Thank you @McF4rtson for your feedback ! After reconsidering my set, I think I will remove Lead the Pack, Omnicrab and Corrupted Waters. I'll most likely rework them for a later set but for now they do seem to crazy for Basic. As you pointed out, most cards deal with minions, which is by design, but still I though giving some removal and burst to the class would make sense. Also thanks for pointing out my spelling mistakes, they are always hard to catch since english isn't my first language.
So I made 3 new cards (tried to streamline my design) to complete the set :
Murlocification will take away a minion's tribe to replace it with "Murloc". If the minion has no tribe, it still gets the "Murloc" tribe. I think it's the tribe that makes the most sense for this card since Murlocs habe aura/mass buffing effects.
Water Down will only hit one target so it's random in case of a tie. The target will most often be the enemy Hero but not always which might lead to interesting play sequences. I was contemplating making it deal 5 damage but I worry that it might be too much.
Primordial Wind needs a minion to target, much like Corrosive Breath.
Primordial Wind is probably too strong, Cobra Shot was 2 damage off both sides, but also admittedly weak in most strategies. You could probably get away with shaving off 2 face or minion damage, or bumping up the minion damage and excess go face like Explosive Runes. Water down seems off to me, since it can go face and typically will, just basically saying deal 4 to the enemy hero. You could probably get away with it costing 1 if you want to keep the effect the same, since it's untargeted Soulfire without the discard. Just my thoughts!
Also made some adjustments myself, replaced a few problems, shifted some of the keyword focused ones into the Initiate and redid a few. I have several Hero Attack lovers in the works (to go along with Tiger Palm), so I didn't want weapons to be too strong, but let me know thoughts!
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Rastakhan's Rumble has some good art, lemme tell you... Also I'm a Class Design Finalist! Check out the Monk here!
Right off the bat, 5 minions is a lot for the basic set. Hunter has the most with 4 and a spell that summons a minion. The thing is, Neutral spells and weapons don't exist so only class cards provide that ressource for deckbuilding. Don't scrap your minion, they are good designs, but maybe try to move them to a different set. Shieldtronic Shield is a bit weak at 4 Mana since it's essentialy two Power Word: Shield and a Hand of Protection glued together. I would say 2 of 3 Mana.
@Noah_McGrath
Solid work overall, I just think a few cards are a little weak. Flame Barrier does nothing since you don't have (yet) any Armor synergy. I get that it's a cheap way to trigger self damage effects but unless you have something along the lines of "Deal damage equal to the damage your Hero has taken this turn" I think you can find a better way to accomplish that. Fan the Flames should be at least Spell Damage +2 considering Celestial Emissary and the fact that many of your spells (namely those with self damaging effects) have anti-synergy with it. Serpentine Apprentice could get one more stat (consider Tournament Medic).
A word about your Fresh Blood : I think you should change it to "If you Hero has taken damage this turn, do something". In it's current form, it can only go on minions (and weapons but you don't seem to have any). The problem is that class cards are often spells or weapons (simply because Neutral spells and weapons don't exist) which in turn means that your class keyword will either be underused or ubiquitous on your minions. Choose One, Overload, Combo and Outcast all apply to all card types. I don't think that is a coincidence but a wise design choice.
@SoupCake
I like your Hero Power but I think the costy familiars aren't really necessary so you might want to streamline it. It's a shame that you have synergy cards with familiars on board but not in hand... Also why is the big familiar a bird ? And why is the token from Witchcraft different ?
You cards are good but I must say it feels a bit like a bunch of Warlock cards.
@ravennos
Touch of Death is overcosted I think. It essentialy give a minion or your Hero or a spell Poisonous (but only on one target). That's definitly good and flexible but considering the limitations, I think it should cost 3. Consider Envenom Weapon and Plague Scientist as balance equivalents. Kegstaff and Dragon Master are cool !
Update on The Primalist :
I am contemplating changes to the cards that I showed earlier.
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I'm using Shadow Strike and Sinister Strike as my main points of reference. The idea is to have a cheap blast that requires planning and allows for counterplay. Still, I'm worried that it might be to good in regards to Lava Burst.
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This is quite a big change but I think it makes the card much more interesting. Again it's conditional burst as well as a great board wipe option. Consecration and Lightning Storm suggest to me that 3 damage to all enemy minions is about 5 Mana with +1 for the added face damage.
Heeded the advice about the Ninja Basic set feeling "slow". Found a few ways to make it seem... less so, but still distinct from Rogue. Two cards have been changed. The new weapon also showcases why the Ninja's Hero Power is the way it is. Here is the full Basic Set, now:
i removed Flame Barrier and put in a new card. I already have basic and classic set done for this class from before so i just swapped one from the classic with this one from the basic.
