I am thinking of making an Ogre hero. If I am not mistaken this is High King Maulgar. The idea is to make a class that will utilize Ogre race, be Midrange/Tempo oriented. The class will be probably called "Warlord".
I'm thinking of what Hero Power such hero can/should have.
I think that Tele-Snag is invading Priest's territory. The intel and the interaction with the opposing deck in general is currently Priest specific. Your card will be either a better or worse version of already existing card =/
Hob&Goblin is a bit too strong I believe. The 2dmg battlecry is very valuable (see Stormpike Commando).
Let me preface this by saying that although I'm not an active participant of these competitions, I do regularly read the competition threads, and I think it's very nice of Asylum to offer advice for participants to guide them. However, I felt obligated to speak out for a couple of these entries, as I believe Asylum is being overly harsh here.
I don't think that this works very well as a hero power. First, there are no current hero powers that require minion presence at all in order to basically function, and that's intentional that they be more broadly useful than that. Second, I can't think of a single situation where the Mage power isn't entirely better. Wait, there's one, buffing an enemy minion from 6 Attack to 7 so you can BGH it. But that's it.
Firstly, that analysis isn't very accurate. Buffing a minion to attack face *can* be a way to gain more than 1 damage's worth of value. Another thing is Enrage/Heal mechanics, like using this on Grim Patron; or using on a minion with Windfury. Admittedly very niche cases, but then the cases in which the Mage hero power can do better are similarly niche.
Synergies weren't considered as well. If Big Game Hunter is a good way to utilise this hero power, it's possible that many class cards can capitalise on raised attack (pre-existing examples include Shadow Word: Death). Lastly, you might like to note that "buffing" a damaged minion then silencing it returns it to full Health.
Of course added effects, like giving Taunt as well, would be very nice (if you are targeting an enemy, you probably intend to kill it so Taunt isn't a liability, and also synergises with TBK); but the point is that this is not strictly worse/better than Mage's hero power.
I don't think that this works very well as a hero power. There are no current hero powers that require minion presence at all in order to basically function, and that's intentional that they be more broadly useful than that. If you want to keep this effect though, I have an idea: What if your Hero Power had dynamic text? While your opponent has at least one friendly minion out, your Hero Power's text is exactly as you currently have it. BUT, if they have no friendly minions, its text instead reads, for example "Deal 2 damage to the enemy hero." or something else simple and perfectly usable against an empty enemy board?
This hero power CAN be used at all times. It's until the start of your next turn, so use it on a shaman with Doomhammer to prevent 4 damage.
Contest rule question: If a hero power creates different cards should those be included in the submission or would that be going over the "three example cards" rule?
I was thinking about orienting on the smaller Midrange minions (3-5 mana). I was considering the "Raw Power" which would give a minion +2atk this turn only. But then I figured that I'll just create a class for Zoo 2.0 =/
By "Conscript" you mean a buffable furniture, right? Looks interesting.
I was thinking on making it less of a spellcasting class but more of aura oriented one. Like having a minion that would buff others to regain health on kills. Or a *legendary* minion that would make minions of certain *7+ or 6+* manacost unable to attack or just unplayable until he is removed/silenced.
Main ideas of the class is Management, mainly in three ways:
The order of cards in your hand (Hand Management), Searching for information of your opponent (Information Management). Still considering how to add Deck Management into the class.
In terms of deck Management, you could do something having to do with adding cards to your deck(ala Gang Up ), or getting cards from your deck ( like Mad Scientist).
Minions, servants, soldiers of the cold dark... Obey the call of Kel'Thuzad!
The Lich class
His hero power is very unique since it will be transforming thruout the course of the game.
KT will be switching between two of the Lich magical fields Frost and Shadow. KT starts every game with the Frost hero power and after he uses it, the hero power flips and becomes Shadow. Note that you can still only use your hero power once per turn. The hero power itself is kinda straightforward. Freeze a minion (so no freezing heroes) or deal 2 random damage split among enemy characters. The gimick of this class is that your minions and spells will have bonus or different effects based on what your hero power currently is.
Our first example of a card will be the Ice Seeker. This is an example of a card that gets a bonus if you have a certain variation of your hero power. So if your hero power is currently Frost and you play this card it's effect activates. This class revolves around freezes and dealing damage so there are cards that will freeze minions.
