Doesn't keep the "I'm secretly a double-agent" flavor, but perhaps makes it more K&C-appropriate in the process. Maybe it should cost 3; trying to balance it versus Cabalist's Tome, but the effect is infinitely less abusive here in the Lich class (no Primordial Glyph, for starters).
Sealed Tome should definitely cost 3, in my opinion. There should also be a comma before the "or". It would probably be better if the card read like this:
"Add 2 random Lich spells to your hand, or summon a 4/4 Mimic (at random)."
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Doesn't keep the "I'm secretly a double-agent" flavor, but perhaps makes it more K&C-appropriate in the process. Maybe it should cost 3; trying to balance it versus Cabalist's Tome, but the effect is infinitely less abusive here in the Lich class (no Primordial Glyph, for starters).
Sealed Tome should definitely cost 3, in my opinion. There should also be a comma before the "or". It would probably be better if the card read like this:
"Add 2 random Lich spells to your hand, or summon a 4/4 Mimic (at random)."
Good point; thanks for giving it a look. I keep forgetting the italics.
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
Update my set and address some criticism from Cheese:
Kobold Elder is now changed to Furbolg Elder and used the Elder Brandlemar art. I need opinion on whether or not this stray too far from the boss fight.
Nightcaller is now a 2/1 with Stealth. It make this card less strong against control deck or decks with pings while still retain the board control against aggressive decks
Celestial Assistant has new art.
Lunar Spellstone is now changed to Solar Spellstone. It fits more with the red gem I used.
I think Seriona + Alex + Malygos combo is fine. You have to put 3 9-cost cards to your deck, plus having the later two died and not be transform or taken away (something most control decks can do or can tech in if this combo become popular). Not to mention Seriona can only discount them for 1 turn, which mean cost reduction on Seriona is needed to do OTK with it.
Goldrinn is there in this expansion because my class is a token class (that will be support in RR)
@CheeseEtc: I'd go with the first HP. 3-cost cards don't necessary always better than 1 cost cards in your class.
@Tinker: I do think that the Legendary Weapon being the same effect being the same as Archeologist will hurt you in the end because it look like it will be submitted first, not to mention your class isn't as focused on weapon like that class is, which make it less powerful and versatile overall when played by your class.
@Linkblade: The spell at 3 mana is fine because of the random component.
The Astromancer
Upgraded Hero Power:
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.
Rishi's venture into the Catacomb force her to confront an aspect long-lost to the Astromancers: The cold, devouring and uncaring emptiness of the Darkness and the Void that lies between the stars. Secrets and artifacts that were long-lost to Astromancers came to light. The class now also has incredibly well-rounded Dragon deck inspired by the encounter with Seriona.
In the Witchwood, Astromancer's connection with the stars allow them to contact the Wild God whose power originate the Worgen curse Goldrinn, allow him to arrive and bring with him the power to convert willing Gilnean who wants the power to fight against Hagatha, resulting in a set with extensive use of the swapping Attack and Health mechanic. Astromancer also have the theme of hanging on to the past, which symbolize by their card set's extensive use of the Echo mechanic as well as reward for playing multiple copies of a card in your game. The expansion enforce the class's control decks as well as painting a pathway for class's token deck that will be support in Rastaskhan's Rumble
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 Gazecards.
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):
Example Cards
Dark Matter is the class Legendary Weapon for this expansion. The weapon is one of the major support for the class's Secret archetype, allows them to keep board presence that was most likely used to develop their Secret by spitting out 5/5 Darkspawn.
Twilight Corruptor demonstrate the other major archetype this expansion: Dragon Astromancer. Unlike Priest, this class's Dragon deck will build toward a more proactive playstyle, with effect to recover resource that you already played in order to close out the game.
Miriam, the Forlorn Lover demonstrate the class's focus on a control playstyle that focus on playing a lot of copies of the same card for her to shuffle back to your deck. Note that she will only shuffle the second copies onward since the first card you played by definition didn't have a card with the same name. For example: If you played 2 cards with the same name, she will only shuffle 1 copy.
Ghostly Image demonstrate support for the playstyle promoted by Miriam. A card that creates good value in both the early and late game that is only hard countered by 10 mana minions. Satisfy challenge #3 since it is a Secret. Note that EVERY Echo created by the minion will also cost (1) more.
Curse of the Worgen is a card that demonstrate the class's theme of swapping Attack and Health of minions in this card set, demonstrate the backstory of Goldrinn coming to Gilneas and converting people into Worgen to fight against Hagatha. This card combines the good disruption this class naturally excel at with the swapping stats theme of this expansion For just 1 mana, you can force your opponent to play unefficiently if they don't want their minions to become worse. That Dire Mole will either have to be played next turn immediately or risk become a 3/1 or that Sleepy Dragon will have to be hold for certain turns if they don't want it to enter the battlefield as a 12/4.
Remaining Cards
Kobolds and Catacombs:
Seriona, Twilight Matriarch is the Dragonmancer's main win condition against control decks. Using your very efficient Dragons that either generate even more resource, finish off your opponent or both while making a massive mid-range board when your opponent is out of steam.
Wormhole allows for a class without Aluneth to be able to keep up the pressure and generate more resources, as well as proc their Secret synergy.
Cosmic Call utilize the Recruit mechanic while retain the Astromancer flavor of using Dragons and Elementals in their deck as well as random effect.
Furbolg Elder supports the Secretmancer archetype by allowing them to have a powerful, sticky turn 4 play.
Nightcaller allows for Dragon Astromancer to be able to fight for the board early to transition to their power turns. Combine extremely well with this class's Constellation mark archetype to double the buffs you'll receive.
Solar Spellstone allows Dragonmancer some comeback chance when they falling behind by Aggro as well as some burst damage against control decks. The name is a reference to the Sunstone gem.
