The Custom Class Competition is back for its sixth iteration! We welcome any newcomers as well as old hands who've run through this grueling gauntlet of card creation before.
The good news is, said gauntlet is much smaller this time around. With the release of Demon Hunter, Blizzard has shown us how they release a custom class midway in the game's lifespan. Therefore, we will simulate this as close as possible. Take the time to read the rules or procedures below.
This is the Discussion Thread! Ask for feedback, return the favour, ask questions, etc. here.
Do NOT post your submission here.
Overview
All contestants will create one custom class, following the layout of Demon Hunter.
There will be a total of 45 cards, down from 65+ cards from previous competitions.
All contestants will select a past expansion to simulate their class releasing, like how Demon Hunter was released during Ashes of Outland.
The contest will run for 4 weeks.
Week One: 10 Basic cards.
Week Two: 10 "Initiate" cards.
Week Three: The other 10 "Initiate" cards.
Week Four: 15 expansion cards.
"Initiate" means the supplemental 20 cards Blizzard printed for Demon Hunter. Yours do not have to be named Initiate set.
Challenges
For the fourth and final phase, the contestants will undergo a battery of three challenges, two of which are influenced by the other 4 Phase Three contestants who didn't make it.
To make this as simple as possible:
Each of the finalists will be paired up with one of the other four.
If they do not help you complete the challenges within 48 hours of Phase Four ending (so, on July 17th), you may skip the challenges requiring your partner's help. If you want to play it safe, you can make cards that take the place of your partner's cards beforehand, in case communication proves difficult.
Each of the four finalists must give up a rare card. Their partner creates it for them instead.
Demon Hunter had a non-minion, non-quest legendary spell. While this precedent was set during AoO, we will take some creative liberties here. To my knowledge, every finalist has chosen a set with two legendaries. Therefore, one of them must be a minion, while the other must be a spell or a weapon. Your partner decides whether it is a spell or a weapon.
At this point, pretty much every class has one minion with an oddball tribe. Mages have a couple of Beasts thrown in there, Demons in Hunter, Murlocs in Warlock and Demon Hunter... The list goes on. One of your minions must have a tribe that is not normally associated with your class.
Klipce's Personal Challenge
Not gonna lie, making personal challenges is kinda fun...
Klipce's set debuts in Ungoro, where he essentially must have a minion and spell (Quest) legendary. So, his partner will instead decide whether the Quest reward is a minion or spell.
Pairings
Klipce and SideItem
McF4rtson and Jengus
Anatomy_Of_Time and MvonTzeskagrad
Ravennos and Artimex723
Submission Format
The Final Phase is different from the previous phases!
Contestants are required to create their own custom class thread.
However, a few restrictions still apply in the thread:
A maximum of two banners.
No golden cards, or any other form of decoration for your cards.
You are allowed six showcase cards. However, three must be from Phase Four, and the other three must be from previous phases.
Your thread will be titled: "[Class Competition Finalist] >your class name here<"
F.A.Q.
How is the Initiate set split in half?
There are 8 commons, 6 rares, 4 epics, and 2 legionaries. That makes splitting the Initiate set in half rather easy.
For Week Three, contestants will create 4 commons, 3 rares, 2 epics, and 1 legendary.
What expansions can I choose from?
You may select from any expansion except Mean Streets of Gadgetzan. This is due to the nature of tri-class cards.
Uh oh spaghettios, class cycles.
As I briefly touched upon in a reply in the preliminary thread, when the fourth week rolls around and you have to choose an expansion to slot your class into, you must have at least one all-class cycle.All-class, in this context, means both a cycle shared between all 9 classes, and a cycle that the League of EVIL classes or Explorers classes share.
While, at first, it seems to make sense that your custom class should adhere to all all-class cycles in a given expansion, Demon Hunter did not have a Prime legendary. However, it is recommended that you include all all-class cycles in your custom class. Some all-class cycles hinge on other cycles within the expansion. Use common sense when choosing which cycles to use and to not use. (ex. You do not have a Loa, but instead choose to have a Loa shrine)
To clarify, here are the all-class cycles you may choose from:
GvG: A class mech.
TGT: There is no theme shared between all classes.
WOTOG: There is no theme shared between all classes.
