One more question: If a class provides a new Keyword, does it have to be showcased in 1st phase?
Great question. I just asked the same one myself haha. If you notice, the classes that have a class keyword do NOT use them in the BASIC set. To follow that pattern, the new keyword cannot be used on a card in the basic set for phase 1. You may provide the tooltip for context about your class's identity, but again, it CANNOT be printed on a card in the basic set.
Hey I wanted to pass this off for use because I'm building a different cardback for my class this time. Go wild, it's fair game. I can send you the originals if you want to edit it for yourself at all too.
Hallo, im working on a blood mage class and o have this so far:
Still working on giving him more identity since im sure must have been done before. I want to make it around spells and attacks buffs, maybe otk setups. I will post some feedback tomorrow and sorry about the images being big, post it on mobile.
Don't forget a bolded "Hero Power" on your Hero Power token. Speaking of which, this can give your own hero attack. Furthermore, this is a permanent Attack buff, far too strong.
Crimson Sacrifice is too strong. It's a 6 mana 7 Spell Damage card with the humble Oasis Snapjaw, and that is not even the most optimal card you can use.
I'll get to Bloodwalker in a bit.
Crimson Blast is going to be abused, and you know it.
Going back to Bloodwalker and these three cards in general, they're all far too complicated for a Basic Set. The most complex cards in the entire Basic set are Tracking and Sightless Watcher, and there was just one of these cards per class.
I don't want to give away my class yet, but it's gonna be something with a bunch of debuffs and single-target removals. This is the first card that I made for it a while ago and then I realized that Silence is a no-go in the basic set, so I thought I'd ask for ideas here on how to replace it. I know I could simply use the card in Classic set, but I really want in the basic, as it shows clearly the class identity.
Aw damn, that's such a flavourful card for the class that it sounds like you're making.
Maybe just move it to your "initiate" set as a rare or something instead? The basic class sets tend to have very few minions so maybe just make a small debuff spell for your basic, like 0 mana: "reduce the attack of a minion by 2" and that's it. Ain't gotta be wild but something like that would make people look and think "there's a miracle deck in there somewhere" and think about your class more and constructing decks with it :)
So I use to have an account until the Twitch merge and haven't posted for years but I guess there's no restrictions on new accounts entering? I've already put together the basic cards for mine and love these creative competitions so much!
Also, my class is MDF expansion based and if I make it that far, is it ok for my corrupted cards to feature the same original art but with poorly drawn tentacles on it? Or would I lose brownie points for that?
So I use to have an account until the Twitch merge and haven't posted for years but I guess there's no restrictions on new accounts entering? I've already put together the basic cards for mine and love these creative competitions so much!
Also, my class is MDF expansion based and if I make it that far, is it ok for my corrupted cards to feature the same original art but with poorly drawn tentacles on it? Or would I lose brownie points for that?
Anyone can join.
And it is up to you what sort of art you want. I can't say for sure whether you'll be shooting yourself in the foot if you do this or not, it is up to the voters.
The identity of this class is about doing constant and efficient use of your hero power and midrange oriented minions. Later in Phase 2 onward I want to add a Keyword called Submerged which triggers the corresponding effect when your deck is 15 cards or below to futher improve the synergy between control tools and drawing with the Submerged keyword.
Hero Power Manipulation
Play scary threats by dicounting them with your Hero Power synergy:
You can Stall and Gain armor in several ways:
I plan to work on big, scary Sea Monsters, something Hearthstone is really lacking:
Well, Here is my Fisrt Attempt, the Warper :D, i have some issues with the unique Keyword, but is not a thing to discuss for this week. While Druid Ramps, and tries to get tokens to buff them with its own stuff, the Warper Cheats mana by reducing its own stuff cost gambling, and its more annoying, stealing attack and buffing friendly minions with the stolen stats.
Here are the Hero, the Hero Power, and some of the basic Cards, (i Still have doubst on some of them, so any feedback would be apreciated :D )
That Said, here it is
Tokens
I was thinking on giving Lifesteal to the class, but only in weapons and some high cost minions, like in the Control orb for example.
How does this work? Does it debuff an enemy minion and buff this weapon at the same time so it goes 1,3,5,7 meanwhile debuffing 8 attack from enemies? Because if so that's already very powerful and adding lifesteal to it would be 16 damage and 16 health for 5 mana which is amazing as is, let alone the 8 attack debuff. However your 9 mana mech could have lifesteal maybe, especially when compared to the shaman 8 mana windfury lifesteal elemental. Maybe knock off 1 stat as it is a basic minion?
