That is really cool looking; thank you for this <3
I hope it wasn't too much of a bother...
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Dark Matter is complicated AF. Pick either of the effects but not both.
Ysondre of the Nightmare is even worse, you must really simply the effect.
Why the non-Wormhole restriction on Wormhole? WH casting itself doesn't seem OP to me.
Dreamcaller must cost more. A Dream card is serious business, especially if you get to pick it.
Spellstones upgrades must only be numerical, yours are qualitative. Also the 2nd upgrade looks better than the 3rd because a lot of Dream cards suck and more often than not you want the same several times
Dragon of Nightmare is OP AF. I don't know if you know that but Auto-Cast still consumes the mana
Dark Gravity is already better than Secret Plan with the first effect alone. Drop the discount.
Overall
Lots of OP stuff in there.
More generally, the art you used is of very bad quality and doesn't fit HS at all. I know it's hard to make an astromancer class for an expansion that happens in a cavern, but every class has had to compromise its flavor to fit an expansion at some point.
I'd also add Dream card synergy to complete the Dream theme (it doesn't have to explicitly synergize with Dream cards, it could be eg "spells that didn't start in your deck")
Witchwood
Individual cards
Second Cosmic Burst.
Goldrinn doesn't really fit in Astromancer. The swap effect fits neither. If you want worgen flavor I'd rather make "transform in hand" effects.
Miriam's effect is unclear, does it mean that she shuffles every card you played at least twice in your deck?
Full Moon: Same comment as Goldrinn concerning swap effects
Curse of the Worgen: no colon.
Blessing of Goldrinn: "for a random player". I'm not sure how OP this is so I won't comment on that
There's no point to Witchwood Guide's effect if the target is random.
I know you think that Call of the Pack is balanced because of Power Word: Shield. But Priest is the slowest class in the game, so it's ok in that class + stats swap is a HUGE source of burst.
Overall
Same issue as K&C concerning art. As I said, if you want to make a worgen-centric expansion, I think you should do either swap effects in hand or transform in hand.
@Linkblade91
K&C
Individual cards
Why isn't Bloodsurge simply "Whenever a friendly minion dies, deal 2 damage to all characters"? Is it for deathrattle synergies? Btw, it's super OP. Also I don't record you class having weapons. It should have 0 attack.
Ras Frostwhisper's effect is fine, but it doesn't really have K&C flavor. I'd take either a dungeon boss (like Spiritspeaker Azul) or a female adventurer like Sonya, Lynessa, Kathrena and Alanna.
There's an iconsistency in your Spellstone. The first step requires friendly minions, the second any minion. I also think it should cost more or be significantly harder to complete, considering how this can be abused.
I'd make Trap Door cost (1).
I'd make Revolting Gas cost (5) and change its wording to "Deal 2 damage to all minions. At the end of this turn, cast this again" or something.
Flame Sprout is unplayable. Corruption costs 1 mana...
I'd make Essence Reaver a rare.
Overall
Nice set with nice synergies overall, but I think it's too generic and lacks specific K&C identity both in terms of art and effect. Some of the art can be changed to be more hearthstone-y.
Withwood
Individual cards
Onyxia could be worded as "Whenever a Dragon dies, shuffle it into your deck". I think I already said that on phase 1 iirc.
I'm not sure Spectral Maiden is functional. Even then, silence as an aura effect is really weird.
Reanimated Drake lacks a Dragon tag.
I'd make Frostblood Drake a 5/4 considering
Overall
Mostly the same comments as before, except for the flavor. Witchwood didn't really have unifying themes so I guess it's okay if you don't either. Again, art. Also, I think you may have too many cards with 4 lines of text.
The first iteration for my stuff is on page 2, just in case.
Why isn't Bloodsurge simply "Whenever a friendly minion dies, deal 2 damage to all characters"? Is it for deathrattle synergies? Btw, it's super OP. Also I don't record you class having weapons. It should have 0 attack.
Ras Frostwhisper's effect is fine, but it doesn't really have K&C flavor. I'd take either a dungeon boss (like Spiritspeaker Azul) or a female adventurer like Sonya, Lynessa, Kathrena and Alanna.
There's an iconsistency in your Spellstone. The first step requires friendly minions, the second any minion. I also think it should cost more or be significantly harder to complete, considering how this can be abused.
I'd make Trap Door cost (1).
I'd make Revolting Gas cost (5) and change its wording to "Deal 2 damage to all minions. At the end of this turn, cast this again" or something.
Flame Sprout is unplayable. Corruption costs 1 mana...
I'd make Essence Reaver a rare.
Overall
Nice set with nice synergies overall, but I think it's too generic and lacks specific K&C identity both in terms of art and effect. Some of the art can be changed to be more hearthstone-y.
Withwood
Individual cards
Onyxia could be worded as "Whenever a Dragon dies, shuffle it into your deck". I think I already said that on phase 1 iirc.
I'm not sure Spectral Maiden is functional. Even then, silence as an aura effect is really weird.
Reanimated Drake lacks a Dragon tag.