RR: Legendary Loa, thematically supporting legendary minion, Loa Spirit card with a 0/3 statline
RoS: EITHER One Lackey generation card + One Scheme spell OR Two Twinspells
Furthermore, each of the EVIL members have a "callback" to the expansions they were first introduced in. However, you do not need to do this as your custom class is being introduced and has nothing to callback.
SoU: EITHER A Plague spell OR A singleton legendary, a Quest that changes your Hero Power as a reward.
DoD: EITHER Galakrond + a Galakrond support card OR a Dragon Explorer minion + Two Sidequests, a Legendary Dragon.
AoO: There is no theme shared between all classes.
9/10 classes have a Prime legendary, 9/10 classes have a Dormant minion.
What about card cycles not shared between all nine classes, like Omega cards, or Aspirant cards?
You may pick and choose from those.
What about Hero Cards like Hagatha, Dr. Boom?
After much thought, I have decided to, for now, disallow Hero Cards in your expansion set unless it is a Galakrond hero. While I am aware Warlock came with Jaraxxus in their Classic set, I feel as though a new class receiving a massive power spike in the form of a Hero Card while other classes did not in that expansion will create an even worse problem DH did upon arrival.
Can I rename the "Initiate" set to whatever I want?
Yes.
What watermarks do I use?
For the "Initiate" set, you can use whatever watermark you think makes the most sense.
Do I have to follow the rarity distribution of the Demon Hunter Initiate set?
Yes.
You may not introduce a Legendary spell or Hero in the Initiate set as there are none in the current Demon Hunter example we've been given.
Do I need to adhere to Warcraft lore?
The short answer: no.
The long answer: Try your best to do so. Even if your Hero is not a character found in Warcraft, you can still achieve a general feel of Warcraftiness by using in-game place names and references. Put in the work and use some elbow grease. Do your research on WoWwiki.
Wait, am I a finalist ? How ? I thought the votes were supposed to be cumulative. Or maybe it's only the votes from phase 2 and 3 that are added ? Either way, I think I'm short of Artimex723. Is there another variable ?
With the votes from Phase 3 alone, McF4rtson, Anatomy_Of_Time and Ravennos as well as myself are finalists. The thing is, I only made it to this phase because there were no eliminations last phase. I made it because the votes were cumulative.
Phase 3 + Phase 2 tells a different story : the same first 3 with Artimex723 instead of me. Same thing if you add the votes from Phase 1.
If only the votes from last week decide the finalists, Artimex723 loses by 1 vote (just like I would have the week before...) and I can't stand for that. I'd rather step down and make sure that a contestant with a lead on me can go to the last round. Counting votes is never easy and different methods can yeld different results, which is why it's essential to be consistant with the rules.
Coming 5th with a podium of 4 is not a place I wanted to be in when I joined the competition, but it could be expexted. It's fair. 4th by a quirk of the rules, saved by the situation that would have eliminated me last time around, that's not a place I want to take.
Making it this far was great and I always enjoyed the competitions on this forum. I want to make sure that they are a place were everyone can come and have a good time, even when it doesn't work out. Losing because the votes weren't on my side, I can manage. Winning against someone who got better results, that's another story. I hope everyone can understand that.
In the end, I decided to go just purely by votes from phase three to four. Cumulative votes for finaliats do not make much sense to me as there were quite a few dropouts, which skew votes a bit, but the big one was that phase one was weighted upvotes, not a poll. I can't really add upvotes to poll votes so I decided to use cumulative votes as a way to allow as many people progress as far as possible before the final cut.
Alright, back home from work. I will continue to stress that I much rather have a clean cut rather than a tallied vote. Here are the reasons why:
There were several drop outs, which slightly skews votes.
A major factor is Phase One using weighted upvotes instead of polled votes. I can't really add upvotes to poll votes as some of the upvotes were on page 2.
Another major factor I realized was allowing people to pass on to each round is not as big of a deal compared to entering the final four. The stakes are much higher in the transition from Week Three to Four. Ignoring the shifting votes from week to week basically ignores how voters prefer the progression of the class as it goes from Basic to Initiate.
Now... Here is your chance to give me your opinions. I won't like it, but if the majority still wants a cumulative vote going into the final four, I'll oblige.
I will absolutely not budge on a cumulative vote for voting for the grand winner though. That must be done in a single poll.