Guilding Lantern is a combination of Jade Claws and Arcanologist. This allows Secretmancer more fuel for their Secrets as well as fight for the board in the early game.
Celestial Assistant allows for the class to reduce the tempo loss when playing Secret as well as putting a well-stated minion to the board.
Token:
The Witchwood:
Goldrinn is the legendary Wild God that originates the Worgen. He is a combination of Stormwind Champion and Bonemare since he abuses the mechanic that swap stat minions when buff will keep their buff as their original stats. So, he basically give a friendly minion +4/+4 (plus the +1/+1 with his passive effect) when played.
Full Moon is extremely powerful for token decks since a majority of this class's tokens are 0/1 minions, this they will become 1/2 minions with the bonus of disrupting your opponents (who most likely will have high health minions to soak up your token's attack).
Endless Curiosity combine the Echo theme with the class Gaze keyword. Extremely powerful with the Quest to deal 3 damage each cast and heal for 2 after its completion.
.
Mark of Corvus combine the Echo mechanic in this expansion with the Constellation Mark cycle of the class. This allow you to double or triple on any 3-cost minions or spells you want to have more of.
Gilnean Astrologist is the Worgen minion of the class. Both bodies are well-stated and is useful in different situations.
Witchwood Guide is one of the rare odd-cost Gaze generation for the class. More (indirect) support for Odd Astromancer will be released later in the year, but this will ensure the class will have a strong early game for the next Standard cycle.
Call the Pack is a deceptively powerful card that allow the class to have more card draw as well as serving as some burst damage / removal in the right conditions.
Update my set and address some criticism from Cheese:
Kobold Elder is now changed to Furbolg Elder and used the Elder Brandlemar art. I need opinion on whether or not this stray too far from the boss fight.
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
Made a number of adjustments to my entry; not gonna repost the whole thing, though. Most of these were directly affected by CheeseEtc's feedback:
Kobolds & Catacombs
Eternal Guardian costs 4, up from 3. I'm going to keep the skeleton art because I like it and because I don't think a Nerubian would be appropriate for K&C, flavor-wise.
I've replaced Secret Agenda with Sealed Tome, as you might have seen from an above post.
The Witchwood
Raeth nows costs 6, up from 5.
Relentless costs 2, down from 3. I'm hesitant to go lower as Cheese suggested.
Ghoul Rush cost has gone up to 4, but it now affects all of your minions instead of just Ghouls. I was always concerned that Ghoul Rush could be a dead card if generated outside a Ghoul deck, so I fixed the problem. It would be even more evident now that Sealed Tome exists.
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
@thepowrofcheese - Pretty sure 3 secrets is right for Auto-Loader. And yes, the Spellstone looks better with this upgrade
@linkblade91 - I don't think it's a good idea to balance an upgraded HP around Justicar Trueheart since...most existing upgraded HPs suck when obtained with Justicar rather than Baku. This is something the devs should have put more thought on. Only Control Priest and Control Warrior used Justicar back in TGT, because only control decks can afford to play a 6mana 6/3 and not lose, and because 4 HP is worth the investment even in the late game.
I get the flavor for Sealed Tome, but I think it's badly executed. Would make more sense as a chest like this for example (derived from a card I made for a WCDC, feel free to use it if you think it's good). I like your other modifications but still think Relentless is UP.
I've been looking at my K&C set again, and I think that while it's internally consistent, it doesn't really feel "Alchemist" because I don't use any of the major themes of my class (multitribe synergy, 1-Cost synergy, or hand generation/synergy). Do you think it's ok as it is or should I change a few cards to fit in my class themes?
I don't have this concern for Witchwood because WW as an expansion naturally has Alchemist flavor, both mechanically and thematically.
@linkblade91 - I don't think it's a good idea to balance an upgraded HP around Justicar Trueheart since...most existing upgraded HPs suck when obtained with Justicar rather than Baku. This is something the devs should have put more thought on. Only Control Priest and Control Warrior used Justicar back in TGT, because only control decks can afford to play a 6mana 6/3 and not lose, and because 4 HP is worth the investment even in the late game.
I get the flavor for Sealed Tome, but I think it's badly executed. Would make more sense as a chest like this for example (derived from a card I made for a WCDC, feel free to use it if you think it's good). I like your other modifications but still think Relentless is UP.
Justicar Trueheart sucks, but if that kind of thought-process can break the tie then it might just be worth considering :P You're gonna have to decide eventually lel.
I like the chest but we already have Toothy Chest from the same set so I'm hesitant to double-dip in that particular well. Having the Deathrattle is nice, though, considering my K&C themes...now I have to think about 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
Redid some cards (removed fairy flavor, updated one KnC epic)
THE ARCHAEOLOGIST
The second Hero Power is the one upgraded by Justicar and Baku the Mooneater. Izzy continues to explore new places with the coming of Kobolds and Catacombs and the Witchwood. In KnC, Izzy will intermingle with the Kobolds, as they aid Izzy on her journey to find the mysterious Mnemostone, a valuable artifact that increases in power by other artifacts. In the Witchwood, Izzy will Discover a mysterious fairy society hiding in the branches, as they help dig up unworldly weapons.
Strengths of Archaeologist:
- Defensive Spells : Izzy can get herself out of any tough situation, with a bit of luck. These spells can help evade tricky situations. - Armor Generation: Izzy has plenty of cards that can generate more Armor to increase survivability. - Powerful Weapons : Using ancient artifacts, Izzy can have access to powerful effects that happen over time. - Card Generation : Archaeologist can Discover and draw plenty of cards. - Sticky Minions : Izzy has several ways to keep her minions alive, and plenty of minions that can survive on their own. These minions typically have high Health.
