@Thezzy: I like the Zeppelin, although it's too strong imo, since the first instance of its effect can't be prevented by the opponent and it stays on the board, unlike Alarm-o-Bot. So I'd either reduce its health down to 5 or even less (since the enemy will have to destroy it in addition to a Deathwing on turn 6), or limit it to only summoning 6-drops and lower, something like that. In any case, it has a lot of flavour, which I like.
@kingdoemi: Imo even without the Sound the Bells! requirement the effect would still only be average (as a battlecry, end of turn effect, or w/e). Also if you played Sound the Bells' echo copies, you'd just end up overwriting your weapon over and over again, which is sort of wonky.
My ideas so far:
The Huntress' effect is a take on its warcraft ability "Hide", the mortar mortars, and Spirit Walker's battlecry again is a take on its warcraft ability "Etheral Form", where it becomes immune to physical damage.
Alright so. Are we allowed to create Legendary minions? I know we aren't allowed to use named heroes. But are we allowed to make a Legendary minion that is based on a basic unit? (e.g. Steve, the Laziest Peon)
I personally believe Legendary minions are in violation of the theme's spirit, as you are taking what is otherwise an expendable RTS unit and making them a special named character.
Alright so. Are we allowed to create Legendary minions? I know we aren't allowed to use named heroes. But are we allowed to make a Legendary minion that is based on a basic unit? (e.g. Steve, the Laziest Peon)
What's more... Not being able to use named heroes means we can use hero classes as a non-legendary minion? Like Pit Lord or Crypt Lord.
We're looking for the expendable, replaceable, basic units from WC3. I think the underlying rule of thumb should be "if you could not build more of them in the RTS, you cannot make a card out of them." ...I'll have to write that in the prompt.
As I alluded to above, I believe, to remain true to kingdoemi's intention, that all of those are a No. We want the RTS units that you can build.
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
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
In Warcraft 3 and TFT, Banshee's has the ability to possess their victims, granting the owner permanent control of the target while destroying the banshee. Sylvanas Windrunner is the Banshee queen, and this is sort of a similar effect, just weaker even though the target can be decided if it happens to stay alive for more than one turn. Not sure if it's too strong?
EDIT: Also added an older card of mine, Shadow Hunter.
I was unsatisifed with Silver Hand Horse, so I wanted to make something else. I made a Phoenix card, but judging by Link's post up above, I don't think that's allowed, so I made something that I know for sure IS allowed.
It's based on the Gyrocopter's scouting abilities where it can easily detect what's ahead, which is where all of the flavor for the effects come from.
It's kind of an interesting anti-Secret card. The Secrets can still trigger, but you can play around them a lot easier when you know what they are. Just like Flare, it keeps the anti-Stealth and anti-Secret mechanics, but the real seller here is seeing your opponent's hand. This effect doesn't quite exist in Hearthstone yet (closest example we have is Azalina Soulthief which came out a little over 3 years after GvG), so it's hard to balance. I may be way off. It's understatted and the only effect that's guaranteed to be of any assistance is the hand revealing.
Also note that all effects are temporary. When it dies, your opponent's Secrets and hand are no longer visible, and minions can have Stealth again. Unlike the first 2 effects, the anti-Stealth also applies to your own minions.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Alright so. Are we allowed to create Legendary minions? I know we aren't allowed to use named heroes. But are we allowed to make a Legendary minion that is based on a basic unit? (e.g. Steve, the Laziest Peon)
I personally believe Legendary minions are in violation of the theme's spirit, as you are taking what is otherwise an expendable RTS unit and making them a special named character.
Alright so. Are we allowed to create Legendary minions? I know we aren't allowed to use named heroes. But are we allowed to make a Legendary minion that is based on a basic unit? (e.g. Steve, the Laziest Peon)
What's more... Not being able to use named heroes means we can use hero classes as a non-legendary minion? Like Pit Lord or Crypt Lord.
We're looking for the expendable, replaceable, basic units from WC3. I think the underlying rule of thumb should be "if you could not build more of them in the RTS, you cannot make a card out of them." ...I'll have to write that in the prompt.
As I alluded to above, I believe, to remain true to kingdoemi's intention, that all of those are a No. We want the RTS units that you can build.
What about Mercenaries you can buy? I have a Goblin Zeppelin card I'm considering. You can't directly build them but you can buy them at Mercenary Camps.
I was unsatisifed with Silver Hand Horse, so I wanted to make something else. I made a Phoenix card, but judging by Link's post up above, I don't think that's allowed, so I made something that I know for sure IS allowed.
Overtuned, but I like the idea. Remove the "opponent's hand is visible" part, make the minion a 3/5 and the card would be perfect.
In Warcraft 3 and TFT, Banshee's has the ability to possess their victims, granting the owner permanent control of the target while destroying the banshee. Sylvanas Windrunner is the Banshee queen, and this is sort of a similar effect, just weaker even though the target can be decided if it happens to stay alive for more than one turn. Not sure if it's too strong?
Banshee - OP (especially in arena). If you increase her cost, I guess you would make her fine, but I fear that designing such a card would make Sylvanas less unique. This is my opinion ofc, so I don't think I'm 100% right about this.
Troll - very nice design. I would go with that one.
Got a new idea that also tells a story and represents two different WC3 units! The proud High Elven Sorcerous defending the Sunwell, killed and turned into a Banshee after losing everything. The Deathrattle synergy could make it more useful for Hunters, Priests, and Rogues.
edit: yes I realized I spelled her name wrong. It’s “sorceress”
Nice ideas, nice theme. I got 3 ideas so far. Pack Attack is my favorite. PS: Wolfrider
No spells, so you can’t use Pack Attack. Which is good because that spell is broken. Crypt Fiend killing a random minion is too strong for its cost. Compare it with Deadly Shot when you have no minions. Also intelligent zombie spiderpeople wouldn’t be Beasts. Troll Headhunter’s flavor is wierd but is probably the best balanced. But it doesn’t feel at all like an aggressive, regenerating minion like it does in WC3.
Cheap combo activator, can be placed between minions to deny 'adjacent' spells and reveals enemy stealth (but does not cancel it). Thoughts?
Cool idea. But Stealth isn’t a commonly used keyword, and when it is used in constructed, it’s by Rogue. Imo this might be better as a neutral 1/1 Stealth so it isn’t a dead card in 99% of matchups.
@Thezzy: I like the Zeppelin, although it's too strong imo, since the first instance of its effect can't be prevented by the opponent and it stays on the board, unlike Alarm-o-Bot. So I'd either reduce its health down to 5 or even less (since the enemy will have to destroy it in addition to a Deathwing on turn 6), or limit it to only summoning 6-drops and lower, something like that. In any case, it has a lot of flavour, which I like.
@kingdoemi: Imo even without the Sound the Bells! requirement the effect would still only be average (as a battlecry, end of turn effect, or w/e). Also if you played Sound the Bells' echo copies, you'd just end up overwriting your weapon over and over again, which is sort of wonky.
My ideas so far:
The Huntress' effect is a take on its warcraft ability "Hide", the mortar mortars, and Spirit Walker's battlecry again is a take on its warcraft ability "Etheral Form", where it becomes immune to physical damage.
Fuck yeah! Nostalgia theme! Just a few questions:
Anyway, here are my cards ftm:
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
@CheeseEtc: Wow, I love the rare Crypt Fiend! I would go with that, I love those gimmicky rogue cards, and there isn't a lot of bounce sinergy.
@KrautSalad: I think Spirit Walker is too OP, and I think the Mortar Team is a bit wonky, I would go with the Huntress.
@RandomScribbles: I don't think the peasant is OP, it's a combination of 2 0-Cost cards.
Anyway, I decided to change my card:
"It's normal that your cards leave your hand when a random crazy ghost screams at them."
Thoughts?
Click here to see my custom pirate adventure, The Treasures of VanCleef! https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240766-expansion-competition-the-treasures-of-vancleef
Scourge Acolyte - Dead Ringer
Elven Huntress - Brave Archer
My favorite cards here are Quel'Thalas Priest (although it should have a better name), Crypt Fiend (Rogue version), and Spirit Walker.
Click the image to go to my custom Time Traveler class.
I personally believe Legendary minions are in violation of the theme's spirit, as you are taking what is otherwise an expendable RTS unit and making them a special named character.
We're looking for the expendable, replaceable, basic units from WC3. I think the underlying rule of thumb should be "if you could not build more of them in the RTS, you cannot make a card out of them." ...I'll have to write that in the prompt.
I don't see why not, as long as you're not looking to steal their idea outright. Coincidental names have never been an issue before.
As I alluded to above, I believe, to remain true to kingdoemi's intention, that all of those are a No. We want the RTS units that you can build.
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 most fearsome enemy of them all
The Submission thread is open!
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
In Warcraft 3 and TFT, Banshee's has the ability to possess their victims, granting the owner permanent control of the target while destroying the banshee. Sylvanas Windrunner is the Banshee queen, and this is sort of a similar effect, just weaker even though the target can be decided if it happens to stay alive for more than one turn. Not sure if it's too strong?
EDIT: Also added an older card of mine, Shadow Hunter.
I was unsatisifed with Silver Hand Horse, so I wanted to make something else. I made a Phoenix card, but judging by Link's post up above, I don't think that's allowed, so I made something that I know for sure IS allowed.
It's based on the Gyrocopter's scouting abilities where it can easily detect what's ahead, which is where all of the flavor for the effects come from.
It's kind of an interesting anti-Secret card. The Secrets can still trigger, but you can play around them a lot easier when you know what they are. Just like Flare, it keeps the anti-Stealth and anti-Secret mechanics, but the real seller here is seeing your opponent's hand. This effect doesn't quite exist in Hearthstone yet (closest example we have is Azalina Soulthief which came out a little over 3 years after GvG), so it's hard to balance. I may be way off. It's understatted and the only effect that's guaranteed to be of any assistance is the hand revealing.
Also note that all effects are temporary. When it dies, your opponent's Secrets and hand are no longer visible, and minions can have Stealth again. Unlike the first 2 effects, the anti-Stealth also applies to your own minions.
Click the image to go to my custom Time Traveler class.
Does this count?
What about Mercenaries you can buy? I have a Goblin Zeppelin card I'm considering. You can't directly build them but you can buy them at Mercenary Camps.
Overtuned, but I like the idea. Remove the "opponent's hand is visible" part, make the minion a 3/5 and the card would be perfect.
Banshee - OP (especially in arena). If you increase her cost, I guess you would make her fine, but I fear that designing such a card would make Sylvanas less unique. This is my opinion ofc, so I don't think I'm 100% right about this.
Troll - very nice design. I would go with that one.
Got a new idea that also tells a story and represents two different WC3 units! The proud High Elven Sorcerous defending the Sunwell, killed and turned into a Banshee after losing everything. The Deathrattle synergy could make it more useful for Hunters, Priests, and Rogues.
edit: yes I realized I spelled her name wrong. It’s “sorceress”
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
Nice ideas, nice theme. I got 3 ideas so far. Pack Attack is my favorite. PS: Wolfrider
Another idea, for Rogue this time:
Cheap combo activator, can be placed between minions to deny 'adjacent' spells and reveals enemy stealth (but does not cancel it).
Thoughts?
No spells, so you can’t use Pack Attack. Which is good because that spell is broken. Crypt Fiend killing a random minion is too strong for its cost. Compare it with Deadly Shot when you have no minions. Also intelligent zombie spiderpeople wouldn’t be Beasts. Troll Headhunter’s flavor is wierd but is probably the best balanced. But it doesn’t feel at all like an aggressive, regenerating minion like it does in WC3.
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
Cool idea. But Stealth isn’t a commonly used keyword, and when it is used in constructed, it’s by Rogue. Imo this might be better as a neutral 1/1 Stealth so it isn’t a dead card in 99% of matchups.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Thanks for the feedback cheese, You opened my eyes about my creations, guess it is back to the drawing board, lol
There’s gonna be a lot if invalid entries this week... too many people making spells or legendary minions.
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