Hello everyone, I have a small question. I was tinkering with a custom class "Secret Agent" for some time and was going to upload it for a discussion and feedback. However I just noticed that this class already was created and made it to the finals of second custom class competition. Does that mean I can't make that class?
Alright, one last set of modification, since people seem to be basically okay with what's going on.
As to the whole armor question, here's one example of how I plan to use armor on minions. It is not the only idea I have, but many aren't basic-friendly (card draw, damage, even weirder stuff, etc.). I'm thinking of replacing Halt, Intruders! with it, and moving the latter to initiate.
On a lesser note, another update to water warden (on that note, thanks all for the art suggestions)
Thanks again for the advice, and I think that, unless anyone has major complaints, I'll submit the set as is now.
So the class is Cartomancer. Which is basically a fortune teller, I used Madame Lazul as the character as it's an obvious pick however I don't think she has a first name as I wouldn't be surprised if her name is a pun on "Mademoiselle" and nothing more however this class focuses on the card reading aspect very heavily and Tarot cards. The Arcana name comes from the 2 major suits Major and Minor Arcana rather than the Arcane spell school in Hearthstone.
The class will ultimately focus on 4 unique things that are sort of seen in the basic cards. The first being effects that trigger when the card is drawn, this is (and the next 3) is purely a reference/theme for card based cartomancers. I know Warlock has this effect but it will be more of a staple for this class. The second thing shuffling. This will feature heavily in the class and will of course have synergy with the drawing aspect. The third is it's unique keyword that will be Deja Vu, which is an effect on a card that will trigger if it is the second or more copy you've played the game. Duping effects will also appear to aid with the Keyword. However the 4th and final thing is it's unique Tarot Cards. there are 78 in total which will give this class about 15 years of expansions to go through until we run out... These a cards with a passive effect relating to it's meaning and this effect will have a set amount of turns for you to utilize it, it might be only your turns, maybe your opponent's or on either player's turn. However it will NEVER be triggerable on the turn you play it, always on a next. There is also a fair bit of draw, buffs, a little bit of heal and removal.
I have tried making a couple of small WoW references too and I think I've followed the rules but what do you guys think?
The concept you're handling is interesting, although not sure if shuffle, specially in that ammount, is something to consider putting on basic sets.
That said, I have some concerns, mostly on those card cards you made... do we count the effect since the moment you cast the spell, or turns after that?
Also... I know you pretend to make this class about long term games where you try to shuffle what you don't need in order to find what you want... but unless this class draws don't really work without shufflying cards first, I foresee this to get stuck in "dump-off" SMOrc class territory. Unless its future control gameplay is that good to justify not to exploit big draws on non-existing hands.
So the class is Cartomancer. Which is basically a fortune teller, I used Madame Lazul as the character as it's an obvious pick however I don't think she has a first name as I wouldn't be surprised if her name is a pun on "Mademoiselle" and nothing more however this class focuses on the card reading aspect very heavily and Tarot cards. The Arcana name comes from the 2 major suits Major and Minor Arcana rather than the Arcane spell school in Hearthstone.
The class will ultimately focus on 4 unique things that are sort of seen in the basic cards. The first being effects that trigger when the card is drawn, this is (and the next 3) is purely a reference/theme for card based cartomancers. I know Warlock has this effect but it will be more of a staple for this class. The second thing shuffling. This will feature heavily in the class and will of course have synergy with the drawing aspect. The third is it's unique keyword that will be Deja Vu, which is an effect on a card that will trigger if it is the second or more copy you've played the game. Duping effects will also appear to aid with the Keyword. However the 4th and final thing is it's unique Tarot Cards. there are 78 in total which will give this class about 15 years of expansions to go through until we run out... These a cards with a passive effect relating to it's meaning and this effect will have a set amount of turns for you to utilize it, it might be only your turns, maybe your opponent's or on either player's turn. However it will NEVER be triggerable on the turn you play it, always on a next. There is also a fair bit of draw, buffs, a little bit of heal and removal.
I have tried making a couple of small WoW references too and I think I've followed the rules but what do you guys think?
I really like the class. The cycling mechanic is something I always wished was actually added to Hearthstone and well, the new Tradeable keyword is just a sorry excuse of it. I am not sure how strong this technically is. It is a major thing in Gwent, one of the other card games I play, but the balance there is incomparable to Hearthstone. In my (as unprofessional as you can get) opinion you really nailed it!