How does this work? Does it debuff an enemy minion and buff this weapon at the same time so it goes 1,3,5,7 meanwhile debuffing 8 attack from enemies? Because if so that's already very powerful and adding lifesteal to it would be 16 damage and 16 health for 5 mana which is amazing as is, let alone the 8 attack debuff. However your 9 mana mech could have lifesteal maybe, especially when compared to the shaman 8 mana windfury lifesteal elemental. Maybe knock off 1 stat as it is a basic minion?
Yeah, thats how it works, maybe, and seen that way, maybe its better if it does not have lifesteal
Hey uh, this is literally just Sea Witch from a few contests back. You probably didn't intend to just use the same concept, but the deck manipulation element was the whole core of the class. Also, the guy who made Sea Witch Co-runs these nowadays and also made the cardback from scratch, so it feels a bit tacky to just do what won before.
Wrong template used for hero. Hero Power is missing a mana cost and a bolded "Hero Power". See in-game hero powers.
Overall, the class' basic set is far too complex. Your class is actually quite similar to a Sea Witch class (deck manipulation, shuffling cards into your deck, etc.) I did a few years back so I can give you some more directed tips as well.
You have cards that use "Discover" and "Deathrattle" in your Basic Set, these are not allowed as these keywords don't appear in the Basic Set.
Riptide is just a straight upgrade from Arcane Explosion. Aquatic Shield is pretty much useless, you want healing on demand, not heavily delayed healing. Overall, your basic set has a ton of mana manipulation and cost reduction/increase as well. Again, far too much going on here.
"Stealing" attack is a pretty new wording, something that is better left in Initiate or even your expansion. If you want to introduce stealing attack in your Basic Set, I'd keep it a lot more simple: "Reduce a minion's attack by X, increase a random friendly minion's attack by X". However, keep in mind, one design philosophy that has stood the test of time is not being able to reduce a minion's attack to 0 permanently in constructed play. Your class would violate this.
Overall, I think this basic set is fairly solid, though you have some typos here and there such as in Time Warp Technician's text, and Bodyguard Prototype. Chrono-Readings seems extremely weak, as you need to summon 3 minion just to slightly go over breaking even, mana-wise. Meanwhile, your token generation cards are also weak. 4 mana for 3/6 worth of stats is solid, but not when they are spread out as three 1/2's. The Chef card is also very low impact, basically being a 4 mana 1/4 deal 2. I think the next step is to clear up the direction your class wants to head in, as you seem to be cramming too much into 10 cards.
Wrong template used for hero. Hero Power is missing a mana cost and a bolded "Hero Power". See in-game hero powers.
Overall, the class' basic set is far too complex. Your class is actually quite similar to a Sea Witch class (deck manipulation, shuffling cards into your deck, etc.) I did a few years back so I can give you some more directed tips as well.
You have cards that use "Discover" and "Deathrattle" in your Basic Set, these are not allowed as these keywords don't appear in the Basic Set.
Riptide is just a straight upgrade from Arcane Explosion. Aquatic Shield is pretty much useless, you want healing on demand, not heavily delayed healing. Overall, your basic set has a ton of mana manipulation and cost reduction/increase as well. Again, far too much going on here.
"Stealing" attack is a pretty new wording, something that is better left in Initiate or even your expansion. If you want to introduce stealing attack in your Basic Set, I'd keep it a lot more simple: "Reduce a minion's attack by X, increase a random friendly minion's attack by X". However, keep in mind, one design philosophy that has stood the test of time is not being able to reduce a minion's attack to 0 permanently in constructed play. Your class would violate this.
Overall, I think this basic set is fairly solid, though you have some typos here and there such as in Time Warp Technician's text, and Bodyguard Prototype. Chrono-Readings seems extremely weak, as you need to summon 3 minion just to slightly go over breaking even, mana-wise. Meanwhile, your token generation cards are also weak. 4 mana for 3/6 worth of stats is solid, but not when they are spread out as three 1/2's. The Chef card is also very low impact, basically being a 4 mana 1/4 deal 2. I think the next step is to clear up the direction your class wants to head in, as you seem to be cramming too much into 10 cards.
I will fix the other issues, but I have one question, how do I out the correct template for the hero portrait, I don't know how to do it in the card generator, thanks in advance
Wrong template used for hero. Hero Power is missing a mana cost and a bolded "Hero Power". See in-game hero powers.
Overall, the class' basic set is far too complex. Your class is actually quite similar to a Sea Witch class (deck manipulation, shuffling cards into your deck, etc.) I did a few years back so I can give you some more directed tips as well.