I'd make Frostblood Drake a 5/4 considering
Overall
Mostly the same comments as before, except for the flavor. Witchwood didn't really have unifying themes so I guess it's okay if you don't either. Again, art. Also, I think you may have too many cards with 4 lines of text.
The first iteration for my stuff is on page 2, just in case.
Thank you for the feedback. I'm very unhappy with both of them, to be quite honest, so I'm gonna trash a lot of the cards and start again. Sad as I am to say it, the Dragons don't make a lot of sense in The Witchwood: they really feel tacked-on to me. Unfortunate, because now there is no room left for a Dragon archetype in my class for the entirety of the competition; I should have put them in KFT. At any rate, I'm just going to go all-in on the "Ghouls + Ghosts from the Gilnean Graveyard" flavor.
And I know the art has been a continuous concern of yours...my Google Image skills have not been adequate :(
As for yours:
You must include a Spellstone of some kind, so the Holyxir should be replaced as you suggested.
Starving Crab seems like it could get out of hand really quickly, especially with the All minions.
Isn't that Dr. Boom on the Job Opening card? That's a weird discrepancy, although despite that it is great art.
I like Sculpt Wax and Job Opening for the Commons, along with Sporemancer and Infinite Dragonspawn for the Epics.
I'm fine with the "two random 1-cost cards" HP. They're still random, so...fuck it lol. Would probably conflict with Flying Witch, though.
Love the Feral Murloc; a great use of that art.
Of The Witchwood cards, I personally prefer Feral Murloc, Mutating Potion, and Tiny Amalgam for the Commons, along with Skilled Grafter, Test Subject Disposal, and Flying Witch for the Rares. The latter feels a tad OP, though, maybe. You could theoretically make a Common like From Below a Rare and use that instead *shrugs*
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Dark Matter is complicated AF. Pick either of the effects but not both.
Ysondre of the Nightmare is even worse, you must really simply the effect.
Why the non-Wormhole restriction on Wormhole? WH casting itself doesn't seem OP to me.
Dreamcaller must cost more. A Dream card is serious business, especially if you get to pick it.
Spellstones upgrades must only be numerical, yours are qualitative. Also the 2nd upgrade looks better than the 3rd because a lot of Dream cards suck and more often than not you want the same several times
Dragon of Nightmare is OP AF. I don't know if you know that but Auto-Cast still consumes the mana
Dark Gravity is already better than Secret Plan with the first effect alone. Drop the discount.
Overall
Lots of OP stuff in there.
More generally, the art you used is of very bad quality and doesn't fit HS at all. I know it's hard to make an astromancer class for an expansion that happens in a cavern, but every class has had to compromise its flavor to fit an expansion at some point.
I'd also add Dream card synergy to complete the Dream theme (it doesn't have to explicitly synergize with Dream cards, it could be eg "spells that didn't start in your deck")
Witchwood
Individual cards
Second Cosmic Burst.
Goldrinn doesn't really fit in Astromancer. The swap effect fits neither. If you want worgen flavor I'd rather make "transform in hand" effects.
Miriam's effect is unclear, does it mean that she shuffles every card you played at least twice in your deck?
Full Moon: Same comment as Goldrinn concerning swap effects
Curse of the Worgen: no colon.
Blessing of Goldrinn: "for a random player". I'm not sure how OP this is so I won't comment on that
There's no point to Witchwood Guide's effect if the target is random.
I know you think that Call of the Pack is balanced because of Power Word: Shield. But Priest is the slowest class in the game, so it's ok in that class + stats swap is a HUGE source of burst.
Overall
Same issue as K&C concerning art. As I said, if you want to make a worgen-centric expansion, I think you should do either swap effects in hand or transform in hand.
The Witchwood flavor of swapping stats is supposed to signify the Wild God that originate the Worgen curse Goldrinn came to Gilneas and starting to convert willing people to fight against Hagatha. It's much more thematically appropriate if you know the backstory, so I'm sorry for that.
Call the Pack: I mean, the class is supposed to have good burst damage, so I don't think it is too much of a problem. Not to mention that the class doesn't have that many high-health minions to use the effect on. Should I limit just to enemy minions?
Wormhole: I think you might have missed that if Wormhole casting itself, it will mean that the second Wormhole will then trigger again in the next turn, which mean that this Secret basically draw 4 cards by itself, not to mention the Secret synergy. This will create massively swingy turn that is completely luck-based.
Miriam's effect is meant to shuffle the second / third / fourth etc. copies of the cards you play, since the first card you played by definition does not have any card with the same name. For example: If you play two copies of a card, she will shuffle one copy, 3 copies, 2 copies etc.
I don't think Ysondre is anymore complicated than, say, Zilliax or Shirvallah. They just have fancy keywords to shorten the text. I do concede that Dark Matter is way more complicated than the average Legendary weapon (which usually has 1 effect except for Kingsbane and Val'anyr), so that will be changed.
Witchwood Guide effect is supposed to be targeted.