The only issue I see is with your Hero and Hero Power. Fristly, Lazul is already a Priest skin, so I would refrain from using her. Secondly, there is an unwritten rule among Hero Powers in Hearthstone - they should always be usable. What I mean is that, there should be no other restricion than mana to using it. Yours requires a minion to be on board. I suppose someone more experienced should also comment on this, but in my opinion you should make your Hero Power do something no matter the board state, if you know what I mean.
Now for something of my own:
As @McF4rtson correctly pointed out my class had 3 AOE cards, which is too many for a basic set, so I decided to swap Explosive Enthusiast with a card I had prepared for one of the later phases. Here it is:
I think it's fairly balanced and has a nice flavor. I would like to hear others opinions on it too, as this would be my last change and polishment of my basic set.
PS. Thanks to everyone for pointing out the issues in card texts, I changed them already. I also made Dynamite Shot "Deal 2 damage. Then deal 1 damage to all enemy minions" witch for 3 mana is actually a combination of Arcane Shot and Arcane Explosion (just noticed that lmao)
The concept you're handling is interesting, although not sure if shuffle, specially in that ammount, is something to consider putting on basic sets.
That said, I have some concerns, mostly on those card cards you made... do we count the effect since the moment you cast the spell, or turns after that?
Also... I know you pretend to make this class about long term games where you try to shuffle what you don't need in order to find what you want... but unless this class draws don't really work without shufflying cards first, I foresee this to get stuck in "dump-off" SMOrc class territory. Unless its future control gameplay is that good to justify not to exploit big draws on non-existing hands.
Thanks for the reply 😊 I did ask a few days back about the shuffling and don't think anyone replied so I went ahead and included some more basic shuffles that don't necessarily shuffle lots into your deck and distances yourself from fatigue. But there will be shuffle synergy and pay off later. I just wanted to stay away from straight up synergies in the basic set.
The tarot cards are strictly after your turn ends. The foresee the future kind of thing, but once again I kept that all basic and will explore cards that affect the opponents plays in the initiate
In terms of it being slow I know what you mean however I have kept the powerful cards that start to make pay offs for these slow feeling cards for the initiate and don't get me wrong, there will be aggro and definitely ways to build aggro with cards like soul bolt. But the buffs are all mostly gonna be defensive and you could also go ahead and create a taunt deck with huge stopping power and also more heals to come.
I am reconsidering reshuffle tho because originally it was meant as both tactical and also smorc because if you have an empty hand it would just be 1 mana draw 3 just like the 5 drop and it might be too much :/
I think I made enough changes and I'm overall happy with the entry, any final thought is more than welcome otherwise I will post is as is :)I was thinking to showcase Sludge Shot, Pathogen: Green Fire and Plagueland Clinician
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
The concept you're handling is interesting, although not sure if shuffle, specially in that ammount, is something to consider putting on basic sets.
That said, I have some concerns, mostly on those card cards you made... do we count the effect since the moment you cast the spell, or turns after that?
Also... I know you pretend to make this class about long term games where you try to shuffle what you don't need in order to find what you want... but unless this class draws don't really work without shufflying cards first, I foresee this to get stuck in "dump-off" SMOrc class territory. Unless its future control gameplay is that good to justify not to exploit big draws on non-existing hands.
I am reconsidering reshuffle tho because originally it was meant as both tactical and also smorc because if you have an empty hand it would just be 1 mana draw 3 just like the 5 drop and it might be too much :/
My suggestion - make it work the other way around. First draw then shuffle. That way on an empty hand, you would just draw 3 cards and shuffle them back into your deck.
As simple as that sounds you've given me a good idea, draw 3 then shuffle your 3 left-most cards. It'll avoid shuffling cards you've just draw bit more and removes cards that could've been sat in your hand for a while being useless and worked their way to the left side of your hand. But on an empty hand it does nothing essentially
Also I'll be changing my hero, won't be WoW related but I completely forgot there was a skin of her. I remembered the card and thought "well illidan was at one point" as for the hero power you might be right but I'm gonna want to think of something good and versatile, nothing to do with shuffling that only works best in a shuffle deck. I kind of thought it'd be like priest and how a lot of the time on t2 it's unusable.