Hey guys, I like to keep my head down on forums but this seems like a good time to speak up. So first off, there were inconsistencies about how we were informed about votes. It was certainly confusing at times. However, I don't think we can accurately use any weeks where it wasn't polls for a cumulative vote. The system they use to figure out votes for forum upvotes is notoriously difficult to balance; If you look back on some of the old polls (I used to post to the weeklies years back, this account is a throwaway because I don't really play HS anymore) there was always a massive surge in votes on posts made very near the beginning of the week, hence the formula. I'd suggest that if we want cumulative votes, we have to throw away those results; considering how small the overall number of voters is week to week, the issues with the way votes are given and even tallied for week one will likely have an effect on the overall winner.
That being said, I'm back and forth on cumulative voting at all. On the one hand it can bring through advantage or shore up a bad set, on the other it can damage you if one week you had a rough post. I think though I'd be fine with either.
@Klipce and @McF4rtson, maybe we should just partner Klipce and Artimex, and then they can make their own decision about who goes forward. At least then whoever goes forward, there will be no confusion for the other posters. I do respect your position Klipce, I hope that you come to a decision you're comfortable about after a decent conversation of points between the entrants.
All the discussion aside, congrats to the final four! I had fun making cards in complete silence, and I think every entrant has really put their best foot forward and it shows. And I'll do my best to make my card for Ninja fun... and probably a pirate.
Honestly I'd like to have @Artimex723's opinion on the issue. I get that votes were distributed unevenly throughout the competition and honestly I don't know what is best. I just think that expactations weren't properly set.
I just want to make sure that the final result is something everyone can agree on.
Since my nickname has been mentioned a few times, I feel obliged to write my opinion on the matter. I just want to say, that I really dislike the idea of cumulative votes in the final phase. It destroys the whole purpose of dividing the contest into phases. I got a lot of votes in the first phase, which was pushing me further. I didn't protest, because advancing to the 2nd and 3rd phase was a unimportant matter, but if we divide the contest into phases, they should be treated separately. I did poorly in the latest part, so I fall out now, and it makes sense. I would feel rather bad, if I advanced instead of someone who got more votes in 3rd phase.
Since my nickname has been mentioned a few times, I feel obliged to write my opinion on the matter. I just want to say, that I really dislike the idea of cumulative votes in the final phase. It destroys the whole purpose of dividing the contest into phases. I got a lot of votes in the first phase, which was pushing me further. I didn't protest, because advancing to the 2nd and 3rd phase was a unimportant matter, but if we divide the contest into phases, they should be treated separately. I did poorly in the latest part, so I fall out now, and it makes sense. I would feel rather bad, if I advanced instead of someone who got more votes in 3rd phase.
Well if you are okay with this result, I'll get to work on my set, I guess.
One issue tho : I'm planning on Journey to Un'Goro to be my release expansion which mean I have to make a legendary quest, which is in conflict with the second challenge. I'd say either the quest counts as the minion for the challenge and my teammate still chooses spell or weapon for the second legendary, or I could get a personal challenge instead.
Heh I had the same thought about Un’Goro, although I mostly figured it’d be an easy decision for me (since I just got to lean back and tell you to make a Legendary Quest you were already making).
I’ve got an idea for my Primalist rare already but I’ll wait to see what the rest of the set looks like in case it’s an idea you already have covered.
It's nice having a personal challenge ! I had something in mind for my quest but I'd rather wait for @Sideltem to choose the nature of the reward. Either way, here are the cards I have so far. I tried to emulate as many themes and cycles from Un'Goro. It's the set that brought me back to Hearthstone so it's really special for me.
Of course Elementals are a big part of this set but as the Primalist, I also added few Beasts and a Murloc in there. And for the odd-ball tribe, well I was considering Pirate or Mech but they didn't make much sense in Un'Goro crater so I went for a Dragon ! Adapt is obviously something that makes a lot of sense for my class, both mechanicaly and thematicaly. Discover is also made a comeback in this set and it seems like a fitting keyword for the Primalist.
Ok, for the personal challenge I'll say that the Quest reward should be a Spell. The Primalist Un'goro set is a little minion heavy (something that I, uhhh, didn't really help alleviate) and based on the actual game the Quest spell rewards tended to be more esoteric and fun.