Edit: Because I forgot to add in last time: I would get rid of Holyxir (seem OP and annoying for the opponent. Full heal should only be limited to Legendary); Manticron Cube (doesn't fit with the rest of the set) and Starving Crab (seem extremely OP and hard to balance), Feral Murloc (seems weak and not a Worgen), From Below (design limit which kind of 1-drop you can print), Snake Oil Salesman (joke card?) and Test Subject Disposal (not in flavor with the rest of the set). Skilled Grafter can be converted to Legendary
I don't think I'm fully happy with it right now, but here's my rough draft of Kobolds & Catacombs. I also have a short preview of The Witchwood. Edit: I have since added the rest of The Witchwood cards to the post.
Edit: I'm trashing a lot of these cards so feel free to disregard.
Kobolds & Catacombs
While the adventurers seek fame and fortune, Kel'Thuzad has another prize in mind: the Dungeon itself! He has sent his favored pupil, Ras Frostwhisper, along with an army of skeletons to claim the Catacombs for the Scourge. If he can't have it, no one can!
Exploding Token archetype, summoning a bunch of skeletons so that they may be sacrificed for damage.
Deathrattles, giving negative Deathrattles to the opponent.
Turning the Dungeon's traps against the enemy.
Bloodsurge puts the Explosive in the Explosive Tokens archetype, while Ras Frostwhisper provides a lot of fuel. Ras is similar to Onyxia, but spread out over two phases and slightly better considering he's not a Neutral card from Classic.
My Spellstone's purpose is pretty self-evident, triggering a character's Deathrattles a bunch of times. The Lich has a wide variety of solid Deathrattle effects, including the ability to assign new ones via spells. Note that this can be used on enemy minions to trigger negative Deathrattles, which the set includes. The upgrade effect is inherently easier for a Token archetype, as intended.
Corpse Explosion is a negative Deathrattle effect, dealing significant damage but requiring setup.
Trap Door has a wide variety of uses, triggering Deathrattles, temporarily bypassing Taunt minions, and/or being used as a Silence.
Stubborn Cultist refuses to stay down, being revived as a Skeleton token.
Revolting Gas is a trap, dealing a lot of damage but across two phases. This allows the Gas to kill tokens spawned after the first hit.
Death's Gift is a negative-Deathrattle, spawning Skeletons for you. Lost in the Jungle costs 1, so I figured I could get away with this costing zero.
Flame Spout is another trap, destroying a minion across several instances of damage.
Essence Reaver is a healing tool, to combat Bloodsurge's explosive effects on your Health. Every time the minion is hit by an explosion, you'll heal twice as much back.
The Witchwood
Hagatha presents a foreboding challenge to the people of Gilneas, but another threat comes from within. Haunting noises hail from the local cemetery, and rumors tell of terrifying ghosts. Worse yet, the Scourge appears to be sending Dragons to claim the cemetery for themselves!
Ghosts & Banshees, haunting enemies for various effects. They attempt to steal the souls and bodies of the living.
Dragon archetype, focusing on value/fuel-generation. Outlast the opponent with a seemingly-endless army.
While the archetype is not explicitly supported, both Dragons I created for Classic and KFT are Even-costed, suggesting their usage in an Even Freeze archetype.
Baroness Anastari was seen in Phase I. Enemies killed by her banshee wail are resurrected for the Scourge.
Onyxia provides near-limitless fuel for the late-game, giving Dragons the Malorne/Astral Tiger effect.
Spectral Maiden is one of two "haunting" minions, with an effect that lasts as long as they survive. In this instance, she is a Mass Dispel with a body. In exchange for the solid stats, the Silence is temporary.
Reanimated Drake is a heavy Dragon, one that could theoretically last forever if you continue to feed him bodies. I forgot to put the tribal tag on the card; I can fix it later.
Haunting Visions is a "haunting" spell, causing an enemy minion to panic and flail about. You could theoretically stack this effect onto a big minion, or spread it out over a wider board to deal with them all. This is the card for Challenge #1, obviously, having Echo.
Dragon Strafe is barely better than Arcane Explosion as a base, but becomes a cheaper Consecration if you're holding a Dragon.
Harbinger of Doom is the second "haunting" minion, paralyzing an enemy with fear.
Swamp Whelp is straight-forward, providing additional fuel as the game continues.
Frostblood Drake is another straight-forward Dragon, playing along the same lines as Glacial Shard and Brrrloc. He indirectly encourages the Even Freeze-Dragon archetype.
Gravekeeper is the new card for Challenge #2, as I realized I need a minion with the boss art. The weapon doubles as the card for Challenge #3, summoning tokens for Bloodsurge.
Thanks to everyone who gives them a look. I have half a mind to throw out what I made for K&C...although I've done that already :/
Spellstone is WAAAAAY too easy to upgrade. Most spellstones supposed to take an average of 3-5 turns after you draw them to fully upgrade (with the exception of Priest, who took longer than average and Hunter who took less than average). This can literally be upgraded the turn you draw it if you have 3 minions on the board (which is really easy in this token deck). Compare with Necrium Vial
Flame Sprout is way too similar to Haunting Vision. I would get rid of this.
Harbinger of Doom seem way too good compare with Stasis Elemental. Remember that Tavern of Time cards are supposed be stronger than regular cards.
