Welcome to my Sea Witch class. I think this class, along with Vindicator, if it is ever released, will be the last ones I do for a long while. Thanks for checking this thread out, and further thanks if you've looked through any of my other custom Hearthstone classes.
Any feedback is greatly appreciated.
As usual, big shoutout to Zanywoop. He's helped me tons on this class and all of the others. Check out his work as well.
Ms. Lady Vashj
Bountiful Seas explained:
The Sea Witch operates unlike any other class in Hearthstone. It is usually a good thing in this game to thin out your deck. The Sea Witch doesn't want that. In fact, a big deck is better. This class will operate best at around 20 cards in your deck, and you will be rewarded by maintaining a large deck. So, how will the Sea Witch fluff up his/her deck but not fill it with garbage? Ocean Depths, the 0-mana spell generated by the Hero Power, fits that role nicely. I have been notified of Gadgetzan Auctioneer and Violet Teacher shenanigans. However, Ocean Depths is not spammable. Since it is added to your deck, you will not likely have multiple copies of it in your hand.
Reservoir
Basic Cards
Automatically included:
Go With the Flow explained:
A Gang Up made specifically for this class. It is less versatile, but it makes up for it by costing just 1 mana. I feel that this kind of card will be much stronger in the Sea Witch class than the gimmicky Mill Rogue.
Automatically included:
Stormscale Siren explained:
A simple 1-mana card for the Sea Witch, comparable to Earthen Ring Farseer and Holy Lightl The problem with cards that activate an effect on draw is that they are often not played after their effect is done. However, the quick healing offered by this card might be a reason to run it.
Automatically included:
Sea Elemental explained:
This card has been the source of quite some debate. This was originally a 2/3 and is now a 3/2, with an option of becoming a 2/2. So, what do you think? Balanced like Scavenging Hyena? The next pre-nerf Undertaker?
Automatically included:
Darkcrest Slaver explained:
THIS is what cards that have an effect on draw need to be like. Not only do you get an effect on draw, but you have a reason to play the actual minion itself, too! For 3 mana, you get a 5/3 Taunt. Not bad at all. Balanced against Harvest Golem.
Automatically included:
Water Blast "explained":
Should have been named Watercannon.
Upon reaching level 2:
Siren Song explained:
Ooooook. This card was difficult to balance. What do you guys think of this? Should I stay away from spells getting on draw effects? Instead of a split Holy Nova, I now have a weird Multi-Cleave thing going on.
Upon reaching level 4:
Tide Priestess explained:
Pretty self explanatory. There is NO mechanic, I think, that counts something within card text itself. (Not Mana/ATK/HP). Therefore, I propose that this card will show you how much Health it'll restore in a similar fashion to Spell Damage, where it shows *2*, for example.
Upon reaching level 6:
The Water Cycle explained:
I'm sure everyone gets the reference from this card's name. This card is amazing. Got a bad mulligan? Welp, this card will save your butt. Got a Zombie Chow late-game? Your butt shall be spared as well. And, last but not last, card draw that doesn't decrease your deck count? Sign me up. Balanced against Tracking. A note: Unlike discarding, you must be able to select a card.
Upon reaching level 8:
The Deep Blue explained:
A slightly more expensive Animal Companion with the added benefit of boosting your deck count. In addition, this card was designed to be slower than Huffer- I mean Animal Companion. The tokens spawned are general more defensive or combo-oriented. All, however, are great 4-drops, making this card a strong turn-4 play.
Upon reaching level 10:
Rip Current explained:
Allllllright. Here's the big gimmick card. Is it worth it to lose tempo and put your hands at the mercy of RNGesus to play this card? This is a very strange card, indeed, and most likely will be played with just one copy in a deck. A Rip Current is a sudden, powerful backwards rush of water. It's a flavourful card and really does fit in with the Sea Witch theme and is one of my favourites, even if it isn't the most reliable card.
i gotta say this is looking like one of the better fan made classes. I'm curious to 'sea' (i don't resist puns) what reservoir does, but as a guess I'm gonna say it has to do with how many cards remain in your deck.
also i love the backgrounds, but i feel the seaweed is just slightly in the way.
i gotta say this is looking like one of the better fan made classes. I'm curious to 'sea' (i don't resist puns) what reservoir does, but as a guess I'm gonna say it has to do with how many cards remain in your deck.
also i love the backgrounds, but i feel the seaweed is just slightly in the way.