The next card is an example of a card that requires you to have a certain hero power to play it. Since the theme is Shadow here, what better way to release it with a gigantic burst that destroys one of your mana crystals (a price for that power). A straightforward card that can save you in many situations but can also result in a tempo loss for you. You need to have your hero power be Shadow to be able to play this card. If it's not Shadow you cannot play it (Majordomo becomes more useless =( ).
The last example of a card that I can give this week is a card that functions based on what hero power you have, having two different effects. If you have the frost hero power on you deal 2 damage to all frozen enemy characters and if your hero power is Shadow deal 5 damage randomly split among all enemies.
All in all I think this class would be great fun since it requires alot of tactical decisions that will impact the way you play. Knowing when to use the hero power and when not to could decide the game. There are alot more cards that I thought of, but I decided to show you these three to explain the gimick of the class.
I hope you liked what I made and I hope I make it far with this class. Thank you for reading =)
Contest rule question: If a hero power creates different cards should those be included in the submission or would that be going over the "three example cards" rule?
The limit of 3 only applies to the Example Cards, not to the Hero Power. If, for example, Shaman didn't already exist and you were submitting it here, you would include all four Totemic Call totems in your submission.
Thanks to everyone that provided feedback for my Demon Hunter ^^ when I get home later today I'll make sure to review my ideas and see if there are better ways. Also, help out other people.
@Varolie: I really like the idea, but the example cards you've given so far don't really tell me much about the class as a whole. I don't really feel like I know how they would play. Do you understand what I mean?
@Ethenil: I like the delayed effect, but you should probably clarify when it activates - at the start of each turn, end of each turn, start of your turns etc. I'd also suggest making it two turns instead of one, as it is essentially a Mage Ping plus a little more (possibly).
@Zukuu: Should probably create a Token for the Skeleton Warrior, to better illustrate and flesh out the class. I think, in theory it's balanced. I'd be wary of the kinds of buffs you give the class though, because already if the opponent doesn't have Taunt a rush deck would do very well.
EDIT: Aesthetic thing for everyone to consider - all Hero Powers have the bolded phrase Hero Power before the explanation of what it does.
___________________________
Anyway, now for my idea!
Archivist
A class based around books and the powerful magical knowledge that they bring to those who read them. Not the most lore-compliant, but then again, this is essentially battle librarians. And who doesn't want battle librarians?
Hero and Hero Power
"But Shadows..." I hear you ask. "What on earth is Spellwear?"
Well, imaginary inquisitive forumgoer, Spellwear is my fantastical new keyword! Inspired by the wear and tear I imagine many magic books suffer from being surrounded by Fireballs and Frostbolts during a battle, Spellwear is a quick and easy way of saying, “Whenever you cast a spell, remove 1 Durability from this weapon.”
As you can see, this is a much more concise way of phrasing this, and allows you to add more card text without cluttering up the card. Fun!
So, what do you guys think? Is the Hero Power balanced? What should I change (if anything)?
This looks very interesting! However I think that the hero power might be a little too strong. Spell damage +1 is worth more than +1 "pure" damage. Will your class have AoE? If not, I think Spell Damage +2 with only 1 durability would be more balanced. But the whole balancing issue really depends on how strong your class' damaging spells are. It looks promising though ^^
A small note btw: Rogue's HP, Wicked Knife, has different art than the HP-circle that summons it if I remember correctly.
rough sketch of my design, what do you guys think? It's my first time doing this btw, and it took me around 3.5 hours XD
Did this on Gimp.
Edit: Made the spell template aswell, this one was way faster (after some practice), therefore the lower upload quality. Anyway, do I upload this design to hearthcards.net now? XD
Can you message me the art you used on the second card? :)
in the week 3/4 there should be rule that you create exactly 2 core legendaries for your class. Just like now every single class have 2 legendaries.