You have cards that use "Discover" and "Deathrattle" in your Basic Set, these are not allowed as these keywords don't appear in the Basic Set.
Riptide is just a straight upgrade from Arcane Explosion. Aquatic Shield is pretty much useless, you want healing on demand, not heavily delayed healing. Overall, your basic set has a ton of mana manipulation and cost reduction/increase as well. Again, far too much going on here.
"Stealing" attack is a pretty new wording, something that is better left in Initiate or even your expansion. If you want to introduce stealing attack in your Basic Set, I'd keep it a lot more simple: "Reduce a minion's attack by X, increase a random friendly minion's attack by X". However, keep in mind, one design philosophy that has stood the test of time is not being able to reduce a minion's attack to 0 permanently in constructed play. Your class would violate this.
Overall, I think this basic set is fairly solid, though you have some typos here and there such as in Time Warp Technician's text, and Bodyguard Prototype. Chrono-Readings seems extremely weak, as you need to summon 3 minion just to slightly go over breaking even, mana-wise. Meanwhile, your token generation cards are also weak. 4 mana for 3/6 worth of stats is solid, but not when they are spread out as three 1/2's. The Chef card is also very low impact, basically being a 4 mana 1/4 deal 2. I think the next step is to clear up the direction your class wants to head in, as you seem to be cramming too much into 10 cards.
Could it work if i make it, "not less than 1") if it isnt until the next turn ?
That is why I said it is a fairly new wording. It was introduced just last set. I recommend keeping Basic Set cards as simple and straightforward as possible.
So long as you find a way to not violate that unspoken rule, whatever you think of should be good.
I will fix the other issues, but I have one question, how do I out the correct template for the hero portrait, I don't know how to do it in the card generator, thanks in advance
Use the button under "Power". It's called "Portrait".
Great question. I just asked the same one myself haha. If you notice, the classes that have a class keyword do NOT use them in the BASIC set. To follow that pattern, the new keyword cannot be used on a card in the basic set for phase 1. You may provide the tooltip for context about your class's identity, but again, it CANNOT be printed on a card in the basic set.
Hey I wanted to pass this off for use because I'm building a different cardback for my class this time. Go wild, it's fair game. I can send you the originals if you want to edit it for yourself at all too.
{{CCLASS=warden8135}}
There's some more tools and card borders here.
The Submission Thread has been unlocked. For the newer contestants, here is a very quick rundown of what we're looking for:
10 cards in total, all Basic Set, your Hero, and your Hero Power.
3 cards in your Basic set, your Hero, and your Hero Power can be displayed. The other 7 cards must be hidden in a spoiler.
Hallo, im working on a blood mage class and o have this so far:
Still working on giving him more identity since im sure must have been done before. I want to make it around spells and attacks buffs, maybe otk setups. I will post some feedback tomorrow and sorry about the images being big, post it on mobile.
Don't forget a bolded "Hero Power" on your Hero Power token. Speaking of which, this can give your own hero attack. Furthermore, this is a permanent Attack buff, far too strong.
Crimson Sacrifice is too strong. It's a 6 mana 7 Spell Damage card with the humble Oasis Snapjaw, and that is not even the most optimal card you can use.
I'll get to Bloodwalker in a bit.
Crimson Blast is going to be abused, and you know it.
Going back to Bloodwalker and these three cards in general, they're all far too complicated for a Basic Set. The most complex cards in the entire Basic set are Tracking and Sightless Watcher, and there was just one of these cards per class.
Now should these one or two be in the Basic Set or the Initiate?
:thonk: They're expansion cards tho.
I don't want to give away my class yet, but it's gonna be something with a bunch of debuffs and single-target removals. This is the first card that I made for it a while ago and then I realized that Silence is a no-go in the basic set, so I thought I'd ask for ideas here on how to replace it. I know I could simply use the card in Classic set, but I really want in the basic, as it shows clearly the class identity.
Aw damn, that's such a flavourful card for the class that it sounds like you're making.
Maybe just move it to your "initiate" set as a rare or something instead? The basic class sets tend to have very few minions so maybe just make a small debuff spell for your basic, like 0 mana: "reduce the attack of a minion by 2" and that's it. Ain't gotta be wild but something like that would make people look and think "there's a miracle deck in there somewhere" and think about your class more and constructing decks with it :)
So I use to have an account until the Twitch merge and haven't posted for years but I guess there's no restrictions on new accounts entering? I've already put together the basic cards for mine and love these creative competitions so much!