Weaknesses of Archaeologist:
- Limited Board Presence : Izzy typically can't summon a bunch of minions at once, instead relying on singular, powerful minions or weapons. - Limited Aggro Potential : Not many things in Archaeologist deal a lot of damage to their opponent's face, controlling the board instead. - Weaker Early Game : Archaeologist has more high-cost cards than many classes. - Synergistic Cards : Izzy has several cards that are dependant on certain factors, like having a Weapon or Armor, or a big hand. - Decay : Archaeologist has many Decaying things that naturally die out on their own. This is a time constraint for the class.
Optional Keyword Section
Everyone who has seen my class knows the drill. It usually goes on weapons, as passive aura effects, however, it can go on minions or a special type of Armor.
Example Cards
These cards show the variety of new archetypes supported for Archaeologist.
Denkeeper Sinthi is a Witchwood local, and also showcases the main new archetype of the set: big hand! Denkeeper Sinthi can enable some really big plays if you have 9 or 10 cards in your hand, however, she requires a minimum of 9 cards in your hand to function.
Sand Filtermay look like a timer, but it is, in fact, an ancient technology passed down used by Witches and Gilnean locals. Essentially replacing all of your draws for Shadow Visions, it may seem like a ton of value, but it's a 1 mana upgrade of value over three turns. It works very well in Combo decks, helping you tutor for more valuable cards, or as a control deck searching for cards that they can play. Additionally, this is synergy for the Mnemostone, adding on another powerful ability to its tools.
Hoarder Wod is the wisest kobold around, making a sharp contrast to King Toggwaggle. Being the most knowledgable, he can guide you to the most valuable artifacts around, but passive ones, such as AlunethDecay in the wrong hands, making them last only three turns.
Double Time is a massive effect that shows some of the less explored parts of Archaeologist design space: shuffle. The kobolds have discovered a way to use the power of the Mnemostone to duplicate all of your minions, and this can help prevent fatigue or steal your opponent's powerful minions.
Candle Peddleris the final missing piece in the Recruit puzzle. We had Gather Your Party, which Recruited minions, Grand Archivist, which "recruited"spells, and finally Candle Peddler, which "recruits" weapons. Candle Peddler can help you thin your deck and provide an immediate answer quickly.
After a few days of thinking through the expansions I managed to make 20 cards! Hopefully they are both fit the themes of the expansions and my class. One last time for the legendary weapon: I'm not changing the idea. I know Pircival and I had the same idea, but he doesn't attack with his weapon. Mine is intended to be the center of a weapons deck to finish off an opponent. After all, isn't building rediculous gizmos the central theme of the Tinker? But I do agree it should be tied to a suitable legendary weapon. I found Titanstrike, a gun in WoW lore, which fits perfectly (after some goblin enhancements, of course!)
THE TINKER
Fabricate is the upgraded hero power. I've been building the class with Odd and Even decks in mind, though there won't be any Odd or Even exclusive cards. Odd decks can make more tokens faster, but nearly all Hand Size cards are Even.
Odd Decks - Control, Secrets, Quest
Even Decks - Token, Hand Size, Death Knight
In addition, the new sets push a low minion weapon deck, using Secrets and the Spellstone for defense and the Legendary Weapon as a finisher.
Kobolds and Catacombs - Break into the Kobold's lair and steal their riches! Lots of weapon synergy!
Dungeon Delver - Possibly OP. However the class lacks 1 drops, so here's one. Might be better to just draw the Secret. Lesser Obsidian Spellstone - Big defensive boost but you need to use weapons.
Foreman's Pickaxe - Simple token generating weapon. Compare Piranha Launcher. Refurbish - Weapon Tinker will want to quickly cycle through many weapons. This is a cheap way to do so. All Tinker weapons are balanced around 4 Mana. Random Encounter - DND themed card. RNG minion creation, but you can stack the board in your favor.
Sprocket Thief - More weapon cycling. Crushing Gears -Execute on a Secret. Probably the class's strongest Secret. Clockwork Dragon - Recast your Secrets for big defensive value.
Titanstrike - The heart of the Tinker Weapon deck. Cycle through weapons, then play this. Other weapons increase attack, deal random damage, summon tokens, and add Scrapbots to hand. All together, with a Basic card that gives your hero Windfury, is how you end the game. In WoW, this is a gun forged by the Keeper Mimiron. The very same from the Mimiron's Head vehicle which isn't his actual head. Gadgetmaster Gruu - The first version turned cards into Secrets, but that was too similar to Clockwork Dragon. This new one is a big Mech summon to, again, close out a game. There's a Witchwood card that helps this as well.
The Witchwood - Offer protection to Gilneas... at a price! Also some spooky stuff going on. Secret synergy with some Mechs.
Mischievous Spook - Need another 1-drop, and here's a much more interesting version of Gnomeferatu. My hope is that the swapped cards wouldn't be revealed. Seems like something a mischievous spirit would do. Ominous Fog Machine - Sometimes you don't want your opponent to pop your Secrets right away. They might be better later on. This reverse-Flare is the key! Gaslight Sentry - Secret synergy and added defense. Auto-Loader 3000 - More Secret refill. In a Secret. Secretception.
Protection Racket - Sure, we'll keep your town safe. Don't mind all the Mechs. Works well with Gadgetmaster Gruu. Obsessive Inventor - This town sure attracts a lot of odd folk. Spell generation is a minor theme that was shown with prior set's transform cards and will show up more in the future. Wrist Rocket - Double Savagery in a class that uses weapons. Brilliant! Rusty Simulacrum - Reverse Muckmorpher. The resulting minion is a Mech instead of it's normal tribe (or in addition? can we do that?)