That is indeed the case. One of the Spoilers in the Submission Topic includes our current drafts of the rules, restrictions, and timetables for future phases of the competition, and you'll see that we're enforcing a rarity distribution identical to that of all existing classes. =)
I really like this class idea! Seems very promising and interesting :) However I don't think you should have a GvG card as one of the most important cards in your class. It should have been there from the start. I think you should try and search some more for appropriate art for Ballista or Glaive Thrower. You don't have to use WoW art ;) I have previously used some random DeviantArt-art for a WDC-card of mine and I was really happy with how it turned out. Also, Shadow Strike should probably be nerfed a bit. If it can only affect minions I think it's quite okay. A touch on the strong side but if the synergy between SS and your other cards isn't that big I think it would be fine. Or maybe make it deal one damage to your own hero aswell instead?
The Twilight's Hammer class focuses on spell disruption, making it harder and harder for the enemy to control the board with their spells while General Vezax himself begins to slowly overwhelm them.
Cards:
The Twilight Adherent is one of the commons of the set, giving both hero's -1 spell damage, it works well to disrupt your enemies control if they rely too heavily on spells.
(I'm thinking that it may need to be 2 damage for balancing?)
The AoE of the set, while it deals 3 damage, it only hits enemy minions (comparable to flamestrike), the Armor destruction is an added bonus against the 2-3 classes that regularly get armor.
More disruption effects, but this time in a 'reverse thaurissan', he even curves nicely at turn 10 with your hero power to make him harder to remove. If he stays alive on board for more than a turn, expect the game to snowball heavily in your favour.
Hopefully you guys like the concept, let me know what you think about the ideas and balancing, thanks.
I'm excited to see how this turns out! However Searing Flames is really OP imo. Mage is the spell class and Flamestrike deals 4 damage for 7 mana. Yours should probably cost 7 mana because of its extra effect, even if it's situational.
@YushyBushy: I really like the concept you have going here - I'm a sucker for duality, and this opens up so many interesting interactions. I worry that Arcane Burst is a little too strong - at most you have to pay 2 mana to activate it, which isn't nearly enough for a targeted removal - see Assassinate. I'd suggest making it 1 or 2 mana (probably 1 would be balanced with the drawback).
@Elmo1191: I really like the idea of Infected/Infection, but it seems to be a little bit complicated. I don't know how you could make it easier to understand, just something to consider that it's complicatedness may hinder you (both in your ability to design cards and in people's ability to understand them).
@Squiddylicious: I'm on the fence about the Adapt keyword. It seems interesting, but you'll need more than just the one card that allows them to be activated on the first card, because as it is the requirement of playing 2 of a card in a deck is something that makes me shy away from it. ___________________________________
My idea - now with 100% (3) more example cards!
Archivist
A class based around books and the powerful magical knowledge that they bring to those who read them. Not the most lore-compliant, but then again, this is essentially battle librarians. And who doesn't want battle librarians?
Hero, Hero Power and new Keyword
As I explained before, Spellwear is my brand new Keyword, inspired by the wear and tear on a book after being brought out during a battle. It's a short way of saying "After you cast a spell, remove 1 Durability from this weapon.” It should be noted that this Durability is lost after you cast the spell (changed that, because otherwise the Spell Damage would only get one use XD).
I've come up with about 8 cards for this class as of now, and I think that these card best show the synergy that the class will be trying to go for.
Basic Card - Experienced Archivist
“You have no idea how long it takes to grind levels with just a book as a weapon.”
This shows off two of the key components of how the class's minions will work with the Hero Power - minion's will often interact with the Durability remaining on your weapon, and will often be affected by Spell Damage in some way. In this case, we see that the Experienced Archivist uses his vast knowledge to add to the amount of information in the book, and reads the work of the previous author to improve his offensive capabilities.
Basic Card - Words of Power
“Some say it’s written in an ancient Draconian tongue; others say someone yelled gibberish at a scribe.”
A wild spell appeared! While this may seem like a Magikarp of a spell at first, all it takes is a single use of the Hero Power to increase it to be better than a Moonfire. This is a common theme among the spells available to the Archivist class - underpowered at base, but with potentially overpowered results when combined with the Hero Power and other weapons. Speaking of which...
GvG Epic - Book of Worlds
“From across the realms, I summon thee… Magma Rager!?”
Jumping on that GvG random-hype train, here we have one of the multiple weapons available to the Archivist class, the Book of Worlds. For 5 mana, it seems overcosted, even with the Spell Damage +2. But the most important part of this card is the unsilencable Deathrattle (as we don't have weapon silence yet). From King Mukla to Magma Rager, you can get a pretty wide variety of cards from this - though you may have to burn a few spells before you get the effect.
