the image to go to my custom Time Traveler class.
I know about the quest, the first idea was to make all minions in the hand and deck Poisonous but then i changed it, i think i'll go back to that idea.
Following the change i made.
Indigenous Florist add the 1/1 token to the hand instead summoning
Tropical Fruitologist now give the hero a passive hero power. I think it's balanced considering Grimestreet Enforcer
Moss awakening is synergising with the 1-cost minions now introduce with JUG, no tokens involved.
Lichbloom is not summoning any token, just shuffling Seed into the deck when a friendly minion dies.
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---->
---->
---->
@ Wailor
I would personally swap the Magnetite Shard with the Gold Elemental, I think it's a bit more intresting.
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
Just so you know, there is a big difference between "all minions in hand and deck" and "all friendly minions (wherever they are)". The later includes any that are copied or generated as tokens later. Including your hero power. So the second one is way stronger than the first. Up to you as to what you think is best, but I'd suggest either "in hand and deck" or just something like "all Herbs" or "all minions with 3 or less Attack".
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
I didn't realize of that. I'll change it to "all minions with 3 or less Attack (wherever they are)". Thx for 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
Ok, sorry for the rant. It wasn't obvious to me that you meant this as a joke. My point still stands though.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Just want to point out, the second version doesn't need to change the Hero Power. It could just be "At the end of your turn, give all minions in your hand +1/+1" (Grimestreet Enforcer).
Click the image to go to my custom Time Traveler class.
Oh shit. Why i didn't realize of that -.-
I submit it already so I think it's too late to fix it.
Now I remember why i had this one saved lol
Do you guys know if we can still made some changes once submitted?
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
You're allowed to edit your submission until the thread is closed, although they must be relegated to balance updates, fixes in grammar/spelling, and/or remedying situations that will get you disqualified.
Changing this card would fall under the first category.
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
Great i'll fix it then! Thanks Demon for pointing that out and Link for the explanation :)
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 is my completed KotFT set! This has gone through so many revisions, and I'm quite happy where it is now. Let me know what you think.
My KotFT set focuses on token and hand size synergies. The crux of both is with the Hero Card. When raised as a Death Knight, Bork combines his tech with the Scourge's plagues to raise an army of Zombie... Cyborg... Zomborgs!
Blight Bomb - Damage minions, make the Zomborgs in your hand cheaper to refill the board.
Corpse-a-pult - This can deal a lot of damage when you've got a bunch of tokens.
Re-Automation - Sticky minions are the best minions.
Spark of Madness - All those Borgs and Bots in your hand? Make them into something new! Also works with the Un'Goro Quest.
Flesh and Metal - Massive with a big board. Something die? Use it to buff your other minions.
Plague Doctor - More deadly spells to trigger the Death Knight.
Zomborg Apocalypse - Massive token generation, works wonders with Spark of Madness or Blight Bomb.
Festergut - Weaken future enemies so they succumb to your minions faster. 0-health minions will die when played, after using their battlecry.
Need 1 more card for the last common spot. Here's two ideas.
Blightmare - I wanted a big Zomborg type card, but haven't decided what it would do yet. Either something like this, or a sticky deathrattle.
Bonecrusher - Some Tinker Secrets work better later in the game. With this, you could play Secrets, then prime them when ready. The Kobolds set specifically will have strong Secret synergy, so this could work with it. I also need 1-2 more Un'Goro cards, so this could be remade for that set instead.
If not one of those, then another spell that summons Zomborgs / deals damage.
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
Thanks for the feedback! Finding fitting art is proving really tricky with my class so I've kinda just had to settle with what I had but maybe death knight looking cards would be better than battlemage looking cards. I'll see what I can do!
Thanks for the feedback! The can't attack the turn it's equipped weapons are core to the class and having already done basic and classic, they are definitely locked in now. Spellfury is already on fewer cards than any other classes keyword so I'm reluctant to the number of cards more. The multiple effect cards for the most part only have an effect on top of a staple class effect like "Can't attack the turn it's equipped". I'll look over my stuff again though and see if I can simplify anything.
With the training dummys there would be cards from older sets not in the comp that'd help, although with just 2 Overzealous Trainee, you can complete the quest. Tortollan Primalshell is for the classes occasional health buffs, it's a one off in the set sort of like Glacial Mysteries, Twilight's Call, etc. I'm not to sure what you mean about Voldat. You can only get one of the effects so the tricky part is getting the exact amount of damage for what you need (3 or more will just be adapt).
Primal Peacemaker is surprisingly strong. Here's an example: Grown Spawnstick (Un'Goro) + Practice Sword (Un'Goro) + Bound Soulstealer (Kotft) + Conflagration Cutlass (Classic) + Spellslicer (Classic)
That would give your Primal Peacemaker text like this:
"Windfury. Lifesteal. Can't attack heroes or the turn it's equipped. Whenever your hero attacks, Silence the target and deal 2 damage to all enemy minions. After your hero attacks, deal 4 damage to a random enemy"
On turns it can attack (you can use Impatient Training to attack immediately currently, but there will be more cards to combo with!), you could deal 4 weapon damage, 8 random damage, and 4 damage to all enemy minions, with Lifesteal. Plus if you use Enchant Weapon: Ice (Classic), each attack would also Freeze all enemy minions and possibly their hero. Sure that's a lot of weapons to use but you can see how it can get pretty insane, and there'd also be more weapons in older sets that'd probably combo even better with this. If you still think it's weak, I shall consider buffing it but atm I'm leaning to it being game winning.
That's intended with Solidify Weapon. As the classes most potent weapons to use this on have 1 durability, it means you either need to use this on the turn you plan the weaponing, or skip a turn of attacking, both of which slow the card down as it is pretty damn strong with some of the weapons. For my training dummy cards, I plan to have 1 per set excluding basic and un'goro (as it has the TD quest). The frozen throne version brings training dummys back from the dead so to speak so I feel he's a pretty good fit. I like Bloodblade as it's a pretty big risk reward card that can help with some aspects the class is weak at, and also be used for some cool combos (like with Splitting Arms).
I actually quite like the idea of swapping Searlus's effect to the DK, I'll think on it! It may be two different effects but they are two sides of the same coin in the sense that without one, the other weakened or completely useless. Plus he's legendary so it's less of an issue. I'll think on changing the DK hero power, especially if I change the DK effect. Spellsword Slayer isn't too much of an issue as at beast he can let your weapon attack immediately, while something like Clone Weapon (Classic) essentially doubles the damage of your weapon on a turn and that's something I have to keep my eye on a lot more. I can't fit in the Taunt so I'm pulling a Spikeridged Steed and fitting in what I can. I'm gonna try make it more consistent across all the cards though, but given the first Training Dummy was in Classic and it would have seen play at the time, I think shorting the text in future sets is fine.
The biggest issue with my sets I think is flavor and once again card text. I'll go over all my cards and see what I can do to improve things.
Currently I'm really low on time hence the late replies but I'll get there eventually!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Well i did it. Exams are over, for a few months at least. I'm gonna try to make my cards in the next few days, so you can expect more activity from me. But for now, sleep ^_^
Same man. I got my last exam today, I will try to tweak my sets a little and begin working on the final post. Good luck to everyone.
Blightmare is incredibly OP. It's basically an Obsidian Statue that's guaranteed to kill whatever it touches. Yeah, it's weaker against hard removal, but a good chunk of the time you will get insane value out of it.
The rest of your cards seem to be ok.
Revised my Un'Goro set and made a few KFT cards:
Piece of Schist is a very simple card with a very stupid name that I'm not changing, no matter what you say :p. Tortollan Protector might be a bit on the stronger side, I'm not sure about the balance (please ignore the watermark). Turn to Tar basically turns one of your minons into a "Tar Beast", or it can be used to reduce the incoming damage from a big minion.
Fire Eating Drake is a Metamorph and Dragon support rolled into one, will change the rarity later. Tortollan Cannoneer is basically Ship's Cannon for Metamorphs, though I'm expecting it to be a tag weaker because Metamorphs are more expensive. Rockvalley Assaulter is an AoE that you have less control over, and has potential to give you more value afterwards.
Extinction Event is Twisting Nether on steroids, good against token generators and Big Priest (maybe too good, I'm not sure). Metamorphosis works similarly to Build-A-Beast, both choices are below 5 mana, the first has an effect, he second only has keywords or is vanilla. Servant of Ragnaros has already been shown. Obviously, one of those will have to go
Chaka the Ancient is another Metamorph generator, this one using the Adapt mechanic... which I've just realised I have none of for my class. I'll see what I do about that. Also, should read "for the rest of the game".
Resting Bones is a comeback card for when your opponent plays a big minion. To note: if you have multiple copies of the card in your hand, only one will trigger. Not sure how to make this more obvious. Turn to Bones is removal card that also gives you a delayed 5/5. Rattling Rascal is the card generated by the spell.
Finally, my DK. I think the card is fairly balanced, since Mors Regem is fairly easy to remove thanks to his low health. The only problem I could see with this is Sleepy Dragon. However, I think the HP is very weak. If anyone has any suggestions for a rework, keep in mind that I want most of value of the card to come from its Battlecry. (balancing reasons regarding a card from a future set)
Really wish I could use a second keyword (Slow: Can't attack the turn it's equipped) for my weapons. Ahh well, it's easier to write out that on a card than spellfury.
Also, I've reworked the first of my cards!
Grown Sporestick is now Grown Tidebranch!
I think this new version is much more interesting in terms of weapon buffs, and the quest reward.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I've been away from the site and not really played hearthstone for a long time, so I missed a lot of this competition. That's pretty sad because looking over the entries this seems like one of the coolest lineups in a while.
Botanist seems pretty interesting, and trying to balance a built in universal jade mechanic with the hero power must have been really hard.
Battlemage is also pretty spicy with it's 3 damage hero power, but the restrictions on using it. Spellfury is a super cool keyword too and an interesting spin on combo, using a different activation requirement.
Enchanter's hero power is interesting, and I like the idea of a spell damage focused class. I guess it's kind of unfortunate spell damage has such a limited scope in hearthstone, with the exception of, like, Unexpected Results. I feel like phase is a weird keyword though? I don't dislike it per-say, it just seems hard to fit cards with the keyword into your deck without building around it (and yet if you do build around, activating it would be pretty arbitrary.) Idk if I'd find it fun? No point in me mentioning it now though, just me explaining why I find myself split on how much I like the class.
Not sure what my favorite is yet, still catching up on them. It's hard to pick a favorite when they all seem super solid, but I just mentioned the ones which stand out for me.
Also, something I've been wondering is if you guys have a hearthpwn discord group or something for the fan creation stuff? I presume people talk somewhere outside of the forums, but maybe I'm wrong lol.
I want your opinions on this. Hearthcards added a new birder called "Scales", which would be fitting for my lizardfolk oriented cardart, but i don't really like the spell border.
What i previously used (Blood mage):
How "Scales" looks like:
The blue on the spell border doesn't really fit with the fire&blood theme of my class, but i wanted to see your opinions. Should i use "Scales" from now on or continue with "Blood mage"?
I like Scales a bit better. Both are fine though.
I could try to make a red variant in Photoshop later today or tomorrow, if you could use it. I'm just not sure the original artist would appreciate it.