I'm reposting the feedback I gave you in the old thread, plus some new comments:
In Un'goro, Beasts had Adapt effects, while Elementals had synergy with themselves. However, Fire-Eating Raptor and Elementium Crawler seem to be reversed. Is this intentional?
Your Quest is a bit strange and doesn't seem to have a lot of support besides Adapt (which doesn't always give stats).
Blood Beast looks more like a Murloc than like a Beast.
Wrathgazer is a very interesting concept, but it would be awesome if you had other cards to give it more Deathrattles.
As a positive note, I really love you Lich King card, Dark Hunger. Other cards I like are Jungle Book, Primordial Portal, Grave Robber and Crypt Clear.
@Laurendor
I think all changes you made are for the best. Your KFT set makes much more sense now, and Un'goro is better too. You still have some minor issues, however:
I don't think The Green Pigment would work as you intend, because minions don't take damage when attacking a hero. In order to fix this, it would need to say "Give your hero +1 Attack and Poisonous", but that would allow him to attack without a weapon.
Podling Tender is missing an Herb tag.
Nightmare Vine needs a more legendary name. Either "The Nightmare Vine" or something like "Silvus, Nightmare Vine" would be ok. Besides, the mechanics it uses don't seem very healthy for the game :(
I really liked the artwork of your old legendary. Maybe you could change the artwork of Sap Elemental Lord with it, as well as changing the name to something like Sap Maiden.
Not a fan of the fact that Herbling can trigger all three effects at random. I'd attatch that option to a condition, like destroying an Herb or something like that.
I like the effect and name of Harvester Grano a lot, but he doesn't look like an Elemental. You could just drop the tag, IMO.
Your Hero Power shouldn't have a rarity gem nor a watermark.
You have several grammar errors regarding plurals and third person verbs.
Sap Elemental Lord should say "Costs" instead of "Cost".
Nightmare Vine should say "gains" instead of "gain".
Herbs and Flesh should say "Herblings" instead of "Herbling".
Infesting Lichens should say "dies" instead of "die".
Nutrient Absorption shouldn't capitalize the word "damage".
Herbal Scourge should say "cost" instead of "costs".
Harvester Grano should say "Battlecries" instead of "Battlecry".
Winter is Coming should say "turns" instead of "turn".
Btw, are you from a Spanish-speaking country? It caught my eye that you named your legendaries Sabia and Grano (which, for those who don't know, mean Sap and Grain in Spanish).
Thank you all for the feedback! Happy you guys liked the change.
Podling Tender I'm not sure if I want him to be an Herb. I'm starting to have too many Herbs...and it's technically not an Herb lol
I agree with most of your feedbacks i just don't understand why Nightmare Vine is not healthy for the game. Will it make it better if it's +1/+1? Or maybe i can simply scrap the buff (pumping the stats to 3/3)
I thought about swapping the artwork tho, i need to find it again because i didn't save the recolouring i did lol
Anyway I'm Italian, that's why all the gramma mistakes 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
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
@Linkblade: I'm leaning toward the first one simply because the second one has a purple palate that make it hard to stand out against your purple border.
@thepowrofcheese:
Hostile Takeover seems a little weak? The 7 cost make it nearly useless compare to Dinosize. I would drop its cost to 6, maybe even 5 given that it need a lot of set up.
Dinobot Hatchling: The 3/1 stat seems weak since it dies to basically any ping. I would make it a 1/3. Compare to Eternium Rover
Exploit Un'Goro's token has a really awkward name. Why is the Natural Resource make you to discover a card? Should the act of extracting itself allows you to discover a card?
Recruit the Native is kind of bonker. If you have a lot of cards to generate the Scrapbot (or just Coin, double Hero Power into this card), this card act like an extremely degenerate Spreading Plague that your opponent can't play around. I think its cost should be bumped to 5, maybe even 6.
Soulwrencher: I don't think given a class with the token spawning capacity rival Paladin a Silver Sword at turn 4 is a good idea. I would make it a 3/3 for 6 mana.
Your Frozen Throne set looks extremely lacking in term of connection to the expansion. You only has 2 cards that related to the flavor of the expansion and even then only Clockroach incorporate any of the new design space. Even your Death Knight, which is supposed to be flavor-breaking and is the opposite of everything your class stand for, is extremely poor in term of flavor and mechanic and offers no significant gameplay change like the other Death Knights. Maddest Bomber, the Big One, Scrap Pile and the Skyterror are fine cards on their own, but are extremely poor in relation to the expansion flavor.
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere , meaning that tutoring draw effects like The Curator , discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Titanic Ritual: Deep in the heart of Un'Goro, the forgotten ritual that call upon the Eclipse to fight against the Old God lay dormant ready for Astromancers brave or dedicated enough to perform it. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Astral Fury: The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
Rishi, Star Enslaver : Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Soulgorge: A demonstration of the effect stealing that will be prominent in this class's Knight of the Frozen Throne card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the Death Knight and her Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
Death Knight's flavor text: Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
@Linkblade: First one, keep the second one for a spell :P
@thepowrofcheese:
Quest is cool, I'm not sure if it will be a bit to easy to complete considering that the scrapbot are coming from your Hero Powers. You know if 12 will be more fair than 10 lol.
I agree with Shatterstar, 1/3 Dinobot it's more intresting.
Recruit the Native I would make it cost 4 and that should be an Epic to me.
Artificial Evolution, Just an idea I would change it like that "When one of your minions is attacked, give it "+3 Attack during your opponent's turn". It fit more the theme of Un'Goro and the Tar elemental thing...if you can find an image with tar and mech that's even better lol.
I agreed with what has been said, the set doesn't fit the KFT flavour.
If you need some inspiration i would take a look at Thaddius in Naxxramas, Maybe you can find a way to merge the science of your character into the death theme of the expansion. You can work around the mad scientist figure that channel electricity withing bodies and obviosuley some of them could explode. I just think you need to focus a bit more on the story behind your character instead on the mechanics of the cards. I'm saying that because i had the same problem XD
What's a Horn of Capricorn card looks like? I couldn't see the token in your post.
Apart from that it looks pretty much done your application. Still thinking that I personally wouldn't show Soulgorge in the highlitgted 5 cards.
Also I had this image of Elegon saved on my Pinterest if you need it.
This one are my corrections from the previous post.
Un'Goro.
Major Changes
UPDATE
Changed the Phytoblade, now it has +2 attack while you have 2 or more Evergrowth
Sap scrying costs 2
Fixed the quest as suggested. I decided to gave him Poisonous and +1 attack only during the opponent turn.
Sap Infusion is gone, Phytoblade is in ( I realized i didn't planned any weapon for the KFT so it make sense to have 2 in Un'Goro, specially to give more flexibility with the quest reward) (Fun Fact: Phytoblade is an in-game weapon, the only weapon that can go inside an Herbalist Bag)
Sap Elemental Lord is gone graphically, Sap Giantess is in ( I decided to call it Giantess to be in line with the other giants)
Vitalus, Nightmare Vine is a bit different, it gets a smaller buff and it can't attack heroes. It can be a powerfull minion on the board but only to remove other minions, specially with what i got in mind with Witchwood.
KFT
Freywinn the Green Lich
Freywinn was one of the first to fell under the crushing power of the Lich King.
Stabbed in the back while picking flowers by a Death Knight much more powerful than him and then raised as a faithful servant. They thought he was weak, easy to manipulate and a perfect substitute to expand the work that Heigan did with the plague and the crops of Lordaeron. Fools.
Freywinn fled from the Lich’s control and start raising is own army, feeding his beloved herbs with the corpses of the death and the living, growing an army of twisted creature, an apocalyptic swarm of plant-zombie, hungry of death and living fertilizer.