So what are your thoughts? Balanced cards? What needs tweaking? Do these explain the class well enough to be the examples?
I tried to come up with a concept, but it's really hard for me to imagine an entire class that isn't DK or Monk...
The thing is it feels wrong to me to put in a class that doesn't really belong with the bunch. Also, adding an entirely new class would shake up the game like crazy, which isn't necessarily bad, but it seems nigh impossible to create a well balanced class. Don't get me wrong though, it could still be very fun to create a class even though it's not, well, entirely balanced, but it's not for me.
I would really like to create a Tavern Brawl or even a small set though! That would be really fun in my opinion, maybe some future contest ~? :)
I tried to come up with a concept, but it's really hard for me to imagine an entire class that isn't DK or Monk...
I tried to give some direction at the beginning of this topic, but I can get more specific if you like. - One direction that I expected and we've already seen folks go in is the Engineer or Tinker. This concept is thematically distinct from any existing Warcraft class, but it's easy to find example characters and themes already part of he the world that perfectly fit for it. - Looking to other high fantasy games for inspiration, one thing that I expected somebody to do and that I'm really surprised hasn't come up yet is the Bard. Many fantasy RPGs include a Bard class, including the famous Dungeons and Dragons, and while it may be a bit more difficult to find concrete examples in the Warcraft universe, it's not hard to imagine Bards making their home alongside the existing Warcraft classes. - And finally, it's okay to look outside of the high fantasy genre, especially considering that Warcraft lore takes inspiration from many genres outside of that already. For example, Warcraft's more Lovecraftian-horror-inspired elements are plenty enough to make a Cultist class of some sort themed around fear and insanity.
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can i make it return a minion to hand which been summoned last turn? is it smal tweak or it is big already?
I am thinking of making an Ogre hero. If I am not mistaken this is High King Maulgar.
The idea is to make a class that will utilize Ogre race, be Midrange/Tempo oriented. The class will be probably called "Warlord".
I'm thinking of what Hero Power such hero can/should have.
I think that Tele-Snag is invading Priest's territory. The intel and the interaction with the opposing deck in general is currently Priest specific. Your card will be either a better or worse version of already existing card =/
Hob&Goblin is a bit too strong I believe. The 2dmg battlecry is very valuable (see Stormpike Commando).
Let me preface this by saying that although I'm not an active participant of these competitions, I do regularly read the competition threads, and I think it's very nice of Asylum to offer advice for participants to guide them. However, I felt obligated to speak out for a couple of these entries, as I believe Asylum is being overly harsh here.
Firstly, that analysis isn't very accurate. Buffing a minion to attack face *can* be a way to gain more than 1 damage's worth of value. Another thing is Enrage/Heal mechanics, like using this on Grim Patron; or using on a minion with Windfury. Admittedly very niche cases, but then the cases in which the Mage hero power can do better are similarly niche.
Synergies weren't considered as well. If Big Game Hunter is a good way to utilise this hero power, it's possible that many class cards can capitalise on raised attack (pre-existing examples include Shadow Word: Death). Lastly, you might like to note that "buffing" a damaged minion then silencing it returns it to full Health.
Of course added effects, like giving Taunt as well, would be very nice (if you are targeting an enemy, you probably intend to kill it so Taunt isn't a liability, and also synergises with TBK); but the point is that this is not strictly worse/better than Mage's hero power.
This hero power CAN be used at all times. It's until the start of your next turn, so use it on a shaman with Doomhammer to prevent 4 damage.
Contest rule question: If a hero power creates different cards should those be included in the submission or would that be going over the "three example cards" rule?
I was thinking about orienting on the smaller Midrange minions (3-5 mana).
I was considering the "Raw Power" which would give a minion +2atk this turn only. But then I figured that I'll just create a class for Zoo 2.0 =/
By "Conscript" you mean a buffable furniture, right? Looks interesting.
I was thinking on making it less of a spellcasting class but more of aura oriented one. Like having a minion that would buff others to regain health on kills. Or a *legendary* minion that would make minions of certain *7+ or 6+* manacost unable to attack or just unplayable until he is removed/silenced.