Second version of my cards:
Spellstone has its third and first effect completely changed. Now all the effects are Discover effect.
With the Spellstone took up the Discover slot, Dreamcaller is now completely changed and drop to a Common.
Dark Gravity is replaced by Kobold Elder. Without the discount or the draw, it just seem redundant compare to the other two Secret synergy cards.
Dark Matter no longer generate Secrets, but now cost 3 instead of 5.
Dragon of Nightmare is revamped. The design is more suited for another expansion.
Witchwood Guide now add a 'Scutiny' to your hand instead.
Cosmic Telescope is reskinned into Guiding Lantern.
Kobold and Catacomb set will be split into two: One will have an aggressive Secret synergy (represent by the Legendary weapon Dark Matter), inspired by the Trap Room encounter. The second will be Dragons cards / synergy that will also generate Dream cards (represented by Ysondre) represent the Astromancer defeating the Dragon of Nightmare. The Portal is permanent, meaning that any Nightmare you generate later will also be affected.
Token:
Theme:
Swapping Attack and Health, signify by the Wild God Goldrinn that originate the Worgen curse came to Gilneas and starting to convert willing people to fight against Hagatha.
Hang on to the past: Echo, Echo-granting cards and effect that reward playing multiple copies of a card.
Astromancer in Witchwood will similarly split into 2 parts: One is a token playstyle that will also utilize the swap health and attack mechanic of the Worgen cards (Swift Messenger) and Rush while the other half will be a control grinder playstyle where a lot of the cards will have Echo that Miriam will then shuffle back to your deck.
Ghostly Image is the card to support the Weapon. Note that every single Echo from the minion you added will ALSO cost (1) more.
Call the Pack is added because I realized that my class didn't get any draw card in the previous two sets.
Blessing of Goldrinn allow you to either produce a bunch of token, or fill up your opponent's board with one.
Upgraded Hero Power: The general consensus seem to be that the second version of the Hero Power is better and fitting with the class.
Alright, I'm feeling better about this second wave of cards. I've made a number of significant changes:
Ras Frostwhisper has been replaced with Deathspeaker Malicia. She joins the adventuring party of Kathrena Winterwisp; etc., but as a double-agent for the Scourge.
I cut out the Dragons from The Witchwood, and replaced them with Ghouls. Everything now comes from the Gilnean Graveyard, to maintain thematic cohesion. Gameplay-wise I'm doubling down on the swarming/token archetypes, but I feel better about it.
I noticed I had too much AoE damage in back-to-back expansions, so I scaled it back.
I've made a much greater effort on finding appropriate art, searching the old TCG for ghouls/skeletons/etc.
Kobolds & Catacombs
Bloodsurge is unchanged. It's phrased that way for Deathrattle synergies, and it has an Attack value so you can bail out of the aura.
Malicia essentially casts Repentance over and over. This makes them susceptible to Bloodsurge's explosions, and/or the tokens you've been creating.
Not sure if it's balanced stat-wise, but I think a self-perpetuating minion can be acceptable in the right class.
Secret Agenda hints at Malicia's duplicity. It doesn't come entirely out of nowhere, considering Journey to Un'Goro includes a trio of Secrets for The Lich. Placing it in K&C keeps the Secrets inside the Year of the Mammoth.
Switch Sides is Death's Gift, just with a new name and art.
I swapped out the Spellstone's art, and doubled the requirement for each upgrade tier.
Essence Reaper is a better Necrotic Geist: smaller tokens but cheaper, has a universal trigger, and has a more useful stat-line.
Trap Door is the same minus 1 Mana.
Stubborn Cultist is the same, except for the art (and the name of the token).
Corpse Explosion is completely the same.
The Witchwood
The Baroness is unchanged. I'm very happy with her. She can be combo'd with Malicia or my Lady Deathwhisper from KFT, should they get a chance to proc.
Onyxia has been replaced with Raeth, to fulfill Challenge #2. His boss Hero Power is basically Defile, so I flipped it around. Making a wide board will lead to lots of trades, which will lead to lots of pings. Raeth can easily be combo'd with the Legendary Weapon.
Ghoulish Swarm is a rare draw card for The Lich. Highrolls can easily fill your board with Ghouls.
The new Spectral Maiden takes temporary control of an enemy minion.
Harbinger of Doom Herald of Fear is the same as before, just with -2 Health.
Unrelenting is supposed to provide your minions a second attack, allows you to bypass Taunts, and/or act as Rush.
Haunting Visions is unchanged.
The Monster Inside is similar to Unidentified Elixir, just with a different add-on effect.
Graveyard Spade costs 1 more so it can summon 2/2 Ghouls instead of 1/1 Ghosts.
Rise Up! is a very specific buff, but between this set and all of the other Ghouls that exist, it should be enough. To clarify, it will only affect minions with "Ghoul" in their name, which includes: tokens from Necrotic Geist or Vryghoul, Happy Ghoul, Flesheating Ghoul, and Unstable Ghoul from Wild.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Here's my first run through of cards. I don't have all the cards and I'm trying to solidify my themes so there may be a few cards I end up getting rid of.
K&C
Dragonwrath isn't set in stone, I haven't printed an extra targeted spell or two yet, and the two book spells (Heist and Bookbinder) might be nixed and given over to WW. Hard to say though.
Witchwood:
Grave Keeper will probably be slowed down considerably by upping it to 10 and making it a deathrattle. Enchanted Wolf is meant to mirror Dire Wolf Alpha. Illumination might get pushed over to another expansion, but I kind of like it. Scheming Sorcerer grows over time, but very very slowly, so I think it's fine. Sorcerer's Brew might be hard to understand at first, but it's basically a minion can swap it's Health with another minion's Attack... and they all do that, independently. Nightmaw is to be used for a deck with high health minions for a big worgen-swapping effect.
Here's my first run through of cards. I don't have all the cards and I'm trying to solidify my themes so there may be a few cards I end up getting rid of.
K&C
Dragonwrath isn't set in stone, I haven't printed an extra targeted spell or two yet, and the two book spells (Heist and Bookbinder) might be nixed and given over to WW. Hard to say though.
Witchwood:
Grave Keeper will probably be slowed down considerably by upping it to 10 and making it a deathrattle. Enchanted Wolf is meant to mirror Dire Wolf Alpha. Illumination might get pushed over to another expansion, but I kind of like it. Scheming Sorcerer grows over time, but very very slowly, so I think it's fine. Sorcerer's Brew might be hard to understand at first, but it's basically a minion can swap it's Health with another minion's Attack... and they all do that, independently. Nightmaw is to be used for a deck with high health minions for a big worgen-swapping effect.
I am very concerned with your Legendary Weapon. The Runespear is considered one of the worst by far, and that has a Discover effect. You can tailor it with proper deck-building, but it's still random.
Conversely, I like The Tombwurm. I wish I had thought of that, the self-perpetuating random Deathrattle.
The stat-swapping is a quick way to get Shadows' attention heh
Scheming Sorcerer has a lot going on for a Common. The Worgen swap is fine, the Spell Damage is fine, but both of those *and* the +1 Health thing is too much.
The Grave Keeper seems insane in a "Big" archetype, dumping a ton of huge minions essentially for free.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Kobold and Catacomb set will be split into two: One will have an aggressive Secret synergy (represent by the Legendary weapon Dark Matter), inspired by the Trap Room encounter. The second will be Dragons cards / synergy that will also generate Dream cards (represented by Ysondre) represent the Astromancer defeating the Dragon of Nightmare. The Portal is permanent, meaning that any Nightmare you generate later will also be affected.
Token:
Theme:
Swapping Attack and Health, signify by the Wild God Goldrinn that originate the Worgen curse came to Gilneas and starting to convert willing people to fight against Hagatha.
Hang on to the past: Echo, Echo-granting cards and effect that reward playing multiple copies of a card.
Astromancer in Witchwood will similarly split into 2 parts: One is a token playstyle that will also utilize the swap health and attack mechanic of the Worgen cards (Swift Messenger) and Rush while the other half will be a control grinder playstyle where a lot of the cards will have Echo that Miriam will then shuffle back to your deck.
Ghostly Image is the card to support the Weapon. Note that every single Echo from the minion you added will ALSO cost (1) more.
Call the Pack is added because I realized that my class didn't get any draw card in the previous two sets.
Blessing of Goldrinn allow you to either produce a bunch of token, or fill up your opponent's board with one.
Upgraded Hero Power: The general consensus seem to be that the second version of the Hero Power is better and fitting with the class.
Thank you for the feedback earlier.
The change to Dark Matter was the right call.
The Nightmare Portal is rather convoluted, but I understand its function. I wish there was a better way to do that.
I don't know how well connected the Dream/Nightmare is to Kobolds & Catacombs, even loosely.
Five cards seems excessive for the Spellstone, especially since you get to Discover. What about 2-3-4?
I really like Guiding Lantern. For whatever reason, that's my favorite card.
Curse of the Worgen is amusing, but rather disruptive for 1-mana. Hard to say without play-testing, I guess.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Before I go to bed, I'd still like an opinion on which upgraded HP I should take (as this will affect which cards I choose)
I buffed the "add 2-Cost" to "add 3-Cost" so it really looks like an upgrade.
VS
@MurderyUnicorn: I'd like to keep the upgrades numerical if possible.
If you plan on using Flying Witch, I think you have to go with the 3-Cost version. I know it's kind of ass-backwards, considering the Hero Power was supposed to exist beforehand, but the other outcome would result in Flying Witch pulling two 5-Cost cards which seems nuts.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Kobold and Catacomb set will be split into two: One will have an aggressive Secret synergy (represent by the Legendary weapon Dark Matter), inspired by the Trap Room encounter. The second will be Dragons cards / synergy that will also generate Dream cards (represented by Ysondre) represent the Astromancer defeating the Dragon of Nightmare. The Portal is permanent, meaning that any Nightmare you generate later will also be affected.
Token:
Theme:
Swapping Attack and Health, signify by the Wild God Goldrinn that originate the Worgen curse came to Gilneas and starting to convert willing people to fight against Hagatha.
Hang on to the past: Echo, Echo-granting cards and effect that reward playing multiple copies of a card.
Astromancer in Witchwood will similarly split into 2 parts: One is a token playstyle that will also utilize the swap health and attack mechanic of the Worgen cards (Swift Messenger) and Rush while the other half will be a control grinder playstyle where a lot of the cards will have Echo that Miriam will then shuffle back to your deck.
Ghostly Image is the card to support the Weapon. Note that every single Echo from the minion you added will ALSO cost (1) more.
Call the Pack is added because I realized that my class didn't get any draw card in the previous two sets.
Blessing of Goldrinn allow you to either produce a bunch of token, or fill up your opponent's board with one.
Upgraded Hero Power: The general consensus seem to be that the second version of the Hero Power is better and fitting with the class.
Thank you for the feedback earlier.
The change to Dark Matter was the right call.
The Nightmare Portal is rather convoluted, but I understand its function. I wish there was a better way to do that.
I don't know how well connected the Dream/Nightmare is to Kobolds & Catacombs, even loosely.
Five cards seems excessive for the Spellstone, especially since you get to Discover. What about 2-3-4?
I really like Guiding Lantern. For whatever reason, that's my favorite card.
Curse of the Worgen is amusing, but rather disruptive for 1-mana. Hard to say without play-testing, I guess.
The Dream/Nightmare cards are mostly self-indulgent: I've always loved the Dream cards mechanic and want to print something to interact with them, as well as not wanting to overlap the Dragon theme that was already occupied by Priest in this expansion. I originally had them be Treasure but that was quickly scrapped because: A) I can't seem to find a way to design them to not be horribly OP when put them on a Spellstone. B) It doesn't fit my Astromancer class. Atleast the Dream/Nightmare theme is vaguely related to the Void flavor this expansion while not horribly out of place in my class. Maybe I should change Ysondre's name to Servant of Darkness. She was based on a boss with the same name from the Anniversary Event: https://wow.gamepedia.com/Ysondre_(tactics)
@Teknician:
Expert Bookbinder is really bad. The potential to ruin your mid and late game for this is not worth the potential high roll it will give you. Not to mention that your class isn't know to have the best card draw engine.
Correct if I'm wrong, but isn't your Spellstone's effect is just basically one of your previous cards? People would just run the first version since the +3/+3 is immediate for a card that cost 8 mana.
I don't get the flavor for Hapless Adventurer at all. He also seem really slow.
Bewitching Witch really need a better name.
As suggested by Link, here's the new version of the Spellstone:
People have voiced concern that the Dream/Nightmare stuff seem out of place to the Catacomb dungeon, so I've decided to design an alternative set for it. Mostly replace Ysondre the Spellstone while reskin Dreamcaller and Haunting Nightmare. I decided to differentated from Dragon Priest by going for a more well-rounded approach to Dragonmancer rather the Control reactive round.
New:
Old:
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
People have voiced concern that the Dream/Nightmare stuff seem out of place to the Catacomb dungeon, so I've decided to design an alternative set for it. Mostly replace Ysondre the Spellstone while reskin Dreamcaller and Haunting Nightmare. I decided to differentated from Dragon Priest by going for a more well-rounded approach to Dragonmancer rather the Control reactive round.
New:
Old:
Well as a sucker for Dragons, you know which one gets my vote lol :) ...except you don't, 'cause they're both dragon-related. I like the new one.
Speaking of new directions, what do you think of my new TWW archetype, with the Ghouls? I'm sure it needs a bunch of tuning, but I don't know what to work on currently.
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
People have voiced concern that the Dream/Nightmare stuff seem out of place to the Catacomb dungeon, so I've decided to design an alternative set for it. Mostly replace Ysondre the Spellstone while reskin Dreamcaller and Haunting Nightmare. I decided to differentated from Dragon Priest by going for a more well-rounded approach to Dragonmancer rather the Control reactive round.
New:
Old:
Well as a sucker for Dragons, you know which one gets my vote lol :) ...except you don't, 'cause they're both dragon-related. I like the new one.
Speaking of new directions, what do you think of my new TWW archetype, with the Ghouls? I'm sure it needs a bunch of tuning, but I don't know what to work on currently.
Overall, I like the direction that you took. A few balance concern:
Ghoulish Swarm is way too high-roll for my taste. The Ghouls it summon can be anywhere from 1 to 7, making it a 6 mana 14/14. Given that every single deck has some kind of cheap early game, I think you should make some change to it. One thing I'm interested in is changing it to a tutor effect (Draw a spell, Draw a minion etc.) and up the cost to 7 or 8. That way it would require a deck-building requirement for the pay off. Compare this to the just-released The Forest's Aid.
Rise Up! name doesn't make any sense. The name imply resurrection, which clash with the effect. I would change the name to something like Dark Command.
The Orange spellstone art seems to clash with your Ice / Death theme. I would use the art that Teknician used.