Gave Serpentine one more point of hp
Been thinking what expansion this class would fit in, and i believe Rhatsakan's Rumble to be it. What do you guys think?
Bloodburner
Hero and Hero Power:
Classic Set:
@Klipce: Thanks for the feedback. About my keyword, yes it cannot go onto spells. I worded it the way i did because i wanted the enemy to have to decide whether killing the minion or going face is more valuable, as going face would trigger it. It would give a lot of minions a soft taunt effect, which is intended as i wanted the class to have a very clear asymmetry. Spells hurt you, it's blood magic and it costs, well, blood. Very few heal effects will come through spells. Minions on the other hand will defend you and heal you and amplify you playing into the theme that reptiles regenerate. The class is not a weapon class but the keyword can be put on one.
I will think about whether to change the keyword or not, that's for the second phase anyway. Fan the Flames unlike Celestial Emissary lasts more than 1 turn. You can play it turn 1 and benefit from it turn 4.
Some feedback as this thread is going slower than a snail:
@McF4rtson: interesting play on rogue and monk themes. Obvious Naruto references too. As for balance, i like it. Bamf! may be a bit on the weaker side, and Transformation Jutsu is a little bit out of place, but it all meshes together fine so far.
@SoupCake: First of all, little nitpick. Seems weird a crow is a 3/3 while the hound is a 2/2 and a cat is 1/1. May wanna swap the images of the familiars a bit. Wicked Enchatress is too strong, just compared it to poor ol' Ironforge Rifleman. Lower the stats or battlecry damage. Stew Overseer is also a bit overtuned. It's basically immune to all 3 attack stuff, any 2 or less attack stuff just makes it bigger, and it gets 3 attack every time it triggers. I think you should lower it to a +2/+2 buff on damage survival.
@Screwjank: Every time there's a mech class lol. I'd complain the hero power is just a better (or worse) version of the shaman one, but then Illidan got half of the druid her power so apperently that's ok. Wormhole should cost more (look at Dark Bargain). Rest seems fine.
@Klipce: First off, i love the theme of your hero but i may be biased cause i like reptiles :D. You should probably try to find a small dino art for the beast token from the hero power as it would fit them expansion and thematic better than this weirder beast you have atm. Safe Haven is fine. Water Down is also ok at 4 damage (see Flamecannon). Primordial Winds version 1 is a straight up better Cobra Shot (not that this card was any good, just keep it in mind. though Power Infusion showed Blizz is fine with powercreeping old useless cards cough cough Power Word: Tentacles). Verion 2 is too complex for a basic card, if you wanna go that direction keep it for the Classic Initiate set.
Water Down is basically just Mind Blast for most of the game, right? And, honestly, it'll be used that way 90% of the time since your opponent will rarely have anything above 10 Health. If, for example, Thaurissian, two of these, Malygos, they can burst you down from 20. It's as though the highest Health thing wasn't even there.
I honestly don't mind Primordial Wind being a better Cobra Shot. Maybe 5 to target, 3 to hero.
My main concern is Fan the Flames and your Keyword being minion-only. Fan the Flames being a 1-mana Spell Damage enabler can throw a lot of your AOE spells off. If you keep in mind, it'll be fine, but it does restrict design space going forward.
Currently at work, and Hearthpwn is very slow on mobile so editting the submisson thread is a no go. However, as I said in the preliminary thread, the contest now officially starts counting down as there are now at least 4 entries. Consider June 7th to be the start of Week One.
How votes are counted will depend on the number of entries. If we have a lot, then we will use upvotes and take the top X amount of entries. If we have a medium turnout, a poll + cutting the bottom scoring class, or the bottom two/three. If it is a small turnout, poll + everyone moves on and we use cumulative votes.
I'd like to introduce my idea for a custom class, the Shadow Fighter, basically a mixture between a Warrior, an Affliction Warlock and a Shadow Priest, that combines the melee ability and weapons of a martial class with the destructive power of Shadow Magic.
The class' hero is Vol'jin, Shadow Hunter and former Warchief, while the Hero power, Shadow Fury, outlines the idea of a tempo oriented class with warlock-like sacrifices.
The main class themes are sacrifice, burn damage, attack buffs and removal.
I hope i didn't make any formatting mistakes (this is my first time posting embedded images here), and I wish good luck to all of you!
Hi, it's my pleasure to show my class as well. I'd like to get some opinion, I will give some opinion too.
Soulmaster
Soulmaster is an expert in summoning minions to help him in battle. His Basic set was meant to show simple mechanics which my class use. The ones I assume to be my showcase cards are as follow:
Mistical Ritual: This card, as well as Hero Power are simple designs which shows Soulmaster's ability to flood board with small minions (especially Spirits) and self-damage mechanic similar to Warlock's.
Refreshing Hand: Unlike Warlock, however, Soulmaster has ability to not put his life at risk in order to play more powerful cards thanks to his healing cards. But, other than that, he wouldn't have cards which benefit from healing, so it's arguable if his healing is more valuable than Priest's. Card draw also isn't the class weakness.
Reconstruction: Soulmaster may as well sacrifice his minions over his health. Many of his cards will benefit from minions dying, yet none of them is in Basic set.
Token for Reconstruction:
In further sets Soulmaster will also use his special Keyword:
Rest of cards (will be in spoiler on submission topic):
My main concers are:
Soulburn is exactly the same as Dark Bomb. Empowered Wand may need to be in showcase cards, because it shows that my class uses weapons. But, weapons in my class are not among main mechanics, while the ones on the cards I plan to showcase are the most important. Dread Reaper has quite long text despite its simple mechanic.
I will surely give my opinions on other classes soon, but it's quite late in my timezone, so i better end now.
Ok so I'm still worksoping a few ideas but I feel pretty close to my final version.
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I should have thought of this one on the first try ! The tension between burst and removal is there and it encourages trading. I really like it this way and I think it's fine balance-wise because you have to work toward the target you want.
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Just wanted to give the little guy a little more oomf and I it works better with Elemental synergy.
Couple new cards ! Curious Buddies is my attempt at a simple drawing spell (Safe Haven will come back reworked in the next set). Sleeping Dart might be problematic because it leaves a useless minion behind. I like it and priced it like Assassinate but it might still be too much.
For my preview cards, I'm thinking of these three :
I'm no expert on balance but I think this version of Water Down is better than the previous as it used to be a Mind Blast.
The Caring Golem is cool but Deathrattles are not a part of the basic set.
Sleeping Dart is flavorful so I like it. It's like Assassinate except it leaves a minion on board that can't attack, which could be good or bad for the opponent. I could see it costing 1 less and still be balanced.
Good luck on your class, I like all the tribal synergy going on!
Alright... I'm a little on the fence about that hero power. +3 Attack to hero is worth 1 mana, true, so it needs to have a downside. But dealing 3 to your own hero is really steep. But if you make the drawback too low, then the Hero Power is OP. Not super sold on this. You also forgot to put Hero Power on your Hero Power token. Take a look at what Hero Powers look like in-game.
Voidbound fighter, balance this against Neferset Ritualist and Flame Imp. It's really risky to play so far. Same thing with Shadow Slash. Pseudo-Fireball, but you save one mana by dealing 4 to yourself. And if you use it for removal, you might end up taking more damage in total than what you deal.
Extract Power is fine, but it just seems a little out-of-place. Your minions and playstyle doesn't seem to revolve around destroying your own minions.
Shadow Halberd is too strong. 6 mana deal 8 immediately is pretty insane, then deal 4 more next turn. Demon Hunter has to pay 8 mana for Inner Demon.
Overall, I think your class revolves around paying HP too much. It's Suicide-warlock, the class, but without very many benefits. Sorry if that seems harsh, but that's what I'm seeing. You can keep the HP-paying mechanic on some cards, but give the class more than one playstyle, or it'll be too one-dimensional, a one-trick pony. It also doesn't help that the one gimmick this class has is so risky, as it can kill itself.
Starting off, interesting Hero Power, haven't seen that one done before. I like it.
Mistical is spelled "mystical". Watch out for that.
Soulburn as a Darkbomb clone is fine, but perhaps you could use that design space for a more creative cheap removal.
Mistake in Possess Soul. contol > "control".
Shadowstrike is too powerful. Needs to be 6 mana.
Dread Reaper. There are no battlecry cards that also have a passive effect. I feel like you can simplify it further.
When you get around to giving feedback, you can maybe review my set, though I've already submitted. Perhaps I can do some minor balance changes (which I am already considering) based on your feedback, if you decide to give me some.
I'm never a fan of giving enemy minions Can't Attack. While, yes, usually it doesn't hinder your opponent, lessening their total board space is just eh. Kind of goes against my personal class design "philosophy", as it were. New Water Down looks great. I'd probably lessen it to 4 at this point, as it is a crazy good early-game removal now. This one is going to be pretty tough to balance.
Other than that (and Deathrattle on Caring Golem), your cards are looking good.
I'd like also like a bit of feedback on this. Which one should I go for?
I have formalized the deadline for Week One. The OP has been updated, and here is a copy of the update:
Week One: June 7th - June 14th. There will then be a pause between the 14th and the commencement of Week Two, in order to set up a final voting period for Week One.
How the final voting period will be structured depends on the number of entries:
A small number of entries: Decided by a poll, votes are cumulative. No one is eliminated.
A medium number of entries: Decided by upvotes. Only the bottom-scoring few are eliminated.
A large number of entries: Decided by upvotes. A set percentage of entries will be cut. (For example, bottom 30% of entries)
After a little time, here is my try ! I tried something very new, I hope it will not be too much !
The Sisters
What is the strenght of the sisters ? Well first, they are two ! And second, one is a powerful warlock, the other one a fierce warrior ! Even if they share the same health pool, don't think they are the same at all !
For the balance of the game, the Sisters will always begin the match with Alythess and her Hero Power. When you use the hero power, it switch to the other hero, also switching the hero power.
And here is the cards of the first set.
This is very risky two heros melted in one class, but I think it will be worth the try ! If for the first set the change of Hero may seems useless, when the class will have its keyword, it will matter a lot more !
Please tell me if you think it is a good or a very bad idea !
I like the idea of a Hero Power that can be refreshed, and you made it in a way that isn't broken. I don't think any of the cards are broken, and about Bamf! I think you should make it a 3 Mana make a 1/1 Stump. Really like the idea of 0-attack weapons for the HP btw.
@Screwjank:
Cool class, hope you can make hand buffs for poultry automaton (even if it's already powerful right now). Be careful however, you're using quite art that's already on Hearthstone! Also, not sure if you're doing the challenge. You should have a card with a single line of text.
@ravennos:
Unless I'm missing something, your hero power is a weaker version of Druid' hero power (and McF4rtson's ninja). Chi seems a quite interesting mechanic, and all your cards seem balanced.
@GuruGamma
Luckily I went with the cartel aspect of goblins instead of the mechs one :P. As you may have noted, your class is pretty similar to Screwjank's one. I guess it doesn't matters because I'm pretty sure you both had the idea at nearly the same time. Not sure if your hero power is too complicated, players will need to remember 4 different cards just for it. I know Shaman does the same, but tokens are more similar between them.
@Klipce:
I love the idea of a tribal class! Not sure if sleeping dart limits design tho, keep in mind that it can be pretty annoying for the opponent to lose one space of the board. I like all changes you made to water down and caring golem, the last one really encourages elemental sinergy!
@Noah_McGrath:
I like how you managed to show the flair of fresh blood without using it with cards like sethrak scout. Your hero power is also cool even if a bit on the strong site, but I don't think that'll be a problem. All your cards are balanced and quite interesting.
@SoupCake:
Maybe that's just me, but I don't really like your hero power. It's a better Paladin's hero power due to flexibility and I don't really like adding tokens to your hand. I like the cards though, familiar sinergy is welcome. As a suggestion, I would go with hand sinergy too due to the fact that you'll always have quite a lot of cards in it.
@Reization:
At first glance seems a demon hunter-warlock class, I like it! Not sure if having disintegrate and essence steal in the same set is a good idea though, they're too similar, maybe I would move one of them to the initiate.
@SirTrumpet:
Good hero power, let's see if you manage to create good sinergies with spirits! Isn't refreshing hand a weaker shield block though? Other cards are cool, just pump refreshing hand's healing to 6.
@Granduroi:
Not sure if having a dual hero is allowed, but other than that seems a good experiment! Both HPs are good in my opinion. Cards are also good, but demonic alter ego has a typo, it's disabled, not disable. Also I'm not sure what identity do you want for your class, For now it seems warlock + weapons? A lifesteal weapon or something like that would be cool in the future.
Ok, now with my class. I've already changed my main post thakns to all feedback I received, but here's the new HP and the basic set (moved near all of the old cards to future sets).
Minions:
Spells:
Thoughts on the new cards? I would love some more feedback before submitting!
Thanks for review! I think I will keep Soulfire, and Shadowstrike in current state, but I appreciate your opinion. For your class the cards looks realy good. I only wonder if the Hero Power is not slightly unfair comparing to other classes. I mean, without the refresh part it would be balanced as well as Druid, Warrior and Priest. Even if it's not realy big addition, the refresh part is a bit odd, even if it fits your class mechanics.
I like the idea of your hero power. Most of your cards are rather balanced, but Plume of Corruption may be a bit to weak. Maybe if it would cost 6 it would be better.
Your class is ok, I think. Things I would change is Hero Power, which is a bit too weak, and Extract Power which is definitely too strong comparing to Overgrowth.
I also made a more simple version of Dread Reaper.
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Thank you @McF4rtson for your feedback ! After reconsidering my set, I think I will remove Lead the Pack, Omnicrab and Corrupted Waters. I'll most likely rework them for a later set but for now they do seem to crazy for Basic. As you pointed out, most cards deal with minions, which is by design, but still I though giving some removal and burst to the class would make sense. Also thanks for pointing out my spelling mistakes, they are always hard to catch since english isn't my first language.