In terms of deck Management, you could do something having to do with adding cards to your deck(ala Gang Up ), or getting cards from your deck ( like Mad Scientist).
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
Guys tell me what do you think
Minions, servants, soldiers of the cold dark... Obey the call of Kel'Thuzad!
The Lich class
His hero power is very unique since it will be transforming thruout the course of the game.
KT will be switching between two of the Lich magical fields Frost and Shadow. KT starts every game with the Frost hero power and after he uses it, the hero power flips and becomes Shadow. Note that you can still only use your hero power once per turn. The hero power itself is kinda straightforward. Freeze a minion (so no freezing heroes) or deal 2 random damage split among enemy characters. The gimick of this class is that your minions and spells will have bonus or different effects based on what your hero power currently is.
Our first example of a card will be the Ice Seeker. This is an example of a card that gets a bonus if you have a certain variation of your hero power. So if your hero power is currently Frost and you play this card it's effect activates. This class revolves around freezes and dealing damage so there are cards that will freeze minions.
The next card is an example of a card that requires you to have a certain hero power to play it. Since the theme is Shadow here, what better way to release it with a gigantic burst that destroys one of your mana crystals (a price for that power). A straightforward card that can save you in many situations but can also result in a tempo loss for you. You need to have your hero power be Shadow to be able to play this card. If it's not Shadow you cannot play it (Majordomo becomes more useless =( ).
The last example of a card that I can give this week is a card that functions based on what hero power you have, having two different effects. If you have the frost hero power on you deal 2 damage to all frozen enemy characters and if your hero power is Shadow deal 5 damage randomly split among all enemies.
All in all I think this class would be great fun since it requires alot of tactical decisions that will impact the way you play. Knowing when to use the hero power and when not to could decide the game. There are alot more cards that I thought of, but I decided to show you these three to explain the gimick of the class.
I hope you liked what I made and I hope I make it far with this class. Thank you for reading =)
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
The limit of 3 only applies to the Example Cards, not to the Hero Power. If, for example, Shaman didn't already exist and you were submitting it here, you would include all four Totemic Call totems in your submission.
Thanks to everyone that provided feedback for my Demon Hunter ^^ when I get home later today I'll make sure to review my ideas and see if there are better ways. Also, help out other people.
"Not all those who wander are lost."
- Velen R. R. Tolkien
in the week 3/4 there should be rule that you create exactly 2 core legendaries for your class. Just like now every single class have 2 legendaries.
This looks very interesting! However I think that the hero power might be a little too strong. Spell damage +1 is worth more than +1 "pure" damage. Will your class have AoE? If not, I think Spell Damage +2 with only 1 durability would be more balanced. But the whole balancing issue really depends on how strong your class' damaging spells are. It looks promising though ^^
A small note btw: Rogue's HP, Wicked Knife, has different art than the HP-circle that summons it if I remember correctly.
Can you message me the art you used on the second card? :)
That is indeed the case. One of the Spoilers in the Submission Topic includes our current drafts of the rules, restrictions, and timetables for future phases of the competition, and you'll see that we're enforcing a rarity distribution identical to that of all existing classes. =)
I really like this class idea! Seems very promising and interesting :) However I don't think you should have a GvG card as one of the most important cards in your class. It should have been there from the start. I think you should try and search some more for appropriate art for Ballista or Glaive Thrower. You don't have to use WoW art ;) I have previously used some random DeviantArt-art for a WDC-card of mine and I was really happy with how it turned out. Also, Shadow Strike should probably be nerfed a bit. If it can only affect minions I think it's quite okay. A touch on the strong side but if the synergy between SS and your other cards isn't that big I think it would be fine. Or maybe make it deal one damage to your own hero aswell instead?
I'm excited to see how this turns out! However Searing Flames is really OP imo. Mage is the spell class and Flamestrike deals 4 damage for 7 mana. Yours should probably cost 7 mana because of its extra effect, even if it's situational.
@YushyBushy: I really like the concept you have going here - I'm a sucker for duality, and this opens up so many interesting interactions. I worry that Arcane Burst is a little too strong - at most you have to pay 2 mana to activate it, which isn't nearly enough for a targeted removal - see Assassinate. I'd suggest making it 1 or 2 mana (probably 1 would be balanced with the drawback).