What agents usually do? They shoot. A lot. That's why shooting with his hero power, upgrading it and interacting with it, is one of the main themes of this class.
He doesn't have a good/cheap AoE, so for massive clears he has to rely on his big friends. At least, they can get the job done, right? Especially, if you assist them with your special ammo...
Oh, and maybe you should load some of that into your guns! Agents do carry guns, right?
Well, hero power, weapons, what else? Agent has weak AoE potential, but clearing 1 or 2 enemies should be easy, right? Yeah, if you consider positioning
The rest of the set:
So, yeah, that's it. Any feedback will be appreciated!
Alright, I'm sure 9,000 other people have had this idea, but here is The Necromancer!
The idea of the class is to be a "deck builder." The Necromancer is a control class who starts with underpowered cards, and upgrades and improves his deck over time. The Hero power ties into the strategy directly, allowing you to dig through your bloated deck, unearthing your answers and power cards.
The class will have a Deathrattle theme and a minor "rez enemy minions" theme.
@Wintrmute I like the direction you are taking with this class but I don't think a necromancer flavor works best for it. I would go with an archeologist actually ! Also make sure to give the class a lot of card draw to make good use of the cards shuffled into your deck. Your hero power is a little bit too complicated imo, I'd look into a card draw or stabilization effect.
@Wintrmute I like the direction you are taking with this class but I don't think a necromancer flavor works best for it. I would go with an archeologist actually ! Also make sure to give the class a lot of card draw to make good use of the cards shuffled into your deck. Your hero power is a little bit too complicated imo, I'd look into a card draw or stabilization effect.
I'm dog tired but I figure if I want any feedback other than McF4rtson's, I gotta put this out there now. Also, he's the one who designed my card border for this set, so double thank you as always to him. I'm gonna try to get in some reviews as well.
Warlord (Of Draenor)
Obviously not the final formatting but god it's late at night. I designed the class to take advantage of many untapped possibilities in HS, most notably being different forms of combat we've seen in cards like Duel!, Mass Hysteria and less mass Hysteria. My class keyword, Rally, summons minions from your hand to attack enemies instead of the usual ways spells deal damage. However, I basically couldn't use any direct damage spells in Basic so as to not waste my design space, and given the other big theme of my class is slow but permanent buffs, I had a... fun time, to say the least, conveying my themes in the restrictions of basic. I'll list my classes' strengths and weaknesses in spoilers.
Really didn't feel like retyping this so here's the graphic from my google sheet where I keep all my cards. Yes... A google sheet...
Now, I'll look back through other classes from this page
- @Wintrmute I like the Scrying and deck manipulating aspects you're starting off with, and I'd be interested to see what else your class can do. I'd honestly say the ghoul could be 3/2 or 2/3, as I don't think the 6/6 gets drawn earlygame enough to be a mitigater to it's stats. I was going to caution you about unending winter but the durability clause is actually a smart way to get around the fatigue situation. That being said, if you have two you will never fatigue so that's worrying. Forbidden Research is kinda brick-y earlygame, so I think it could be reduced to 2 mana.
- @Klaytonio We love a good James Craig. I would say that designing half your basic set around your Hero Power itself as opposed to having a lot of cards that interact with it's effect is often not a strong baseline. I'd say prune back to 2-3 or perhaps find ways to rephrase some so they aren't bound inextricably to it's effect. That being said I think this is a good enough start.
- @Laurendor Plaguelands Clinician and Slimepocalypse are nutty removal tools. I'm concerned that I can't really figure out what your classes' weaknesses are from what I'm seeing, so having high end cards like Clinician and Pocalypse isn't outright bad I can't quite decide if they're balanced or indeed the class is. That being said, I like the design spaces you're working in, and I'm glad to see a limiter on your keyword. You may want to determine whether all your cards fit basic, as four lines of text on four different cards is pretty high. Also, RIP Stradama.