You are right, Reservoir does something based on how many cards there are in your deck.
And I do admit the seaweed is a bit much. It looked better as just the template, but now with card text, card art, etc., it can be a slight bother.
So the hero power is essentially "Restore 1 health and add one card to your deck." Deck size must have a really big payoff, but even if it does, I hate seeing a hero power that is so much worse than normal in order to get slight synergy with a class mechanic.
So the hero power is essentially "Restore 1 health and add one card to your deck." Deck size must have a really big payoff, but even if it does, I hate seeing a hero power that is so much worse than normal in order to get slight synergy with a class mechanic.
You have a point, and I was considering boosting the Hero Power, but I don't think the class mechanic and general playstyle is of "slight synergy".
I'm putting it up here cause I think it's a bit more of an interesting fashion; I'm suggesting that Ocean Depths function like Burrowing Mine, which would facilitate a stronger base power. My thought there is either A) 2 health restored randomly among friendlies, or B) 2 health to a random damaged Character.
if nothing else the cards themselves, literally the card not the artwork in the middle or that stuff, look fukkin' beautiful. Whoever made those did a phenomenal job, easily my favorite sort i've seen so far. Ahhh aside from that the Basic minions you have look well balanced within the bounds we see set by the deck types. I look forwards to seeing what sort of class this develops into :)
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My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
"In this world where time is your enemy, it is my greatest ally. This grand game of life that you think you play in fact plays you. To that I say... Let the games begin!" - Nefarian
if nothing else the cards themselves, literally the card not the artwork in the middle or that stuff, look fukkin' beautiful. Whoever made those did a phenomenal job, easily my favorite sort i've seen so far. Ahhh aside from that the Basic minions you have look well balanced within the bounds we see set by the deck types. I look forwards to seeing what sort of class this develops into :)
I made the Sea Witch card border, haha. Thank you very much for your comments.
@LunacyHS, Also thank you for your comment, glad you liked this.
Sea Elemental.... It would get double buff from Go With The Flow, yeah? Because it feels like a much, much stronger Floating Watcher, if your opponent can't answer it immediately. It almost reminds me of the old Undertaker do to it's cost, but this get's constant buff from HP. IDK... I would have suggested, like, maybe a 4 mana 2/4 or 2/5, Unbound Elemental sort of affair.
Well, I mean, Go With The Flow adds 2 cards to your deck, sooo.... Wouldn't that be.... 2 buffs? Yeah?
2 mana 3/2 miiiiiiiiiiiiiiiiiiiiiiiiiiight work. Maybe. IDK. It's pretty low cost for a Class minion that get's buffed from it's classes' effect is the real issue.
Hi, cool concept ... one thing tho, i dont think u need to emphasize (+1 attack / +1 health), everyone knows what +1/+1 means and even on cards in game it just says +1/+1 and nothing more ;-)
Hi, cool concept ... one thing tho, i dont think u need to emphasize (+1 attack / +1 health), everyone knows what +1/+1 means and even on cards in game it just says +1/+1 and nothing more ;-)
I do, actually. Look at Blessing of Kings and Mark of the Wild. On some basic cards, I think Blizz just wanted to make sure noobs knew what that meant.
@Screee Due to Zanywoop's comment about adding a second healing effect to the Ocean Depths card, I can see the Sea Witch being very healing oriented in Arena, trying to outlast the opponent, instead of pulling off insane deck/draw-based combos.
In the long run the hero power doesnt allow you to get a bigger deck. Why?
Because once u start drawing your ocean depths, you will have to either use them because you are going to run out of good cards to use that turn (i would be temptated to use those ocean depths right away as soon as i draw them because as we all know, drawing at the start of your turn is very good, gives you options).
Or if you have like perfect turns every turn and dont want to use or oceans depths, you'll end up with a hand size approaching 10 (since there are cards there that u dont wanna use), and you will be forced to use them anyway (or burn cards). I'm talking like turn 12-13, if you allow this class to go very control mode like a warrior (seems to be the point).
Very good work though, and beautifull art, keep it up.
Other cards will shuffle copies of themselves in as a deathrattle, or shuffle other cards into your deck. The Hero Power is more of a temporary thing, where you slowly build up a few extra cards in your deck. I do see your point, though.