@Elmo1191: I really like the idea of Infected/Infection, but it seems to be a little bit complicated. I don't know how you could make it easier to understand, just something to consider that it's complicatedness may hinder you (both in your ability to design cards and in people's ability to understand them).
@Squiddylicious: I'm on the fence about the Adapt keyword. It seems interesting, but you'll need more than just the one card that allows them to be activated on the first card, because as it is the requirement of playing 2 of a card in a deck is something that makes me shy away from it.
___________________________________
My idea - now with 100% (3) more example cards!
Archivist
A class based around books and the powerful magical knowledge that they bring to those who read them. Not the most lore-compliant, but then again, this is essentially battle librarians. And who doesn't want battle librarians?
Hero, Hero Power and new Keyword
As I explained before, Spellwear is my brand new Keyword, inspired by the wear and tear on a book after being brought out during a battle. It's a short way of saying "After you cast a spell, remove 1 Durability from this weapon.” It should be noted that this Durability is lost after you cast the spell (changed that, because otherwise the Spell Damage would only get one use XD).
I've come up with about 8 cards for this class as of now, and I think that these card best show the synergy that the class will be trying to go for.
Basic Card - Experienced Archivist
“You have no idea how long it takes to grind levels with just a book as a weapon.”
This shows off two of the key components of how the class's minions will work with the Hero Power - minion's will often interact with the Durability remaining on your weapon, and will often be affected by Spell Damage in some way. In this case, we see that the Experienced Archivist uses his vast knowledge to add to the amount of information in the book, and reads the work of the previous author to improve his offensive capabilities.
Basic Card - Words of Power
“Some say it’s written in an ancient Draconian tongue; others say someone yelled gibberish at a scribe.”
A wild spell appeared! While this may seem like a Magikarp of a spell at first, all it takes is a single use of the Hero Power to increase it to be better than a Moonfire. This is a common theme among the spells available to the Archivist class - underpowered at base, but with potentially overpowered results when combined with the Hero Power and other weapons. Speaking of which...
GvG Epic - Book of Worlds
“From across the realms, I summon thee… Magma Rager!?”
Jumping on that GvG random-hype train, here we have one of the multiple weapons available to the Archivist class, the Book of Worlds. For 5 mana, it seems overcosted, even with the Spell Damage +2. But the most important part of this card is the unsilencable Deathrattle (as we don't have weapon silence yet). From King Mukla to Magma Rager, you can get a pretty wide variety of cards from this - though you may have to burn a few spells before you get the effect.
So what are your thoughts? Balanced cards? What needs tweaking? Do these explain the class well enough to be the examples?
You can find me here! Good luck everyone!
I tried to come up with a concept, but it's really hard for me to imagine an entire class that isn't DK or Monk...
The thing is it feels wrong to me to put in a class that doesn't really belong with the bunch. Also, adding an entirely new class would shake up the game like crazy, which isn't necessarily bad, but it seems nigh impossible to create a well balanced class. Don't get me wrong though, it could still be very fun to create a class even though it's not, well, entirely balanced, but it's not for me.
I would really like to create a Tavern Brawl or even a small set though! That would be really fun in my opinion, maybe some future contest ~? :)
I was wondering.Can i use Hogger as a hero?I cant find other artwork that the one he has in hearthstone and dont know if hes allowed or not.
I tried to give some direction at the beginning of this topic, but I can get more specific if you like.
- One direction that I expected and we've already seen folks go in is the Engineer or Tinker. This concept is thematically distinct from any existing Warcraft class, but it's easy to find example characters and themes already part of he the world that perfectly fit for it.
- Looking to other high fantasy games for inspiration, one thing that I expected somebody to do and that I'm really surprised hasn't come up yet is the Bard. Many fantasy RPGs include a Bard class, including the famous Dungeons and Dragons, and while it may be a bit more difficult to find concrete examples in the Warcraft universe, it's not hard to imagine Bards making their home alongside the existing Warcraft classes.
- And finally, it's okay to look outside of the high fantasy genre, especially considering that Warcraft lore takes inspiration from many genres outside of that already. For example, Warcraft's more Lovecraftian-horror-inspired elements are plenty enough to make a Cultist class of some sort themed around fear and insanity.