Wow, I am very sorry Laurendor. I did not realize you had essentially called dibs on The Plaguebringer class. After I went back to the first page I noticed you did in fact make a post about that. I will change the name and identity a bit of my class, but the cards will mostly stay the same. Sorry again for the confusion
Wow, I am very sorry Laurendor. I did not realize you had essentially called dibs on The Plaguebringer class. After I went back to the first page I noticed you did in fact make a post about that. I will change the name and identity a bit of my class, but the cards will mostly stay the same. Sorry again for the confusion
Hey Screwjank! Please don't be sorry I actually didn't even see your entry yet! Not a problem for me and if you want to go ahead with a Plaguebringer class please do!
Taking all the feedback into account I made quite a lot of changes to my basic set. Here are the cards I prepared, comments will be under them.
Hero Power Token:
Comments:
As you can see I changed the majority of my cards, which doesn't really mean I'm ditching the old concepts. Some cards were just too complicated for a basic set or simply used mechanics, which are not allowed in a basic set, such as mana manipulation.
I also decided to drop the concept of saving coins, as it seemed too complicated and too risky in terms of balance.
Bilgewater Muscles were changed. Now they are kind of similar to the Clown card from Darkmoon. The class itself will be kind of Midrange/Aggro oriented, so this is meant to be kind of a "Last Resort" defensive card.
Gadgetzan Dream wasn't changed. I saw someone suggesting it's too weak, but I believe it would be busted for 4 mana. After all, if you manage to cast it early in the game, you can potentially create some nasty combos with old Malygos, Mecha'thun etc. And even though these cards are now in wild, at the moment I'm planning to introduce my class in Witchwood and I have to consider neutral combos as well.
I believe the changes I made will result in achieving the Cartelist's identity as an Aggro/Midrange class. There are some Zoo(ish) archetypes planned, that's why Fireside Gathering is here. More card draw will also definitely help.
Yes, I know Stalking is a 4-lines card, but I really don't know how to make the text shorter without reducing it's clarity.
Ok, that's all from me for now. As usual I would be very glad to hear some feedback from you guys. As for some comments on other people's ideas I will have to look into it a bit more, but for now I really like MvonTzeskagrad's class. It's my favorite at the moment.
First things first, great art, it really fits the Hearthstone style well.
The Specimen card has a way too weird name. I get the reference but it is weird to have a real date in a card name, and a lot of people won't get the reference. Also i think the wording is wrong. The way you phrased it, the "and this deathrattle" bit is tied to the "Deal" verb. It should be "Deathrattle: Deal 1 damage to all minions and give them this Deathrattle". Which i think it's OP by the way. Can easily turn into a 2 mana full board clear.
Assessing Symptoms on the other hand is too weak. the -2 health is just Deal 2 damage, and the -2 Attack is pretty weak. For a 5 mana card and the fact it's random, it's too expensive. Could even be 3 mana imo.
Not sure Fatigue cards are allowed in the basic set
Pestered Mice is a better Kobold Apprentice. I think it should be 4 mana with the added lifesteal.
Slimepalooza is OP. It's a full board clear for 5 mana, Twisting Nether cries in the corner. Staff of Scales is a treasure in duels and it's supposed to be an OP card better than anything they'd ever print for real. Look at Webweave.
Overall great job at capturing the character in a class but you need to tone down the removal and aoe a bit.
Sand is a weird name for a spell school, but not sure what else it could be called.
I liked the name Accelerate better
Adept Chronomancer is neat but i fear it will be an auto include in the class... forever. You'd never want to not have 0 mana 2/3 pseudo coins, no matter what deck you're playing. Plus they could easily make the class feel too oppressive with the bounce synergy.
And as a reply, i could make the Heritage cards the class mechanic, kinda like Spare Parts, but idk what the hero power could be to capture the same flavor. 5 hero powers that change every turn is also a bit too much for a basic hero power. I'll think about it.
The first Heartbane Ritual art looks like what it would be the starting version and the second one is what Blizzard would nerf it to like they nerfed Jaina and Secret Keeper kappa
Return to Life 3 is High Inquisitor Whitemane. the 4th version is anti board clear which is unfun. I like the first version tbh, also you could rename it to "Corpse Run" to be a more direct reference?
Not much else to add, like others said be careful to not turn into priest 2.0
Cool hero power, might be too snowbally if the enemy can't deal with it early.
Toxic Fangs is worrying me a lot. Dealing 3 damage to anything for "free" can easily turn into an OTK, also Auctioneer since you like bringing him up so much :) . With Excess Chitin that is 9 damage for 3 mana in 2 cards, the strongest in the game i believe. Mage can do 7 with Frostbolt and Ice Lance. Can be 12 damage if you have 1 Armor previously.
Crypt Queen allows for an OP combo with Toxic Fangs. Just hit her over and over, amass more armor than you lose, then start spamming face like Raza priest.
Dynamite Shot is a tad too strong as it's essentially a better Shadowbolt if you target a minion.
Without hand buffs, Bilgewater Goon might be too weak
Thank You for the feedback. I wasn't sure about the balance on Dynamite Shot. I compared it to Dunk Tank, but I suppose powercreep makes new cards naturally stronger than older ones. I will make it deal 2 damage instead of 3 to tune it down a bit. As for Bilgewater Muscles, I think a 7 mana 9/9 with taunt is fine for a basic card. With hand buffs it will definitely be stronger, but I'm not planning any for my class.
Finally I have access to PC, so I'll post my class real quick! I'll also try to give some feedback soon!
Some of the arts are still placeholder, but I just want to post the cards to get some feedback! I present you:
Witch Doctor!!!
Ritualist tools:
Note that 'temporary' in Hero Power means that Tools will be discarded at the end of turn, just like Echo or Throw Glaive.