Bloodsurge seem too good to me. Given that your class is now a swarm class, this is really limitting on how many token swarm card you can print and can easily produce some kind of degenerate OTK. I would make the weapon a 0 Attack weapon. I know that your intention is to allow the class to bail itself out if the health is too low, but the weapon should carry a cost for such a powerful effect that can easily chain to massive damage. Your class is supposed to have access to powerful healing, so it would also make the deck want to tech in some healing as oppose to just willy-nilly spawn token and fall back on the weapon for burst damage without worrying about their own health.
The Orange spellstone art seems to clash with your Ice / Death theme. I would use the art that Teknician used.
...please don't? I dunno, if there are two classes with similar looking borders then using the same spellstone art could get confusing. You still can if you feel like it though. I could also say the same about your lunar spellstone, which is red when you've got the name lunar, and the green dream cards. But there's only so much spellstone art around.
Well as a sucker for Dragons, you know which one gets my vote lol :) ...except you don't, 'cause they're both dragon-related. I like the new one.
Speaking of new directions, what do you think of my new TWW archetype, with the Ghouls? I'm sure it needs a bunch of tuning, but I don't know what to work on currently.
Overall, I like the direction that you took. A few balance concern:
Ghoulish Swarm is way too high-roll for my taste. The Ghouls it summon can be anywhere from 1 to 7, making it a 6 mana 14/14. Given that every single deck has some kind of cheap early game, I think you should make some change to it. One thing I'm interested in is changing it to a tutor effect (Draw a spell, Draw a minion etc.) and up the cost to 7 or 8. That way it would require a deck-building requirement for the pay off. Compare this to the just-released The Forest's Aid.
Rise Up! name doesn't make any sense. The name imply resurrection, which clash with the effect. I would change the name to something like Dark Command.
The Orange spellstone art seems to clash with your Ice / Death theme. I would use the art that Teknician used.
Bloodsurge seem too good to me. Given that your class is now a swarm class, this is really limitting on how many token swarm card you can print and can easily produce some kind of degenerate OTK. I would make the weapon a 0 Attack weapon. I know that your intention is to allow the class to bail itself out if the health is too low, but the weapon should carry a cost for such a powerful effect that can easily chain to massive damage. Your class is supposed to have access to powerful healing, so it would also make the deck want to tech in some healing as oppose to just willy-nilly spawn token and fall back on the weapon for burst damage without worrying about their own health.
Thanks for the feedback. They tell you as a writer to "write what you know", but in this case I know very little about swarming archetypes. I like to build tall and control the board; building wide and fast is not my forte.
I'm trying to do with the Lich what Blizzard basically did with the Hunter, only reversed: (implying that) the class has been focused on Control for so long that it's time for something new + different. I hope that doesn't bite me in the ass :/
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
The Orange spellstone art seems to clash with your Ice / Death theme. I would use the art that Teknician used.
...please don't? I dunno, if there are two classes with similar looking borders then using the same spellstone art could get confusing. You still can if you feel like it though. I could also say the same about your lunar spellstone, which is red when you've got the name lunar, and the green dream cards. But there's only so much spellstone art around.
You went through the effort to make me the Citrine Spellstone art; the least I could do is use it :)
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
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more spellstone (citrine):
I think i'm done tbh
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
That is really cool looking; thank you for this <3
I hope it wasn't too much of a bother...
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Ok, first wave of feedback
@Shatterstar1998
K&C
Individual cards
Overall
Lots of OP stuff in there.
More generally, the art you used is of very bad quality and doesn't fit HS at all. I know it's hard to make an astromancer class for an expansion that happens in a cavern, but every class has had to compromise its flavor to fit an expansion at some point.
I'd also add Dream card synergy to complete the Dream theme (it doesn't have to explicitly synergize with Dream cards, it could be eg "spells that didn't start in your deck")
Witchwood
Individual cards
Overall
Same issue as K&C concerning art. As I said, if you want to make a worgen-centric expansion, I think you should do either swap effects in hand or transform in hand.
@Linkblade91
K&C
Individual cards
Overall
Nice set with nice synergies overall, but I think it's too generic and lacks specific K&C identity both in terms of art and effect. Some of the art can be changed to be more hearthstone-y.
Withwood
Individual cards
Overall
Mostly the same comments as before, except for the flavor. Witchwood didn't really have unifying themes so I guess it's okay if you don't either. Again, art. Also, I think you may have too many cards with 4 lines of text.
The first iteration for my stuff is on page 2, just in case.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Woah that's pretty *_*
Thank you for the feedback. I'm very unhappy with both of them, to be quite honest, so I'm gonna trash a lot of the cards and start again. Sad as I am to say it, the Dragons don't make a lot of sense in The Witchwood: they really feel tacked-on to me. Unfortunate, because now there is no room left for a Dragon archetype in my class for the entirety of the competition; I should have put them in KFT. At any rate, I'm just going to go all-in on the "Ghouls + Ghosts from the Gilnean Graveyard" flavor.
