I changed Deran so he no longer crafts a custom weapon but instead gives you 1 of 3 legendary weapons. The reason why is because i couldn't make it so all the options would fit in 4 lines and i'd have to find at least 9 images for 9 options.
These are the 3 Blood-Forged Amulets. One for value, one for offense and one for defense. They are all (in my opinion) viable in different situations.
And my Frozen Throne set:
Hopefully there won't be any more problems that i over-sighted. Feedback is welcomed and encouraged!
Do you have at least 4 spells at every mana cost? Because then Power in Blood might be a bit busted by being way too consistent.
Raelik is albo busted. It's basically a 1 mana 5/5 once you deduct the cost of generating spells.
What happens when you targer a friendly minion with Scarlet Omen?
I managed to redesign my KotFT set based on feedback received. I'll try to give feedback (if I have some time) later today or tomorrow.
Full Un'Goro:
Full KotFT (I saved Windfury synergies for later expansions):
Clarifications:
Quest counts your and your oponent's turns. It does not reset after you lose health.
Ze'Mer won't copy herself if you don't have enough Armor at the end of your turn.
Twin Touch gives lifesteal to minions on the battlefield. That's why there's no 'wherever they are' line.
There'll be more copying/summoning synergies later, so Ze'Mer, Gathering of undead and Twin Touch are not out of place here.
Feedback very appreciated ! :)
Your quest seems to be fairly easy to complete if it doesn't have to be consecutive turns, especially against control and combo decks. Not sure how'd I'd balance it
I don't see how Challange #3 is met.
Here's my KFT leg:
I'd say it fits pretty well thematically while being fairly balanced.
I changed Deran so he no longer crafts a custom weapon but instead gives you 1 of 3 legendary weapons. The reason why is because i couldn't make it so all the options would fit in 4 lines and i'd have to find at least 9 images for 9 options.
These are the 3 Blood-Forged Amulets. One for value, one for offense and one for defense. They are all (in my opinion) viable in different situations.
And my Frozen Throne set:
Hopefully there won't be any more problems that i over-sighted. Feedback is welcomed and encouraged!
Do you have at least 4 spells at every mana cost? Because then Power in Blood might be a bit busted by being way too consistent.
Raelik is albo busted. It's basically a 1 mana 5/5 once you deduct the cost of generating spells.
What happens when you targer a friendly minion with Scarlet Omen?
I managed to redesign my KotFT set based on feedback received. I'll try to give feedback (if I have some time) later today or tomorrow.
Full Un'Goro:
Full KotFT (I saved Windfury synergies for later expansions):
Clarifications:
Quest counts your and your oponent's turns. It does not reset after you lose health.
Ze'Mer won't copy herself if you don't have enough Armor at the end of your turn.
Twin Touch gives lifesteal to minions on the battlefield. That's why there's no 'wherever they are' line.
There'll be more copying/summoning synergies later, so Ze'Mer, Gathering of undead and Twin Touch are not out of place here.
Feedback very appreciated ! :)
Your quest seems to be fairly easy to complete if it doesn't have to be consecutive turns, especially against control and combo decks. Not sure how'd I'd balance it
I don't see how Challange #3 is met.
Here's my KFT leg:
I'd say it fits pretty well thematically while being fairly balanced.
I assumed during all the previous expansions (from Naxx to Gadgetzan) my class would have obtained enough spells at each mana cost to make Power in Blood balanced
Yeah, Raelik is too good. Would an 8 mana 5/5 be ok?
I gotta add "enemy minion" to Scarlet Omen
In my mind adding a new weapon was enough to continue the quest support, but i guess i should add something more specific. Now i need to think what i should remove to add a new weapon-related card
Also the Lich King card for the fight. Destroying Blood to Fire (HP: 2 mana Deal 2 damage, take 2 damage for those who forgot) would severely hinder the use of any Fresh Blood (do something the first time your hero takes damage in a turn) cards, and of course would make the battle very hard as you don't have a hero power.
@NiRaSt Lord Marrowgar seems ok, but all the cards with the "if it's your opponent's turn" have higher attack than health (with the exception of Skelemancer which is a 2/2), so maybe make it a 8/7.
I changed Deran so he no longer crafts a custom weapon but instead gives you 1 of 3 legendary weapons. The reason why is because i couldn't make it so all the options would fit in 4 lines and i'd have to find at least 9 images for 9 options.