Right off, I present you a Keyword used by this class, starting from week 2: Ritual
In-game it would look similarly to Secrets, by taking one of 5 slots on your Hero's portrait, and will have it's own symbol:
Kinda like this, but better:
As keyword implies, this class will be a bit more focused on it's Hero Power than others. I also allowed myself to give a general view on class themes, mechanics, strengths and weaknesses in the following spoiler:
Themes: Rituals, small minions, soul manipulating, dark magic, alchemy.
Mechanics: Hero Power synergies, sacrificing minions, (0)-cost spells, weapons, and as side mechanics, shuffling and copying cards.
Strenghts: Generating cards, swarming board, efficient AoE, and a bit of combo potential, thanks to delaying effects trough Keyword, and a bit of Mana-cheating.
Limitations: Not many hard removals, limited card draw, and a bit of survivability thanks to some healing cards.
Weaknesses: Lack of bigger minions, later in the game class tries to keep playing rather by generating cards than having late game options, lack of buffs, swarming decks rather rely on on-death effects, and very little burst.
Minion types and spell schools: Witch doctors don't realy rely on any minion type, but the most common would probably be beasts and a bit of totems. At some point there could also happen to be an Elemental. Most of spells will be rather Shadow or Nature, where Nature ones will be focused on Elixirs or herbs, but there will also be a few Fire spells.
And now, onto the cards:
Hero power synergy:
Swarms and death synergy:
Basic stuff most classes need (survivability, removal, AoE, draw):
Ju-Ju Essence from Deathnet Wand, and Toad from Toadmancer:
A few more words about each card:
Stamina Potion:
Class has a bit of Mana cheating, so here's my attempt at making a rather simple one. There won't be any ways to gain non-temporary Mana though.
Gurubashi Hexxer:
Basic Hero Power synergy. I didn't intend to make my basic set overcomplicated, so instead of Inspire-like effects, I had to come up with something simpler.
Toadmancer:
Pretty dangerous card, more aggressive than Haunted Creeper, but I'd say that every class deserve some a bit over the top cards for each archetype, and I won't make any Attack buffs for my class, so this should be fine.
Carved Assisstants:
I'm considering putting this card at 3 Mana, but for now I wanted to hear opinions about this version.
Deathnet Wand:
The most complicated card of my set, including own token, losing durability, and conditional aura effect. However, I kinda needed this because both of my minion slots were already taken, and I needed some death synergy. Ju-ju Essence will also be a recurring token, so I decided to put card with it in Basic set, just so player would get familiar with it from the start.
Enrage Spirit:
There wil be a decent amount of (0)-cost spells in my class, although I'll carefuly add anything what would synergise with them, so there won't be more broken combos than blizzard printed for other classes. Also, basic minion sacrifice.
Liferoot:
Basic Healing. Probably bit weak.
Harness Soul:
Basic removal, and card generating. I intend my class to have more card generating, but for basic I decided to include only one such card. Also, my class will have some card-copying effects, this being one of them. Another theme unexplored in Basic is card shuffling.
Invoke Flames:
Basic, but rather strong AoE, something my class is meant to be good at.
Mortal Blast:
Drawing cards is not the best part of my class, but I included one card which helps that. There also won't be any cards which do good immediate face damage for their cost, just like this card does not, but I decided that I could find some place for one target damage in basic set.
Aaand, that's all. I hope my class is at least a bit unique, and my basic set isn't too complicated. My main concern is that I am not sure if everything fits Witch Doctor thematically, but then, Blizzard once attempted to make No Spell Mage.
I like this class. Not sure exactly how good mana refresh is if it is not suppoused to come with strong draws or combos, but so far really digging it here.
That said, not sure if I'd actually buff the Figurine a bit, considering it can't attack heroes. Not sure how to do it, because a 2/2 could be an overkill... but maybe if you make it a 1/1 taunt?
Cool hero power, might be too snowbally if the enemy can't deal with it early.
Toxic Fangs is worrying me a lot. Dealing 3 damage to anything for "free" can easily turn into an OTK, also Auctioneer since you like bringing him up so much :) . With Excess Chitin that is 9 damage for 3 mana in 2 cards, the strongest in the game i believe. Mage can do 7 with Frostbolt and Ice Lance. Can be 12 damage if you have 1 Armor previously.
Crypt Queen allows for an OP combo with Toxic Fangs. Just hit her over and over, amass more armor than you lose, then start spamming face like Raza priest.
I don't think the hero power should be too huge of a problem as you're paying 1 mana each turn over playing other cards.
Your math with toxic fangs is confusing me here. You're saying one excess chitin + two toxic fangs is 9 damage? And you say only two cards are dealing the damage. But 3 * 2 = 6...? Also where you did get 3 mana from?? Excess Chitin is 1 mana, Toxic Fangs are 0 mana when played with Armor...???
I'm also very confused by your Raza priest statement, you only get two copies of Toxic Fangs in your deck lul, it's not a token. And it's not like I'll be making 4 versions of Toxic Fangs. This also answers your auctioneer thing.
@klipce
That's a cool hero power you got here ! How does it handle multiple Larvae on the board ?
Yeah I might need to reword the hero power a little bit but you would just choose one.
Like McF4rtson said, you should reconsider how your Hero Power works. In my opinion a 0 Mana 1/1 is not a good idea either, because you would just make a better Paladin Hero Power. I'd say the token would work best as a 1 Mana cards, with power level of a basic 1 Mana card. (like 1/2 with taunt, 0/4 with Taunt, or whatever you find to be suitable effect for Monument.) Valiant Dungeoneer is good, but bpth Seek the Sun and Replenish seem rather weak. With the suggested changes to Monument, Seek the Sun could easily cost 2 Man, 3 at most, and Replenish is only 1 Health more than Healing Touch if the condition is met. I'd increase the base restoration to 5 or 6 Health,and then it seems good.