Also, my class is MDF expansion based and if I make it that far, is it ok for my corrupted cards to feature the same original art but with poorly drawn tentacles on it? Or would I lose brownie points for that?
Can't use Silence in basic.
Anyone can join.
And it is up to you what sort of art you want. I can't say for sure whether you'll be shooting yourself in the foot if you do this or not, it is up to the voters.
You could always remove the silence part, and keep it as "At the end of your turn, give a random enemy minion -2 Attack"
Hero: Naga Sea Witch
The identity of this class is about doing constant and efficient use of your hero power and midrange oriented minions. Later in Phase 2 onward I want to add a Keyword called Submerged which triggers the corresponding effect when your deck is 15 cards or below to futher improve the synergy between control tools and drawing with the Submerged keyword.
Hero Power Manipulation
Play scary threats by dicounting them with your Hero Power synergy:
You can Stall and Gain armor in several ways:
I plan to work on big, scary Sea Monsters, something Hearthstone is really lacking:
Well, Here is my Fisrt Attempt, the Warper :D, i have some issues with the unique Keyword, but is not a thing to discuss for this week. While Druid Ramps, and tries to get tokens to buff them with its own stuff, the Warper Cheats mana by reducing its own stuff cost gambling, and its more annoying, stealing attack and buffing friendly minions with the stolen stats.
Here are the Hero, the Hero Power, and some of the basic Cards, (i Still have doubst on some of them, so any feedback would be apreciated :D )
That Said, here it is
Tokens
I was thinking on giving Lifesteal to the class, but only in weapons and some high cost minions, like in the Control orb for example.
How does this work? Does it debuff an enemy minion and buff this weapon at the same time so it goes 1,3,5,7 meanwhile debuffing 8 attack from enemies? Because if so that's already very powerful and adding lifesteal to it would be 16 damage and 16 health for 5 mana which is amazing as is, let alone the 8 attack debuff. However your 9 mana mech could have lifesteal maybe, especially when compared to the shaman 8 mana windfury lifesteal elemental. Maybe knock off 1 stat as it is a basic minion?
Yeah, thats how it works, maybe, and seen that way, maybe its better if it does not have lifesteal
Hey uh, this is literally just Sea Witch from a few contests back. You probably didn't intend to just use the same concept, but the deck manipulation element was the whole core of the class. Also, the guy who made Sea Witch Co-runs these nowadays and also made the cardback from scratch, so it feels a bit tacky to just do what won before.
Wrong template used for hero. Hero Power is missing a mana cost and a bolded "Hero Power". See in-game hero powers.
Overall, the class' basic set is far too complex. Your class is actually quite similar to a Sea Witch class (deck manipulation, shuffling cards into your deck, etc.) I did a few years back so I can give you some more directed tips as well.
You have cards that use "Discover" and "Deathrattle" in your Basic Set, these are not allowed as these keywords don't appear in the Basic Set.
Riptide is just a straight upgrade from Arcane Explosion. Aquatic Shield is pretty much useless, you want healing on demand, not heavily delayed healing. Overall, your basic set has a ton of mana manipulation and cost reduction/increase as well. Again, far too much going on here.
"Stealing" attack is a pretty new wording, something that is better left in Initiate or even your expansion. If you want to introduce stealing attack in your Basic Set, I'd keep it a lot more simple: "Reduce a minion's attack by X, increase a random friendly minion's attack by X". However, keep in mind, one design philosophy that has stood the test of time is not being able to reduce a minion's attack to 0 permanently in constructed play. Your class would violate this.
Overall, I think this basic set is fairly solid, though you have some typos here and there such as in Time Warp Technician's text, and Bodyguard Prototype. Chrono-Readings seems extremely weak, as you need to summon 3 minion just to slightly go over breaking even, mana-wise. Meanwhile, your token generation cards are also weak. 4 mana for 3/6 worth of stats is solid, but not when they are spread out as three 1/2's. The Chef card is also very low impact, basically being a 4 mana 1/4 deal 2. I think the next step is to clear up the direction your class wants to head in, as you seem to be cramming too much into 10 cards.
But, Ancient Void Hound Does it
Could it work if i make it, "not less than 1") if it isnt until the next turn ?
I will fix the other issues, but I have one question, how do I out the correct template for the hero portrait, I don't know how to do it in the card generator, thanks in advance
That is why I said it is a fairly new wording. It was introduced just last set. I recommend keeping Basic Set cards as simple and straightforward as possible.
So long as you find a way to not violate that unspoken rule, whatever you think of should be good.
Use the button under "Power". It's called "Portrait".