Screwvolt, Mad Inventor - Huge card for the weapon deck, helps you cycle through weapons, although there are a few that won't buff Titanstrike (including, ironically, the Titanstrike itself). The Scarecrow - Play your cards right, and you can bring this creeper back over and over, wearing your opponent down over many turns. It's like a horror movie monster. But the initial cost is pretty big.
Feedback! Take it all with the knowledge that I clearly don't know your classes as well as you do. Everyone's got some neat art and themes and flavor going, so I'm going to focus on a couple things that stand out to me.
Pircival
Overall, you have a ton of cards that generate more cards or give more value. And... that's it. I quickly looked through your other sets and saw more card and value generation, but never an endgame. What do you *do* with all those cards? Make combos? Trigger a big effect? Or just overrun your opponent with value and survive fatigue? I feel like your class is lacking a big payoff card.
Denkeeper Sinthi - How often will you have 9 cards in hand? And how often will that ninth card be worth a significant cost reduction. This card is too inflexible and its poor stats don't help.
The Mnemstone - Does this copy multiple Decay effects from multiple weapons? I assume not, since no other keyword stacks with itself, but want to be sure.
Shrill Banshee, Cursed Construct, Scrappy Protector - Just like Denkeeper Sinthi, these are so specific and have poor stats on-curve. They have big effects if you can trigger them, but you'll never trigger Cursed Construct on turn 2.
CheeseEtc
If you are worried about not having good enough Alchemist cards, keep working on them! Don't stop iterating and updating until it's time to post!
You only have a couple tribe based cards. Kobolds has Dragons and maybe Elementals. Witchwood has Beasts and Murlocs. Maybe add another cross-tribe minion or two between the two sets.
The updated hero power of two 1-cost minions makes the most sense for your class. 3-cost is interesting, but you have multiple cards that deal with 1-cost minions, and changing that breaks your themes. This also makes Flying Witch more interesting.
Job Opening - I agree that it's odd that it's clearly Dr. Boom art, but whatever. I wonder if a different name might be more on-theme, like 'Looking for Group' or something.
Lord Walden - Doesn't that give your minions +4/+4? Seems way too good imo.
From Below, Skilled Grafter, and Chromatic Potion are some of the stronger cards from your previous collection.
linkblade91
Sealed Tome - I don't like a spell with two such different effects. If it summoned a 4/4 or two 2/2s, that's better. But with this, sometimes you want a minion and instead get spells you can't use. I agree that another treasure chest (mimic or not) would be more on-theme.
Raeth Ghostsong - Please tell me your class won't have any Defile cards. Even Wild Pyromancer can be trouble with that effect.
Other cards look good.
Shatterstar1998
Dark Matter is terrifying. You have a number of Secret cards that can trigger this easily (Wormhole from the very same set!). It is significantly stronger than Dragon Soul, and should at least cost more.
Seriona is also a truly scary card. Filling your hand with 0-cost dragons, some of which have extremely powerful battlecries, seems way too good.
Goldrinn - This is a personal preference, but I don't like cards that swap stats multiple times. Its not an easy to understand effect for new players. Goldrinn is a great lore choice for your class, but otherwise I don't get the flavor.
Witchwood Guide - Do you have other cards that give Scutiny? Otherwise it might be good for the Guide to say "At the start of your turn, add a spell to your hand that Gazes a character."
Feedback! Take it all with the knowledge that I clearly don't know your classes as well as you do. Everyone's got some neat art and themes and flavor going, so I'm going to focus on a couple things that stand out to me.
Pircival
Overall, you have a ton of cards that generate more cards or give more value. And... that's it. I quickly looked through your other sets and saw more card and value generation, but never an endgame. What do you *do* with all those cards? Make combos? Trigger a big effect? Or just overrun your opponent with value and survive fatigue? I feel like your class is lacking a big payoff card.
Denkeeper Sinthi - How often will you have 9 cards in hand? And how often will that ninth card be worth a significant cost reduction. This card is too inflexible and its poor stats don't help.
The Mnemstone - Does this copy multiple Decay effects from multiple weapons? I assume not, since no other keyword stacks with itself, but want to be sure.
Shrill Banshee, Cursed Construct, Scrappy Protector - Just like Denkeeper Sinthi, these are so specific and have poor stats on-curve. They have big effects if you can trigger them, but you'll never trigger Cursed Construct on turn 2.
The idea with all of the hand generation stuff was that the payoff were the cards that rewarded you to have big hands. Also, the ungoro quest synergizes with generated value. You're right, decay doesn't stack. Also you are unlikely to have 10 cards. Is 6 mana safe?
Feedback! Take it all with the knowledge that I clearly don't know your classes as well as you do. Everyone's got some neat art and themes and flavor going, so I'm going to focus on a couple things that stand out to me.
Shatterstar1998
Dark Matter is terrifying. You have a number of Secret cards that can trigger this easily (Wormhole from the very same set!). It is significantly stronger than Dragon Soul, and should at least cost more.
Seriona is also a truly scary card. Filling your hand with 0-cost dragons, some of which have extremely powerful battlecries, seems way too good.
Goldrinn - This is a personal preference, but I don't like cards that swap stats multiple times. Its not an easy to understand effect for new players. Goldrinn is a great lore choice for your class, but otherwise I don't get the flavor.
Witchwood Guide - Do you have other cards that give Scutiny? Otherwise it might be good for the Guide to say "At the start of your turn, add a spell to your hand that Gazes a character."
I don't think Seriona is that busted compare with N'Zoth or Bloodreaver Gul'dan. She is dependent on you running out of resource in your hand to take advantage of her, not to mention that not all valuable Dragon synergy cards are Dragons (Netherspite Historian, Firetree Witchdoctor)
Dark Matter has to be that powerful since the class don't have a massive draw engine like Mage with Aluneth as well not having access to Kabal Crystal Runner. Also, unlike the other Legendary weapon, this card is best played in the early game and is a terrible top deck.