@TheNameForgotten
While I am not as against hero having Attack on opponent's turn as McF4rtson is, I'd say this mechanic on a Hero Power might be a bit unfair against aggro. You should also have less minions in your Basic Set, as the class with highest number of minions is Hunter who has 4. That means you also shouldn't have more than 4, and definetely not more than 5. Disruption may be kinda hard mechanic to put in basic, but I think you actually made it quite well. Cards that I think should go away to future sets are Plagueloc and Lab Rat, as both of them may be hard to use properly for a new player, and Lab Rat has no synergy in your Basic set anyway, so it's just dead slot for new players. Mutualistc Wurms should be "Give a minion +4/+4. When it dies, summon four 1/1 Grubs with Rush." Number of minions summoned is always a full word, unless it can change, like in Rafaam's Scheme. If you refer to card it's name should be capitalized, same with Keywords. Also, Hungry Sword looks kinda weak. You should also specify what do you mean by 'interact' in Spread, because that's not a wording used in Hearthstone.
@Laurendor
Your class looks pretty well, I'd say I have some balance concerns though. Specimen 13.09.2005 is worded wrong, it should be deal 1 damage to all minions ad give them this deathrattle. It also looks a bit too strong. You seem to understimate power of 1/1 with Rush and Poisonous, which is almost as good as Destroy a minion. That means Plagueland Clinician may cost 8 or be 5/5, considering it's a Basic card. and Slimepalooza is definetely op, most likely will kill whole enemy board for just 5 Mana. What about summoning 2 Slimes for 6, or 3 Slimes for 8? Assessing Symptoms might easily be 4 Mana. You're getting no more than 4/4 stats, but considering you could finish enemy minion with more than 2 Attack, as well as immeadiately deal 2 damage if your buffed minion was on board I can see why this is not 3 Mana. Icky Splash Kinda looks like worse Arcane Shot It's not like you're getting more than 2 damage out of this, and you have to use Hero Power. Maybe Mana and both damage instances should be increased to 2? Also, I don't like Lingering Enfeeble as a Basic card.
@El_Skele
Doesn't look bad, but without cards kinda hard to say whether class is solid or no.
@LivingOrganism
Class looks realy good! As someone mentioned, Dynamite Shot could go from 3 to 2 Damage. I'm also not sure about balance Backstreet Cutthroat, but I guess it's fine considering that Rogue got Oil Rig Ambusher recently, and each class could use a bit stroner card than usual occasionally. I'd also say that Rockin' in the Cartel might give 3 Armor. Gadgetzan Dream looks well, I don't think it should be buffed. Also, both Underpriced Blacksmith and Explosive Enthusiast shouldn't have their numbers in parenthesis, those are only added if you refer to Cost of a card, like in Gadgetzan Dream.
@JeanTheMedicRat
I realy like your class, pretty good concept with buffing next minions you summon, and generaly looks realy flavorful. About Spread your Wings, I am not sure if it wouldn't be a bit too weak at 2 Mana, but it's you who decide. I am also not sure how much of a problem are 1 Mana cycle, considering newly introduced Tradeable keyword. Unleash the Whelps might indeed go to 4 Mana. Not sure if Black Dragon Blood isn't a bit weaker than other options, but maybe it's fine, the Hero Power looks rather balanced in general.
@Klipce
I realy like your class. I only have problem with Adept Chronomancer and Bronze Drake, because bothh 'this game' and 'wherever they are' doesn't seem like mechanics that should be included in basic set. I'd also say that Sandstorm could cost 5, like Chaos Nova
@MvonTzeskagrad
Your class looks pretty well! I like the second art on Heartbane Ritual most, although you did put an additional comma in the card text. I like 3 Mana version of Return to Life most. Also, Animate Constructs should be 'Summon two 3/2 Soul Constructs with Taunt'. If you refer to number of minions summoned, you use words, unless the numbers may change, like in Rafaam's Scheme.
@Screwjank
I think you should just change the name of your class, as your and Laurendor class are pretty different exceot names. After the changes, I'd honestly say all your cards look pretty good, and I don't realy have anything to complain.
@McF4rtson
I'd say the best wording for your HP would be "If you already had any, give one +1 Attack instead. Your set looks pretty good so far, but make sure to not include too much cards of the same mechanic (armor) in Basic. I like 2 Mana version of Silithus Battlemaiden more, although you should know you included 'and' twice in it's text
Alright, here goes. I've only ever tangentially participated in these things, and that was a while ago. This should be fine, right? Anyway, nothing else for it but to just put my idea out there.
The Watcher
My class is The Watcher. I wanted to have a class that represented al the titanic constructs in Warcraft, as the Titans and all that have always been one of my favorite parts of the lore. I went with Hall of Origination characters to start with, because that was the height of my WoW playing, but later sets would venture into other Titanic locales.
The idea was to make a class that was defensive, focused on biding its time until the moment is right to strike. Titanic Watchers may be powerful, but they only use that power when the secrets they protect are threatened, after all. So, The Watcher's minions are strong, but also slow and solitary. There are rarely more than a handful of them on the board, but are only made all the deadlier by the buffs The Watcher can play. Placing armor on minions and removal allows your valuable servants to stay alive until the time comes to crush your opponent under the weight of eons.
Some notes: I don't do a lot of this, so I'm sure much of this is all out of whack. I will happily take any advice y'all have (and do my best to give it). On a similar note, I don't exactly know etiquette for these competitions, so any advice there would be more than welcome, as well. Also yes, I know Isiset is in HS as a NPC boss, I just choose to ignore that. Also, Water Warden is very much a placeholder in terms of creature represented. It's an enemy in Halls of Origination that kinda stuns people. It probably will be changed to something more on brand later.