You were also talking a little bit about hand size and using Depths as soon as you draw it. Hand size doesn't really matter in this class, so I would use Depths as soon as I draw it as well.
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Overview
Welcome to my Sea Witch class. I think this class, along with Vindicator, if it is ever released, will be the last ones I do for a long while. Thanks for checking this thread out, and further thanks if you've looked through any of my other custom Hearthstone classes.
Any feedback is greatly appreciated.
As usual, big shoutout to Zanywoop. He's helped me tons on this class and all of the others. Check out his work as well.
Ms. Lady Vashj
Bountiful Seas explained:
The Sea Witch operates unlike any other class in Hearthstone. It is usually a good thing in this game to thin out your deck. The Sea Witch doesn't want that. In fact, a big deck is better. This class will operate best at around 20 cards in your deck, and you will be rewarded by maintaining a large deck. So, how will the Sea Witch fluff up his/her deck but not fill it with garbage? Ocean Depths, the 0-mana spell generated by the Hero Power, fits that role nicely. I have been notified of Gadgetzan Auctioneer and Violet Teacher shenanigans. However, Ocean Depths is not spammable. Since it is added to your deck, you will not likely have multiple copies of it in your hand.
Reservoir
Basic Cards
Automatically included:
Go With the Flow explained:
A Gang Up made specifically for this class. It is less versatile, but it makes up for it by costing just 1 mana. I feel that this kind of card will be much stronger in the Sea Witch class than the gimmicky Mill Rogue.
Automatically included:
Stormscale Siren explained:
A simple 1-mana card for the Sea Witch, comparable to Earthen Ring Farseer and Holy Lightl The problem with cards that activate an effect on draw is that they are often not played after their effect is done. However, the quick healing offered by this card might be a reason to run it.
Automatically included:
Sea Elemental explained:
This card has been the source of quite some debate. This was originally a 2/3 and is now a 3/2, with an option of becoming a 2/2. So, what do you think? Balanced like Scavenging Hyena? The next pre-nerf Undertaker?
Automatically included:
Darkcrest Slaver explained:
THIS is what cards that have an effect on draw need to be like. Not only do you get an effect on draw, but you have a reason to play the actual minion itself, too! For 3 mana, you get a 5/3 Taunt. Not bad at all. Balanced against Harvest Golem.
Automatically included:
Water Blast "explained":
Should have been named Watercannon.
Upon reaching level 2:
Siren Song explained:
Ooooook. This card was difficult to balance. What do you guys think of this? Should I stay away from spells getting on draw effects? Instead of a split Holy Nova, I now have a weird Multi-Cleave thing going on.
Upon reaching level 4:
Tide Priestess explained:
Pretty self explanatory. There is NO mechanic, I think, that counts something within card text itself. (Not Mana/ATK/HP). Therefore, I propose that this card will show you how much Health it'll restore in a similar fashion to Spell Damage, where it shows *2*, for example.
Upon reaching level 6:
The Water Cycle explained:
I'm sure everyone gets the reference from this card's name. This card is amazing. Got a bad mulligan? Welp, this card will save your butt. Got a Zombie Chow late-game? Your butt shall be spared as well. And, last but not last, card draw that doesn't decrease your deck count? Sign me up. Balanced against Tracking. A note: Unlike discarding, you must be able to select a card.
Upon reaching level 8:
The Deep Blue explained:
A slightly more expensive Animal Companion with the added benefit of boosting your deck count. In addition, this card was designed to be slower than Huffer- I mean Animal Companion. The tokens spawned are general more defensive or combo-oriented. All, however, are great 4-drops, making this card a strong turn-4 play.
Upon reaching level 10:
Rip Current explained:
Allllllright. Here's the big gimmick card. Is it worth it to lose tempo and put your hands at the mercy of RNGesus to play this card? This is a very strange card, indeed, and most likely will be played with just one copy in a deck. A Rip Current is a sudden, powerful backwards rush of water. It's a flavourful card and really does fit in with the Sea Witch theme and is one of my favourites, even if it isn't the most reliable card.
Expert Set
Commons
Rares
Epics
The Legendary
Naxxramas
The Common
Goblins vs. Gnomes
Commons
Rares
i gotta say this is looking like one of the better fan made classes. I'm curious to 'sea' (i don't resist puns) what reservoir does, but as a guess I'm gonna say it has to do with how many cards remain in your deck.
also i love the backgrounds, but i feel the seaweed is just slightly in the way.
You are right, Reservoir does something based on how many cards there are in your deck.
And I do admit the seaweed is a bit much. It looked better as just the template, but now with card text, card art, etc., it can be a slight bother.
So the hero power is essentially "Restore 1 health and add one card to your deck." Deck size must have a really big payoff, but even if it does, I hate seeing a hero power that is so much worse than normal in order to get slight synergy with a class mechanic.
You have a point, and I was considering boosting the Hero Power, but I don't think the class mechanic and general playstyle is of "slight synergy".
I'm putting it up here cause I think it's a bit more of an interesting fashion; I'm suggesting that Ocean Depths function like Burrowing Mine, which would facilitate a stronger base power. My thought there is either A) 2 health restored randomly among friendlies, or B) 2 health to a random damaged Character.
if nothing else the cards themselves, literally the card not the artwork in the middle or that stuff, look fukkin' beautiful. Whoever made those did a phenomenal job, easily my favorite sort i've seen so far. Ahhh aside from that the Basic minions you have look well balanced within the bounds we see set by the deck types. I look forwards to seeing what sort of class this develops into :)
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Very cool, love the concept! :D
"In this world where time is your enemy, it is my greatest ally. This grand game of life that you think you play in fact plays you. To that I say... Let the games begin!" - Nefarian
I made the Sea Witch card border, haha. Thank you very much for your comments.
@LunacyHS, Also thank you for your comment, glad you liked this.
Added the Sea Elemental just before I turned in. It's a pretty basic card.
The ultimate fatigue class, will never run out of cards in deck.
Sea Elemental.... It would get double buff from Go With The Flow, yeah? Because it feels like a much, much stronger Floating Watcher, if your opponent can't answer it immediately. It almost reminds me of the old Undertaker do to it's cost, but this get's constant buff from HP. IDK... I would have suggested, like, maybe a 4 mana 2/4 or 2/5, Unbound Elemental sort of affair.
How would it get double buffed?
I wouldn't mind having the Sea Elemental at 3/2, so evn after it is buffed once, Frostbolt or Darkbomb can take it out.
That's actually the whole point of this deck. Since some Naga are immortal, I thought anti-fatigue would be a good way to interpret that.
Well, I mean, Go With The Flow adds 2 cards to your deck, sooo.... Wouldn't that be.... 2 buffs? Yeah?
2 mana 3/2 miiiiiiiiiiiiiiiiiiiiiiiiiiight work. Maybe. IDK. It's pretty low cost for a Class minion that get's buffed from it's classes' effect is the real issue.
Hi, cool concept ... one thing tho, i dont think u need to emphasize (+1 attack / +1 health), everyone knows what +1/+1 means and even on cards in game it just says +1/+1 and nothing more ;-)
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I do, actually. Look at Blessing of Kings and Mark of the Wild. On some basic cards, I think Blizz just wanted to make sure noobs knew what that meant.
@Screee Due to Zanywoop's comment about adding a second healing effect to the Ocean Depths card, I can see the Sea Witch being very healing oriented in Arena, trying to outlast the opponent, instead of pulling off insane deck/draw-based combos.
In the long run the hero power doesnt allow you to get a bigger deck. Why?
Because once u start drawing your ocean depths, you will have to either use them because you are going to run out of good cards to use that turn (i would be temptated to use those ocean depths right away as soon as i draw them because as we all know, drawing at the start of your turn is very good, gives you options).
Or if you have like perfect turns every turn and dont want to use or oceans depths, you'll end up with a hand size approaching 10 (since there are cards there that u dont wanna use), and you will be forced to use them anyway (or burn cards). I'm talking like turn 12-13, if you allow this class to go very control mode like a warrior (seems to be the point).
Very good work though, and beautifull art, keep it up.
Other cards will shuffle copies of themselves in as a deathrattle, or shuffle other cards into your deck. The Hero Power is more of a temporary thing, where you slowly build up a few extra cards in your deck. I do see your point, though.
You were also talking a little bit about hand size and using Depths as soon as you draw it. Hand size doesn't really matter in this class, so I would use Depths as soon as I draw it as well.