Scutiny is a Classic spell. It's like typing out Archmage Antonidas "Add a spell that deal 6 damage."
After a few days of thinking through the expansions I managed to make 20 cards! Hopefully they are both fit the themes of the expansions and my class. One last time for the legendary weapon: I'm not changing the idea. I know Pircival and I had the same idea, but he doesn't attack with his weapon. Mine is intended to be the center of a weapons deck to finish off an opponent. After all, isn't building rediculous gizmos the central theme of the Tinker? But I do agree it should be tied to a suitable legendary weapon. I found Titanstrike, a gun in WoW lore, which fits perfectly (after some goblin enhancements, of course!)
THE TINKER
Fabricate is the upgraded hero power. I've been building the class with Odd and Even decks in mind, though there won't be any Odd or Even exclusive cards. Odd decks can make more tokens faster, but nearly all Hand Size cards are Even.
Odd Decks - Control, Secrets, Quest
Even Decks - Token, Hand Size, Death Knight
In addition, the new sets push a low minion weapon deck, using Secrets and the Spellstone for defense and the Legendary Weapon as a finisher.
Kobolds and Catacombs - Break into the Kobold's lair and steal their riches! Lots of weapon synergy!
Dungeon Delver - Possibly OP. However the class lacks 1 drops, so here's one. Might be better to just draw the Secret. Lesser Obsidian Spellstone - Big defensive boost but you need to use weapons.
Foreman's Pickaxe - Simple token generating weapon. Compare Piranha Launcher. Refurbish - Weapon Tinker will want to quickly cycle through many weapons. This is a cheap way to do so. All Tinker weapons are balanced around 4 Mana. Random Encounter - DND themed card. RNG minion creation, but you can stack the board in your favor.
Sprocket Thief - More weapon cycling. Crushing Gears -Execute on a Secret. Probably the class's strongest Secret. Clockwork Dragon - Recast your Secrets for big defensive value.
Titanstrike - The heart of the Tinker Weapon deck. Cycle through weapons, then play this. Other weapons increase attack, deal random damage, summon tokens, and add Scrapbots to hand. All together, with a Basic card that gives your hero Windfury, is how you end the game. In WoW, this is a gun forged by the Keeper Mimiron. The very same from the Mimiron's Head vehicle which isn't his actual head. Gadgetmaster Gruu - The first version turned cards into Secrets, but that was too similar to Clockwork Dragon. This new one is a big Mech summon to, again, close out a game. There's a Witchwood card that helps this as well.
The Witchwood - Offer protection to Gilneas... at a price! Also some spooky stuff going on. Secret synergy with some Mechs.
Mischievous Spook - Need another 1-drop, and here's a much more interesting version of Gnomeferatu. My hope is that the swapped cards wouldn't be revealed. Seems like something a mischievous spirit would do. Ominous Fog Machine - Sometimes you don't want your opponent to pop your Secrets right away. They might be better later on. This reverse-Flare is the key! Gaslight Sentry - Secret synergy and added defense. Auto-Loader 3000 - More Secret refill. In a Secret. Secretception.
Protection Racket - Sure, we'll keep your town safe. Don't mind all the Mechs. Works well with Gadgetmaster Gruu. Obsessive Inventor - This town sure attracts a lot of odd folk. Spell generation is a minor theme that was shown with prior set's transform cards and will show up more in the future. Wrist Rocket - Double Savagery in a class that uses weapons. Brilliant! Rusty Simulacrum - Reverse Muckmorpher. The resulting minion is a Mech instead of it's normal tribe (or in addition? can we do that?)
Screwvolt, Mad Inventor - Huge card for the weapon deck, helps you cycle through weapons, although there are a few that won't buff Titanstrike (including, ironically, the Titanstrike itself). The Scarecrow - Play your cards right, and you can bring this creeper back over and over, wearing your opponent down over many turns. It's like a horror movie monster. But the initial cost is pretty big.
All Spellstones are Rare cards. Sprocket Thief seems to be simple enough to be bumped down to a Common.
Refurbish seems extremely weak. Tinker weapon seems to be low-cost, so 4 mana isn't usually worth it. I would make it 3 mana.
I don't get the effect of Random Encounter at all. Is it summon a minion for both player's according to their handsize?
Omnious Fog Machine need a different or name since there looks like no fog machine in the artwork.
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 submitted with one final image change to Celestial Assistant because I found one that I was finally happy with (the dragon in the picture is small and juvenile enough to be believed as an assistant to Astromancer)
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
I submitted with one final image change to Celestial Assistant because I found one that I was finally happy with (the dragon in the picture is small and juvenile enough to be believed as an assistant to Astromancer)
It works if you're not aware of the fact that that's Aurelion Sol, the huge and powerful star-dragon from League of Legends hehe
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
I think Feral Murloc is cool but doesn't fit my class flavor-wise. I'm thinking of changing it.
Rares
I know Felblood Hag has a common gem. I will change it later;
Epics
Legendaries
Tokens
Decisions
This is the decision I still have to make, I hope I'm being as clear as possible for each choice. Most of you already gave me some feedback to this, hope you'd better be able to pick choices with these new infos.
Decision #1
--->
VS
I know most of you already gave your opinion on this one, but so far it's mostly split. I personnaly prefer Sporemen but might go with Spiteful for balance reasons as well as the fear voters would find this weird.
In addition, there's also this pseudo-big spellthat I find cool but can't fit
Decision #2
-->
The Muhsroom options:
Decision #3
-->
Decision #4
-->
Snake Oil Potions are just 1mana "do nothing". It's the joke. It's supposed to synergize with hand effects.