Anyway, this is what I've got, and I hope you all like it. Thanks in advance for any advice.
Just a few text issues I'm noticing. Make sure Armor and Attack has a capital A, and for Temple Guardian, it should say Taunt. Make sure to put a space between the colon and the first word after it for your Battlecry cards. In Tol'vir Garrison it should say three 2/2. Otherwise, I really like the theme of your class. I've been waiting for a Titan expansion in Hearthstone for ages. This is a neat take on a similar theme
Hm. This Basic Set uses a lot of complex mechanics so I'm not too happy with it as a whole...
Specimen ###.###.###: So you chose to use one of the new keywords I tentatively allowed which is already a step into the unknown. Furthermore, this usage of the keyword is rather unintuitive for a new player, as they would have to look for the tiny enchantment banner underneath. And then there's the balance issue. This is essentially a defile, BUT... there's the intended interaction. You want to be able to chain the 1 damage to all when a minion dies, so you create a chain reaction, but how would you give a dying minion a deathrattle?
Plagueland Technician: So many keywords on a basic minion. Is the Spell Damage actually necessary? You only have a single card in your Basic Set that is even affected by Spell Damage.
Lingering Enfeeble: Not a fan of this card. The Basic Set is absolutely not the place to introduce new game mechanics.
Adverse Reaction and Touch of Slime: I would be careful with cost modifiers, there are no cost modifiers in Basic. Touch of Slime also seems a bit strong, as 4 mana deal 5 is already not terrible, but then you also throw off your opponent's curve for a turn, or disrupt their plays.
Slimepalooza: No. This is just a 5 mana Twisting Nether.
Whenever I see someone using Armor on minions I have to ask... what's the exact point of armor on minions? Like... is it just normal Health? Because if then, why not just give it Health?
Plus, most of your cards are too weak. Water Warde is a weaker Shrinkmeister. Halt Intruders is a weaker Consecration, Stern Guardian is understatted. Maintenance Unit is terribly weak, And then there is Temple Guardian, wich will alwawys be played because it is a 3 mana 4/4.
As said from other I would personally give some body to the monument. Maybe a 1/1 or a 1-cost Spell instead that does 2 damage to a minion. I think it would be more balanced and more useful for a new player.
@Mr Burger
Ritualist Figurine could have Taunt or maybe a it could be buffed at 2/2. Considering the Stamina Potion I think you could easily fit another "draw" into your basic set. Enrage Spirit could have Lifesteal or maybe do 5 damage at least. Apart from that the class looks pretty balanced but I will definitely add another option to draw cards...maybe Liferoot could have this buff.
@JeanTheMedicRat
I'm a fan of your Hero Power and I like how it affects your gameplay from the early stage. Black Dragon Blood I think could also give +1 Health as Taunt is generally a wicker buff compared to the others. Really curious on how you are going to use in the future the spell school!
Dragon Queen's Enforcerer it looks to me more an Initiate card but who am I to say that lol
@TheNameForgotten
Not sure about your Hero Power, I'm not against it but I'm wondering how OP could become in the future.
Give your Hero +2 Attack until he takes damage could be more fair? In this case he got an attack, which could be boosted, but limited either against 1 minion or 1 attack from the Hero. Maybe there is another way to word it better.
Hungry Sword could be more strong I think as it might limit the attacks only to minions.
@El_Skele
I always liked the idea for ranged weapons. I know we can't use immune but maybe a second Keyword like "Ranged - Hero is immune while attacking a minion or a Hero with a ranged Weapon"?
@LivingOrganism
I really like the class, kind of echoing what other said about buffing some cards. But overall I think it's a solid entry and has a nice flavour!
@MvonTzeskagrad
My main concern with your class is that Auchenai are priest, shadow priest. I think you have a good chance to diversify it from a Priest class taking in consideration all different ambient and lore from Shadowland. I would personally call the class either Spiritwalker / Spiritist / Medium so concept wise is less close to the priest aesthetic. Spiritwalker is a WoW Prestige class aswell so you can take some Inso from there too (would be cool to see another class for example using totem
@Screwjank
Mate as I said to you I don't have any problem, our classes looks completely different and I like how you played more on the necromantic side of the Plaguebringer. My only feedback would be to mindful to don't tap too much into the Death Knight style but apart from that I think your entry is pretty solid. Wether you will change the name or not :)
@McF4rtson
Definitely like more the version at 3 mana cost. I think your class either need a spell that restore health or a lifesteal minion to recover the Health lost in armor and get and advantage from it. Can I know what's the reference to Wow? Except Silithus I mean, just curious about it :)
@Klipce
The class is good and honestly I like how you toned down some card so their are not too OP. I don't know how do I fell about the sand school. I understand what you are trying to do but I think for a Chronomancer you could play with a combination of Arcane and Nature Spell and base your synergies on this 2 schools.
Currently at work, but I will be sure to go back and give feedback to those I skipped over.
@laurendor: yep a healing card is on its way, just need to think of a good one. The entire class is based on wow lore, I am doing an Aqir/Qiraji/Nerubian/Black Empire class
Here I go again, I made some changes, fixed some cards and replaced one. Let me know what you guys think!
THE PLAGUEBRINGER
Margrave Stradama
Be wary, child, of Plaguelands plain... Be mindful, child, of the infected grain... For if throat is parched and of infected water sip... Forever your soul will be in cursed Scourge grip. So heed this warning, child, and if far from mother stray... Let light from home's hearth guide you back your way.