These are the 3 Blood-Forged Amulets. One for value, one for offense and one for defense. They are all (in my opinion) viable in different situations.
And my Frozen Throne set:
Hopefully there won't be any more problems that i over-sighted. Feedback is welcomed and encouraged!
Do you have at least 4 spells at every mana cost? Because then Power in Blood might be a bit busted by being way too consistent.
Raelik is albo busted. It's basically a 1 mana 5/5 once you deduct the cost of generating spells.
What happens when you targer a friendly minion with Scarlet Omen?
I managed to redesign my KotFT set based on feedback received. I'll try to give feedback (if I have some time) later today or tomorrow.
Full Un'Goro:
Full KotFT (I saved Windfury synergies for later expansions):
Clarifications:
Quest counts your and your oponent's turns. It does not reset after you lose health.
Ze'Mer won't copy herself if you don't have enough Armor at the end of your turn.
Twin Touch gives lifesteal to minions on the battlefield. That's why there's no 'wherever they are' line.
There'll be more copying/summoning synergies later, so Ze'Mer, Gathering of undead and Twin Touch are not out of place here.
Feedback very appreciated ! :)
Your quest seems to be fairly easy to complete if it doesn't have to be consecutive turns, especially against control and combo decks. Not sure how'd I'd balance it
I don't see how Challange #3 is met.
Here's my KFT leg:
I'd say it fits pretty well thematically while being fairly balanced.
I assumed during all the previous expansions (from Naxx to Gadgetzan) my class would have obtained enough spells at each mana cost to make Power in Blood balanced
Yeah, Raelik is too good. Would an 8 mana 5/5 be ok?
I gotta add "enemy minion" to Scarlet Omen
In my mind adding a new weapon was enough to continue the quest support, but i guess i should add something more specific. Now i need to think what i should remove to add a new weapon-related card
Also the Lich King card for the fight. Destroying Blood to Fire (HP: 2 mana Deal 2 damage, take 2 damage for those who forgot) would severely hinder the use of any Fresh Blood (do something the first time your hero takes damage in a turn) cards, and of course would make the battle very hard as you don't have a hero power.
@NiRaSt Lord Marrowgar seems ok, but all the cards with the "if it's your opponent's turn" have higher attack than health (with the exception of Skelemancer which is a 2/2), so maybe make it a 8/7.
You'd still have to make sure you have you have enough spells, especially when cards for MSoG and earlier "rotate". I don't think it's worth the hassle.
When does the submission topic close? Today in a few hours or tomorrow night?
The Submission thread closes at 5pm EST tomorrow. Every deadline is on a Saturday...or at least they're supposed to be.
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
So here's my KFT set, minus my leg minion, which I showed earlier:
The name of the Skelegon is an incredibly elaborate and stupid pun. I won't explain it just yet to see if people get it.
Other than that, I feel that the Dragon package is kinda tacked on. I was hoping to do more Dragons (even the ability to make them Metamorphs), but for some reason that didn't happen.
So here's my KFT set, minus my leg minion, which I showed earlier:
The name of the Skelegon is an incredibly elaborate and stupid pun. I won't explain it just yet to see if people get it.
Other than that, I feel that the Dragon package is kinda tacked on. I was hoping to do more Dragons (even the ability to make them Metamorphs), but for some reason that didn't happen.
Bone Stack is a problematic design in my opinion. You can get 20 Health and 20 Armor in some scenarios and that isn't very balanced. I think you should change the effect, maybe 'If your opponent has more Armor, cast this again.' The rest of the cards seem fine, Dragons are the best.
So here's my KFT set, minus my leg minion, which I showed earlier:
The name of the Skelegon is an incredibly elaborate and stupid pun. I won't explain it just yet to see if people get it.
Other than that, I feel that the Dragon package is kinda tacked on. I was hoping to do more Dragons (even the ability to make them Metamorphs), but for some reason that didn't happen.
Bone Stack is a problematic design in my opinion. You can get 20 Health and 20 Armor in some scenarios and that isn't very balanced. I think you should change the effect, maybe 'If your opponent has more Armor, cast this again.' The rest of the cards seem fine, Dragons are the best.
What if I tripled the life gain and adjusted the cost accordingly?
So here's my KFT set, minus my leg minion, which I showed earlier:
The name of the Skelegon is an incredibly elaborate and stupid pun. I won't explain it just yet to see if people get it.
