The Custom Class Competition is back for its eighth iteration! Veterans and newcomers are welcome as we kick off the first Hearthpwn Class Competition post-Core Set!
This is the Discussion Thread! Ask for feedback, return the favour, ask questions, etc. here, anyone part of or not part of the contest is welcome.
There was a tie for 4th place so there will be 5 finalists instead of 4; only klipce is eliminated.
Do NOT post your submission here. There is no Submission Thread this week.
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Overview
All contestants will create one custom class, following the layout of Demon Hunter.
The contest will run for 5 weeks.
Week One: 10 Basic cards.
This contest, as Demon Hunter introduced Rush and Lifesteal into the Basic Set keyword pool, the list of keywords you are allowed to use is as follows:
The following keywords are banned. Discover: It is strange for a new player starting out with a Basic set to be discovering from cards they have no idea of. Secret: Complex mechanic, requires at least 3 out of 10 of your slots. Class keywords: Blizzard is pretty clear about saving these for Initiate. Immune and Counter: Far too niche to have a place in Basic.
Week Two: 10 "Initiate" cards.
"Initiate" means the supplemental 20 cards Blizzard printed for Demon Hunter. Yours do not have to be named Initiate.
Week Three: The other 10 "Initiate" cards.
Week Four: Your pre-Core expansion cards.
Week Five: Core Set consolidation + 15 post-Core expansion cards.
Be sure to read over Rules & Information section as there is a lot to go over this contest due to the complex shifts caused by the introduction of the Core Set.
Submission Format
You must adhere to the following submission rules or risk disqualification:
Unless otherwise stated, you are allowed three cards to showcase. All other cards must be hidden in a spoiler.
You may include flavour texts. For the showcase cards, their texts do not need to be spoilered.
All tokens must be in a spoiler.
You may include a single banner at the top of your submission post. It may not be overly fancy. This is entirely subjective and the moderators have the right to remove a banner they feel is too fancy and, therefore, gives an inherent advantage over other posts.
Golden cards are not allowed, nor are huge images that feature your cards with a background.
If you choose to include other images other than a banner, they must be hidden behind a spoiler.
Flavour text is allowed behind a spoiler.
Golden cards are not allowed.
Challenges
Week Five has no real challenge, but there are special formatting restrictions that must be followed:
This week, finalists create their own post to showcase their entire class.
Your post needs to include [Class Finalist] at the beginning.
You are allowed six showcase cards. However, three must come from past phases. Other cards need to be spoilered.
You are able to put a maximum of three banner/graphics on your class post.
Other than these rules, you can do whatever you want (structure of your post is up to you, you can include all old cards, strengths and weaknesses, etc. etc.)
The following restrictions pertain to the consolidation of your Core Set:
You are required to post all Core cards in a spoiler.
The Core Set requires a lot of rarity changes and a watermark change. If a card you decide to put in the Core Set does *NOT* need a rarity change, you can just put it in without a watermark change if you'd like to save some time.
You may introduce a maximum of three new cards (Demon Hunter, Warrior, and Priest introduce the highest number of new cards)
These three new cards do not need to follow any sort of pattern, you can replace three commons, three rares, your legendary, etc.
You may change rarity of older cards.
Warrior's Core set is unique in that it has an extra epic due to them all being from Classic. Since you do not have a Classic set, you are not allowed to do this.
Beyond that one exception, you need to follow the rarity distribution of the Core set seen in all other classes.
You may make an unlimited number of art or name changes.
You may make an unlimited number of minor changes. A minor change is changing stats, and nothing else. (example: Warhorse Trainer going from 2 to 3 Attack, Menagerie Warden going from 6 to 5 Mana.)
You may make one major change. A major change is anything that is more complex than a single stat change. This could be stat changes along with a new keyword (Guardian of Kings), a complete rework (Tracking), etc.
Rules & Information
How is the Initiate set split in half?
There are 8 commons, 6 rares, 4 epics, and 2 legendaries. That makes splitting the Initiate set in half rather easy.
For Weeks Two and Three, contestants will create 4 commons, 3 rares, 2 epics, and 1 legendary.
What does pre-Core expansion mean?
You may select any expansion before the Core set was introduced! Anything from GvG all the way up to Darkmoon Faire is up for grabs.
What does post-Core expansion mean?
Either Forged in the Barrens or United in Stormwind.
What do I do about class cycles?
You must have at least one all-class cycle from your chosen expansions.All-class, in this context, means both a cycle shared between all 9 classes, or a cycle that the League of EVIL classes or Explorers classes share.
While, at first, it seems to make sense that your custom class should adhere to all all-class cycles in a given expansion, Demon Hunter, for example, did not have a Prime legendary, therefore you only need to use one such cycle.
What about card cycles not shared between all nine classes, like Studies spell cards, or Aspirant cards?
You may pick and choose from those, these are not mandatory.
What about Hero Cards?
So after much debate and discussion, Hero Cards are allowed with an asterisk. More information will be given, but for now, take note that they are only allowed in Week Three.
Can I rename the "Initiate" set to whatever I want?
Yes.
What watermarks do I use?
For the "Initiate" set, you can use whatever watermark you think makes the most sense. There is a list of watermarks here.
Do I have to follow the rarity distribution of the Demon Hunter Initiate set?
Yes.
You may not introduce a Legendary spell, weapon, or Hero in the Initiate set as there are none in the current Demon Hunter example we've been given.
Do I need to adhere to Warcraft lore?
During this contest, I will be experimenting with asking contestants to integrate a little bit more Warcraft lore into their submissions. However, for the most part, you will be free to ignore Warcraft lore.
Do I need class-exclusive keyword?
No.
Can I do a Monk or Death Knight class?
No.
Can I create my own spell school or minion tribe?
We'll try this out this competition: Yes, you can.
Competition Process
Week 1: July 7th - July 14th Week 2: July 17th - July 24nd Week 3: July 25rd - August 1st Week 4: August 3rd - August 10th Week 5: August 20th - August 31st
All threads close at 3 AM, EST. There may be delays due to United in Stormwind being released. I also do have some overnight shifts at my workplace, so I will give 24 hours notice if there needs to be a delay.
Hey, I was wondering about the following: we're only allowed three new cards in line with the amount of new cards for this year's Core sets, but these sets have been compiled from considerably more adventures and expansions than what we are working with in our custom classes.
If we take ten Basic cards, fifteen Classic cards a total of nine class cards from all adventures, and ten class cards per expansion, that adds up to some 164 cards to pick from, as opposed to our 40-ish.
Is it possible to loosen the ceiling of custom Core cards to 5, 6, 7? I don't expect anyone to rush and fulfill it like a quota, I'd just want more freedom when it comes to designing the most Core-like set, and also not to feel like I'm on uneven ground compared to the actual Core sets.
Rollback Post to RevisionRollBack
Check out my submission for the custom class competition here.
Ok still struggling with the Core Set but I'm pretty close on completing the Post-Core Set.
I picked United in Stormwind and I wanted to give my cards a lore first so it fits in the theme of the expansion.
In United in Stormwind all quests are pretty much linked together, my quest starts before Xyrella purify the Shards in the Cathedral and ends after the demonic invasion. The poor Mervino, our mercenary, dropped an unstable and modified pathogen in Stormwind while escaping to the demonic invasion and he decided to take this opportunity to make some profit, selling his skills as a Plague Doctor to the poor alliance stormed by a very infectious disease.
Half of the set will be related to Mervino, the other half, to the new established Stormwind Department of Health, directed by Shaina Fuller - she's a wow trainer for First Aid in Stormwind -.
I like the mechanic of the quest and both Shaina Fullerand Expired Healing Potion should help to fulfil the quest a bit faster - there are also a couple of cards that increase the healing on this set and the core set as well. I'm wondering wether is should reduce the healing to 3.
The Lockdown is a new mechanic implemented in some of the cards, it puts an area in lockdown for 3 turns and it apply a passive effect that weakens every turn.
Any chance we can have a bit more time to complete this??
Hey, I was wondering about the following: we're only allowed three new cards in line with the amount of new cards for this year's Core sets, but these sets have been compiled from considerably more adventures and expansions than what we are working with in our custom classes.
If we take ten Basic cards, fifteen Classic cards a total of nine class cards from all adventures, and ten class cards per expansion, that adds up to some 164 cards to pick from, as opposed to our 40-ish.
Is it possible to loosen the ceiling of custom Core cards to 5, 6, 7? I don't expect anyone to rush and fulfill it like a quota, I'd just want more freedom when it comes to designing the most Core-like set, and also not to feel like I'm on uneven ground compared to the actual Core sets.
Hmmmmmm... I am not too keen on upping this because DH worked with a smaller card pool as well...
The Lockdown is a new mechanic implemented in some of the cards, it puts an area in lockdown for 3 turns and it apply a passive effect that weakens every turn.
Yeah more time is fine.
I already hate the quest reward, we already know stealer of souls is broken as hell, let's not do more of it.
I think you might be losing some sense of balance on a few cards...
First Aider, yeah, no. 1 mana 1/4 with a strong upside...
Lockdown is so OP. Unless you have to pay 3 mana for them, as evidenced by their tokens? But they're disgustingly op. 4 mana 3/6, already premium stats, and then you can have a chance of absolutely crippling your opponent for 2, maybe 3, turns. Or, you just totally whiff and put their hero power to 5. So you have a mechanic that's very highrolly, and if you roll high, you basically win.
Expired Healing Potion also seems to be begging to get abused. Though, to be fair, a 1 mana mind blast isn't even all that bad in this meta, heh. That's how stupid this meta is.
I'm not sure how to evaluate Shaina... but she seems like an auto-include in slower decks, if they existed. She gets a start of game benefit, but has no requirement, that seems too strong because of that, even if it is currently unplayable.
Hey there, I am grateful for making it to the finale, thanks for your votes.
Just a quick question about the 15 - post core set rotation expansion cards. Do they have to be from the same expansion, or can they be 5 for Stormwind and 5 for Barrens?
And as for my core set, was there any card in the past phases you'd like to see in?
Feedback:
Laurendor - I realy like the art manipulation you did there. Questline is good up until the final reward, a lot of people, me included, hate the current meta and I guess just the effect could cost you some votes. Shaina seems ok, but as McF4rtson stated it is unconditional start of game, maybe you could get damaged more (12 - 15 HP). A little class only powercreep on Garrison Commander with a questline synergy in Doc-O-Bot seems fine. First Aider should either have lower stats, battlecry, or be affecting both players in my opinion. First Aid Kit looks balanced if you do not have any crazy Lifesteal card in core set, similar with Pathogen: Voidrash, which might be a bit problematic in Wild, but probably not worse than Ql Warlock. Expired Healing Potion is flavorful, maybe a bit too strong and Detox sounds more like saving a minion, not destroying it, the effect seems like a great fit when paired with tradeable.
As for the lockdown mechanic I originaly imagined that it locked a certain board slot with an aura effect there, which is probably entirely unexplored UI, but sounded cool, at least in my head. Both of your cards seem really strong, they should cost more in my opinion.
Hey there, I am grateful for making it to the finale, thanks for your votes.
Just a quick question about the 15 - post core set rotation expansion cards. Do they have to be from the same expansion, or can they be 5 for Stormwind and 5 for Barrens?
And as for my core set, was there any card in the past phases you'd like to see in?
They need to be from the same expansion. So pick either barrens or stormwind.
The thread does not seem very active so I hope I can get some feedback. I have decided to go with Barrens and explore a little bit of different mechanics. But first of the Mercenary and ranked spell:
Tokens for hero power:
Like Laurendor did with Goblin I wanted my mercenary to be the sixth alliance race - Worgen. The flavor of this card is that he does want to join the ranks of Winglords but does not get along well with Gryphons and because of that he embarks on a journey to the Barrens to find a mount of his liking, which I hopefuly captured. I am not sure about the balance of the tokens though (thats why the Hearthrazors art not centered properly yet.)
And now for the rest of the set:
In Forged in the Barrens the Harpies were realy under represented (Cause it is one of their main locations in WoW) I decided to put some cards with the Keyword inspiration of the original Windfury Harpy.
Sister Rathalon would work similary like a tradeable card - just instead of draging the card into your deck you would drag it onto minions. Once her Health reaches 0 once in your hand, she dies and gets removed from here. Windfury also means that she can attack twice from your hand each turn.
I also tried to showcase the Windriders of the Horde in the set, Not sure with them having their own Mechanic isnt overkilling the set, maybe I should cut either them or the Harpies.
And lastly there is a Caravan to complete the set:
Looking forward to read your opinions, the Core set is still being worked on, will post it later, hopefuly.
Thardian is interesting, but you do have a lot of cards that interact with skyree. I'm not sure if locking yourself out of that many cards is ok in standard. In wild it wouldn't be a problem.
You do not have enough handbuff for Share of Loot to be reliable. This is a sort of card I'd release in a later expansion to solidify your handbuff archetype. Otherwise, you get Freeze Shaman, which went nowhere.
2 mana 1/4 windfury, hmmm. It is very strong going first with powerful, snowbally upside, so I'm a little hesitant.
I'm not really sure how sister rathtalon is supposed to work, mechanically. Windfury really doesn't do anything in-hand, this is a very foreign concept. For simplicity's sake, I'd just have her have unlimited attacks and balance around that fact.
You have a second archetype revolving around Poisonous, interesting. Hopefully your Core Set gives this a few extra options.
Alirigt alight putting some things together but getting there lol
I made some small changes, the only big one would be on the legendary option C which I actually prefer at the moment. I think it's more balanced than option B anyway.
Plague Deviser and Sharing is Caring are completely new. The rest fo the cards received some art/name changes and slightly small changes.
Here's the Core Set
A
B
C
TOKENS
I'm reworking now the Post Core
I want to keep the quest the same, but I thought about changing the Reward to this...thoughts?
I like the 2nd kevin the slime most. First version is just a 1 mana dreadsteed but way better.
You might be able to get away with Life Drought at 1, since healing is worth less that dealing damage. The name of the card is a little strange though, since a drought is an extended period of time without water.
Oozing Coagulum, I think this is ok. I had my doubts while initially typing this out, but I think this is a fine win condition for slower decks.
Carrion Renewal is a little odd, it feels like the deal 1 damage Lifesteal is just kind of tacked on. I understand this is both token and healing synergy in one card, but it isn't that elegant.
Touch of Slime could cost 4.
I like this quest reward a lot more! Along with Oozing Coagulum, this rewards a deck that can control the health of minions and healing resources.
I also like the Lockdowns a bit more, but I would suggest fewer turns. Remember, Cult Neophyte is spell lockdown, and it is already quite effective.
The first Shaina is literally just Reno Jackson but better, so no. The second one is conditional, but still very easy to pull off since it is during this game, not this or last turn, and just a single Lockdown to boot. Might have to go back to the drawing board with her again, sorry. :/
The Custom Class Competition is back for its eighth iteration! Veterans and newcomers are welcome as we kick off the first Hearthpwn Class Competition post-Core Set!
This is the Discussion Thread! Ask for feedback, return the favour, ask questions, etc. here, anyone part of or not part of the contest is welcome.
Do NOT post your submission here. There is no Submission Thread this week.
A list of custom class borders can be found here.
Posting Tutorial
Overview
Submission Format
Challenges
Rules & Information
Competition Process
Be sure to read the formatting requirements in the challenge section.
Also note you guys have 11 days instead of 7.
Hey all! Good job to everyone!
Quick question, the post-core set can be United in Stormwind + Wailing Cavern?
By Core set do you mean Basic set + "Initiate" set?
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
Hi y’all,
thanks for the votes to 2nd place, but I won’t be able to finish. :( It was nice to participate though!
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!) •
oh no way mate! I like your entry a lot! What if Mcf4rtson give us more time??
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
How you guys going? I'm struggling a bit but I might put something together to show you today or tomorrow!
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 am on standby to give feedback if necessary.
Hey, I was wondering about the following: we're only allowed three new cards in line with the amount of new cards for this year's Core sets, but these sets have been compiled from considerably more adventures and expansions than what we are working with in our custom classes.
If we take ten Basic cards, fifteen Classic cards a total of nine class cards from all adventures, and ten class cards per expansion, that adds up to some 164 cards to pick from, as opposed to our 40-ish.
Is it possible to loosen the ceiling of custom Core cards to 5, 6, 7? I don't expect anyone to rush and fulfill it like a quota, I'd just want more freedom when it comes to designing the most Core-like set, and also not to feel like I'm on uneven ground compared to the actual Core sets.
Check out my submission for the custom class competition here.
Ok still struggling with the Core Set but I'm pretty close on completing the Post-Core Set.
I picked United in Stormwind and I wanted to give my cards a lore first so it fits in the theme of the expansion.
In United in Stormwind all quests are pretty much linked together, my quest starts before Xyrella purify the Shards in the Cathedral and ends after the demonic invasion. The poor Mervino, our mercenary, dropped an unstable and modified pathogen in Stormwind while escaping to the demonic invasion and he decided to take this opportunity to make some profit, selling his skills as a Plague Doctor to the poor alliance stormed by a very infectious disease.
Half of the set will be related to Mervino, the other half, to the new established Stormwind Department of Health, directed by Shaina Fuller - she's a wow trainer for First Aid in Stormwind -.
I like the mechanic of the quest and both Shaina Fuller and Expired Healing Potion should help to fulfil the quest a bit faster - there are also a couple of cards that increase the healing on this set and the core set as well. I'm wondering wether is should reduce the healing to 3.
The Lockdown is a new mechanic implemented in some of the cards, it puts an area in lockdown for 3 turns and it apply a passive effect that weakens every turn.
Any chance we can have a bit more time to complete this??
And yes, more than keen to hear your feedback!
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
Hmmmmmm... I am not too keen on upping this because DH worked with a smaller card pool as well...
I suppose if you do 5 cards that should be ok.
Yeah more time is fine.
I already hate the quest reward, we already know stealer of souls is broken as hell, let's not do more of it.
I think you might be losing some sense of balance on a few cards...
First Aider, yeah, no. 1 mana 1/4 with a strong upside...
Lockdown is so OP. Unless you have to pay 3 mana for them, as evidenced by their tokens? But they're disgustingly op. 4 mana 3/6, already premium stats, and then you can have a chance of absolutely crippling your opponent for 2, maybe 3, turns. Or, you just totally whiff and put their hero power to 5. So you have a mechanic that's very highrolly, and if you roll high, you basically win.
Expired Healing Potion also seems to be begging to get abused. Though, to be fair, a 1 mana mind blast isn't even all that bad in this meta, heh. That's how stupid this meta is.
I'm not sure how to evaluate Shaina... but she seems like an auto-include in slower decks, if they existed. She gets a start of game benefit, but has no requirement, that seems too strong because of that, even if it is currently unplayable.
Hey there, I am grateful for making it to the finale, thanks for your votes.
Just a quick question about the 15 - post core set rotation expansion cards. Do they have to be from the same expansion, or can they be 5 for Stormwind and 5 for Barrens?
And as for my core set, was there any card in the past phases you'd like to see in?
Feedback:
Laurendor - I realy like the art manipulation you did there. Questline is good up until the final reward, a lot of people, me included, hate the current meta and I guess just the effect could cost you some votes. Shaina seems ok, but as McF4rtson stated it is unconditional start of game, maybe you could get damaged more (12 - 15 HP). A little class only powercreep on Garrison Commander with a questline synergy in Doc-O-Bot seems fine. First Aider should either have lower stats, battlecry, or be affecting both players in my opinion. First Aid Kit looks balanced if you do not have any crazy Lifesteal card in core set, similar with Pathogen: Voidrash, which might be a bit problematic in Wild, but probably not worse than Ql Warlock. Expired Healing Potion is flavorful, maybe a bit too strong and Detox sounds more like saving a minion, not destroying it, the effect seems like a great fit when paired with tradeable.
As for the lockdown mechanic I originaly imagined that it locked a certain board slot with an aura effect there, which is probably entirely unexplored UI, but sounded cool, at least in my head. Both of your cards seem really strong, they should cost more in my opinion.
They need to be from the same expansion. So pick either barrens or stormwind.
The thread does not seem very active so I hope I can get some feedback. I have decided to go with Barrens and explore a little bit of different mechanics. But first of the Mercenary and ranked spell:
Tokens for hero power:
Like Laurendor did with Goblin I wanted my mercenary to be the sixth alliance race - Worgen. The flavor of this card is that he does want to join the ranks of Winglords but does not get along well with Gryphons and because of that he embarks on a journey to the Barrens to find a mount of his liking, which I hopefuly captured. I am not sure about the balance of the tokens though (thats why the Hearthrazors art not centered properly yet.)
And now for the rest of the set:
In Forged in the Barrens the Harpies were realy under represented (Cause it is one of their main locations in WoW) I decided to put some cards with the Keyword inspiration of the original Windfury Harpy.
Sister Rathalon would work similary like a tradeable card - just instead of draging the card into your deck you would drag it onto minions. Once her Health reaches 0 once in your hand, she dies and gets removed from here. Windfury also means that she can attack twice from your hand each turn.
I also tried to showcase the Windriders of the Horde in the set, Not sure with them having their own Mechanic isnt overkilling the set, maybe I should cut either them or the Harpies.
And lastly there is a Caravan to complete the set:
Looking forward to read your opinions, the Core set is still being worked on, will post it later, hopefuly.
Thardian is interesting, but you do have a lot of cards that interact with skyree. I'm not sure if locking yourself out of that many cards is ok in standard. In wild it wouldn't be a problem.
You do not have enough handbuff for Share of Loot to be reliable. This is a sort of card I'd release in a later expansion to solidify your handbuff archetype. Otherwise, you get Freeze Shaman, which went nowhere.
2 mana 1/4 windfury, hmmm. It is very strong going first with powerful, snowbally upside, so I'm a little hesitant.
I'm not really sure how sister rathtalon is supposed to work, mechanically. Windfury really doesn't do anything in-hand, this is a very foreign concept. For simplicity's sake, I'd just have her have unlimited attacks and balance around that fact.
You have a second archetype revolving around Poisonous, interesting. Hopefully your Core Set gives this a few extra options.
Hey McF4rtson, can we have a little extension please?
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
Until the 6th, that enough?
That would work for me! Hope is not a problem for the other contestants
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
Alirigt alight putting some things together but getting there lol
I made some small changes, the only big one would be on the legendary option C which I actually prefer at the moment. I think it's more balanced than option B anyway.
Plague Deviser and Sharing is Caring are completely new. The rest fo the cards received some art/name changes and slightly small changes.
Here's the Core Set
A
B
C
TOKENS
I'm reworking now the Post Core
I want to keep the quest the same, but I thought about changing the Reward to this...thoughts?
Also I changed the lockdown mechanics a bit
I also changed the second legendary
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 like the 2nd kevin the slime most. First version is just a 1 mana dreadsteed but way better.
You might be able to get away with Life Drought at 1, since healing is worth less that dealing damage. The name of the card is a little strange though, since a drought is an extended period of time without water.
Oozing Coagulum, I think this is ok. I had my doubts while initially typing this out, but I think this is a fine win condition for slower decks.
Carrion Renewal is a little odd, it feels like the deal 1 damage Lifesteal is just kind of tacked on. I understand this is both token and healing synergy in one card, but it isn't that elegant.
Touch of Slime could cost 4.
I like this quest reward a lot more! Along with Oozing Coagulum, this rewards a deck that can control the health of minions and healing resources.
I also like the Lockdowns a bit more, but I would suggest fewer turns. Remember, Cult Neophyte is spell lockdown, and it is already quite effective.
The first Shaina is literally just Reno Jackson but better, so no. The second one is conditional, but still very easy to pull off since it is during this game, not this or last turn, and just a single Lockdown to boot. Might have to go back to the drawing board with her again, sorry. :/
Thanks mate! Really appreciate it, I made some changes and I'm posting the entry now, thanks also for the extra timing!
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