ABOUT THE PLAGUEBRINGER
The Plaguebringer sees diseases and infection as the ultimate weapon, working tirelessly to master new pathogens and spread systems. A Plaguebringer has no remorse at unleashing his virus on his enemies, weakening the immune systems of his foes and spreading his twisted illnesses across Azeroth. These masters of infection arts keep their companions fighting far beyond their normal capacities boosting them with injections of mutated virus while debilitating and poisoning heir enemies. Disease is a tool and the Plaguebringer is its master.
---
Queen of the Slimes and once leader of the House of Plagues before their seat was destroyed. It was believed that Margrave Stradama was destroyed in the explosion that brought down her house. In truth the explosion transformed her into a monstrous new form of slimes and bones, driving her mad, and leaving her at the heart of the fallen House of Plagues. Source of plagues and disease, Stradama comes to Hearthstone to serve you global-pandemic realness.
---
TOKEN
As per the challenge:
Stradama Is one of the ruler of Maldraxxus and leader of the House of Plagues
Green Fire Specimen ( GREEN FIRE - On 12 January 2017, lasting for a day until a hotfix was released by Blizzard, a plague involving a debuff called Burn, that increasingly damaged players over time, started in a boss area. The debuff could be passed between players of the same faction and could kill low-level players in a few seconds. It's believed that the debuff had been taken out of the boss area by a pet. During the incident Blizzard gamemasters "disinfected" players and kept the plague under control.)
Touch of Slime is an ability of Stradama in the Plaguefall dungeon.
Plagueland is an infected zone in WoW
Pestered Mice is a reference to the Leper Rat, companion pet in WoW. Also a link to how diseases use to spreads in the past.
Murloc Plaguebather is inspired by the Murloc Plaguebearer found in Felwood in Warcraft III
Ok, so thanks to the feedback of everyone I've decided to change three cards:
Hopefully now the first two cards are on an adequate power level. I somehow forgot about the existence of Evil Heckler. Also, I hope risky incursion isn't too weak even if I don't plan AoE to be one of my class strengths. Also, I've defined a keyword:
Yeah, I know, not exceptionally original but I think it complements the class nicely. You can see the original post in the first page btw.
I'll try to give some feedback later, but I'm pretty busy right now. Also, I just noticed I completed the challenges by pure chance without noticing them. (I guess barrens bandit counts as WoW lore? I don't think adding a legendary WoW character as a card in he Basic Set is feasible EDIT: Also I just found out heavy crossbow is a real WoW weapon, sold on Stormwind and a few other places.)
Wow, I am very sorry Laurendor. I did not realize you had essentially called dibs on The Plaguebringer class. After I went back to the first page I noticed you did in fact make a post about that. I will change the name and identity a bit of my class, but the cards will mostly stay the same. Sorry again for the confusion
Hey Screwjank! Please don't be sorry I actually didn't even see your entry yet! Not a problem for me and if you want to go ahead with a Plaguebringer class please do!
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
I think one of you should just change the name of the class. I mean, conceptually they are both very different.
Click to see my Hearthstone projects:
Taking all the feedback into account I made quite a lot of changes to my basic set. Here are the cards I prepared, comments will be under them.
Hero Power Token:
Comments:
Ok, that's all from me for now. As usual I would be very glad to hear some feedback from you guys. As for some comments on other people's ideas I will have to look into it a bit more, but for now I really like MvonTzeskagrad's class. It's my favorite at the moment.
Feedback and Reply time.
@Laurendor
Overall great job at capturing the character in a class but you need to tone down the removal and aoe a bit.
@Screwjank
Now you just need minions that you'd wanna kill with all these sacrifice mechanics.
@Klipce
And as a reply, i could make the Heritage cards the class mechanic, kinda like Spare Parts, but idk what the hero power could be to capture the same flavor. 5 hero powers that change every turn is also a bit too much for a basic hero power. I'll think about it.
@MvonTzeskagrad
Not much else to add, like others said be careful to not turn into priest 2.0
@McF4rtson
@LivingOrganism
Thank You for the feedback. I wasn't sure about the balance on Dynamite Shot. I compared it to Dunk Tank, but I suppose powercreep makes new cards naturally stronger than older ones. I will make it deal 2 damage instead of 3 to tune it down a bit. As for Bilgewater Muscles, I think a 7 mana 9/9 with taunt is fine for a basic card. With hand buffs it will definitely be stronger, but I'm not planning any for my class.
Finally I have access to PC, so I'll post my class real quick! I'll also try to give some feedback soon!
Some of the arts are still placeholder, but I just want to post the cards to get some feedback! I present you:
Witch Doctor!!!
Ritualist tools:
Note that 'temporary' in Hero Power means that Tools will be discarded at the end of turn, just like Echo or Throw Glaive.
Right off, I present you a Keyword used by this class, starting from week 2: Ritual
In-game it would look similarly to Secrets, by taking one of 5 slots on your Hero's portrait, and will have it's own symbol:
Kinda like this, but better:
As keyword implies, this class will be a bit more focused on it's Hero Power than others. I also allowed myself to give a general view on class themes, mechanics, strengths and weaknesses in the following spoiler:
Themes: Rituals, small minions, soul manipulating, dark magic, alchemy.
Mechanics: Hero Power synergies, sacrificing minions, (0)-cost spells, weapons, and as side mechanics, shuffling and copying cards.
Strenghts: Generating cards, swarming board, efficient AoE, and a bit of combo potential, thanks to delaying effects trough Keyword, and a bit of Mana-cheating.
Limitations: Not many hard removals, limited card draw, and a bit of survivability thanks to some healing cards.
Weaknesses: Lack of bigger minions, later in the game class tries to keep playing rather by generating cards than having late game options, lack of buffs, swarming decks rather rely on on-death effects, and very little burst.
Minion types and spell schools: Witch doctors don't realy rely on any minion type, but the most common would probably be beasts and a bit of totems. At some point there could also happen to be an Elemental. Most of spells will be rather Shadow or Nature, where Nature ones will be focused on Elixirs or herbs, but there will also be a few Fire spells.
And now, onto the cards:
Hero power synergy:
Swarms and death synergy:
Basic stuff most classes need (survivability, removal, AoE, draw):
Ju-Ju Essence from Deathnet Wand, and Toad from Toadmancer:
A few more words about each card:
Stamina Potion:
Class has a bit of Mana cheating, so here's my attempt at making a rather simple one. There won't be any ways to gain non-temporary Mana though.
Gurubashi Hexxer:
Basic Hero Power synergy. I didn't intend to make my basic set overcomplicated, so instead of Inspire-like effects, I had to come up with something simpler.
Toadmancer:
Pretty dangerous card, more aggressive than Haunted Creeper, but I'd say that every class deserve some a bit over the top cards for each archetype, and I won't make any Attack buffs for my class, so this should be fine.
Carved Assisstants:
I'm considering putting this card at 3 Mana, but for now I wanted to hear opinions about this version.
Deathnet Wand:
The most complicated card of my set, including own token, losing durability, and conditional aura effect. However, I kinda needed this because both of my minion slots were already taken, and I needed some death synergy. Ju-ju Essence will also be a recurring token, so I decided to put card with it in Basic set, just so player would get familiar with it from the start.
Enrage Spirit:
There wil be a decent amount of (0)-cost spells in my class, although I'll carefuly add anything what would synergise with them, so there won't be more broken combos than blizzard printed for other classes. Also, basic minion sacrifice.
Liferoot:
Basic Healing. Probably bit weak.
Harness Soul:
Basic removal, and card generating. I intend my class to have more card generating, but for basic I decided to include only one such card. Also, my class will have some card-copying effects, this being one of them. Another theme unexplored in Basic is card shuffling.
Invoke Flames:
Basic, but rather strong AoE, something my class is meant to be good at.
Mortal Blast:
Drawing cards is not the best part of my class, but I included one card which helps that. There also won't be any cards which do good immediate face damage for their cost, just like this card does not, but I decided that I could find some place for one target damage in basic set.
Aaand, that's all. I hope my class is at least a bit unique, and my basic set isn't too complicated. My main concern is that I am not sure if everything fits Witch Doctor thematically, but then, Blizzard once attempted to make No Spell Mage.
@MrBurger
I like this class. Not sure exactly how good mana refresh is if it is not suppoused to come with strong draws or combos, but so far really digging it here.
That said, not sure if I'd actually buff the Figurine a bit, considering it can't attack heroes. Not sure how to do it, because a 2/2 could be an overkill... but maybe if you make it a 1/1 taunt?
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I don't think the hero power should be too huge of a problem as you're paying 1 mana each turn over playing other cards.
Your math with toxic fangs is confusing me here. You're saying one excess chitin + two toxic fangs is 9 damage? And you say only two cards are dealing the damage. But 3 * 2 = 6...? Also where you did get 3 mana from?? Excess Chitin is 1 mana, Toxic Fangs are 0 mana when played with Armor...???
I'm also very confused by your Raza priest statement, you only get two copies of Toxic Fangs in your deck lul, it's not a token. And it's not like I'll be making 4 versions of Toxic Fangs. This also answers your auctioneer thing.
@klipce
Yeah I might need to reword the hero power a little bit but you would just choose one.
For some reason i thought you said "you can cast this AGAIN by spending armor". Thus getting a lot of recasts for "free". Sorry, read the card wrong.
ok, time for some big feedback
@MasterGolos
Like McF4rtson said, you should reconsider how your Hero Power works. In my opinion a 0 Mana 1/1 is not a good idea either, because you would just make a better Paladin Hero Power. I'd say the token would work best as a 1 Mana cards, with power level of a basic 1 Mana card. (like 1/2 with taunt, 0/4 with Taunt, or whatever you find to be suitable effect for Monument.) Valiant Dungeoneer is good, but bpth Seek the Sun and Replenish seem rather weak. With the suggested changes to Monument, Seek the Sun could easily cost 2 Man, 3 at most, and Replenish is only 1 Health more than Healing Touch if the condition is met. I'd increase the base restoration to 5 or 6 Health,and then it seems good.
@TheNameForgotten
While I am not as against hero having Attack on opponent's turn as McF4rtson is, I'd say this mechanic on a Hero Power might be a bit unfair against aggro. You should also have less minions in your Basic Set, as the class with highest number of minions is Hunter who has 4. That means you also shouldn't have more than 4, and definetely not more than 5. Disruption may be kinda hard mechanic to put in basic, but I think you actually made it quite well. Cards that I think should go away to future sets are Plagueloc and Lab Rat, as both of them may be hard to use properly for a new player, and Lab Rat has no synergy in your Basic set anyway, so it's just dead slot for new players. Mutualistc Wurms should be "Give a minion +4/+4. When it dies, summon four 1/1 Grubs with Rush." Number of minions summoned is always a full word, unless it can change, like in Rafaam's Scheme. If you refer to card it's name should be capitalized, same with Keywords. Also, Hungry Sword looks kinda weak. You should also specify what do you mean by 'interact' in Spread, because that's not a wording used in Hearthstone.
@Laurendor
Your class looks pretty well, I'd say I have some balance concerns though. Specimen 13.09.2005 is worded wrong, it should be deal 1 damage to all minions ad give them this deathrattle. It also looks a bit too strong. You seem to understimate power of 1/1 with Rush and Poisonous, which is almost as good as Destroy a minion. That means Plagueland Clinician may cost 8 or be 5/5, considering it's a Basic card. and Slimepalooza is definetely op, most likely will kill whole enemy board for just 5 Mana. What about summoning 2 Slimes for 6, or 3 Slimes for 8? Assessing Symptoms might easily be 4 Mana. You're getting no more than 4/4 stats, but considering you could finish enemy minion with more than 2 Attack, as well as immeadiately deal 2 damage if your buffed minion was on board I can see why this is not 3 Mana. Icky Splash Kinda looks like worse Arcane Shot It's not like you're getting more than 2 damage out of this, and you have to use Hero Power. Maybe Mana and both damage instances should be increased to 2? Also, I don't like Lingering Enfeeble as a Basic card.
@El_Skele
Doesn't look bad, but without cards kinda hard to say whether class is solid or no.
@LivingOrganism
Class looks realy good! As someone mentioned, Dynamite Shot could go from 3 to 2 Damage. I'm also not sure about balance Backstreet Cutthroat, but I guess it's fine considering that Rogue got Oil Rig Ambusher recently, and each class could use a bit stroner card than usual occasionally. I'd also say that Rockin' in the Cartel might give 3 Armor. Gadgetzan Dream looks well, I don't think it should be buffed. Also, both Underpriced Blacksmith and Explosive Enthusiast shouldn't have their numbers in parenthesis, those are only added if you refer to Cost of a card, like in Gadgetzan Dream.
@JeanTheMedicRat
I realy like your class, pretty good concept with buffing next minions you summon, and generaly looks realy flavorful. About Spread your Wings, I am not sure if it wouldn't be a bit too weak at 2 Mana, but it's you who decide. I am also not sure how much of a problem are 1 Mana cycle, considering newly introduced Tradeable keyword. Unleash the Whelps might indeed go to 4 Mana. Not sure if Black Dragon Blood isn't a bit weaker than other options, but maybe it's fine, the Hero Power looks rather balanced in general.
@Klipce
I realy like your class. I only have problem with Adept Chronomancer and Bronze Drake, because bothh 'this game' and 'wherever they are' doesn't seem like mechanics that should be included in basic set. I'd also say that Sandstorm could cost 5, like Chaos Nova
@MvonTzeskagrad
Your class looks pretty well! I like the second art on Heartbane Ritual most, although you did put an additional comma in the card text. I like 3 Mana version of Return to Life most. Also, Animate Constructs should be 'Summon two 3/2 Soul Constructs with Taunt'. If you refer to number of minions summoned, you use words, unless the numbers may change, like in Rafaam's Scheme.
@Screwjank
I think you should just change the name of your class, as your and Laurendor class are pretty different exceot names. After the changes, I'd honestly say all your cards look pretty good, and I don't realy have anything to complain.
@McF4rtson
I'd say the best wording for your HP would be "If you already had any, give one +1 Attack instead. Your set looks pretty good so far, but make sure to not include too much cards of the same mechanic (armor) in Basic. I like 2 Mana version of Silithus Battlemaiden more, although you should know you included 'and' twice in it's text
Alright, here goes. I've only ever tangentially participated in these things, and that was a while ago. This should be fine, right? Anyway, nothing else for it but to just put my idea out there.
The Watcher
My class is The Watcher. I wanted to have a class that represented al the titanic constructs in Warcraft, as the Titans and all that have always been one of my favorite parts of the lore. I went with Hall of Origination characters to start with, because that was the height of my WoW playing, but later sets would venture into other Titanic locales.
The idea was to make a class that was defensive, focused on biding its time until the moment is right to strike. Titanic Watchers may be powerful, but they only use that power when the secrets they protect are threatened, after all. So, The Watcher's minions are strong, but also slow and solitary. There are rarely more than a handful of them on the board, but are only made all the deadlier by the buffs The Watcher can play. Placing armor on minions and removal allows your valuable servants to stay alive until the time comes to crush your opponent under the weight of eons.
Some notes: I don't do a lot of this, so I'm sure much of this is all out of whack. I will happily take any advice y'all have (and do my best to give it). On a similar note, I don't exactly know etiquette for these competitions, so any advice there would be more than welcome, as well. Also yes, I know Isiset is in HS as a NPC boss, I just choose to ignore that. Also, Water Warden is very much a placeholder in terms of creature represented. It's an enemy in Halls of Origination that kinda stuns people. It probably will be changed to something more on brand later.
Anyway, this is what I've got, and I hope you all like it. Thanks in advance for any advice.
@WKitsune
Just a few text issues I'm noticing. Make sure Armor and Attack has a capital A, and for Temple Guardian, it should say Taunt. Make sure to put a space between the colon and the first word after it for your Battlecry cards. In Tol'vir Garrison it should say three 2/2. Otherwise, I really like the theme of your class. I've been waiting for a Titan expansion in Hearthstone for ages. This is a neat take on a similar theme
Noted and fixed. Thanks.
Hm. This Basic Set uses a lot of complex mechanics so I'm not too happy with it as a whole...
Specimen ###.###.###: So you chose to use one of the new keywords I tentatively allowed which is already a step into the unknown. Furthermore, this usage of the keyword is rather unintuitive for a new player, as they would have to look for the tiny enchantment banner underneath. And then there's the balance issue. This is essentially a defile, BUT... there's the intended interaction. You want to be able to chain the 1 damage to all when a minion dies, so you create a chain reaction, but how would you give a dying minion a deathrattle?
Plagueland Technician: So many keywords on a basic minion. Is the Spell Damage actually necessary? You only have a single card in your Basic Set that is even affected by Spell Damage.
Lingering Enfeeble: Not a fan of this card. The Basic Set is absolutely not the place to introduce new game mechanics.
Adverse Reaction and Touch of Slime: I would be careful with cost modifiers, there are no cost modifiers in Basic. Touch of Slime also seems a bit strong, as 4 mana deal 5 is already not terrible, but then you also throw off your opponent's curve for a turn, or disrupt their plays.