Here's my take on the rare card slot:
First, apologies on the color scheme. I brute forced through the Hearthcards options to figure out the flair was the Witch Doctor option, but not sure how to make it purple rather than blue.
As for the card itself, it's a mix between Crackling Razormaw and Lightfused Stegodon. Originally thought I could push the stats to 3/4 based on Gentle Megasaur's precedent that Adapting a whole specific tribe is less than a (1) mana effect, but since this essentially gives, you at the very least, an Adaptation on a stick with the potential to become an Evolving Spores with some board setup I went more conservative.
As for your actual cards:
Roaring Devilsaur, Flame Lasher, and Snatch are great designs. Shinyfin Pearlfinder should be a 2/2, you only get to keep base stats and Discover if there's another condition, ala Dendrologist. I'm also not keen on using rarity as a category, but that's more of a personal taste thing.
Giving a minion "can't attack" is one of those fan creation things that has no consensus on how much it should cost. I think (5) is too much. When I made a non-damage/non-destroy class I made heavy use of attack limiting and I put the effect at (2). My reasoning was that there were numerous (2) cost spells that could (conditionally) just destroy a minion, so locking it down and thus conditionally neutralizing it as a threat instead of fully removing it) should cost the same. With some distance I think that's a bit too aggressive, so I'd suggest (3). I'd solicit other suggestions though.
Swift Mount feels overcosted. It requires a board to already be in place, and a board that just came into being since Rush is pointless on the second turn a minion's in play.
I think Tortolla could be "Gain +1/+1 for each tribe among your minions" so it counts itself. A 6/6 Taunt for (6) isn't game breaking on an empty board.
@Anatomy_of_Time
Really like Twisted Grovekeeper and Swamp Creeper (fun twist on Vilespine Slayer). Think Portable Drought has a minor typo, since I assume it's meant to give your minionS +1/+1.
Springbloom Herald having both a Bloom and "dragon in hand" hurdle feels a bit too much. A 5/10 Taunt is a hair above a vanilla cost (7) based on Furious Ettin, and "dragon in hand" requirements already let a minion get an additional mana worth of value. I'd say you'd be fine choosing either the Bloom or dragon requirement, rather than both.
I think your card is a very good addition to Klipce's set and actually I was a bit surprised not to see something similar in his set. BTW if you can spare the few minutes needed to remake the card, you can find the option to change color scheme on Hearthcards by choosing the Witch Doctor. You'll then find two buttons near the mana crystal on top of the card; by clicking one of them you can change from one color scheme to another (works for a bunch of other custom classes as well!)
Elderspring and Jadebark are both solid. I think Springbloom's Bloom effect might be a little overpowered now, since it gets you a Sleepy Dragon for (6) if you have the right hand size. If you're operating under a "if you hit the Bloom you get a (1) cost effect bump" then maybe change it to gaining +4 Health, which would make it a 4/10 Taunt for (6) and put it in line with Hungry Ettin.
As to the legendary minion, first, gonna say that we've definitely been drinking from the same inspiration pool since this was going to be my Legendary Boomsday scientist:
While I obviously think the start of game effects are great design, I also think it's something you'd need to seed and support more throughout the class cards. As is, of the minions and weapons in your class only Amethyst Staff cares about how much Spell Damage you have (as opposed to the various cards that care if you have a Spell Damage minion, which your hero having it wouldn't help), and only Sharpetal Dagger, Living Rose, and Regal Rosebeast add spells to your hand (and the first two are more Razorpetals). I understand the Baku connection would push this to a very "ALL the Razorpetals" style of deck, but contrast with the various minion generating spells that Hunter and Mage get in return for running no minions.
Of the other options, I like the Shudderwock-alike (although you'd want to make sure that Riverbound Cleaver is changed to just "give this" instead of "give this weapon" so it makes sense for Gnarlroot) since as you mention it can fit into any style of Bloom deck. #1 does have the benefit of being sneakily and flavorfully splashy, which is always a good aspect of class legendaries.
Just wanted to drop by for some potential feedback! The Monk will be taking on the old gods in Whispers of the Old Gods (which didn't have 2 legendaries but I just went with copying the DH rarity from Ashes)
There is a wild mix of cards in the bunch, with some loose archetypes being Combo Bounce to build up a lot of copies of minions that grant Attack, and Speed C'Thun to push as much power into the Old God as quick as possible before slamming it.
Thanks to Artimex723 for the Scheming Darkfin, which also happened to come from an oddball tribe, a Murloc. If that breaks the rules though, I will also adjust one of my own to an oddball tribe. I was also given the challenge of a Legendary Weapon! Anyway, here's the set:
Combo Bounce:
C'Thun's Might:
Misc Strategies/Gimmicks:
Thanks, feedback appreciated! Good luck guys!
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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!
I also think your first Gnarlroot is the best, also, works good for the control archetype as it gives it an actual win condition, besides Razorpetal burst.
On the same way, your first legendary weapon I like best. Personally would go for that, being simpler and stuff, although after rewording (something like "Harvest Season" where you discover plants instead of tarot?) could be awesome as well. Adventure is always an option xD
This is my first take on the spell, what do you think?
First takes on changing this card if I had to: Also adding Razorpetals to your hand, changing cost, making it add cards that summon the spirits while working as Razorpetals... or maybe something about making enemy Razorpetals summon the spirits, as a disruptive.
It doesn't need to be changed, but if you want to be a perfectionist, don't use Rush in your set since it wasn't introduced yet during WTG. (you could just do Charge, can't attack heroes this turn or something, if the card has enough room for that wordy text.)
That one is up to my partner, it will definitely be too wordy with that text though. I personally don't mind too much, since DH introduced keywords into the basic set that weren't there before, and yes while it's an old expansion, I think having it on one card is fine since if they were introduced that early then things like Lifesteal and Rush would have to be excluded from the basic and initiate set of cards as well.
Rollback Post to RevisionRollBack
Rastakhan's Rumble has some good art, lemme tell you... Also I'm a Class Design Finalist! Check out the Monk here!
Thanks a lot for the feedback and thank you @Sideltem for your reactivity. I love your card, I had something similar in mind but didn't find the space for it so it's great that you went there. Here is the current state of my set :
New cards :
Little explanation : when you run out of cards, you start drawing "Fatigue cards". Those deal increasing damage to your hero when you draw them. Endless Almanac replaces those with special cards that summon creatures from Un'Goro crater.
=>
Similarly to Fatigue, Thriving Wildlife improves each time you draw one, summoning bigger and bigger minions each time, up to 10-cost minions. This gives control Primalist decks a great late-game value engine to outpace other classes. It's a bit out there but I really like it.
This one is less flashy but it's a cool artwork ! Not sure about the power level... I think it's fine since Healing isn't that strong on it's own.
Changed cards :
=>
=>
Lots of minions in my class so I figured a spell wouldn't hurt.
=>
I wanted to give a little more weight to the big guy since the class lakes big minions and it's a giant wild god after all !
Rest of the set :
Clarification (I didn't get that question, just want to be head of the curve) : Fishy Waters chooses targets in your hand and then change the tribe so if you have Beasts and Murlocs in hand and it summons a Bease, it will summon the other beasts as well but not the Murlocs. I don't want to change Sleeping Dart as it can be frustrating to face.
Hope you like it :)
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The Custom Class Competition is back for its sixth iteration! We welcome any newcomers as well as old hands who've run through this grueling gauntlet of card creation before.
The good news is, said gauntlet is much smaller this time around. With the release of Demon Hunter, Blizzard has shown us how they release a custom class midway in the game's lifespan. Therefore, we will simulate this as close as possible. Take the time to read the rules or procedures below.
This is the Discussion Thread! Ask for feedback, return the favour, ask questions, etc. here.
Do NOT post your submission here.
Overview
Challenges
Submission Format
F.A.Q.
Competition Process
Wait, am I a finalist ? How ? I thought the votes were supposed to be cumulative. Or maybe it's only the votes from phase 2 and 3 that are added ? Either way, I think I'm short of Artimex723. Is there another variable ?
With the votes from Phase 3 alone, McF4rtson, Anatomy_Of_Time and Ravennos as well as myself are finalists. The thing is, I only made it to this phase because there were no eliminations last phase. I made it because the votes were cumulative.
Phase 3 + Phase 2 tells a different story : the same first 3 with Artimex723 instead of me. Same thing if you add the votes from Phase 1.
If only the votes from last week decide the finalists, Artimex723 loses by 1 vote (just like I would have the week before...) and I can't stand for that. I'd rather step down and make sure that a contestant with a lead on me can go to the last round. Counting votes is never easy and different methods can yeld different results, which is why it's essential to be consistant with the rules.
Coming 5th with a podium of 4 is not a place I wanted to be in when I joined the competition, but it could be expexted. It's fair. 4th by a quirk of the rules, saved by the situation that would have eliminated me last time around, that's not a place I want to take.
Making it this far was great and I always enjoyed the competitions on this forum. I want to make sure that they are a place were everyone can come and have a good time, even when it doesn't work out. Losing because the votes weren't on my side, I can manage. Winning against someone who got better results, that's another story. I hope everyone can understand that.
In the end, I decided to go just purely by votes from phase three to four. Cumulative votes for finaliats do not make much sense to me as there were quite a few dropouts, which skew votes a bit, but the big one was that phase one was weighted upvotes, not a poll. I can't really add upvotes to poll votes so I decided to use cumulative votes as a way to allow as many people progress as far as possible before the final cut.
Alright, back home from work. I will continue to stress that I much rather have a clean cut rather than a tallied vote. Here are the reasons why:
Now... Here is your chance to give me your opinions. I won't like it, but if the majority still wants a cumulative vote going into the final four, I'll oblige.
I will absolutely not budge on a cumulative vote for voting for the grand winner though. That must be done in a single poll.
Hey guys, I like to keep my head down on forums but this seems like a good time to speak up. So first off, there were inconsistencies about how we were informed about votes. It was certainly confusing at times. However, I don't think we can accurately use any weeks where it wasn't polls for a cumulative vote. The system they use to figure out votes for forum upvotes is notoriously difficult to balance; If you look back on some of the old polls (I used to post to the weeklies years back, this account is a throwaway because I don't really play HS anymore) there was always a massive surge in votes on posts made very near the beginning of the week, hence the formula. I'd suggest that if we want cumulative votes, we have to throw away those results; considering how small the overall number of voters is week to week, the issues with the way votes are given and even tallied for week one will likely have an effect on the overall winner.
That being said, I'm back and forth on cumulative voting at all. On the one hand it can bring through advantage or shore up a bad set, on the other it can damage you if one week you had a rough post. I think though I'd be fine with either.
@Klipce and @McF4rtson, maybe we should just partner Klipce and Artimex, and then they can make their own decision about who goes forward. At least then whoever goes forward, there will be no confusion for the other posters. I do respect your position Klipce, I hope that you come to a decision you're comfortable about after a decent conversation of points between the entrants.
All the discussion aside, congrats to the final four! I had fun making cards in complete silence, and I think every entrant has really put their best foot forward and it shows. And I'll do my best to make my card for Ninja fun... and probably a pirate.
Honestly I'd like to have @Artimex723's opinion on the issue. I get that votes were distributed unevenly throughout the competition and honestly I don't know what is best. I just think that expactations weren't properly set.
I just want to make sure that the final result is something everyone can agree on.
Alright, for the time being, I'll pause the contest until we reach a consensus.
At this point, this class comp really is the guinea pig for testing what I'd call an ideal contest for the future.
Since my nickname has been mentioned a few times, I feel obliged to write my opinion on the matter. I just want to say, that I really dislike the idea of cumulative votes in the final phase. It destroys the whole purpose of dividing the contest into phases. I got a lot of votes in the first phase, which was pushing me further. I didn't protest, because advancing to the 2nd and 3rd phase was a unimportant matter, but if we divide the contest into phases, they should be treated separately. I did poorly in the latest part, so I fall out now, and it makes sense. I would feel rather bad, if I advanced instead of someone who got more votes in 3rd phase.
Well if you are okay with this result, I'll get to work on my set, I guess.
One issue tho : I'm planning on Journey to Un'Goro to be my release expansion which mean I have to make a legendary quest, which is in conflict with the second challenge. I'd say either the quest counts as the minion for the challenge and my teammate still chooses spell or weapon for the second legendary, or I could get a personal challenge instead.
Heh I had the same thought about Un’Goro, although I mostly figured it’d be an easy decision for me (since I just got to lean back and tell you to make a Legendary Quest you were already making).
I’ve got an idea for my Primalist rare already but I’ll wait to see what the rest of the set looks like in case it’s an idea you already have covered.
So I am going to assume we have reached a consensus?
Also didn't realize someone was in Ungoro. Don't worry...
Because you will get a PeRsOnAl ChAlLeNgE!!!
It's nice having a personal challenge ! I had something in mind for my quest but I'd rather wait for @Sideltem to choose the nature of the reward. Either way, here are the cards I have so far. I tried to emulate as many themes and cycles from Un'Goro. It's the set that brought me back to Hearthstone so it's really special for me.
Of course Elementals are a big part of this set but as the Primalist, I also added few Beasts and a Murloc in there. And for the odd-ball tribe, well I was considering Pirate or Mech but they didn't make much sense in Un'Goro crater so I went for a Dragon ! Adapt is obviously something that makes a lot of sense for my class, both mechanicaly and thematicaly. Discover is also made a comeback in this set and it seems like a fitting keyword for the Primalist.
Tempo cards :
Control cards :
Value cards :
Hope you like it, would love feedback !
Ok, for the personal challenge I'll say that the Quest reward should be a Spell. The Primalist Un'goro set is a little minion heavy (something that I, uhhh, didn't really help alleviate) and based on the actual game the Quest spell rewards tended to be more esoteric and fun.
Here's my take on the rare card slot:
First, apologies on the color scheme. I brute forced through the Hearthcards options to figure out the flair was the Witch Doctor option, but not sure how to make it purple rather than blue.
As for the card itself, it's a mix between Crackling Razormaw and Lightfused Stegodon. Originally thought I could push the stats to 3/4 based on Gentle Megasaur's precedent that Adapting a whole specific tribe is less than a (1) mana effect, but since this essentially gives, you at the very least, an Adaptation on a stick with the potential to become an Evolving Spores with some board setup I went more conservative.
As for your actual cards:
Roaring Devilsaur, Flame Lasher, and Snatch are great designs. Shinyfin Pearlfinder should be a 2/2, you only get to keep base stats and Discover if there's another condition, ala Dendrologist. I'm also not keen on using rarity as a category, but that's more of a personal taste thing.
Giving a minion "can't attack" is one of those fan creation things that has no consensus on how much it should cost. I think (5) is too much. When I made a non-damage/non-destroy class I made heavy use of attack limiting and I put the effect at (2). My reasoning was that there were numerous (2) cost spells that could (conditionally) just destroy a minion, so locking it down and thus conditionally neutralizing it as a threat instead of fully removing it) should cost the same. With some distance I think that's a bit too aggressive, so I'd suggest (3). I'd solicit other suggestions though.
Swift Mount feels overcosted. It requires a board to already be in place, and a board that just came into being since Rush is pointless on the second turn a minion's in play.
I think Tortolla could be "Gain +1/+1 for each tribe among your minions" so it counts itself. A 6/6 Taunt for (6) isn't game breaking on an empty board.
@Anatomy_of_Time
Really like Twisted Grovekeeper and Swamp Creeper (fun twist on Vilespine Slayer). Think Portable Drought has a minor typo, since I assume it's meant to give your minionS +1/+1.
Springbloom Herald having both a Bloom and "dragon in hand" hurdle feels a bit too much. A 5/10 Taunt is a hair above a vanilla cost (7) based on Furious Ettin, and "dragon in hand" requirements already let a minion get an additional mana worth of value. I'd say you'd be fine choosing either the Bloom or dragon requirement, rather than both.
Huh, you learn something new every day! Thanks!
Elderspring and Jadebark are both solid. I think Springbloom's Bloom effect might be a little overpowered now, since it gets you a Sleepy Dragon for (6) if you have the right hand size. If you're operating under a "if you hit the Bloom you get a (1) cost effect bump" then maybe change it to gaining +4 Health, which would make it a 4/10 Taunt for (6) and put it in line with Hungry Ettin.