So I made 3 new cards (tried to streamline my design) to complete the set :
Murlocification will take away a minion's tribe to replace it with "Murloc". If the minion has no tribe, it still gets the "Murloc" tribe. I think it's the tribe that makes the most sense for this card since Murlocs habe aura/mass buffing effects.
Water Down will only hit one target so it's random in case of a tie. The target will most often be the enemy Hero but not always which might lead to interesting play sequences. I was contemplating making it deal 5 damage but I worry that it might be too much.
Primordial Wind needs a minion to target, much like Corrosive Breath.
What do you think of these ?
Hi all,
Do we need to include an upgraded Hero Power (a la Justicar Trueheart)?
Also, is there an easy way to look at past submissions? I'd hate to end up copying someone else's ideas that have already been done.
Thanks!
Primordial Wind is probably too strong, Cobra Shot was 2 damage off both sides, but also admittedly weak in most strategies. You could probably get away with shaving off 2 face or minion damage, or bumping up the minion damage and excess go face like Explosive Runes.
Water down seems off to me, since it can go face and typically will, just basically saying deal 4 to the enemy hero. You could probably get away with it costing 1 if you want to keep the effect the same, since it's untargeted Soulfire without the discard.
Just my thoughts!
Also made some adjustments myself, replaced a few problems, shifted some of the keyword focused ones into the Initiate and redid a few. I have several Hero Attack lovers in the works (to go along with Tiger Palm), so I didn't want weapons to be too strong, but let me know thoughts!
Rastakhan's Rumble has some good art, lemme tell you... Also I'm a Class Design Finalist! Check out the Monk here!
Using health as a resource pool, sign me up!!!
It has been over 24 hours, the submission thread is open.
@Screwjank
Right off the bat, 5 minions is a lot for the basic set. Hunter has the most with 4 and a spell that summons a minion. The thing is, Neutral spells and weapons don't exist so only class cards provide that ressource for deckbuilding. Don't scrap your minion, they are good designs, but maybe try to move them to a different set. Shieldtronic Shield is a bit weak at 4 Mana since it's essentialy two Power Word: Shield and a Hand of Protection glued together. I would say 2 of 3 Mana.
@Noah_McGrath
Solid work overall, I just think a few cards are a little weak. Flame Barrier does nothing since you don't have (yet) any Armor synergy. I get that it's a cheap way to trigger self damage effects but unless you have something along the lines of "Deal damage equal to the damage your Hero has taken this turn" I think you can find a better way to accomplish that. Fan the Flames should be at least Spell Damage +2 considering Celestial Emissary and the fact that many of your spells (namely those with self damaging effects) have anti-synergy with it. Serpentine Apprentice could get one more stat (consider Tournament Medic).
A word about your Fresh Blood : I think you should change it to "If you Hero has taken damage this turn, do something". In it's current form, it can only go on minions (and weapons but you don't seem to have any). The problem is that class cards are often spells or weapons (simply because Neutral spells and weapons don't exist) which in turn means that your class keyword will either be underused or ubiquitous on your minions. Choose One, Overload, Combo and Outcast all apply to all card types. I don't think that is a coincidence but a wise design choice.
@SoupCake
I like your Hero Power but I think the costy familiars aren't really necessary so you might want to streamline it. It's a shame that you have synergy cards with familiars on board but not in hand... Also why is the big familiar a bird ? And why is the token from Witchcraft different ?
You cards are good but I must say it feels a bit like a bunch of Warlock cards.
@ravennos
Touch of Death is overcosted I think. It essentialy give a minion or your Hero or a spell Poisonous (but only on one target). That's definitly good and flexible but considering the limitations, I think it should cost 3. Consider Envenom Weapon and Plague Scientist as balance equivalents. Kegstaff and Dragon Master are cool !
Update on The Primalist :
I am contemplating changes to the cards that I showed earlier.
=>
I'm using Shadow Strike and Sinister Strike as my main points of reference. The idea is to have a cheap blast that requires planning and allows for counterplay. Still, I'm worried that it might be to good in regards to Lava Burst.
=>
This is quite a big change but I think it makes the card much more interesting. Again it's conditional burst as well as a great board wipe option. Consecration and Lightning Storm suggest to me that 3 damage to all enemy minions is about 5 Mana with +1 for the added face damage.
What do you think of these changes ?
Heeded the advice about the Ninja Basic set feeling "slow". Found a few ways to make it seem... less so, but still distinct from Rogue. Two cards have been changed. The new weapon also showcases why the Ninja's Hero Power is the way it is. Here is the full Basic Set, now:
Alright, based on feedback:
Been thinking what expansion this class would fit in, and i believe Rhatsakan's Rumble to be it. What do you guys think?
Bloodburner
Hero and Hero Power:
Classic Set:
@Klipce: Thanks for the feedback. About my keyword, yes it cannot go onto spells. I worded it the way i did because i wanted the enemy to have to decide whether killing the minion or going face is more valuable, as going face would trigger it. It would give a lot of minions a soft taunt effect, which is intended as i wanted the class to have a very clear asymmetry. Spells hurt you, it's blood magic and it costs, well, blood. Very few heal effects will come through spells. Minions on the other hand will defend you and heal you and amplify you playing into the theme that reptiles regenerate. The class is not a weapon class but the keyword can be put on one.
I will think about whether to change the keyword or not, that's for the second phase anyway. Fan the Flames unlike Celestial Emissary lasts more than 1 turn. You can play it turn 1 and benefit from it turn 4.
Some feedback as this thread is going slower than a snail:
@McF4rtson: interesting play on rogue and monk themes. Obvious Naruto references too. As for balance, i like it. Bamf! may be a bit on the weaker side, and Transformation Jutsu is a little bit out of place, but it all meshes together fine so far.
@SoupCake: First of all, little nitpick. Seems weird a crow is a 3/3 while the hound is a 2/2 and a cat is 1/1. May wanna swap the images of the familiars a bit. Wicked Enchatress is too strong, just compared it to poor ol' Ironforge Rifleman. Lower the stats or battlecry damage. Stew Overseer is also a bit overtuned. It's basically immune to all 3 attack stuff, any 2 or less attack stuff just makes it bigger, and it gets 3 attack every time it triggers. I think you should lower it to a +2/+2 buff on damage survival.
@Screwjank: Every time there's a mech class lol. I'd complain the hero power is just a better (or worse) version of the shaman one, but then Illidan got half of the druid her power so apperently that's ok. Wormhole should cost more (look at Dark Bargain). Rest seems fine.
@Klipce: First off, i love the theme of your hero but i may be biased cause i like reptiles :D. You should probably try to find a small dino art for the beast token from the hero power as it would fit them expansion and thematic better than this weirder beast you have atm. Safe Haven is fine. Water Down is also ok at 4 damage (see Flamecannon). Primordial Winds version 1 is a straight up better Cobra Shot (not that this card was any good, just keep it in mind. though Power Infusion showed Blizz is fine with powercreeping old useless cards cough cough Power Word: Tentacles). Verion 2 is too complex for a basic card, if you wanna go that direction keep it for the
ClassicInitiate set.Water Down is basically just Mind Blast for most of the game, right? And, honestly, it'll be used that way 90% of the time since your opponent will rarely have anything above 10 Health. If, for example, Thaurissian, two of these, Malygos, they can burst you down from 20. It's as though the highest Health thing wasn't even there.
I honestly don't mind Primordial Wind being a better Cobra Shot. Maybe 5 to target, 3 to hero.
My main concern is Fan the Flames and your Keyword being minion-only. Fan the Flames being a 1-mana Spell Damage enabler can throw a lot of your AOE spells off. If you keep in mind, it'll be fine, but it does restrict design space going forward.
Currently at work, and Hearthpwn is very slow on mobile so editting the submisson thread is a no go. However, as I said in the preliminary thread, the contest now officially starts counting down as there are now at least 4 entries. Consider June 7th to be the start of Week One.
How votes are counted will depend on the number of entries. If we have a lot, then we will use upvotes and take the top X amount of entries. If we have a medium turnout, a poll + cutting the bottom scoring class, or the bottom two/three. If it is a small turnout, poll + everyone moves on and we use cumulative votes.
I'd like to introduce my idea for a custom class, the Shadow Fighter, basically a mixture between a Warrior, an Affliction Warlock and a Shadow Priest, that combines the melee ability and weapons of a martial class with the destructive power of Shadow Magic.
Hero and Hero Power:
<pre class="codeStyle"><img src="https://i.imgur.com/MpOB11T.png" width="400" height="550" /><img src="https://i.imgur.com/xspG4Wf.png" alt="" width="329" height="452" /></pre>The class' hero is Vol'jin, Shadow Hunter and former Warchief, while the Hero power, Shadow Fury, outlines the idea of a tempo oriented class with warlock-like sacrifices.
The main class themes are sacrifice, burn damage, attack buffs and removal.
I hope i didn't make any formatting mistakes (this is my first time posting embedded images here), and I wish good luck to all of you!
Hi, it's my pleasure to show my class as well. I'd like to get some opinion, I will give some opinion too.
Soulmaster
Soulmaster is an expert in summoning minions to help him in battle. His Basic set was meant to show simple mechanics which my class use. The ones I assume to be my showcase cards are as follow:
Mistical Ritual: This card, as well as Hero Power are simple designs which shows Soulmaster's ability to flood board with small minions (especially Spirits) and self-damage mechanic similar to Warlock's.
Refreshing Hand: Unlike Warlock, however, Soulmaster has ability to not put his life at risk in order to play more powerful cards thanks to his healing cards. But, other than that, he wouldn't have cards which benefit from healing, so it's arguable if his healing is more valuable than Priest's. Card draw also isn't the class weakness.
Reconstruction: Soulmaster may as well sacrifice his minions over his health. Many of his cards will benefit from minions dying, yet none of them is in Basic set.
Token for Reconstruction:
In further sets Soulmaster will also use his special Keyword:
Rest of cards (will be in spoiler on submission topic):
My main concers are:
Soulburn is exactly the same as Dark Bomb. Empowered Wand may need to be in showcase cards, because it shows that my class uses weapons. But, weapons in my class are not among main mechanics, while the ones on the cards I plan to showcase are the most important. Dread Reaper has quite long text despite its simple mechanic.
I will surely give my opinions on other classes soon, but it's quite late in my timezone, so i better end now.
Ok so I'm still worksoping a few ideas but I feel pretty close to my final version.
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I should have thought of this one on the first try ! The tension between burst and removal is there and it encourages trading. I really like it this way and I think it's fine balance-wise because you have to work toward the target you want.
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Just wanted to give the little guy a little more oomf and I it works better with Elemental synergy.
Couple new cards ! Curious Buddies is my attempt at a simple drawing spell (Safe Haven will come back reworked in the next set). Sleeping Dart might be problematic because it leaves a useless minion behind. I like it and priced it like Assassinate but it might still be too much.
For my preview cards, I'm thinking of these three :
what do you think ?
@Klipce
I'm no expert on balance but I think this version of Water Down is better than the previous as it used to be a Mind Blast.
The Caring Golem is cool but Deathrattles are not a part of the basic set.
Sleeping Dart is flavorful so I like it. It's like Assassinate except it leaves a minion on board that can't attack, which could be good or bad for the opponent. I could see it costing 1 less and still be balanced.
Good luck on your class, I like all the tribal synergy going on!
Choose 1 Mana Hero to Balance With Illidan Demon Hunter Class [ reach Hero 1 Mana = Total 9 Class ] Like 2 Mana hero 9 Class
Alright... I'm a little on the fence about that hero power. +3 Attack to hero is worth 1 mana, true, so it needs to have a downside. But dealing 3 to your own hero is really steep. But if you make the drawback too low, then the Hero Power is OP. Not super sold on this. You also forgot to put Hero Power on your Hero Power token. Take a look at what Hero Powers look like in-game.
Voidbound fighter, balance this against Neferset Ritualist and Flame Imp. It's really risky to play so far. Same thing with Shadow Slash. Pseudo-Fireball, but you save one mana by dealing 4 to yourself. And if you use it for removal, you might end up taking more damage in total than what you deal.
Extract Power is fine, but it just seems a little out-of-place. Your minions and playstyle doesn't seem to revolve around destroying your own minions.
Shadow Halberd is too strong. 6 mana deal 8 immediately is pretty insane, then deal 4 more next turn. Demon Hunter has to pay 8 mana for Inner Demon.
Overall, I think your class revolves around paying HP too much. It's Suicide-warlock, the class, but without very many benefits. Sorry if that seems harsh, but that's what I'm seeing. You can keep the HP-paying mechanic on some cards, but give the class more than one playstyle, or it'll be too one-dimensional, a one-trick pony. It also doesn't help that the one gimmick this class has is so risky, as it can kill itself.
I urge you to give feedback to others as well.
Starting off, interesting Hero Power, haven't seen that one done before. I like it.
Mistical is spelled "mystical". Watch out for that.
Soulburn as a Darkbomb clone is fine, but perhaps you could use that design space for a more creative cheap removal.
Mistake in Possess Soul. contol > "control".
Shadowstrike is too powerful. Needs to be 6 mana.
Dread Reaper. There are no battlecry cards that also have a passive effect. I feel like you can simplify it further.
When you get around to giving feedback, you can maybe review my set, though I've already submitted. Perhaps I can do some minor balance changes (which I am already considering) based on your feedback, if you decide to give me some.
I'm never a fan of giving enemy minions Can't Attack. While, yes, usually it doesn't hinder your opponent, lessening their total board space is just eh. Kind of goes against my personal class design "philosophy", as it were. New Water Down looks great. I'd probably lessen it to 4 at this point, as it is a crazy good early-game removal now. This one is going to be pretty tough to balance.
Other than that (and Deathrattle on Caring Golem), your cards are looking good.
I'd like also like a bit of feedback on this. Which one should I go for?
I have formalized the deadline for Week One. The OP has been updated, and here is a copy of the update:
@MC
I think option 2 is the safest. Basically a different way of nerfing original Hex.
After a little time, here is my try ! I tried something very new, I hope it will not be too much !
The Sisters
What is the strenght of the sisters ? Well first, they are two ! And second, one is a powerful warlock, the other one a fierce warrior ! Even if they share the same health pool, don't think they are the same at all !
For the balance of the game, the Sisters will always begin the match with Alythess and her Hero Power. When you use the hero power, it switch to the other hero, also switching the hero power.
And here is the cards of the first set.
This is very risky two heros melted in one class, but I think it will be worth the try ! If for the first set the change of Hero may seems useless, when the class will have its keyword, it will matter a lot more !
Please tell me if you think it is a good or a very bad idea !
My Fan-Class : The King
Alright, review time!
@McF4rtson
I like the idea of a Hero Power that can be refreshed, and you made it in a way that isn't broken. I don't think any of the cards are broken, and about Bamf! I think you should make it a 3 Mana make a 1/1 Stump. Really like the idea of 0-attack weapons for the HP btw.
@Screwjank:
Cool class, hope you can make hand buffs for poultry automaton (even if it's already powerful right now). Be careful however, you're using quite art that's already on Hearthstone! Also, not sure if you're doing the challenge. You should have a card with a single line of text.
@ravennos:
Unless I'm missing something, your hero power is a weaker version of Druid' hero power (and McF4rtson's ninja). Chi seems a quite interesting mechanic, and all your cards seem balanced.
@GuruGamma
Luckily I went with the cartel aspect of goblins instead of the mechs one :P. As you may have noted, your class is pretty similar to Screwjank's one. I guess it doesn't matters because I'm pretty sure you both had the idea at nearly the same time. Not sure if your hero power is too complicated, players will need to remember 4 different cards just for it. I know Shaman does the same, but tokens are more similar between them.
@Klipce:
I love the idea of a tribal class! Not sure if sleeping dart limits design tho, keep in mind that it can be pretty annoying for the opponent to lose one space of the board. I like all changes you made to water down and caring golem, the last one really encourages elemental sinergy!
@Noah_McGrath:
I like how you managed to show the flair of fresh blood without using it with cards like sethrak scout. Your hero power is also cool even if a bit on the strong site, but I don't think that'll be a problem. All your cards are balanced and quite interesting.
@SoupCake:
Maybe that's just me, but I don't really like your hero power. It's a better Paladin's hero power due to flexibility and I don't really like adding tokens to your hand. I like the cards though, familiar sinergy is welcome. As a suggestion, I would go with hand sinergy too due to the fact that you'll always have quite a lot of cards in it.
@Reization:
At first glance seems a demon hunter-warlock class, I like it! Not sure if having disintegrate and essence steal in the same set is a good idea though, they're too similar, maybe I would move one of them to the initiate.
@SirTrumpet:
Good hero power, let's see if you manage to create good sinergies with spirits! Isn't refreshing hand a weaker shield block though? Other cards are cool, just pump refreshing hand's healing to 6.
@Granduroi:
Not sure if having a dual hero is allowed, but other than that seems a good experiment! Both HPs are good in my opinion. Cards are also good, but demonic alter ego has a typo, it's disabled, not disable. Also I'm not sure what identity do you want for your class, For now it seems warlock + weapons? A lifesteal weapon or something like that would be cool in the future.
Ok, now with my class. I've already changed my main post thakns to all feedback I received, but here's the new HP and the basic set (moved near all of the old cards to future sets).
Minions:
Spells:
Thoughts on the new cards? I would love some more feedback before submitting!
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
Thanks for review! I think I will keep Soulfire, and Shadowstrike in current state, but I appreciate your opinion. For your class the cards looks realy good. I only wonder if the Hero Power is not slightly unfair comparing to other classes. I mean, without the refresh part it would be balanced as well as Druid, Warrior and Priest. Even if it's not realy big addition, the refresh part is a bit odd, even if it fits your class mechanics.
I like the idea of your hero power. Most of your cards are rather balanced, but Plume of Corruption may be a bit to weak. Maybe if it would cost 6 it would be better.
I realy like your class. I don't have much to advise here, i like the cuurent basic set.
Your class is ok, I think. Things I would change is Hero Power, which is a bit too weak, and Extract Power which is definitely too strong comparing to Overgrowth.
I also made a more simple version of Dread Reaper.