-@JollyCroquet If you want easy WoW lore, there were like fifty different decks you could get at Darkmoon Faire, and a few different Deck based trinkets. I think I even have one on my Monk right now. Plus there's Inscription which has a bunch of decks. Anyhoo. I think you've got a heavy draw theme but I can't tell what it's building to. I see a lot of health bonuses and draw, which has me split between stall and combo, but I'm not sure entirely where you're headed. That could easily be fixed in Core and onwards, but as of now I'd caution you on how much card draw you have (And I totally get it because my class has been hell to determine the amount of draw for)
I have included a little bit of lore but the class is not too rooted in WoW lore but if anything Hearthstone lore, the 3 mana cards however are either to do with lore or an actual spell from the game (I thought curses generally fit the Gypsy witch type of theme I'm going for too) What do you mean by trinkets though? That sounds like something I could use thematically :D
And I completely understand what you mean but I didn't want to actually add any pay off synergies, just stuff that helps build them for now. I took a look at Druid and how that had lots of ramp tools but only the ironbark protector that could see any pay off to that, also how it looks far from an aggro class and we all know that's not the case. Hopefully after the next 10 you'll be able to see that shuffling and drawing can bring more to the class than what the game currently features. I hope...
As for your class, I really like it and looks like a type of class I'd play. However 2 cards stand out as being a bit weak to me and simply should be buffed and that's Mak'gora (I know you've got the whole whenever a minion attacks going on but it does feel like a more situational and weaker Remove the Problem, maybe bring it down to 1?) and also unflinching assault would rarely be better than the 2 mana windfury spell for shaman, the shaman can also go face but only twice so I think they are in a very similar league, so maybe 2 mana for your one as well or 3 because an immune minion could slaughter the whole board, but only at that point would it be worth the current 5 mana.
It does look quite a bit like warrior at the moment however it's only the basic set and it looks like a tidy job and I feel like you're gonna be taking it in a more obvious direction for the initiate and beyond.
I've made changes to a couple of cards and the hero which I'm happy with and will upload straight to the submission but I'm just testing out hero powers and wondering if either of these are better than my current.
So I've made a couple of different hero powers, I tried making them as universal for all types of decks as possible without treading too heavily on another hero power already in the game. The Fading Spirit essentially destroys itself at the start of your turn meaning you can't flood the board with them as 1 mana would easily allow for that, there is also synergy with the weaker Tarot Card as well.
As for the second one, I quite like it, it has a draw potential stronger than Warlock however, give it few uses and you'll start to come across dead draws (quite literally) that could hinder both aggro and control cartomancers... But at the end of the day if you draw a corpse, you might be able to shuffle it and find something better...
Hello everyone, I have a small question. I was tinkering with a custom class "Secret Agent" for some time and was going to upload it for a discussion and feedback. However I just noticed that this class already was created and made it to the finals of second custom class competition. Does that mean I can't make that class?
Hello, Sir Klay. You can make that class, no problem at all. Just be sure to make it different from that one. (i.e not copy that one ideas, use your own). I would see some problem if that class was one of the latest champions, but it is not the case, and there was some time that it debuted. In the utmost case you can just change the name to something similar.
Edit: looks like my page wasn't updated and there were A LOT of new posts. hahauha so I will give my 2 cents to your agent here: The concept is going cool! I dig it! The cards are well fitting, too. The only minor I see is with Orc Agent. Looks a little too strong for me for basic set. And also, I believe Deathrattle effect is NOT ALLOWED in this phase, so you might want to change that or just keep it to the next phase. Well done.
here ^ is my basic card set (+ a few initiate but don’t look) and I’d love people’s feedback. I made a spiritwalker class 6 years ago and it was awful so I’m trying again!
You can.
Alright, one last set of modification, since people seem to be basically okay with what's going on.
As to the whole armor question, here's one example of how I plan to use armor on minions. It is not the only idea I have, but many aren't basic-friendly (card draw, damage, even weirder stuff, etc.). I'm thinking of replacing Halt, Intruders! with it, and moving the latter to initiate.
On a lesser note, another update to water warden (on that note, thanks all for the art suggestions)
Thanks again for the advice, and I think that, unless anyone has major complaints, I'll submit the set as is now.
So the class is Cartomancer. Which is basically a fortune teller, I used Madame Lazul as the character as it's an obvious pick however I don't think she has a first name as I wouldn't be surprised if her name is a pun on "Mademoiselle" and nothing more however this class focuses on the card reading aspect very heavily and Tarot cards. The Arcana name comes from the 2 major suits Major and Minor Arcana rather than the Arcane spell school in Hearthstone.