And I know the art has been a continuous concern of yours...my Google Image skills have not been adequate :(
As for yours:
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
Second version of my cards:
Darkspawn, Nightmare
Kobold and Catacomb set will be split into two: One will have an aggressive Secret synergy (represent by the Legendary weapon Dark Matter), inspired by the Trap Room encounter. The second will be Dragons cards / synergy that will also generate Dream cards (represented by Ysondre) represent the Astromancer defeating the Dragon of Nightmare. The Portal is permanent, meaning that any Nightmare you generate later will also be affected.
Token:
Theme:
Astromancer in Witchwood will similarly split into 2 parts: One is a token playstyle that will also utilize the swap health and attack mechanic of the Worgen cards (Swift Messenger) and Rush while the other half will be a control grinder playstyle where a lot of the cards will have Echo that Miriam will then shuffle back to your deck.
Ghostly Image is the card to support the Weapon. Note that every single Echo from the minion you added will ALSO cost (1) more.
Call the Pack is added because I realized that my class didn't get any draw card in the previous two sets.
Blessing of Goldrinn allow you to either produce a bunch of token, or fill up your opponent's board with one.
Upgraded Hero Power: The general consensus seem to be that the second version of the Hero Power is better and fitting with the class.
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:
Alright, I'm feeling better about this second wave of cards. I've made a number of significant changes:
Kobolds & Catacombs
The Witchwood
Harbinger of DoomHerald of Fear is the same as before, just with -2 Health.Thank you again for giving them a look.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Here's my first run through of cards. I don't have all the cards and I'm trying to solidify my themes so there may be a few cards I end up getting rid of.
K&C
Dragonwrath isn't set in stone, I haven't printed an extra targeted spell or two yet, and the two book spells (Heist and Bookbinder) might be nixed and given over to WW. Hard to say though.
Witchwood:
Grave Keeper will probably be slowed down considerably by upping it to 10 and making it a deathrattle.
Enchanted Wolf is meant to mirror Dire Wolf Alpha. Illumination might get pushed over to another expansion, but I kind of like it. Scheming Sorcerer grows over time, but very very slowly, so I think it's fine.
Sorcerer's Brew might be hard to understand at first, but it's basically a minion can swap it's Health with another minion's Attack... and they all do that, independently.
Nightmaw is to be used for a deck with high health minions for a big worgen-swapping effect.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
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
Thank you for the feedback earlier.
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
Before I go to bed, I'd still like an opinion on which upgraded HP I should take (as this will affect which cards I choose)
I buffed the "add 2-Cost" to "add 3-Cost" so it really looks like an upgrade.
VS
@MurderyUnicorn: I'd like to keep the upgrades numerical if possible.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
If you plan on using Flying Witch, I think you have to go with the 3-Cost version. I know it's kind of ass-backwards, considering the Hero Power was supposed to exist beforehand, but the other outcome would result in Flying Witch pulling two 5-Cost cards which seems nuts.
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
The latter. It does provide a lot of value, however. Maybe you should stick to 2-Cost – it even fills in the weakness of having only odd-cost cards.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
The Dream/Nightmare cards are mostly self-indulgent: I've always loved the Dream cards mechanic and want to print something to interact with them, as well as not wanting to overlap the Dragon theme that was already occupied by Priest in this expansion. I originally had them be Treasure but that was quickly scrapped because: A) I can't seem to find a way to design them to not be horribly OP when put them on a Spellstone. B) It doesn't fit my Astromancer class. Atleast the Dream/Nightmare theme is vaguely related to the Void flavor this expansion while not horribly out of place in my class. Maybe I should change Ysondre's name to Servant of Darkness. She was based on a boss with the same name from the Anniversary Event: https://wow.gamepedia.com/Ysondre_(tactics)
@Teknician:
As suggested by Link, here's the new version of the Spellstone:
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:
People have voiced concern that the Dream/Nightmare stuff seem out of place to the Catacomb dungeon, so I've decided to design an alternative set for it. Mostly replace Ysondre the Spellstone while reskin Dreamcaller and Haunting Nightmare. I decided to differentated from Dragon Priest by going for a more well-rounded approach to Dragonmancer rather the Control reactive round.
New:
Old:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Well as a sucker for Dragons, you know which one gets my vote lol :)
...except you don't, 'cause they're both dragon-related.I like the new one.Speaking of new directions, what do you think of my new TWW archetype, with the Ghouls? I'm sure it needs a bunch of tuning, but I don't know what to work on currently.
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
Overall, I like the direction that you took. A few balance concern:
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:
...please don't? I dunno, if there are two classes with similar looking borders then using the same spellstone art could get confusing. You still can if you feel like it though. I could also say the same about your lunar spellstone, which is red when you've got the name lunar, and the green dream cards. But there's only so much spellstone art around.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Thanks for the feedback. They tell you as a writer to "write what you know", but in this case I know very little about swarming archetypes. I like to build tall and control the board; building wide and fast is not my forte.
I'm trying to do with the Lich what Blizzard basically did with the Hunter, only reversed: (implying that) the class has been focused on Control for so long that it's time for something new + different. I hope that doesn't bite me in the ass :/
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
You went through the effort to make me the Citrine Spellstone art; the least I could do is use it :)
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