From the Swamp has been toned down and now summon only a maximum of 3 minions.
Decision #5
-->
Molten Drake is very similar to Infinite Agent from Decision #2. I will not pick both at the same time.
I hope to post this weekend (which lasts up to monday for me). I hope to do reviews at the same time.
This is the decision I still have to make, I hope I'm being as clear as possible for each choice. Most of you already gave me some feedback to this, hope you'd better be able to pick choices with these new infos.
Decision #1
--->
VS
I know most of you already gave your opinion on this one, but so far it's mostly split. I personnaly prefer Sporemen but might go with Spiteful for balance reasons as well as the fear voters would find this weird.
In addition, there's also this pseudo-big spellthat I find cool but can't fit
Decision #2
-->
The Muhsroom options:
Decision #3
-->
Decision #4
-->
Snake Oil Potions are just 1mana "do nothing". It's the joke. It's supposed to synergize with hand effects.
From the Swamp has been toned down and now summon only a maximum of 3 minions.
Decision #6
-->
Molten Drake is very similar to Infinite Agent from Decision #2. I will not pick both at the same time.
I hope to post this weekend (which lasts up to monday for me). I hope to do reviews at the same time.
Spiteful means you have to account for Deathrattles, Divine Shield, auras, etc.; whereas Sporemen are much more controllable. They also allow you to have tokens that are connected to your class via flavor, rather than relying on randomness to carry the load.
I like the Unidentified Mushroom. I believe most of us went without creating an Unidentified card, so that could allow your class to stand out more #metagame
I don't know if any of these are K&C appropriate from a perspective of flavor, if I'm being truly honest. That being said, Manticores have a D&D connection that would make them the closest. If you go with the "Spiteful" approach from Decision #1, Infinite Dragonspawn might make the most sense in terms of unifying gameplay.
Feral Murloc has to stay in for sure: it's a great combination of flavor and gameplay for your class. I also like Skilled Grafter and From the Swamp.
There is no "Decision #5"...I will take this moment to say that I like Liquid Sun and think you should find a place for it, if possible.
Molten Drake would give you an infusion of Dragons which is always appreciated by me, and I like the effect well enough, but "Molten" doesn't really fit The Witchwood. What about an "Acid Drake"? Either-way, it's the Dragon or Chromatic Potion for me, if you want to continue adding potions to the class.
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
To post a comment, please login or register a new account.
Sealed Tome should definitely cost 3, in my opinion. There should also be a comma before the "or". It would probably be better if the card read like this:
Click the image to go to my custom Time Traveler class.
Good point; thanks for giving it a look. I keep forgetting the italics.
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
Update my set and address some criticism from Cheese:
@CheeseEtc: I'd go with the first HP. 3-cost cards don't necessary always better than 1 cost cards in your class.
@Tinker: I do think that the Legendary Weapon being the same effect being the same as Archeologist will hurt you in the end because it look like it will be submitted first, not to mention your class isn't as focused on weapon like that class is, which make it less powerful and versatile overall when played by your class.
@Linkblade: The spell at 3 mana is fine because of the random component.
The Astromancer
Upgraded Hero Power:
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.
Rishi's venture into the Catacomb force her to confront an aspect long-lost to the Astromancers: The cold, devouring and uncaring emptiness of the Darkness and the Void that lies between the stars. Secrets and artifacts that were long-lost to Astromancers came to light. The class now also has incredibly well-rounded Dragon deck inspired by the encounter with Seriona.
In the Witchwood, Astromancer's connection with the stars allow them to contact the Wild God whose power originate the Worgen curse Goldrinn, allow him to arrive and bring with him the power to convert willing Gilnean who wants the power to fight against Hagatha, resulting in a set with extensive use of the swapping Attack and Health mechanic. Astromancer also have the theme of hanging on to the past, which symbolize by their card set's extensive use of the Echo mechanic as well as reward for playing multiple copies of a card in your game. The expansion enforce the class's control decks as well as painting a pathway for class's token deck that will be support in Rastaskhan's Rumble
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 Gazecards.
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):
Example Cards
Remaining Cards
Kobolds and Catacombs:
Solar Spellstone allows Dragonmancer some comeback chance when they falling behind by Aggro as well as some burst damage against control decks. The name is a reference to the Sunstone gem.
Token:
The Witchwood:
.
Token:
Previous Phases:
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:
Considering that you're not using Elder Brandlemar the character, I don't think a connection to the boss fight itself is important. If he was a Legendary then Yes, you should at least try to connect them a little bit, but otherwise it's not always a 1-to-1 translation. Animated Armor has its effect for the League of Explorers boss fight, but Fossilized Devilsaur has a completely different effect. You don't have to worry about it, I'd say.
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
Made a number of adjustments to my entry; not gonna repost the whole thing, though. Most of these were directly affected by CheeseEtc's feedback:
Kobolds & Catacombs
The Witchwood
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
@thepowrofcheese - Pretty sure 3 secrets is right for Auto-Loader. And yes, the Spellstone looks better with this upgrade
@linkblade91 - I don't think it's a good idea to balance an upgraded HP around Justicar Trueheart since...most existing upgraded HPs suck when obtained with Justicar rather than Baku. This is something the devs should have put more thought on. Only Control Priest and Control Warrior used Justicar back in TGT, because only control decks can afford to play a 6mana 6/3 and not lose, and because 4 HP is worth the investment even in the late game.
I get the flavor for Sealed Tome, but I think it's badly executed. Would make more sense as a chest like this for example (derived from a card I made for a WCDC, feel free to use it if you think it's good). I like your other modifications but still think Relentless is UP.
I've been looking at my K&C set again, and I think that while it's internally consistent, it doesn't really feel "Alchemist" because I don't use any of the major themes of my class (multitribe synergy, 1-Cost synergy, or hand generation/synergy). Do you think it's ok as it is or should I change a few cards to fit in my class themes?
I don't have this concern for Witchwood because WW as an expansion naturally has Alchemist flavor, both mechanically and thematically.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Justicar Trueheart sucks, but if that kind of thought-process can break the tie then it might just be worth considering :P You're gonna have to decide eventually lel.
I like the chest but we already have Toothy Chest from the same set so I'm hesitant to double-dip in that particular well. Having the Deathrattle is nice, though, considering my K&C themes...now I have to think about 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
THE ARCHAEOLOGIST
The second Hero Power is the one upgraded by Justicar and Baku the Mooneater. Izzy continues to explore new places with the coming of Kobolds and Catacombs and the Witchwood. In KnC, Izzy will intermingle with the Kobolds, as they aid Izzy on her journey to find the mysterious Mnemostone, a valuable artifact that increases in power by other artifacts. In the Witchwood, Izzy will Discover a mysterious fairy society hiding in the branches, as they help dig up unworldly weapons.
Strengths of Archaeologist:
- Defensive Spells : Izzy can get herself out of any tough situation, with a bit of luck. These spells can help evade tricky situations.
- Armor Generation: Izzy has plenty of cards that can generate more Armor to increase survivability.
- Powerful Weapons : Using ancient artifacts, Izzy can have access to powerful effects that happen over time.
- Card Generation : Archaeologist can Discover and draw plenty of cards.
- Sticky Minions : Izzy has several ways to keep her minions alive, and plenty of minions that can survive on their own. These minions typically have high Health.
Weaknesses of Archaeologist:
- Limited Board Presence : Izzy typically can't summon a bunch of minions at once, instead relying on singular, powerful minions or weapons.
- Limited Aggro Potential : Not many things in Archaeologist deal a lot of damage to their opponent's face, controlling the board instead.
- Weaker Early Game : Archaeologist has more high-cost cards than many classes.
- Synergistic Cards : Izzy has several cards that are dependant on certain factors, like having a Weapon or Armor, or a big hand.
- Decay : Archaeologist has many Decaying things that naturally die out on their own. This is a time constraint for the class.
Optional Keyword Section
Everyone who has seen my class knows the drill. It usually goes on weapons, as passive aura effects, however, it can go on minions or a special type of Armor.
Example Cards
These cards show the variety of new archetypes supported for Archaeologist.
Remaining Cards
Kobolds and Catacombs
The Witchwood
Previous Phases
Phase IV
Phase III
Phase II
Phase I
After a few days of thinking through the expansions I managed to make 20 cards! Hopefully they are both fit the themes of the expansions and my class. One last time for the legendary weapon: I'm not changing the idea. I know Pircival and I had the same idea, but he doesn't attack with his weapon. Mine is intended to be the center of a weapons deck to finish off an opponent. After all, isn't building rediculous gizmos the central theme of the Tinker? But I do agree it should be tied to a suitable legendary weapon. I found Titanstrike, a gun in WoW lore, which fits perfectly (after some goblin enhancements, of course!)
THE TINKER
Fabricate is the upgraded hero power. I've been building the class with Odd and Even decks in mind, though there won't be any Odd or Even exclusive cards. Odd decks can make more tokens faster, but nearly all Hand Size cards are Even.
In addition, the new sets push a low minion weapon deck, using Secrets and the Spellstone for defense and the Legendary Weapon as a finisher.
Kobolds and Catacombs - Break into the Kobold's lair and steal their riches! Lots of weapon synergy!
Dungeon Delver - Possibly OP. However the class lacks 1 drops, so here's one. Might be better to just draw the Secret.
Lesser Obsidian Spellstone - Big defensive boost but you need to use weapons.
Foreman's Pickaxe - Simple token generating weapon. Compare Piranha Launcher.
Refurbish - Weapon Tinker will want to quickly cycle through many weapons. This is a cheap way to do so. All Tinker weapons are balanced around 4 Mana.
Random Encounter - DND themed card. RNG minion creation, but you can stack the board in your favor.
Sprocket Thief - More weapon cycling.
Crushing Gears - Execute on a Secret. Probably the class's strongest Secret.
Clockwork Dragon - Recast your Secrets for big defensive value.
Titanstrike - The heart of the Tinker Weapon deck. Cycle through weapons, then play this. Other weapons increase attack, deal random damage, summon tokens, and add Scrapbots to hand. All together, with a Basic card that gives your hero Windfury, is how you end the game. In WoW, this is a gun forged by the Keeper Mimiron. The very same from the Mimiron's Head vehicle which isn't his actual head.
Gadgetmaster Gruu - The first version turned cards into Secrets, but that was too similar to Clockwork Dragon. This new one is a big Mech summon to, again, close out a game. There's a Witchwood card that helps this as well.
The Witchwood - Offer protection to Gilneas... at a price! Also some spooky stuff going on. Secret synergy with some Mechs.
Mischievous Spook - Need another 1-drop, and here's a much more interesting version of Gnomeferatu. My hope is that the swapped cards wouldn't be revealed. Seems like something a mischievous spirit would do.
Ominous Fog Machine - Sometimes you don't want your opponent to pop your Secrets right away. They might be better later on. This reverse-Flare is the key!
Gaslight Sentry - Secret synergy and added defense.
Auto-Loader 3000 - More Secret refill. In a Secret. Secretception.
Protection Racket - Sure, we'll keep your town safe. Don't mind all the Mechs. Works well with Gadgetmaster Gruu.
Obsessive Inventor - This town sure attracts a lot of odd folk. Spell generation is a minor theme that was shown with prior set's transform cards and will show up more in the future.
Wrist Rocket - Double Savagery in a class that uses weapons. Brilliant!
Rusty Simulacrum - Reverse Muckmorpher. The resulting minion is a Mech instead of it's normal tribe (or in addition? can we do that?)
Screwvolt, Mad Inventor - Huge card for the weapon deck, helps you cycle through weapons, although there are a few that won't buff Titanstrike (including, ironically, the Titanstrike itself).
The Scarecrow - Play your cards right, and you can bring this creeper back over and over, wearing your opponent down over many turns. It's like a horror movie monster. But the initial cost is pretty big.
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
Feedback! Take it all with the knowledge that I clearly don't know your classes as well as you do. Everyone's got some neat art and themes and flavor going, so I'm going to focus on a couple things that stand out to me.
Pircival
Overall, you have a ton of cards that generate more cards or give more value. And... that's it. I quickly looked through your other sets and saw more card and value generation, but never an endgame. What do you *do* with all those cards? Make combos? Trigger a big effect? Or just overrun your opponent with value and survive fatigue? I feel like your class is lacking a big payoff card.
Denkeeper Sinthi - How often will you have 9 cards in hand? And how often will that ninth card be worth a significant cost reduction. This card is too inflexible and its poor stats don't help.
The Mnemstone - Does this copy multiple Decay effects from multiple weapons? I assume not, since no other keyword stacks with itself, but want to be sure.
Shrill Banshee, Cursed Construct, Scrappy Protector - Just like Denkeeper Sinthi, these are so specific and have poor stats on-curve. They have big effects if you can trigger them, but you'll never trigger Cursed Construct on turn 2.
CheeseEtc
If you are worried about not having good enough Alchemist cards, keep working on them! Don't stop iterating and updating until it's time to post!
You only have a couple tribe based cards. Kobolds has Dragons and maybe Elementals. Witchwood has Beasts and Murlocs. Maybe add another cross-tribe minion or two between the two sets.
The updated hero power of two 1-cost minions makes the most sense for your class. 3-cost is interesting, but you have multiple cards that deal with 1-cost minions, and changing that breaks your themes. This also makes Flying Witch more interesting.
Job Opening - I agree that it's odd that it's clearly Dr. Boom art, but whatever. I wonder if a different name might be more on-theme, like 'Looking for Group' or something.
Lord Walden - Doesn't that give your minions +4/+4? Seems way too good imo.
From Below, Skilled Grafter, and Chromatic Potion are some of the stronger cards from your previous collection.
linkblade91
Sealed Tome - I don't like a spell with two such different effects. If it summoned a 4/4 or two 2/2s, that's better. But with this, sometimes you want a minion and instead get spells you can't use. I agree that another treasure chest (mimic or not) would be more on-theme.
Raeth Ghostsong - Please tell me your class won't have any Defile cards. Even Wild Pyromancer can be trouble with that effect.
Other cards look good.
Shatterstar1998
Dark Matter is terrifying. You have a number of Secret cards that can trigger this easily (Wormhole from the very same set!). It is significantly stronger than Dragon Soul, and should at least cost more.
Seriona is also a truly scary card. Filling your hand with 0-cost dragons, some of which have extremely powerful battlecries, seems way too good.
Goldrinn - This is a personal preference, but I don't like cards that swap stats multiple times. Its not an easy to understand effect for new players. Goldrinn is a great lore choice for your class, but otherwise I don't get the flavor.
Witchwood Guide - Do you have other cards that give Scutiny? Otherwise it might be good for the Guide to say "At the start of your turn, add a spell to your hand that Gazes a character."
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
BTW, I didn't post this here yet
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
For some reason I couldn't see this until I quoted it...
The Sporemen feels more in line with Alchemy then the random minions, imo.
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
The idea with all of the hand generation stuff was that the payoff were the cards that rewarded you to have big hands. Also, the ungoro quest synergizes with generated value. You're right, decay doesn't stack. Also you are unlikely to have 10 cards. Is 6 mana safe?
The Sporeman package seems more consistent and fitting with your Alchemist class than the random minions package.
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 submitted; you guys have about 9 days left to do so as well. I made two final changes to my submission:
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 submitted with one final image change to Celestial Assistant because I found one that I was finally happy with (the dragon in the picture is small and juvenile enough to be believed as an assistant to Astromancer)
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:
It works if you're not aware of the fact that that's Aurelion Sol, the huge and powerful star-dragon from League of Legends hehe
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
Is it? I just think it's similar to the image I found for my Un'Goro Legendary.
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, here's where I am at now.
K&C
Most probable submission
Commons
Rares
Epics
Legendaries
Tokens
Witchwood
Upgraded Hero Power
Commons
I think Feral Murloc is cool but doesn't fit my class flavor-wise. I'm thinking of changing it.
Rares
I know Felblood Hag has a common gem. I will change it later;
Epics
Legendaries
Tokens
Decisions
This is the decision I still have to make, I hope I'm being as clear as possible for each choice. Most of you already gave me some feedback to this, hope you'd better be able to pick choices with these new infos.
Decision #1
--->
VS
I know most of you already gave your opinion on this one, but so far it's mostly split. I personnaly prefer Sporemen but might go with Spiteful for balance reasons as well as the fear voters would find this weird.
In addition, there's also this pseudo-big spellthat I find cool but can't fit
Decision #2
-->
The Muhsroom options:
Decision #3
-->
Decision #4
-->
Snake Oil Potions are just 1mana "do nothing". It's the joke. It's supposed to synergize with hand effects.
From the Swamp has been toned down and now summon only a maximum of 3 minions.
Decision #5
-->
Molten Drake is very similar to Infinite Agent from Decision #2. I will not pick both at the same time.
I hope to post this weekend (which lasts up to monday for me). I hope to do reviews at the same time.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
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