The class will ultimately focus on 4 unique things that are sort of seen in the basic cards. The first being effects that trigger when the card is drawn, this is (and the next 3) is purely a reference/theme for card based cartomancers. I know Warlock has this effect but it will be more of a staple for this class. The second thing shuffling. This will feature heavily in the class and will of course have synergy with the drawing aspect. The third is it's unique keyword that will be Deja Vu, which is an effect on a card that will trigger if it is the second or more copy you've played the game. Duping effects will also appear to aid with the Keyword. However the 4th and final thing is it's unique Tarot Cards. there are 78 in total which will give this class about 15 years of expansions to go through until we run out... These a cards with a passive effect relating to it's meaning and this effect will have a set amount of turns for you to utilize it, it might be only your turns, maybe your opponent's or on either player's turn. However it will NEVER be triggerable on the turn you play it, always on a next. There is also a fair bit of draw, buffs, a little bit of heal and removal.
I have tried making a couple of small WoW references too and I think I've followed the rules but what do you guys think?
Hey, I had a thought while packing up stuff to release my submission...
Would my class work better if I rename it to Spiritwalker and/or had a different portrait?
I had this in mind as possible replacement.
Click to see my Hearthstone projects:
@JollyCroquet
The concept you're handling is interesting, although not sure if shuffle, specially in that ammount, is something to consider putting on basic sets.
That said, I have some concerns, mostly on those card cards you made... do we count the effect since the moment you cast the spell, or turns after that?
Also... I know you pretend to make this class about long term games where you try to shuffle what you don't need in order to find what you want... but unless this class draws don't really work without shufflying cards first, I foresee this to get stuck in "dump-off" SMOrc class territory. Unless its future control gameplay is that good to justify not to exploit big draws on non-existing hands.
Click to see my Hearthstone projects:
I really like the class. The cycling mechanic is something I always wished was actually added to Hearthstone and well, the new Tradeable keyword is just a sorry excuse of it. I am not sure how strong this technically is. It is a major thing in Gwent, one of the other card games I play, but the balance there is incomparable to Hearthstone. In my (as unprofessional as you can get) opinion you really nailed it!
The only issue I see is with your Hero and Hero Power. Fristly, Lazul is already a Priest skin, so I would refrain from using her. Secondly, there is an unwritten rule among Hero Powers in Hearthstone - they should always be usable. What I mean is that, there should be no other restricion than mana to using it. Yours requires a minion to be on board. I suppose someone more experienced should also comment on this, but in my opinion you should make your Hero Power do something no matter the board state, if you know what I mean.
Now for something of my own:
As @McF4rtson correctly pointed out my class had 3 AOE cards, which is too many for a basic set, so I decided to swap Explosive Enthusiast with a card I had prepared for one of the later phases. Here it is:
I think it's fairly balanced and has a nice flavor. I would like to hear others opinions on it too, as this would be my last change and polishment of my basic set.
PS. Thanks to everyone for pointing out the issues in card texts, I changed them already. I also made Dynamite Shot "Deal 2 damage. Then deal 1 damage to all enemy minions" witch for 3 mana is actually a combination of Arcane Shot and Arcane Explosion (just noticed that lmao)
Thanks for the reply 😊 I did ask a few days back about the shuffling and don't think anyone replied so I went ahead and included some more basic shuffles that don't necessarily shuffle lots into your deck and distances yourself from fatigue. But there will be shuffle synergy and pay off later. I just wanted to stay away from straight up synergies in the basic set.
The tarot cards are strictly after your turn ends. The foresee the future kind of thing, but once again I kept that all basic and will explore cards that affect the opponents plays in the initiate
In terms of it being slow I know what you mean however I have kept the powerful cards that start to make pay offs for these slow feeling cards for the initiate and don't get me wrong, there will be aggro and definitely ways to build aggro with cards like soul bolt. But the buffs are all mostly gonna be defensive and you could also go ahead and create a taunt deck with huge stopping power and also more heals to come.
I am reconsidering reshuffle tho because originally it was meant as both tactical and also smorc because if you have an empty hand it would just be 1 mana draw 3 just like the 5 drop and it might be too much :/
I think I made enough changes and I'm overall happy with the entry, any final thought is more than welcome otherwise I will post is as is :)I was thinking to showcase Sludge Shot, Pathogen: Green Fire and Plagueland Clinician
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
My suggestion - make it work the other way around. First draw then shuffle. That way on an empty hand, you would just draw 3 cards and shuffle them back into your deck.