As to the legendary minion, first, gonna say that we've definitely been drinking from the same inspiration pool since this was going to be my Legendary Boomsday scientist:
While I obviously think the start of game effects are great design, I also think it's something you'd need to seed and support more throughout the class cards. As is, of the minions and weapons in your class only Amethyst Staff cares about how much Spell Damage you have (as opposed to the various cards that care if you have a Spell Damage minion, which your hero having it wouldn't help), and only Sharpetal Dagger, Living Rose, and Regal Rosebeast add spells to your hand (and the first two are more Razorpetals). I understand the Baku connection would push this to a very "ALL the Razorpetals" style of deck, but contrast with the various minion generating spells that Hunter and Mage get in return for running no minions.
Of the other options, I like the Shudderwock-alike (although you'd want to make sure that Riverbound Cleaver is changed to just "give this" instead of "give this weapon" so it makes sense for Gnarlroot) since as you mention it can fit into any style of Bloom deck. #1 does have the benefit of being sneakily and flavorfully splashy, which is always a good aspect of class legendaries.
Just wanted to drop by for some potential feedback! The Monk will be taking on the old gods in Whispers of the Old Gods (which didn't have 2 legendaries but I just went with copying the DH rarity from Ashes)
There is a wild mix of cards in the bunch, with some loose archetypes being Combo Bounce to build up a lot of copies of minions that grant Attack, and Speed C'Thun to push as much power into the Old God as quick as possible before slamming it.
Thanks to Artimex723 for the Scheming Darkfin, which also happened to come from an oddball tribe, a Murloc. If that breaks the rules though, I will also adjust one of my own to an oddball tribe. I was also given the challenge of a Legendary Weapon! Anyway, here's the set:
Combo Bounce:
C'Thun's Might:
Misc Strategies/Gimmicks:
Thanks, feedback appreciated! Good luck guys!
Rastakhan's Rumble has some good art, lemme tell you... Also I'm a Class Design Finalist! Check out the Monk here!
@Anatomy_of_Time
I also think your first Gnarlroot is the best, also, works good for the control archetype as it gives it an actual win condition, besides Razorpetal burst.
On the same way, your first legendary weapon I like best. Personally would go for that, being simpler and stuff, although after rewording (something like "Harvest Season" where you discover plants instead of tarot?) could be awesome as well. Adventure is always an option xD
This is my first take on the spell, what do you think?
First takes on changing this card if I had to: Also adding Razorpetals to your hand, changing cost, making it add cards that summon the spirits while working as Razorpetals... or maybe something about making enemy Razorpetals summon the spirits, as a disruptive.
Click to see my Hearthstone projects:
It doesn't need to be changed, but if you want to be a perfectionist, don't use Rush in your set since it wasn't introduced yet during WTG. (you could just do Charge, can't attack heroes this turn or something, if the card has enough room for that wordy text.)
That one is up to my partner, it will definitely be too wordy with that text though. I personally don't mind too much, since DH introduced keywords into the basic set that weren't there before, and yes while it's an old expansion, I think having it on one card is fine since if they were introduced that early then things like Lifesteal and Rush would have to be excluded from the basic and initiate set of cards as well.
Rastakhan's Rumble has some good art, lemme tell you... Also I'm a Class Design Finalist! Check out the Monk here!
Thanks a lot for the feedback and thank you @Sideltem for your reactivity. I love your card, I had something similar in mind but didn't find the space for it so it's great that you went there. Here is the current state of my set :
New cards :
Little explanation : when you run out of cards, you start drawing "Fatigue cards". Those deal increasing damage to your hero when you draw them. Endless Almanac replaces those with special cards that summon creatures from Un'Goro crater.
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Similarly to Fatigue, Thriving Wildlife improves each time you draw one, summoning bigger and bigger minions each time, up to 10-cost minions. This gives control Primalist decks a great late-game value engine to outpace other classes. It's a bit out there but I really like it.
This one is less flashy but it's a cool artwork ! Not sure about the power level... I think it's fine since Healing isn't that strong on it's own.
Changed cards :
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Lots of minions in my class so I figured a spell wouldn't hurt.
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I wanted to give a little more weight to the big guy since the class lakes big minions and it's a giant wild god after all !
Rest of the set :
Clarification (I didn't get that question, just want to be head of the curve) : Fishy Waters chooses targets in your hand and then change the tribe so if you have Beasts and Murlocs in hand and it summons a Bease, it will summon the other beasts as well but not the Murlocs. I don't want to change Sleeping Dart as it can be frustrating to face.
Hope you like it :)