Slimepalooza: No. This is just a 5 mana Twisting Nether.
@WKitsune
Whenever I see someone using Armor on minions I have to ask... what's the exact point of armor on minions? Like... is it just normal Health? Because if then, why not just give it Health?
Plus, most of your cards are too weak. Water Warde is a weaker Shrinkmeister. Halt Intruders is a weaker Consecration, Stern Guardian is understatted. Maintenance Unit is terribly weak, And then there is Temple Guardian, wich will alwawys be played because it is a 3 mana 4/4.
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Feedback time! Sorry it took me so long.
@MasterGolos
As said from other I would personally give some body to the monument. Maybe a 1/1 or a 1-cost Spell instead that does 2 damage to a minion. I think it would be more balanced and more useful for a new player.
@Mr Burger
Ritualist Figurine could have Taunt or maybe a it could be buffed at 2/2. Considering the Stamina Potion I think you could easily fit another "draw" into your basic set. Enrage Spirit could have Lifesteal or maybe do 5 damage at least. Apart from that the class looks pretty balanced but I will definitely add another option to draw cards...maybe Liferoot could have this buff.
@JeanTheMedicRat
I'm a fan of your Hero Power and I like how it affects your gameplay from the early stage. Black Dragon Blood I think could also give +1 Health as Taunt is generally a wicker buff compared to the others. Really curious on how you are going to use in the future the spell school!
Dragon Queen's Enforcerer it looks to me more an Initiate card but who am I to say that lol
@TheNameForgotten
Not sure about your Hero Power, I'm not against it but I'm wondering how OP could become in the future.
Give your Hero +2 Attack until he takes damage could be more fair? In this case he got an attack, which could be boosted, but limited either against 1 minion or 1 attack from the Hero. Maybe there is another way to word it better.
Hungry Sword could be more strong I think as it might limit the attacks only to minions.
@El_Skele
I always liked the idea for ranged weapons. I know we can't use immune but maybe a second Keyword like "Ranged - Hero is immune while attacking a minion or a Hero with a ranged Weapon"?
@LivingOrganism
I really like the class, kind of echoing what other said about buffing some cards. But overall I think it's a solid entry and has a nice flavour!
@MvonTzeskagrad
My main concern with your class is that Auchenai are priest, shadow priest. I think you have a good chance to diversify it from a Priest class taking in consideration all different ambient and lore from Shadowland. I would personally call the class either Spiritwalker / Spiritist / Medium so concept wise is less close to the priest aesthetic. Spiritwalker is a WoW Prestige class aswell so you can take some Inso from there too (would be cool to see another class for example using totem
@Screwjank
Mate as I said to you I don't have any problem, our classes looks completely different and I like how you played more on the necromantic side of the Plaguebringer. My only feedback would be to mindful to don't tap too much into the Death Knight style but apart from that I think your entry is pretty solid. Wether you will change the name or not :)
@McF4rtson
Definitely like more the version at 3 mana cost. I think your class either need a spell that restore health or a lifesteal minion to recover the Health lost in armor and get and advantage from it. Can I know what's the reference to Wow? Except Silithus I mean, just curious about it :)
@Klipce
The class is good and honestly I like how you toned down some card so their are not too OP. I don't know how do I fell about the sand school. I understand what you are trying to do but I think for a Chronomancer you could play with a combination of Arcane and Nature Spell and base your synergies on this 2 schools.
If I skipped someone please let me know!
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
Currently at work, but I will be sure to go back and give feedback to those I skipped over.
@laurendor: yep a healing card is on its way, just need to think of a good one. The entire class is based on wow lore, I am doing an Aqir/Qiraji/Nerubian/Black Empire class
Here I go again, I made some changes, fixed some cards and replaced one. Let me know what you guys think!
THE PLAGUEBRINGER
Margrave Stradama
Be wary, child, of Plaguelands plain...
Be mindful, child, of the infected grain...
For if throat is parched and of infected water sip...
Forever your soul will be in cursed Scourge grip.
So heed this warning, child, and if far from mother stray...
Let light from home's hearth guide you back your way.
ABOUT THE PLAGUEBRINGER
The Plaguebringer sees diseases and infection as the ultimate weapon, working tirelessly to master new pathogens and spread systems. A Plaguebringer has no remorse at unleashing his virus on his enemies, weakening the immune systems of his foes and spreading his twisted illnesses across Azeroth. These masters of infection arts keep their companions fighting far beyond their normal capacities boosting them with injections of mutated virus while debilitating and poisoning heir enemies. Disease is a tool and the Plaguebringer is its master.
---
Queen of the Slimes and once leader of the House of Plagues before their seat was destroyed. It was believed that Margrave Stradama was destroyed in the explosion that brought down her house. In truth the explosion transformed her into a monstrous new form of slimes and bones, driving her mad, and leaving her at the heart of the fallen House of Plagues. Source of plagues and disease, Stradama comes to Hearthstone to serve you global-pandemic realness.
---
TOKEN
As per the challenge:
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
Ok, so thanks to the feedback of everyone I've decided to change three cards:
Hopefully now the first two cards are on an adequate power level. I somehow forgot about the existence of Evil Heckler. Also, I hope risky incursion isn't too weak even if I don't plan AoE to be one of my class strengths. Also, I've defined a keyword:
Yeah, I know, not exceptionally original but I think it complements the class nicely. You can see the original post in the first page btw.
I'll try to give some feedback later, but I'm pretty busy right now. Also, I just noticed I completed the challenges by pure chance without noticing them. (I guess barrens bandit counts as WoW lore? I don't think adding a legendary WoW character as a card in he Basic Set is feasible EDIT: Also I just found out heavy crossbow is a real WoW weapon, sold on Stormwind and a few other places.)
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