@LivingOrganism
As simple as that sounds you've given me a good idea, draw 3 then shuffle your 3 left-most cards. It'll avoid shuffling cards you've just draw bit more and removes cards that could've been sat in your hand for a while being useless and worked their way to the left side of your hand. But on an empty hand it does nothing essentially
Also I'll be changing my hero, won't be WoW related but I completely forgot there was a skin of her. I remembered the card and thought "well illidan was at one point" as for the hero power you might be right but I'm gonna want to think of something good and versatile, nothing to do with shuffling that only works best in a shuffle deck. I kind of thought it'd be like priest and how a lot of the time on t2 it's unusable.
Ok, so that was on my mind lately...
Secret Agent
What agents usually do? They shoot. A lot. That's why shooting with his hero power, upgrading it and interacting with it, is one of the main themes of this class.
He doesn't have a good/cheap AoE, so for massive clears he has to rely on his big friends. At least, they can get the job done, right? Especially, if you assist them with your special ammo...
Oh, and maybe you should load some of that into your guns! Agents do carry guns, right?
Well, hero power, weapons, what else? Agent has weak AoE potential, but clearing 1 or 2 enemies should be easy, right? Yeah, if you consider positioning
The rest of the set:
So, yeah, that's it. Any feedback will be appreciated!
Alright, I'm sure 9,000 other people have had this idea, but here is The Necromancer!
The idea of the class is to be a "deck builder." The Necromancer is a control class who starts with underpowered cards, and upgrades and improves his deck over time. The Hero power ties into the strategy directly, allowing you to dig through your bloated deck, unearthing your answers and power cards.
The class will have a Deathrattle theme and a minor "rez enemy minions" theme.
@Wintrmute I like the direction you are taking with this class but I don't think a necromancer flavor works best for it. I would go with an archeologist actually ! Also make sure to give the class a lot of card draw to make good use of the cards shuffled into your deck. Your hero power is a little bit too complicated imo, I'd look into a card draw or stabilization effect.
An archeologist won the competition before.
I'm dog tired but I figure if I want any feedback other than McF4rtson's, I gotta put this out there now. Also, he's the one who designed my card border for this set, so double thank you as always to him. I'm gonna try to get in some reviews as well.
Warlord (Of Draenor)
Obviously not the final formatting but god it's late at night. I designed the class to take advantage of many untapped possibilities in HS, most notably being different forms of combat we've seen in cards like Duel!, Mass Hysteria and less mass Hysteria. My class keyword, Rally, summons minions from your hand to attack enemies instead of the usual ways spells deal damage. However, I basically couldn't use any direct damage spells in Basic so as to not waste my design space, and given the other big theme of my class is slow but permanent buffs, I had a... fun time, to say the least, conveying my themes in the restrictions of basic. I'll list my classes' strengths and weaknesses in spoilers.
Really didn't feel like retyping this so here's the graphic from my google sheet where I keep all my cards. Yes... A google sheet...
Now, I'll look back through other classes from this page
- @Wintrmute I like the Scrying and deck manipulating aspects you're starting off with, and I'd be interested to see what else your class can do. I'd honestly say the ghoul could be 3/2 or 2/3, as I don't think the 6/6 gets drawn earlygame enough to be a mitigater to it's stats. I was going to caution you about unending winter but the durability clause is actually a smart way to get around the fatigue situation. That being said, if you have two you will never fatigue so that's worrying. Forbidden Research is kinda brick-y earlygame, so I think it could be reduced to 2 mana.
- @Klaytonio We love a good James Craig. I would say that designing half your basic set around your Hero Power itself as opposed to having a lot of cards that interact with it's effect is often not a strong baseline. I'd say prune back to 2-3 or perhaps find ways to rephrase some so they aren't bound inextricably to it's effect. That being said I think this is a good enough start.
- @Laurendor Plaguelands Clinician and Slimepocalypse are nutty removal tools. I'm concerned that I can't really figure out what your classes' weaknesses are from what I'm seeing, so having high end cards like Clinician and Pocalypse isn't outright bad I can't quite decide if they're balanced or indeed the class is. That being said, I like the design spaces you're working in, and I'm glad to see a limiter on your keyword. You may want to determine whether all your cards fit basic, as four lines of text on four different cards is pretty high. Also, RIP Stradama.