Major Changes
Add at random at Herbling
Slightly changed the text of Deadnettles Geist
Herbling now can only get randomly Lifesteal, Evergrowth or Poisonous, not the 3 of them combined.
Fixed the grammar error (hopefully all of them)
Infesting Lichesn now does 1-2 damage to be more in line with the class damaging spells.
Harvester Grano is no more an Elemental (*cry*) but it's a 3/5 now.
Lich King card - Silence them all, and because they might attack we gonna freeze them too.
Hey Link, someone literally just posted this to Reddit. I've found some good art for your Kel'Thuzad DK.
I like it; thanks! Although that leads me to ask: is my DK art not good? Edit: Here they are side by side:
I'm personally leaning toward the original one, because he looks more "Unleashed" and angry.
I didn't even consider your card border when I posted the art. The first one does look better with the border. Do keep that second one handy for the future though.
KotFT - Spells, Mech tokens Themes - Artillery, reusing parts of mechs
Now I haven't actually been paying attention to the classes recently, so what I say may need to be taken with a grain of salt, but here I go.
First thing I'd like to mention: Your Un'Goro set is extremely flavorful, like holy shit, it's amazing. Alloy has got to be a reference to Horizon Zero Dawn, right? Alloy (named after the metal type, and the protagonist, Aloy) fighting a bunch of mechanical beasts.
Recruit the Natives seems a bit... rolly, if you get what I mean. It's not problematic though.
Exploit Un'Goro is a nice play on Explore Un'Goro, and I like it's interaction with Claim the Land.
Hostile Takeover seemed really weak at first, but then I remembered, you can add Scrapbots to your hand in a number of different ways. Still though, maybe you could make it 6 mana because it requires quite a bit of set-up.
Remember what I said about Un'Goro being extremely flavorful? KotFT unfortunately not so much. Mostly the artwork.
Siegemaster Bork probably feels too similar to Zul'jin, but otherwise feels balanced. Do the 1/1 Bots from Fabricate count as Scrapbots.
The Skyterror gives flashbacks (or I guess technically fast forwards in this case) to The Runespear. This can't be much worse than that. You at least tried.
@Linkblade: I'm leaning toward the first one simply because the second one has a purple palate that make it hard to stand out against your purple border.
@thepowrofcheese:
Hostile Takeover seems a little weak? The 7 cost make it nearly useless compare to Dinosize. I would drop its cost to 6, maybe even 5 given that it need a lot of set up.
Dinobot Hatchling: The 3/1 stat seems weak since it dies to basically any ping. I would make it a 1/3. Compare to Eternium Rover
Exploit Un'Goro's token has a really awkward name. Why is the Natural Resource make you to discover a card? Should the act of extracting itself allows you to discover a card?
Recruit the Native is kind of bonker. If you have a lot of cards to generate the Scrapbot (or just Coin, double Hero Power into this card), this card act like an extremely degenerate Spreading Plague that your opponent can't play around. I think its cost should be bumped to 5, maybe even 6.
Soulwrencher: I don't think given a class with the token spawning capacity rival Paladin a Silver Sword at turn 4 is a good idea. I would make it a 3/3 for 6 mana.
Your Frozen Throne set looks extremely lacking in term of connection to the expansion. You only has 2 cards that related to the flavor of the expansion and even then only Clockroach incorporate any of the new design space. Even your Death Knight, which is supposed to be flavor-breaking and is the opposite of everything your class stand for, is extremely poor in term of flavor and mechanic and offers no significant gameplay change like the other Death Knights. Maddest Bomber, the Big One, Scrap Pile and the Skyterror are fine cards on their own, but are extremely poor in relation to the expansion flavor.
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere , meaning that tutoring draw effects like The Curator , discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Titanic Ritual: Deep in the heart of Un'Goro, the forgotten ritual that call upon the Eclipse to fight against the Old God lay dormant ready for Astromancers brave or dedicated enough to perform it. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Astral Fury: The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
Rishi, Star Enslaver : Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Soulgorge: A demonstration of the effect stealing that will be prominent in this class's Knight of the Frozen Throne card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the Death Knight and her Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
So, how often do characters actually get Gazed? Dumb question I know, but judging Lunar Eclipse will need an idea. I get what you're trying to do with the Quest. It's an interesting idea, but it's hard to see if it works out.
Star Maker might be too powerful. In some ways, it can kind of be like a 3 mana 2/6 with some additional upside.
I'm not sure if Elegon would see play only because 7+ Cost minions with no immediate impact usually don't see play outside of Arena or some weird Brawl.
Lunar Sacrifice definitely reminds me of Unwilling Sacrifice (most likely intentional, both sacrifices and both rares after all), and I love it.
Passive Health buffs are very wonky, so Minor Tarling probably falls into that same line.
Honestly, I'm really digging this whole "stealing" effects theme you've got in KotFT.
Rishi, Star Enslaver is an awesome DK and I like how you've done Elemental synergy much differently than Frost Lich Jaina.
People are absolutely going to make memes about Mark of Cancer. Just calling it out now.
The fact that whole Planets are 1-Health minions that can be destroyed with a simple ping is hilarious.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
I appreciate the image but I think I would keep my current one since your image doesn't look like a character focus one and more along the line of a spell or a rather minor minion.
Rhabdomancy Stick need a rename. Mostly because I think Rhabdomancy doesn't really have anything to do with Plant or your Un'Goro flavor. Something like Razing Staff (a staff use to cut down Herb and put them into your hand).
Sap Scrying need to cost 2. There's no unconditional 1 cost draw in the game because it would be played in every deck (one of the reasons why Shiv and Flare got nerfed to 2 mana). Power Word: Shield require a minion on the board and is preferably a friendly one.
Podling Tender doesn't need the "when this is alive". (Stormwind Champion).
Phytoblade: I honestly think that it need to only has 2 Durability. Spirit Claws's condition in Shaman is way harder to achieve than in your class (have to actively include understated Spell Damage minions or take the 25% roll with their Hero Power). Also, its wording should follow Spirit Claws.
The DK Battlecry need to be drastically reduced. Cheating out 5-7 cards is just too much. There's a reason Army of the Dead is lock behind a legendary and only has 12.5% chance of regenerating.
Ghost Mushroom seems more like a Kobold and Catacomb card. I would change it into an Herb.
Deadnettles Geist need its wording changed to "resummon this minion" (Ancestral Spirit)
I honestly think your Lich King card is too punishing. Freeze and Silence means that your board basically never get to attack or activate any ongoing effect, which mean that you are not very likely to progress the game. The only time you can attack is if you managed to summon minions on even turn. I would make it cast again every 3 turn.
I also thinking about writing the DK's super edgy's flavor text but don't know where to put them in. Probably right after the Knight of the Frozen Throne token.
Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
Edit: @Demonxz95
In the Classic set, there's 5 cards that will Gaze an enemy, one of which (Starscryer Sera) is a Legendary and something you wouldn't really want to Gaze without another Gaze onto the enemies while there's one (Celestial Guardian) can summon a Planet with Gaze and 3 Gaze synergy. This next two set has 5 Gaze-related card.
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!
Rhabdomancy Stick need a rename. Mostly because I think Rhabdomancy doesn't really have anything to do with Plant or your Un'Goro flavor. Something like Razing Staff (a staff use to cut down Herb and put them into your hand).
Rhabdomancy is actually a way to find source of water and where is watere there are plants. That's the reason behind it :)
Sap Scrying need to cost 2. There's no unconditional 1 cost draw in the game because it would be played in every deck (one of the reasons why Shiv and Flare got nerfed to 2 mana). Power Word: Shield require a minion on the board and is preferably a friendly one.
I can put it to 2. Just thought that it's much less intresting than Shiv and Flare.
Podling Tender doesn't need the "when this is alive". (Stormwind Champion).
noted
Phytoblade: I honestly think that it need to only has 2 Durability. Spirit Claws's condition in Shaman is way harder to achieve than in your class (have to actively include understated Spell Damage minions or take the 25% roll with their Hero Power). Also, its wording should follow Spirit Claws.
The DK Battlecry need to be drastically reduced. Cheating out 5-7 cards is just too much. There's a reason Army of the Dead is lock behind a legendary and only has 12.5% chance of regenerating.
A lot of cards from the previous set are adding cards to the hand so it's not very easy to have hand slots free for a lot of duplicates. I think it's way different from the Army of Dead and not that OP.
Ghost Mushroom seems more like a Kobold and Catacomb card. I would change it into an Herb.
It's actually an in-game actual plant from Un'Goro Crater and it's an Herb and tht's why I used it .
Deadnettles Geist need its wording changed to "resummon this minion" (Ancestral Spirit)
Deathrattle: If it's your opponent's turn, shuffle a Seed into your deck and resummon this minion?
I honestly think your Lich King card is too punishing. Freeze and Silence means that your board basically never get to attack or activate any ongoing effect, which mean that you are not very likely to progress the game. The only time you can attack is if you managed to summon minions on even turn. I would make it cast again every 3 turn.
I know but it's also true that all Herbs that can't attack they will be able to do it and that's why i put 2 turns. Happy to move it to 3 tho.
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 everyone for your feedback. Un’Goro is about done, just need to rebalance some things and change up Recruit the Natives. And yes, Alloy is a nod to Horizon Zero Dawn.
Clearly my KotFT set needs more work, and I appreciate the feedback. My theme for the set was for my class to be the seigemaster, the one who built the Lich King’s catapults and bombs and even a gunship from the remains of the Alliance’s and Horde’s. I wanted the player to generate spells and cast them at once with the DK, forcefully taking the board and generating loads of value. But clearly the flavor isn’t coming across, and the set is disconnected from my own class and the rest of the expansion. Art is tricky. Goblins and Gnomes don’t really have a place in the Scourge, and most of the Lich King’s weapon’s are clearly powered by magic instead of machinery. I might look to changing the theme. Definately new legendary effects, and either changing up the spell theme or going to something like Abominations.
Thanks again, I’ll be updating my set. Hope to give some reviews soon.
I made some changes to my KOTFT set. Mainly, I changed the Favor effect of the legendary to create two ways to play the card, as I did with the ones before. As a result, I tweaked some cards to make them work better with the new effect.
Cold, Weak and Lonely
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result, I will avoid printing more Favor cards, except the gods and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect allows you to go Full Defense Mode and get back in the game, but with a little downside. Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
I made some changes to my KOTFT set. Mainly, I changed the Favor effect of the legendary to create two ways to play the card, as I did with the ones before. As a result, I tweaked some cards to make them work better with the new effect.
Cold, Weak and Lonely
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result, I will avoid printing more Favor cards, except the gods and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect allows you to go Full Defense Mode and get back in the game, but with a little downside. Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
Path of solitude seems really powerful compared to the others. I'd make the token a 2/2
A Taste of the Frozen Wastes seems really weak. I'd make it so you get the Armor and Favor if the target was frozen.
The Favor on Crystal Fiend seems waaaaay too high for me. Frost Nova costs 3 and only freezes enemy minions. I'm not sure how easy it is to gain Favor, but I'd say 5 or 6 is good.
Demonic Bargain is kinda weak. Not sure how to balance it. Also, wrong watermark on it.
Draconic Defensive should probably cost 3 (also, it might be spelled Drakonic, but I'm not sure).
Either make the Adapt on Rubyscale Hatchling random, or move it to when you play the 6/6. You can't do anything when deathrattles trigger.
The rest of the cards seem fine, and I really like the flavour.
Haven't posted my stuff in a while, but not much has changed: just a couple balancing tweaks based on feedback. Here's my "final submission", unless someone has anything additional they'd like to say :)
The Lich
For this Phase, the connecting theme between the two expansions is Corruption:
In Journey to Un'Goro, Kel'Thuzad has corrupted the very idea of Darwinism and natural selection. Through forced evolution and the resurrection of extinct species, High Cultist Herenn will create new soldiers for the Scourge!
The Quest focuses on mastery of revival effects, with hand-Adapt on the side. Minions will return to the battlefield better than ever!
In Knights of the Frozen Throne, Kel'Thuzad has finally taken his rightful place as ruler of the Scourge. Without The Lich King holding him back, he can unleash his full power upon the world, bringing an eternal winter to all!
On a gameplay-level, the Lich will "corrupt" people's perception of what can be done with Freeze, Freezing your own minions for benefits (Moorabi? Never heard of it).
Example Cards
Survival of the Fittest is my Quest, perfecting life through constant death and resurrection. Call it "trial and error". Know that playing the second copy of a minion after the first card died still counts.
Evolving Tactics is a double-example, showing off the cycle of 3-mana Secrets and the hand-Adapt archetype. Prepare for what's coming!
Kel'Thuzad, Unleashed is my "Death Knight", the cornerstone of the "self-Freeze" archetype. Freezing your minions buffs them much like Dinomancy, but they can still attack like normal. Adds greater versatility to the Hero Power.
Undying Turtle is my card for Challenge #2. He can help fulfill the Quest while allowing you to maintain a constant board presence.
Hinterland Golem is my card for Challenge #3. Costing 9-mana, he'll sit in your hand for a while; this allows him to soak up enchantments from the Un'Goro Adapt cards. Because he can copy himself, all of the enchantments you've put on him will also be on the copy.
Tokens
The Lich King Fight
In a battle between masters of the cold, countering Kel'Thuzad's ability to Freeze cripples his defensive ability. With the Hero Power and many of his cards losing their main strength, he'll have to find a new way to overcome The Lich King. It's a duel of similar tactics, proving who is truly the ruler of the Scourge.
Remaining Cards
Journey to Un'Goro
High Cultist Herennis the Scourge's agent in the Un'Goro region, attempting to create the ultimate bio-weapon for the Scourge. If left alive (or replicated) Herenn can quickly get out of hand, empowering your minions into Elusive, Divine Shield-ed goliaths. No pun intended.
Unnatural Selector was seen way back in Phase I, and finally gets to be showcased for real. They will be rebuilt; we have the magic!
Reconstruction is the Epic card in the cycle of Secrets. Functionally, it falls between Effigy and Splitting Image, although the Lich has minions that are far more appealing to revive.
Necrotic Devilsaur is the ultimate trade minion, sturdy and self-healing. Very appealing target for Adapts, especially Poisonous.
RareLife Finds A Way adds fuel to your hand for the late game. The minions can then be given Adaptations or played to fulfill the Quest.
Scouting Raptor provides recon for your forces, allowing you to plan ahead.
Circle of Life is the last card in the cycle of Secrets, providing healing for your hero.
Knights of the Frozen Throne
Lady Deathwhisper is a reflection of her Icecrown Citadel boss fight, with her Hero Power translated into a Battlecry. The Lifesteal can provide an extremely powerful heal.
Iceborne Drake can work in concert with my Classic Legendary Sapphiron to create a powerful combo of minion damage. They're both Dragons, too...I wonder what that could mean?
Your New Master implies that the slain minion is then raised on your side of the board, but it is ultimately a 2/2 Zombie at its heart. The effects of the old minion are attached like buffs: if you revived the Zombie, it would just be a plain 2/2.
Essence Leech is a singular instance of Lady Deathwhisper's effect. The Lifesteal keeps it from being just a bad Hunter's Mark.
Frostguard is like Defender of Argus, but cheaper and with more Health. In exchange, he must remain Frozen. By having the aura attached to Frostguard, it can be reapplied if a new minion becomes adjacent.
Regenerate is a delayed healing effect. It can act as a deterrent against aggression, healing the damage that would be coming next turn.
Cold Sprite can help keep a minion locked down, or set up combos with the self-Freeze.
Servants of the Cold Dark is a combo-enabler, allowing you to immediately Freeze minions you play. This could then give them immediate applications of their auras, or the +2/+2 buff from the Hero card.
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 made some changes to my KOTFT set. Mainly, I changed the Favor effect of the legendary to create two ways to play the card, as I did with the ones before. As a result, I tweaked some cards to make them work better with the new effect.
Cold, Weak and Lonely
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result, I will avoid printing more Favor cards, except the gods and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect allows you to go Full Defense Mode and get back in the game, but with a little downside. Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
Path of solitude seems really powerful compared to the others. I'd make the token a 2/2
A Taste of the Frozen Wastes seems really weak. I'd make it so you get the Armor and Favor if the target was frozen.
The Favor on Crystal Fiend seems waaaaay too high for me. Frost Nova costs 3 and only freezes enemy minions. I'm not sure how easy it is to gain Favor, but I'd say 5 or 6 is good.
Demonic Bargain is kinda weak. Not sure how to balance it. Also, wrong watermark on it.
Draconic Defensive should probably cost 3 (also, it might be spelled Drakonic, but I'm not sure).
Either make the Adapt on Rubyscale Hatchling random, or move it to when you play the 6/6. You can't do anything when deathrattles trigger.
The rest of the cards seem fine, and I really like the flavour.
@NiRaSt
Demonic Bargain is a card from the classic set. I put it there because it was my 1 mana common spell that hinted at an archetype and I am starting to develop a Demon synergy.
Path of Solitude is ok in my opinion and I really don't want to break the chain of 3 from the hero powers. I tried to balance the 3/3 with the favor effect so it will be on the same level with the other 2 whose effects have an immediate impact, rather than a resource gathering tool. A control deck doesn't really need a 3/3 every turn. Sometimes drawing a card and gaining some armor is more important or using Path of Cold to neutralize a dangerous enemy.
I compared the card to Shield Block which draws a card and gives 5 armor for 3 mana. Draconic Defensive draws a specific card so it should be a little weaker, 8 armor for 3 seems too much. I could have either went with the 2 mana 4 armor, 3 mana 6 armor or 4 mana 8 armor. I decided on the later because the other 2 were too strong, because of the card draw. I checked the word before making the card, it's draconic.
I tried to keep my Favor requirements at 5 for little effects, 10 for stronger effects, like demons, and 15 for the legendaries. The card is designed to fit in a tempo or control deck where favor si pretty easy to gain ( hero powers, both basic and the death knight variant, and from other cards that generate favor). 5 favor is worth 1 mana so the effect on the card, being a frost nova that affects both allies and enemies alike, is worth 10 favor. The flavor of the 2 demon cards is that they dont make a difference between allies and enemies, hitting both with their effects.
I don't really understand what are you trying to point out being wrong with A Taste of the Frozen Wastes. The card is a combined effect of the 3 hero powers from the Death Knight, being a glimpse of the card's power. There are a lot of Freeze effects in the set so it won't be hard to trigger. Also Glacial Shard. I could get rid of the Frozen effect but that is what give the card its flavor. 1 mana is too little for the effect. I could also go with a 3 mana and change the effects from 2 to 3, but i wanted to make the card weaker than the actual hero power effects.
I will change the adapt on Rubyscale Hatchling. Thank you for pointing it out.
Thank you so much for your feedback. I hope you understand some of the choices I made and why I thought they were ok both flavor and balance-wise.
@Linkblade: I'm leaning toward the first one simply because the second one has a purple palate that make it hard to stand out against your purple border.
@thepowrofcheese:
Hostile Takeover seems a little weak? The 7 cost make it nearly useless compare to Dinosize. I would drop its cost to 6, maybe even 5 given that it need a lot of set up.
Dinobot Hatchling: The 3/1 stat seems weak since it dies to basically any ping. I would make it a 1/3. Compare to Eternium Rover
Exploit Un'Goro's token has a really awkward name. Why is the Natural Resource make you to discover a card? Should the act of extracting itself allows you to discover a card?
Recruit the Native is kind of bonker. If you have a lot of cards to generate the Scrapbot (or just Coin, double Hero Power into this card), this card act like an extremely degenerate Spreading Plague that your opponent can't play around. I think its cost should be bumped to 5, maybe even 6.
Soulwrencher: I don't think given a class with the token spawning capacity rival Paladin a Silver Sword at turn 4 is a good idea. I would make it a 3/3 for 6 mana.
Your Frozen Throne set looks extremely lacking in term of connection to the expansion. You only has 2 cards that related to the flavor of the expansion and even then only Clockroach incorporate any of the new design space. Even your Death Knight, which is supposed to be flavor-breaking and is the opposite of everything your class stand for, is extremely poor in term of flavor and mechanic and offers no significant gameplay change like the other Death Knights. Maddest Bomber, the Big One, Scrap Pile and the Skyterror are fine cards on their own, but are extremely poor in relation to the expansion flavor.
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere , meaning that tutoring draw effects like The Curator , discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Titanic Ritual: Deep in the heart of Un'Goro, the forgotten ritual that call upon the Eclipse to fight against the Old God lay dormant ready for Astromancers brave or dedicated enough to perform it. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Astral Fury: The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
Star Maker: Another card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elemental. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
Rishi, Star Enslaver : Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well if you didn't draw your transform effects. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Soulgorge: A demonstration of the effect stealing that will be prominent in this class's Knight of the Frozen Throne card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the Death Knight and her Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
Death Knight's flavor text: Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
Shatterstar: I think your cards are probably overcomplicated; most of them have four lines (including tokens!) and are kinda confusing. It might be a good idea to make more simple but solid designs. Also transforming enemy minions into a 0/1 guy seems like a bad idea because most decks can't do anything with them. Gazing your hero is way too impactful for a common. I don't see how meteorites can be hidden. Start of turn effects are bad. This whole Secret thing doesn't seem very well thought out if you made a synergistic legendary but started it in KoFT. Unwilling Sacrifice. Potion of Polymorph. These cards seem like there's barely any theme to them. I don't get how planets (0/1 planets???? Aren't planets massive???) play a role in Un'goro. Divine Shield shouldn't have a period after. Celestial Intervention is bad. Quest is dependant on matchup. The only thing I like much about your set are the Marks. I would consider reworking most of the cards.
This one are my corrections from the previous post.
Un'Goro.
Major Changes
UPDATE
Changed the Phytoblade, now it has +2 attack while you have 2 or more Evergrowth
Sap scrying costs 2
Fixed the quest as suggested. I decided to gave him Poisonous and +1 attack only during the opponent turn.
Sap Infusion is gone, Phytoblade is in ( I realized i didn't planned any weapon for the KFT so it make sense to have 2 in Un'Goro, specially to give more flexibility with the quest reward) (Fun Fact: Phytoblade is an in-game weapon, the only weapon that can go inside an Herbalist Bag)
Sap Elemental Lord is gone graphically, Sap Giantess is in ( I decided to call it Giantess to be in line with the other giants)
Vitalus, Nightmare Vine is a bit different, it gets a smaller buff and it can't attack heroes. It can be a powerfull minion on the board but only to remove other minions, specially with what i got in mind with Witchwood.
KFT
Freywinn the Green Lich
Freywinn was one of the first to fell under the crushing power of the Lich King.
Stabbed in the back while picking flowers by a Death Knight much more powerful than him and then raised as a faithful servant. They thought he was weak, easy to manipulate and a perfect substitute to expand the work that Heigan did with the plague and the crops of Lordaeron. Fools.
Freywinn fled from the Lich’s control and start raising is own army, feeding his beloved herbs with the corpses of the death and the living, growing an army of twisted creature, an apocalyptic swarm of plant-zombie, hungry of death and living fertilizer.
Major Changes
Add at random at Herbling
Slightly changed the text of Deadnettles Geist
Herbling now can only get randomly Lifesteal, Evergrowth or Poisonous, not the 3 of them combined.
Fixed the grammar error (hopefully all of them)
Infesting Lichesn now does 1-2 damage to be more in line with the class damaging spells.
Harvester Grano is no more an Elemental (*cry*) but it's a 3/5 now.
Lich King card - Silence them all, and because they might attack we gonna freeze them too.
Laurendor: Again, your Quest is matchup dependent. The quest reward should be "Your hero has +1 Attack during your opponent's turn this game." Sap Scrying feels off with the rest of the set. Bristly Podling doesn't need while this is alive. I wouldn't do Elemental synergy at all. You don't need this one, just say this. Ghost Mushroom seems winmore. Phytoblade seems out of place. Herb synergy seems clunky, it seems like you randomly substituted Herb in for minion in some places. I don't understand the DK card. What does it mean? Toxic Specimen could cost 1. The random cards are bad. Team 5 stopped making those cards for a reason, it's that it's out of the player's control and there's little thought process that could go into playing an RNG card and they feel bad when you lowroll. Why does Geist have that first sentence? Grano seems random. Seed synergy is also very clunky, there's no uniting theme behind those cards.
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!
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.
I made some changes to my KOTFT set. Mainly, I changed the Favor effect of the legendary to create two ways to play the card, as I did with the ones before. As a result, I tweaked some cards to make them work better with the new effect.
Cold, Weak and Lonely
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result, I will avoid printing more Favor cards, except the gods and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect allows you to go Full Defense Mode and get back in the game, but with a little downside. Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
IceKing: Again, pls less Favor stuff. It's parasitic. The HP is cool, but maybe say "Discover a Path to replace your hero power"? Demonic Bargain has the wrong emblem. Demons in KoFT feels wrong because I can't see your class as particularly demon and this isn't a demon set. The Dragon's Deathrattle thing is kinda cool, but doesn't work with existing Dragon synergy, only works with a few cards, and isn't what Dragons are meant to be. Necrosis is way overcosted. Hatchling doesn't work because if it dies on your opponent's turn, you'd have to Adapt on that turn, which is impossible. Ah Puch seems like such a low upside (maybe even downside) for high favor. Freeze synergy (and Demon synergy) doesn't feel very well thought out. You need more than one card for an archetype.
Haven't posted my stuff in a while, but not much has changed: just a couple balancing tweaks based on feedback. Here's my "final submission", unless someone has anything additional they'd like to say :)
The Lich
For this Phase, the connecting theme between the two expansions is Corruption:
In Journey to Un'Goro, Kel'Thuzad has corrupted the very idea of Darwinism and natural selection. Through forced evolution and the resurrection of extinct species, High Cultist Herenn will create new soldiers for the Scourge!
The Quest focuses on mastery of revival effects, with hand-Adapt on the side. Minions will return to the battlefield better than ever!
In Knights of the Frozen Throne, Kel'Thuzad has finally taken his rightful place as ruler of the Scourge. Without The Lich King holding him back, he can unleash his full power upon the world, bringing an eternal winter to all!
On a gameplay-level, the Lich will "corrupt" people's perception of what can be done with Freeze, Freezing your own minions for benefits (Moorabi? Never heard of it).
Example Cards
Survival of the Fittest is my Quest, perfecting life through constant death and resurrection. Call it "trial and error". Know that playing the second copy of a minion after the first card died still counts.
Evolving Tactics is a double-example, showing off the cycle of 3-mana Secrets and the hand-Adapt archetype. Prepare for what's coming!
Kel'Thuzad, Unleashed is my "Death Knight", the cornerstone of the "self-Freeze" archetype. Freezing your minions buffs them much like Dinomancy, but they can still attack like normal. Adds greater versatility to the Hero Power.
Undying Turtle is my card for Challenge #2. He can help fulfill the Quest while allowing you to maintain a constant board presence.
Hinterland Golem is my card for Challenge #3. Costing 9-mana, he'll sit in your hand for a while; this allows him to soak up enchantments from the Un'Goro Adapt cards. Because he can copy himself, all of the enchantments you've put on him will also be on the copy.
Tokens
The Lich King Fight
In a battle between masters of the cold, countering Kel'Thuzad's ability to Freeze cripples his defensive ability. With the Hero Power and many of his cards losing their main strength, he'll have to find a new way to overcome The Lich King. It's a duel of similar tactics, proving who is truly the ruler of the Scourge.
Remaining Cards
Journey to Un'Goro
High Cultist Herennis the Scourge's agent in the Un'Goro region, attempting to create the ultimate bio-weapon for the Scourge. If left alive (or replicated) Herenn can quickly get out of hand, empowering your minions into Elusive, Divine Shield-ed goliaths. No pun intended.
Unnatural Selector was seen way back in Phase I, and finally gets to be showcased for real. They will be rebuilt; we have the magic!
Reconstruction is the Epic card in the cycle of Secrets. Functionally, it falls between Effigy and Splitting Image, although the Lich has minions that are far more appealing to revive.
Necrotic Devilsaur is the ultimate trade minion, sturdy and self-healing. Very appealing target for Adapts, especially Poisonous.
RareLife Finds A Way adds fuel to your hand for the late game. The minions can then be given Adaptations or played to fulfill the Quest.
Scouting Raptor provides recon for your forces, allowing you to plan ahead.
Circle of Life is the last card in the cycle of Secrets, providing healing for your hero.
Knights of the Frozen Throne
Lady Deathwhisper is a reflection of her Icecrown Citadel boss fight, with her Hero Power translated into a Battlecry. The Lifesteal can provide an extremely powerful heal.
Iceborne Drake can work in concert with my Classic Legendary Sapphiron to create a powerful combo of minion damage. They're both Dragons, too...I wonder what that could mean?
Your New Master implies that the slain minion is then raised on your side of the board, but it is ultimately a 2/2 Zombie at its heart. The effects of the old minion are attached like buffs: if you revived the Zombie, it would just be a plain 2/2.
Essence Leech is a singular instance of Lady Deathwhisper's effect. The Lifesteal keeps it from being just a bad Hunter's Mark.
Frostguard is like Defender of Argus, but cheaper and with more Health. In exchange, he must remain Frozen. By having the aura attached to Frostguard, it can be reapplied if a new minion becomes adjacent.
Regenerate is a delayed healing effect. It can act as a deterrent against aggression, healing the damage that would be coming next turn.
Cold Sprite can help keep a minion locked down, or set up combos with the self-Freeze.
Servants of the Cold Dark is a combo-enabler, allowing you to immediately Freeze minions you play. This could then give them immediate applications of their auras, or the +2/+2 buff from the Hero card.
Thank you to everyone who has provided me feedback; I'm always open for more.
Link: Evolving Tactics feels pretty unnecessary as a Secret. It's balanced if it wasn't, and the passive start of turn trigger is uninteresting. Iceborn Drake doesn't need both effects. Life finds a way should be copies. You need way more Quest synergy in your Un'Goro set. Your new master could just summon a 2/2 copy of it. Cold Sprite feels kinda like antisynergy and not much fun to play with. Regenerate feels floaty (untrackable effect, too similar to the Secret about minion death). Servants of the Cold Dark (long name) doesn't synergize with enough cards to be good, but DK might make it ok. Freeze synergy feels kinda clumsy in that you both encourage freezing friendly and enemy minions. Passive Health effects are scary because they are unintuitive. Adapting in your hand is cute but doesn't work with many things from either set. I don't like how similar the DK hero power is to the original hero power.
Aaaaand here's my set:
Un'Goro: Archetypes: Discover, Elementals
KoFT (Decaying Armor is hit first, stacks on Armor, 1 is lost at end of turn) - Themes: Armor loss, Decaying Armor
Laurendor: Again, your Quest is matchup dependent. The quest reward should be "Your hero has +1 Attack during your opponent's turn this game."
I reworked a bit the text on the reward for the quest, i don't see anything wrong with that honestly.
Bristly Podling doesn't need while this is alive.
I know but i think it's easier to understand.
I wouldn't do Elemental synergy at all. You don't need this one, just say this.
I'm planning more elements for BoM and that's why i decided to use them in here aswell just to don't bring them out of nowhere. Also the classic set is focusing on the evergrowth mechanic, this one it's focusing on exploring different path for the class.
"Conveniently, it may be carried in an [Herb Pouch] or other herbalism bag." There's actually a meaninf behind it.
I don't understand the DK card. What does it mean?
I agree that the battlecry was a bit complicated, what I wanted it to do is draw cards (dependning on how many free hand slots you have) with more than 1 copy into your deck. I decided to drop the last part that was playing them too.
Anyway, I reworked it to make it more clear and I think i will go with this option ( i need to change the watermark).
Seed synergy is also very clunky, there's no uniting theme behind those cards
I disagree. Seeds synergy is something that's apperaing in the classing set and is boosted in the KFT one. The theme and the flavour I personally think it's much stronger than what i had before.
Un'Goro - It's a new world, it's all about exploring the land and getting used the strange flora that habits the crater. That's why i named the quest Herbalism Extravaganza, I wanted to translate the Botanist set to reflect the new and vicious speciment that he found there. Obviousley Poisonous it's a main focus of the set but it also tap into an Elemental Synergy (which will be boosted on BoM).
Frozen Throne - While the Lich King wants to overrun the world with zombies, the Green Lich wants to launch a green apocalypse, transforming its Herbs in something more evil and dangerous. All the Seeds that he will shuffle on the Deck will be very helpful in the late game increasing and keeping under control the Evergrowth bonus.
The DK Hero focused on the drawing mechanics, and cards like Necromantic Spring and Sap Scrying are enhancment of that. Survive until the late game is very important for this class and that's justify the Lifesteal / Poisonous cards and Taunt from the Bristly Podling of the UN'Goro set.
Main Theme it's Shuffling and drawing, Self-Healing, Zoo and there is an hints for Witchwood with a sacrifice mechanic which i'll try to boost it later.
Paven, Escape Plan should have a cost and you should play it to revive the minion not simply choose it.
Dinomight - I life the effect, I don't like the image and the name. The dinosaur looks like is coming out from nowhere. Because u are focusing on the elementals i would push that direction on the art and the name.
Avifauna - Ithe image looks like an elemental and should have the elemental tribe like Fire Plume Phoenix. If you want to keep it as a beast i would change the artwork.
For the quest it's ok but I think it will be more interesting and more characteristic if the reward will make you discover a card at the start of your turn -an Un'Goro card maybe- and reduce the cost to 0.
Scout - Should cost 1
Mystick doesn't looks right to me in Un'Goro neither the name or the art. Also not all the adaptation works with an Hero so you might get some problem there.
KFT
While the Un'Goro set is fine I think you are laking of flavour on the KFT set. There is no story behind it and they don't looks connected anyhow.
It's an archeologist but it doesn't feel like one at all. You have PLENTY of reference in game to help you with but right now it all feel disconnected and without a Theme.
Divvy Digger - I don't get it. If it's silenced it won't get the death rattle back.
Stitchsmith - I think you don't have enough weapon to play this card, also it fell weird that you have a weapon synergy but no weapon in the set.
Scrappy Prowel and Shield Shot they just don't look like something from an Archeologist. You might keep the effect but i would work on the name and the artwork.
Thank you all for the feedback! Happy you guys liked the change.
Podling Tender I'm not sure if I want him to be an Herb. I'm starting to have too many Herbs...and it's technically not an Herb lol
I agree with most of your feedbacks i just don't understand why Nightmare Vine is not healthy for the game. Will it make it better if it's +1/+1? Or maybe i can simply scrap the buff (pumping the stats to 3/3)
I thought about swapping the artwork tho, i need to find it again because i didn't save the recolouring i did lol
Anyway I'm Italian, that's why all the gramma mistakes lol
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
That's not a real card :P
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
Hey Link, someone literally just posted this to Reddit. I've found some good art for your Kel'Thuzad DK.
Click the image to go to my custom Time Traveler class.
I like it; thanks! Although that leads me to ask: is my DK art not good? Edit: Here they are side by side:
I'm personally leaning toward the original one, because he looks more "Unleashed" and angry.
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
Card dump with my initial ideas. Don't worry about rarities atm. Planning to add notes within a few hours of posting.
Un'Goro - Discard / Transform synergy, big Mechs
Themes - Industrialization, pollution, overwhelming enemies
KotFT - Spells, Mech tokens
Themes - Artillery, reusing parts of mechs
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
@Linkblade: I'm leaning toward the first one simply because the second one has a purple palate that make it hard to stand out against your purple border.
@thepowrofcheese:
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere , meaning that tutoring draw effects like The Curator , discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Arcane Missiles
Cleave
Mind Vision
Multi-Shot
Any effect that says "Discard a random card": Soulfire , Succubus , Doomguard
Deadly Shot
Mad Bomber
Thoughtsteal
Forked Lightning
Blood Imp
Alarm-o-Bot
Demolisher
Knife Juggler
Lightwell
Master Swordsmith
Mind Control Tech
Stampeding Kodo
Young Priestess
Avenging Wrath
Brawl
Mindgames
Tinkmaster Overspark
Showcase Card:
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
Death Knight's flavor text: Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
Previous Phase:
Phase I submission
Phase II submission
Phase III submission
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:
@Linkblade: First one, keep the second one for a spell :P
@thepowrofcheese:
Quest is cool, I'm not sure if it will be a bit to easy to complete considering that the scrapbot are coming from your Hero Powers. You know if 12 will be more fair than 10 lol.
I agree with Shatterstar, 1/3 Dinobot it's more intresting.
Recruit the Native I would make it cost 4 and that should be an Epic to me.
Artificial Evolution, Just an idea I would change it like that "When one of your minions is attacked, give it "+3 Attack during your opponent's turn". It fit more the theme of Un'Goro and the Tar elemental thing...if you can find an image with tar and mech that's even better lol.
I agreed with what has been said, the set doesn't fit the KFT flavour.
If you need some inspiration i would take a look at Thaddius in Naxxramas, Maybe you can find a way to merge the science of your character into the death theme of the expansion. You can work around the mad scientist figure that channel electricity withing bodies and obviosuley some of them could explode. I just think you need to focus a bit more on the story behind your character instead on the mechanics of the cards. I'm saying that because i had the same problem XD
Shatterstar1998
What's a Horn of Capricorn card looks like? I couldn't see the token in your post.
Apart from that it looks pretty much done your application. Still thinking that I personally wouldn't show Soulgorge in the highlitgted 5 cards.
Also I had this image of Elegon saved on my Pinterest if you need it.
This one are my corrections from the previous post.
Un'Goro.
Major Changes
UPDATE
Changed the Phytoblade, now it has +2 attack while you have 2 or more Evergrowth
Sap scrying costs 2
KFT
Freywinn the Green Lich
Freywinn was one of the first to fell under the crushing power of the Lich King.
Stabbed in the back while picking flowers by a Death Knight much more powerful than him and then raised as a faithful servant. They thought he was weak, easy to manipulate and a perfect substitute to expand the work that Heigan did with the plague and the crops of Lordaeron. Fools.
Freywinn fled from the Lich’s control and start raising is own army, feeding his beloved herbs with the corpses of the death and the living, growing an army of twisted creature, an apocalyptic swarm of plant-zombie, hungry of death and living fertilizer.
Major Changes
Add at random at Herbling
Slightly changed the text of Deadnettles Geist
Lich King card - Silence them all, and because they might attack we gonna freeze them too.
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I didn't even consider your card border when I posted the art. The first one does look better with the border. Do keep that second one handy for the future though.
Now I haven't actually been paying attention to the classes recently, so what I say may need to be taken with a grain of salt, but here I go.
Click the image to go to my custom Time Traveler class.
@Laurendor:
I appreciate the image but I think I would keep my current one since your image doesn't look like a character focus one and more along the line of a spell or a rather minor minion.
I also thinking about writing the DK's super edgy's flavor text but don't know where to put them in. Probably right after the Knight of the Frozen Throne token.
Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
Edit: @Demonxz95
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 have finished my initial draft for this phase!
Class Reminder:
The Battlemage
Tokens (Training Dummy):
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!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
In case I can increase the number of Evergrowth.
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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.
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Thanks everyone for your feedback. Un’Goro is about done, just need to rebalance some things and change up Recruit the Natives. And yes, Alloy is a nod to Horizon Zero Dawn.
Clearly my KotFT set needs more work, and I appreciate the feedback. My theme for the set was for my class to be the seigemaster, the one who built the Lich King’s catapults and bombs and even a gunship from the remains of the Alliance’s and Horde’s. I wanted the player to generate spells and cast them at once with the DK, forcefully taking the board and generating loads of value. But clearly the flavor isn’t coming across, and the set is disconnected from my own class and the rest of the expansion. Art is tricky. Goblins and Gnomes don’t really have a place in the Scourge, and most of the Lich King’s weapon’s are clearly powered by magic instead of machinery. I might look to changing the theme. Definately new legendary effects, and either changing up the spell theme or going to something like Abominations.
Thanks again, I’ll be updating my set. Hope to give some reviews soon.
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 made some changes to my KOTFT set. Mainly, I changed the Favor effect of the legendary to create two ways to play the card, as I did with the ones before. As a result, I tweaked some cards to make them work better with the new effect.
Cold, Weak and Lonely
The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Every turn, after using 'The Way of the Scourge' you will be presented with 3 options to chose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. The DK can be used in a lot of Control decks, stalling the game and generating Favor. As a result, I will avoid printing more Favor cards, except the gods and maybe 1 or 2 supporting cards for new archetypes.
A combined effect of the 3 Hero Powers give you a glimpse of what's to come if you decide to join the Lich King.
Icy Demons. Brrr
The Demons are here and they want to see the world Freeze, but be careful, they don't discern between ally and enemy. (Synergies with 2 of the DK Hero Powers.)
Dragons of Death
The Dragon archetype interacts with Deathrattles to create a control deck with a lot of survivability and a powerful summon effect.
Draconic Defensive - The infamous Breath of Life is back, cooler than ever.
Ah Puch - The god of death and decay revives your Dragons to serve you once more. The Favor effect allows you to go Full Defense Mode and get back in the game, but with a little downside. Coolest god in the world right?
The Dragon archetype was hinted in Un'Goro and was further developed in the Frozen Throne ( Challenge 3 ).
Path of solitude seems really powerful compared to the others. I'd make the token a 2/2
A Taste of the Frozen Wastes seems really weak. I'd make it so you get the Armor and Favor if the target was frozen.
The Favor on Crystal Fiend seems waaaaay too high for me. Frost Nova costs 3 and only freezes enemy minions. I'm not sure how easy it is to gain Favor, but I'd say 5 or 6 is good.
Demonic Bargain is kinda weak. Not sure how to balance it. Also, wrong watermark on it.
Draconic Defensive should probably cost 3 (also, it might be spelled Drakonic, but I'm not sure).
Either make the Adapt on Rubyscale Hatchling random, or move it to when you play the 6/6. You can't do anything when deathrattles trigger.
The rest of the cards seem fine, and I really like the flavour.
Haven't posted my stuff in a while, but not much has changed: just a couple balancing tweaks based on feedback. Here's my "final submission", unless someone has anything additional they'd like to say :)
The Lich
For this Phase, the connecting theme between the two expansions is Corruption:
Example Cards
Tokens
The Lich King Fight
In a battle between masters of the cold, countering Kel'Thuzad's ability to Freeze cripples his defensive ability. With the Hero Power and many of his cards losing their main strength, he'll have to find a new way to overcome The Lich King. It's a duel of similar tactics, proving who is truly the ruler of the Scourge.
Remaining Cards
Journey to Un'Goro
Knights of the Frozen Throne
Previous Phases
Thank you to everyone who has provided me feedback; I'm always open for more.
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
@NiRaSt
Demonic Bargain is a card from the classic set. I put it there because it was my 1 mana common spell that hinted at an archetype and I am starting to develop a Demon synergy.
Path of Solitude is ok in my opinion and I really don't want to break the chain of 3 from the hero powers. I tried to balance the 3/3 with the favor effect so it will be on the same level with the other 2 whose effects have an immediate impact, rather than a resource gathering tool. A control deck doesn't really need a 3/3 every turn. Sometimes drawing a card and gaining some armor is more important or using Path of Cold to neutralize a dangerous enemy.
I compared the card to Shield Block which draws a card and gives 5 armor for 3 mana. Draconic Defensive draws a specific card so it should be a little weaker, 8 armor for 3 seems too much. I could have either went with the 2 mana 4 armor, 3 mana 6 armor or 4 mana 8 armor. I decided on the later because the other 2 were too strong, because of the card draw. I checked the word before making the card, it's draconic.
I tried to keep my Favor requirements at 5 for little effects, 10 for stronger effects, like demons, and 15 for the legendaries. The card is designed to fit in a tempo or control deck where favor si pretty easy to gain ( hero powers, both basic and the death knight variant, and from other cards that generate favor). 5 favor is worth 1 mana so the effect on the card, being a frost nova that affects both allies and enemies alike, is worth 10 favor. The flavor of the 2 demon cards is that they dont make a difference between allies and enemies, hitting both with their effects.
I don't really understand what are you trying to point out being wrong with A Taste of the Frozen Wastes. The card is a combined effect of the 3 hero powers from the Death Knight, being a glimpse of the card's power. There are a lot of Freeze effects in the set so it won't be hard to trigger. Also Glacial Shard. I could get rid of the Frozen effect but that is what give the card its flavor. 1 mana is too little for the effect. I could also go with a 3 mana and change the effects from 2 to 3, but i wanted to make the card weaker than the actual hero power effects.
I will change the adapt on Rubyscale Hatchling. Thank you for pointing it out.
Thank you so much for your feedback. I hope you understand some of the choices I made and why I thought they were ok both flavor and balance-wise.
@Linkblade: I'm leaning toward the first one simply because the second one has a purple palate that make it hard to stand out against your purple border.
@thepowrofcheese:
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere , meaning that tutoring draw effects like The Curator , discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Arcane Missiles
Cleave
Mind Vision
Multi-Shot
Any effect that says "Discard a random card": Soulfire , Succubus , Doomguard
Deadly Shot
Mad Bomber
Thoughtsteal
Forked Lightning
Blood Imp
Alarm-o-Bot
Demolisher
Knife Juggler
Lightwell
Master Swordsmith
Mind Control Tech
Stampeding Kodo
Young Priestess
Avenging Wrath
Brawl
Mindgames
Tinkmaster Overspark
Showcase Card:
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in K & C as well as his effect is very useful for the DK Hero Power to target him. The 7-cost allows it to not compete with The Lich King for the 8 mana slot. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex: Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb. Also a good minion to be marked by the DK and for completing the Quest.
Lunar Sacrifice: A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio: A card to help completing the Quest and to turn your small minions into powerful removal.
Minor Tarling: Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver: A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secret to fend off your opponent as well as being a good target for the Hero Power.
Celestial Domination: Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner
Strangulate: A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus: A powerful defensive tool that came as a cost. Note that because he can also damage himself.
Mark of Aquarius: A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer: Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the token
Focused Knight: More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3
List of Secret from the Classic Set:
Token:
Death Knight's flavor text: Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
Previous Phase:
Phase I submission
Phase II submission
Phase III submission
Shatterstar: I think your cards are probably overcomplicated; most of them have four lines (including tokens!) and are kinda confusing. It might be a good idea to make more simple but solid designs. Also transforming enemy minions into a 0/1 guy seems like a bad idea because most decks can't do anything with them. Gazing your hero is way too impactful for a common. I don't see how meteorites can be hidden. Start of turn effects are bad. This whole Secret thing doesn't seem very well thought out if you made a synergistic legendary but started it in KoFT. Unwilling Sacrifice. Potion of Polymorph. These cards seem like there's barely any theme to them. I don't get how planets (0/1 planets???? Aren't planets massive???) play a role in Un'goro. Divine Shield shouldn't have a period after. Celestial Intervention is bad. Quest is dependant on matchup. The only thing I like much about your set are the Marks. I would consider reworking most of the cards.
Laurendor: Again, your Quest is matchup dependent. The quest reward should be "Your hero has +1 Attack during your opponent's turn this game." Sap Scrying feels off with the rest of the set. Bristly Podling doesn't need while this is alive. I wouldn't do Elemental synergy at all. You don't need this one, just say this. Ghost Mushroom seems winmore. Phytoblade seems out of place. Herb synergy seems clunky, it seems like you randomly substituted Herb in for minion in some places. I don't understand the DK card. What does it mean? Toxic Specimen could cost 1. The random cards are bad. Team 5 stopped making those cards for a reason, it's that it's out of the player's control and there's little thought process that could go into playing an RNG card and they feel bad when you lowroll. Why does Geist have that first sentence? Grano seems random. Seed synergy is also very clunky, there's no uniting theme behind those cards.
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.
IceKing: Again, pls less Favor stuff. It's parasitic. The HP is cool, but maybe say "Discover a Path to replace your hero power"? Demonic Bargain has the wrong emblem. Demons in KoFT feels wrong because I can't see your class as particularly demon and this isn't a demon set. The Dragon's Deathrattle thing is kinda cool, but doesn't work with existing Dragon synergy, only works with a few cards, and isn't what Dragons are meant to be. Necrosis is way overcosted. Hatchling doesn't work because if it dies on your opponent's turn, you'd have to Adapt on that turn, which is impossible. Ah Puch seems like such a low upside (maybe even downside) for high favor. Freeze synergy (and Demon synergy) doesn't feel very well thought out. You need more than one card for an archetype.
Link: Evolving Tactics feels pretty unnecessary as a Secret. It's balanced if it wasn't, and the passive start of turn trigger is uninteresting. Iceborn Drake doesn't need both effects. Life finds a way should be copies. You need way more Quest synergy in your Un'Goro set. Your new master could just summon a 2/2 copy of it. Cold Sprite feels kinda like antisynergy and not much fun to play with. Regenerate feels floaty (untrackable effect, too similar to the Secret about minion death). Servants of the Cold Dark (long name) doesn't synergize with enough cards to be good, but DK might make it ok. Freeze synergy feels kinda clumsy in that you both encourage freezing friendly and enemy minions. Passive Health effects are scary because they are unintuitive. Adapting in your hand is cute but doesn't work with many things from either set. I don't like how similar the DK hero power is to the original hero power.
Aaaaand here's my set:
Un'Goro:
Archetypes: Discover, Elementals
KoFT (Decaying Armor is hit first, stacks on Armor, 1 is lost at end of turn) -
Themes: Armor loss, Decaying Armor
Challenge 1:
I reworked a bit the text on the reward for the quest, i don't see anything wrong with that honestly.
Bristly Podling doesn't need while this is alive.
I know but i think it's easier to understand.
I'm planning more elements for BoM and that's why i decided to use them in here aswell just to don't bring them out of nowhere. Also the classic set is focusing on the evergrowth mechanic, this one it's focusing on exploring different path for the class.
Phytoblade Warcraft
"Conveniently, it may be carried in an [Herb Pouch] or other herbalism bag." There's actually a meaninf behind it.
I agree that the battlecry was a bit complicated, what I wanted it to do is draw cards (dependning on how many free hand slots you have) with more than 1 copy into your deck. I decided to drop the last part that was playing them too.
Anyway, I reworked it to make it more clear and I think i will go with this option ( i need to change the watermark).
I disagree. Seeds synergy is something that's apperaing in the classing set and is boosted in the KFT one. The theme and the flavour I personally think it's much stronger than what i had before.
Un'Goro - It's a new world, it's all about exploring the land and getting used the strange flora that habits the crater. That's why i named the quest Herbalism Extravaganza, I wanted to translate the Botanist set to reflect the new and vicious speciment that he found there. Obviousley Poisonous it's a main focus of the set but it also tap into an Elemental Synergy (which will be boosted on BoM).
Frozen Throne - While the Lich King wants to overrun the world with zombies, the Green Lich wants to launch a green apocalypse, transforming its Herbs in something more evil and dangerous. All the Seeds that he will shuffle on the Deck will be very helpful in the late game increasing and keeping under control the Evergrowth bonus.
The DK Hero focused on the drawing mechanics, and cards like Necromantic Spring and Sap Scrying are enhancment of that. Survive until the late game is very important for this class and that's justify the Lifesteal / Poisonous cards and Taunt from the Bristly Podling of the UN'Goro set.
Main Theme it's Shuffling and drawing, Self-Healing, Zoo and there is an hints for Witchwood with a sacrifice mechanic which i'll try to boost it later.
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@Percival
Paven, Escape Plan should have a cost and you should play it to revive the minion not simply choose it.
Dinomight - I life the effect, I don't like the image and the name. The dinosaur looks like is coming out from nowhere. Because u are focusing on the elementals i would push that direction on the art and the name.
Avifauna - Ithe image looks like an elemental and should have the elemental tribe like Fire Plume Phoenix. If you want to keep it as a beast i would change the artwork.
For the quest it's ok but I think it will be more interesting and more characteristic if the reward will make you discover a card at the start of your turn -an Un'Goro card maybe- and reduce the cost to 0.
Scout - Should cost 1
Mystick doesn't looks right to me in Un'Goro neither the name or the art. Also not all the adaptation works with an Hero so you might get some problem there.
KFT
While the Un'Goro set is fine I think you are laking of flavour on the KFT set. There is no story behind it and they don't looks connected anyhow.
It's an archeologist but it doesn't feel like one at all. You have PLENTY of reference in game to help you with but right now it all feel disconnected and without a Theme.
Divvy Digger - I don't get it. If it's silenced it won't get the death rattle back.
Stitchsmith - I think you don't have enough weapon to play this card, also it fell weird that you have a weapon synergy but no weapon in the set.
Scrappy Prowel and Shield Shot they just don't look like something from an Archeologist. You might keep the effect but i would work on the name and the artwork.
I like the first Hero more than the second one.
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