Other than that, I feel that the Dragon package is kinda tacked on. I was hoping to do more Dragons (even the ability to make them Metamorphs), but for some reason that didn't happen.
Bone Stack is a problematic design in my opinion. You can get 20 Health and 20 Armor in some scenarios and that isn't very balanced. I think you should change the effect, maybe 'If your opponent has more Armor, cast this again.' The rest of the cards seem fine, Dragons are the best.
What if I tripled the life gain and adjusted the cost accordingly?
It sounds better, you could also keep it at 1 and remove the armor gain, so it could be a pure heal card. For the mana cost, it should be way more expensive, 4 mana 12 health is the Priest spell, so you can go for a 5 mana or something around that ( for the 3 health and 1 armor effect ).
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells can hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all friendly cards in play with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Explanation
Rekindle the Bloodflames : This is my quest. All the weapons in my class have 0 attack but have effects similar to Atiesh, meaning they do powerful stuff when triggered but they lose Durability that way. The reward is a minion that gives equips you with a powerful weapon!
Basil the Crimson : Although the battlecry does not immediately affect the board, my class has many powerful spells that affect many characters, so next spell cast after the hero card will often fully heal your hero.
Raelik, Master Dinomancer : Bloodburners are relentless and their resources are endless. This allows you to obtain some great value but the body is rather weak for the mana cost.
Extinction : Massive late game threat for both the enemy and yourself. It's basically casting Pyroblast on every character in sight. Very few things can survive this, but then again, few dinosaurs survived their extinction.
Decay : Weaker than Flamestrike at first, this spell is designed for the long term value. 2 damage to all affects you as well but it also deters the enemy from flooding the board again. This combined with Basil the Crimson allows for constant healing.
Tokens
Taint Aura overall makes your enemy waste 2 mana to deal 2 damage to himself and heal your hero for 2. He has to play the Blood Curses or he risks burning cards, but this can backfire if he utilizes spell synergy (things like Vex-Crow or Mana Wyrm)
These are the Blood-Forged Amulets. First one is for value, second is for damage and third is for survival.
The Lich King Fight
My class relies on Blood to Fire to reliably trigger Fresh Blood so removing the hero power from play severely hinders the use of any Fresh Blood cards. On top of that playing without a hero power in a class where the hero power it's one of it's greatest strength is very hard.
Remaining Cards
Journey to Un'Goro
Tortollan Sage: A moderately big heal on a pretty big body, this nice tortollan will sustain you throughout your self-damaging adventures.
Explorer's Compass: The discover effect is on top of your normal draw. This allows you to search for the perfect answer to whatever is thrown at you, provided it's not destroyed first. Even with all it's value, 4 mana do nothing this turn is still a dangerous play.
Terrorscale Scavenger: Taunt that keeps getting bigger and bigger. You don't always want to play all the big powerful removal spells in your hand, so this guy is there for those turns where you just use your hero power and end the turn.
Red Pulse: Similar to Defile. It costs more mana to achieve the same impact but this can be spread out over multiple turns.
Eager Apprentice: Little cute guy who is excited to go with you to explore Un'Goro. This is the main support for accelerating the quest, besides the weapons introduced in this set. For clarity, when you play this guy all the Fresh Blood, Deathrattle, end/start of turn, whenever/after X happens and other similar triggers on your weapon are activated. It does not work with Battlecry.
Skull-Feather Charm: 2 mana draw 2 cards in weapon form and on a delay.
Burning revenge: If the enemy dealt 5 damage to you last turn this is a 5 mana deal 5 damage. This is a paranoia card that makes the opponent unsure if he should go all in or not, as he risks getting destroyed by 0 mana Burning revenges.
Kights of the frozen Throne
Krel, the necrolord: This is a giant STOP to the enemy board allowing you to stall for at least one turn. The Spectral Skeletons can also survive one of your own boardclears.
Scourge Enchanter: Makes combos harder to pull off and delays cards by one turn. A notable interaction is to use this when the enemy has a bunch of Blood Curses in their hand making it very hard to get rid of them and play their own cards.
Transfer vitality: Many bloodburner minions have repeatable effects and triggers, so giving them more health to keep them alive for one more turn would bring you a lot of value. Alternatively you can increase the durability of your equipped weapon to get more uses out of it, thus supporting the Un'Goro quest.
The Cursed Flame: Weak boarclear by itself, this also heals you and damages your opponent via Blood Curses.
Scarlet Omen : Targeted Vaporize but has more counters as there is more weapon removal than secret removal. If you use Eager Apprentice from Un'Goro the minion dies immediately, making it a 2 card 6 mana Assassinate, with a body.
Blood burst: Can be considered tech against spell heavy deck but it's meant to have synergy with the hero card and
Inevitable End: Same mana cost as Cataclysm but the drawback on this is that it only affects Deathrattle minions. It's a great tech card in metas where Deathrattle is common and it can be used to trigger your own stuff.
San'layn's Servant: Little servant of the San'layns, this dude learned some of their vampiric tricks. An alternative Demolisher that can heal you but has a more unreliable trigger.
So I finally finished my post for this phase, due to limited time I had to kinda rush the last of it a wee bit but overall I'm pretty happy with it. The cards do have a bit more text than I'd have liked, but I feel like there's no way around that with how I've designed the class up till now. Lessons for the future!
THE BATTLEMAGE
Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat. This particular battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills him with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.
Main themes: 1) "Can't attack the turn it's equipped" on weapons. 2) 1 durability weapons. 3) Small but frequent armor gain. 4) Buffing your minion's health.
Strengths: 1) Versatile (has a large variety of tools at their disposal). 2) Can setup for very high power turns. 3) Excels against decks with lots of minions such as zoo decks.
Weaknesses: 1) Obvious with weapons (conjuring a weapon takes time ya know?). 2) Weapon removal. 3) Struggles to fully utilize cards against decks with few minions. 4) Takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword: Spellfury
Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your weapon has done X or more to minions this turn, either through attacking (excess damage is counted) or card effect. So if your weapon did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Example Cards
Primal Practice: My idea behind this quest was to let you somewhat customize your own reward. You could add Lifesteal to your reward through Blood Taker (kotft), an aoe with Conflagration Cutlass (classic), and whatever other goodies you want! Note there would be a fair few training dummy cards from older sets around when this would have came out. Torrential Snare: This is a more versatile but arguably weaker Polymorph. If your desperate you can use it to give your own minions taunt, but if you snare something with lots of health it's probably still gonna hinder you for awhile , but at least you can get more attacks in for your quest! Animated Woodwaker: This resummons the dummys to whatever side of the board they died on, so you can somewhat control where they end up. If you happened to use the above card on one of your high heath minions, this guy can bring it back with all of that juicy health! Battleborn Direhorn: A simple adapt card that gives you more adapts depending on how high you can get your Spellfury. Battlemancer Anielas:Charge may seem odd on weapons but given this classes usually can't attack when played much like normal minions, it actually makes a lot of sense especially since charge is worded as "Can attack immediately". After playing this guy, if you only use 1 durability weapons, you can pretty much attack endlessly so long as you have mana and more weapons to equip! This can give you a lot of tempo and burst at the cost of burning through your weapons stupidly fast. The hero power helps with survivability since you'll be taking a lot of damage from attacking, and if you trigger the Spellfury effect it's pretty insane, but also 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 to utilize the battlecry is a good idea.
Tokens
The first Training Dummy is the normal one most cards spawn. It was the token produced by my challenge 2 (common practice) card last phase. I decided to really commit to it this time around! The second Training Dummy is produced solely by Torrential Snare and the base health of this dummy will be equal to what was transformed into it. Primal Peacemaker and Forlorn Death are the quest reward and death knight hero power.
The Lich King Fight
Weapons are very core to battlemages given their keyword requires them, so without them you really need you think outside the box. You can still trigger spellfury with your hero power weapon so you could focus on buffing that to use high spellpower cards, or you could take battlemage in a completely different direction unrelated to weapons and spellfury entirely.
Remaining Cards
Journey to Un'Goro
Venturous Training: The perfect card to use if your worried about weapon removal, or just need some more immediate results. Jungle Master Voldat: If you hit for 3 or more you'll always get Adapt which is rather average, so to really get value out of this guy you need to have ways to deal different small amounts of weapon damage so you can choose what you need at the time.
Knights of the Frozen Throne
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 play the weapon, or skip a turn of attacking, both of which slow the card down as it is pretty damn strong with some of the weapons. Spellsword Slayer: Can counter Kingsbane but his main use is to silence your own weapon to attack with it immediately. 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 Dealmaker: Played minions means it will only applies to minions you played directly from your hand, and not minions summed by any other means. This guy would be busted in a lot of classes, but battlemages tend to be pretty hands on and don't have that many minion so getting that power with them can be tricky, but if your willing to take battlemage in a more minion heavy direction then this guy might just be one of your win conditions.
This is a warning that you have 2 hours and 40 minutes to submit your entry, and/or to make any relevant changes required to avoid disqualification or what-have-you. There will NOT be an extension.
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
Ok, time to stuff the pig before Christmas and get some feedback on my quest:
I've made the quest around the time of the expansion and received feedback on it then, I just didn't bother to update the cards. I've also made the quest about adapting, since I have a lot of adapt in it.
Ok, time to stuff the pig before Christmas and get some feedback on my quest:
I've made the quest around the time of the expansion and received feedback on it then, I just didn't bother to update the cards. I've also made the quest about adapting, since I have a lot of adapt in it.
Here are the Titans:
Venturion and Torterra's Battlecries could just be passive effects. They don't need to be Battlecries.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
To post a comment, please login or register a new account.
I managed to redesign my KotFT set based on feedback received. I'll try to give feedback (if I have some time) later today or tomorrow.
Full Un'Goro:
Full KotFT (I saved Windfury synergies for later expansions):
Clarifications:
Quest counts your and your oponent's turns. It does not reset after you lose health.
Ze'Mer won't copy herself if you don't have enough Armor at the end of your turn.
Twin Touch gives lifesteal to minions on the battlefield. That's why there's no 'wherever they are' line.
There'll be more copying/summoning synergies later, so Ze'Mer, Gathering of undead and Twin Touch are not out of place here.
Feedback very appreciated ! :)
...Soul of Wyrm. Soul of Root. Heart of Void...
Here's my KFT leg:
I'd say it fits pretty well thematically while being fairly balanced.
Also the Lich King card for the fight. Destroying Blood to Fire (HP: 2 mana Deal 2 damage, take 2 damage for those who forgot) would severely hinder the use of any Fresh Blood (do something the first time your hero takes damage in a turn) cards, and of course would make the battle very hard as you don't have a hero power.
@NiRaSt Lord Marrowgar seems ok, but all the cards with the "if it's your opponent's turn" have higher attack than health (with the exception of Skelemancer which is a 2/2), so maybe make it a 8/7.
You'd still have to make sure you have you have enough spells, especially when cards for MSoG and earlier "rotate". I don't think it's worth the hassle.
Man, that LK card is brutal.
Will fix Marrowgar.
Thanks for feedback @NiRaSt !
Changes for the quest and one minion: (reward unchanged - just for the reference)
=====>>>>>
=====>>>>>
...Soul of Wyrm. Soul of Root. Heart of Void...
When does the submission topic close? Today in a few hours or tomorrow night?
The Submission thread closes at 5pm EST tomorrow. Every deadline is on a Saturday...or at least they're supposed to be.
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
If my calculations are correct, about 26 and a half hours left.
So here's my KFT set, minus my leg minion, which I showed earlier:
The name of the Skelegon is an incredibly elaborate and stupid pun. I won't explain it just yet to see if people get it.
Other than that, I feel that the Dragon package is kinda tacked on. I was hoping to do more Dragons (even the ability to make them Metamorphs), but for some reason that didn't happen.
What if I tripled the life gain and adjusted the cost accordingly?
It sounds better, you could also keep it at 1 and remove the armor gain, so it could be a pure heal card. For the mana cost, it should be way more expensive, 4 mana 12 health is the Priest spell, so you can go for a 5 mana or something around that ( for the 3 health and 1 armor effect ).
I'm very sorry guys i couldn't hep you more with the feedback but has been very busy at work the last 2 weeks.
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 how my post will look like:
THE BLOODBURNER
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells can hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all friendly cards in play with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Explanation
Rekindle the Bloodflames : This is my quest. All the weapons in my class have 0 attack but have effects similar to Atiesh, meaning they do powerful stuff when triggered but they lose Durability that way. The reward is a minion that gives equips you with a powerful weapon!
Basil the Crimson : Although the battlecry does not immediately affect the board, my class has many powerful spells that affect many characters, so next spell cast after the hero card will often fully heal your hero.
Raelik, Master Dinomancer : Bloodburners are relentless and their resources are endless. This allows you to obtain some great value but the body is rather weak for the mana cost.
Extinction : Massive late game threat for both the enemy and yourself. It's basically casting Pyroblast on every character in sight. Very few things can survive this, but then again, few dinosaurs survived their extinction.
Decay : Weaker than Flamestrike at first, this spell is designed for the long term value. 2 damage to all affects you as well but it also deters the enemy from flooding the board again. This combined with Basil the Crimson allows for constant healing.
Tokens
Taint Aura overall makes your enemy waste 2 mana to deal 2 damage to himself and heal your hero for 2. He has to play the Blood Curses or he risks burning cards, but this can backfire if he utilizes spell synergy (things like Vex-Crow or Mana Wyrm)
These are the Blood-Forged Amulets. First one is for value, second is for damage and third is for survival.
The Lich King Fight
My class relies on Blood to Fire to reliably trigger Fresh Blood so removing the hero power from play severely hinders the use of any Fresh Blood cards. On top of that playing without a hero power in a class where the hero power it's one of it's greatest strength is very hard.
Remaining Cards
Journey to Un'Goro
Tortollan Sage: A moderately big heal on a pretty big body, this nice tortollan will sustain you throughout your self-damaging adventures.
Explorer's Compass: The discover effect is on top of your normal draw. This allows you to search for the perfect answer to whatever is thrown at you, provided it's not destroyed first. Even with all it's value, 4 mana do nothing this turn is still a dangerous play.
Terrorscale Scavenger: Taunt that keeps getting bigger and bigger. You don't always want to play all the big powerful removal spells in your hand, so this guy is there for those turns where you just use your hero power and end the turn.
Red Pulse: Similar to Defile. It costs more mana to achieve the same impact but this can be spread out over multiple turns.
Eager Apprentice: Little cute guy who is excited to go with you to explore Un'Goro. This is the main support for accelerating the quest, besides the weapons introduced in this set. For clarity, when you play this guy all the Fresh Blood, Deathrattle, end/start of turn, whenever/after X happens and other similar triggers on your weapon are activated. It does not work with Battlecry.
Skull-Feather Charm: 2 mana draw 2 cards in weapon form and on a delay.
Burning revenge: If the enemy dealt 5 damage to you last turn this is a 5 mana deal 5 damage. This is a paranoia card that makes the opponent unsure if he should go all in or not, as he risks getting destroyed by 0 mana Burning revenges.
Kights of the frozen Throne
Krel, the necrolord: This is a giant STOP to the enemy board allowing you to stall for at least one turn. The Spectral Skeletons can also survive one of your own boardclears.
Scourge Enchanter: Makes combos harder to pull off and delays cards by one turn. A notable interaction is to use this when the enemy has a bunch of Blood Curses in their hand making it very hard to get rid of them and play their own cards.
Transfer vitality: Many bloodburner minions have repeatable effects and triggers, so giving them more health to keep them alive for one more turn would bring you a lot of value. Alternatively you can increase the durability of your equipped weapon to get more uses out of it, thus supporting the Un'Goro quest.
The Cursed Flame: Weak boarclear by itself, this also heals you and damages your opponent via Blood Curses.
Scarlet Omen : Targeted Vaporize but has more counters as there is more weapon removal than secret removal. If you use Eager Apprentice from Un'Goro the minion dies immediately, making it a 2 card 6 mana Assassinate, with a body.
Blood burst: Can be considered tech against spell heavy deck but it's meant to have synergy with the hero card and
Inevitable End: Same mana cost as Cataclysm but the drawback on this is that it only affects Deathrattle minions. It's a great tech card in metas where Deathrattle is common and it can be used to trigger your own stuff.
San'layn's Servant: Little servant of the San'layns, this dude learned some of their vampiric tricks. An alternative Demolisher that can heal you but has a more unreliable trigger.
TOKENS
Previous Phases
Phase I
Phase II
If you see any mistakes, please let me know. Also mods, did i fulfill all the challenges?
So I finally finished my post for this phase, due to limited time I had to kinda rush the last of it a wee bit but overall I'm pretty happy with it. The cards do have a bit more text than I'd have liked, but I feel like there's no way around that with how I've designed the class up till now. Lessons for the future!
THE BATTLEMAGE
Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
This particular battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills him with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.
Main themes:
1) "Can't attack the turn it's equipped" on weapons.
2) 1 durability weapons.
3) Small but frequent armor gain.
4) Buffing your minion's health.
Strengths:
1) Versatile (has a large variety of tools at their disposal).
2) Can setup for very high power turns.
3) Excels against decks with lots of minions such as zoo decks.
Weaknesses:
1) Obvious with weapons (conjuring a weapon takes time ya know?).
2) Weapon removal.
3) Struggles to fully utilize cards against decks with few minions.
4) Takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword: Spellfury
Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your weapon has done X or more to minions this turn, either through attacking (excess damage is counted) or card effect. So if your weapon did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Example Cards
Primal Practice: My idea behind this quest was to let you somewhat customize your own reward. You could add Lifesteal to your reward through Blood Taker (kotft), an aoe with Conflagration Cutlass (classic), and whatever other goodies you want! Note there would be a fair few training dummy cards from older sets around when this would have came out.
Torrential Snare: This is a more versatile but arguably weaker Polymorph. If your desperate you can use it to give your own minions taunt, but if you snare something with lots of health it's probably still gonna hinder you for awhile , but at least you can get more attacks in for your quest!
Animated Woodwaker: This resummons the dummys to whatever side of the board they died on, so you can somewhat control where they end up. If you happened to use the above card on one of your high heath minions, this guy can bring it back with all of that juicy health!
Battleborn Direhorn: A simple adapt card that gives you more adapts depending on how high you can get your Spellfury.
Battlemancer Anielas: Charge may seem odd on weapons but given this classes usually can't attack when played much like normal minions, it actually makes a lot of sense especially since charge is worded as "Can attack immediately".
After playing this guy, if you only use 1 durability weapons, you can pretty much attack endlessly so long as you have mana and more weapons to equip! This can give you a lot of tempo and burst at the cost of burning through your weapons stupidly fast. The hero power helps with survivability since you'll be taking a lot of damage from attacking, and if you trigger the Spellfury effect it's pretty insane, but also 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 to utilize the battlecry is a good idea.
Tokens
The first Training Dummy is the normal one most cards spawn. It was the token produced by my challenge 2 (common practice) card last phase. I decided to really commit to it this time around! The second Training Dummy is produced solely by Torrential Snare and the base health of this dummy will be equal to what was transformed into it.
Primal Peacemaker and Forlorn Death are the quest reward and death knight hero power.
The Lich King Fight
Weapons are very core to battlemages given their keyword requires them, so without them you really need you think outside the box. You can still trigger spellfury with your hero power weapon so you could focus on buffing that to use high spellpower cards, or you could take battlemage in a completely different direction unrelated to weapons and spellfury entirely.
Remaining Cards
Journey to Un'Goro
Venturous Training: The perfect card to use if your worried about weapon removal, or just need some more immediate results.
Jungle Master Voldat: If you hit for 3 or more you'll always get Adapt which is rather average, so to really get value out of this guy you need to have ways to deal different small amounts of weapon damage so you can choose what you need at the time.
Knights of the Frozen Throne
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 play the weapon, or skip a turn of attacking, both of which slow the card down as it is pretty damn strong with some of the weapons.
Spellsword Slayer: Can counter Kingsbane but his main use is to silence your own weapon to attack with it immediately.
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 Dealmaker: Played minions means it will only applies to minions you played directly from your hand, and not minions summed by any other means. This guy would be busted in a lot of classes, but battlemages tend to be pretty hands on and don't have that many minion so getting that power with them can be tricky, but if your willing to take battlemage in a more minion heavy direction then this guy might just be one of your win conditions.
Previous Phases
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I guess I can't swap out any of my example cards? Just realized I have all spells and a death knight... no minions.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
...Soul of Wyrm. Soul of Root. Heart of Void...
This is a warning that you have 2 hours and 40 minutes to submit your entry, and/or to make any relevant changes required to avoid disqualification or what-have-you. There will NOT be an extension.
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
Ok, time to stuff the pig before Christmas and get some feedback on my quest:
I've made the quest around the time of the expansion and received feedback on it then, I just didn't bother to update the cards. I've also made the quest about adapting, since I have a lot of adapt in it.
Here are the Titans:
Venturion and Torterra's Battlecries could just be passive effects. They don't need to be Battlecries.
Click the image to go to my custom Time Traveler class.