-@JollyCroquet If you want easy WoW lore, there were like fifty different decks you could get at Darkmoon Faire, and a few different Deck based trinkets. I think I even have one on my Monk right now. Plus there's Inscription which has a bunch of decks. Anyhoo. I think you've got a heavy draw theme but I can't tell what it's building to. I see a lot of health bonuses and draw, which has me split between stall and combo, but I'm not sure entirely where you're headed. That could easily be fixed in Core and onwards, but as of now I'd caution you on how much card draw you have (And I totally get it because my class has been hell to determine the amount of draw for)
@Jengus
I have included a little bit of lore but the class is not too rooted in WoW lore but if anything Hearthstone lore, the 3 mana cards however are either to do with lore or an actual spell from the game (I thought curses generally fit the Gypsy witch type of theme I'm going for too) What do you mean by trinkets though? That sounds like something I could use thematically :D
And I completely understand what you mean but I didn't want to actually add any pay off synergies, just stuff that helps build them for now. I took a look at Druid and how that had lots of ramp tools but only the ironbark protector that could see any pay off to that, also how it looks far from an aggro class and we all know that's not the case. Hopefully after the next 10 you'll be able to see that shuffling and drawing can bring more to the class than what the game currently features. I hope...
As for your class, I really like it and looks like a type of class I'd play. However 2 cards stand out as being a bit weak to me and simply should be buffed and that's Mak'gora (I know you've got the whole whenever a minion attacks going on but it does feel like a more situational and weaker Remove the Problem, maybe bring it down to 1?) and also unflinching assault would rarely be better than the 2 mana windfury spell for shaman, the shaman can also go face but only twice so I think they are in a very similar league, so maybe 2 mana for your one as well or 3 because an immune minion could slaughter the whole board, but only at that point would it be worth the current 5 mana.
It does look quite a bit like warrior at the moment however it's only the basic set and it looks like a tidy job and I feel like you're gonna be taking it in a more obvious direction for the initiate and beyond.
I've made changes to a couple of cards and the hero which I'm happy with and will upload straight to the submission but I'm just testing out hero powers and wondering if either of these are better than my current.
So I've made a couple of different hero powers, I tried making them as universal for all types of decks as possible without treading too heavily on another hero power already in the game. The Fading Spirit essentially destroys itself at the start of your turn meaning you can't flood the board with them as 1 mana would easily allow for that, there is also synergy with the weaker Tarot Card as well.
As for the second one, I quite like it, it has a draw potential stronger than Warlock however, give it few uses and you'll start to come across dead draws (quite literally) that could hinder both aggro and control cartomancers... But at the end of the day if you draw a corpse, you might be able to shuffle it and find something better...
Hello, Sir Klay. You can make that class, no problem at all. Just be sure to make it different from that one. (i.e not copy that one ideas, use your own). I would see some problem if that class was one of the latest champions, but it is not the case, and there was some time that it debuted. In the utmost case you can just change the name to something similar.
Edit: looks like my page wasn't updated and there were A LOT of new posts. hahauha so I will give my 2 cents to your agent here:
The concept is going cool! I dig it! The cards are well fitting, too. The only minor I see is with Orc Agent. Looks a little too strong for me for basic set. And also, I believe Deathrattle effect is NOT ALLOWED in this phase, so you might want to change that or just keep it to the next phase. Well done.
Is encourage you to look through to my profile and check out a custom class I made a few years ago that implemented minion armor.
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/211461-also-a-class-the-technician-ayy-lmao
You should try avoiding the mistakes I made with that class! (because it didn’t win)
https://imgur.com/a/NHFfmT9
here ^ is my basic card set (+ a few initiate but don’t look) and I’d love people’s feedback. I made a spiritwalker class 6 years ago and it was awful so I’m trying again!
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I'm planning on giving my submission this night, any ideas about whether to change the hero (not the class itself) or not?
The draenei lore-wise are said to have a strong connection with death (the soul of their world in fact becoming a death titan)
On the other hand I could either directly roll on with Argus (not originally planned, but it could work).
Or have a spirit instead taking the lead.
Click to see my Hearthstone projects: