Hello everybody! This topic is for discussion of our "World Beyond Warcraft" Class Creation Competition. One of the awesome things about our Fan Creation Forum Competition is that it gets us all talking about what makes a card or a class balanced, fun, realistic, interesting, unique, innovative, exciting, and more. However, to make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
Rules or Process. Do you have a question about the competition's process? Do you need clarification about one of the entry requirements? Are you not sure whether your entry adhered to the rules? Ask here!
Feedback or Ideas. Do you have some ideas you'd like to run by others before settling on one? Do you need help balancing or wording your idea? Do you need help finding art that will fit your cards? Or do you just want feedback from the community on your entry? You're in the right place! Remember, although you are allowed to make minor tweaks to your entry after you've submitted it, you're only allowed one submission per competition, so make sure that you've settled on your idea for sure beforehand.
Discussion! Do you have thoughts on other people's ideas? Are there directions you don't like that you're seeing too many people take? Or directions you'd like to see more people take? Would you like to help others and contribute to a greater community understanding of Hearthstone design and balance? This is where you want to be!
All of that said, please refrain from the following:
Posting TONS of Ideas. We understand that this competition is light on mechanical restrictions and that you probably have a ton of potential ideas you'd like to share. However, this thread is going to become an absolute mess if everybody is posting a dozen different ideas. Please post not more than 3 distinct ideas at a time. Any more than that and we'll have to delete your post.
Advertising Your Entry. Please don't pop in here just to advertise your entry only to never be heard from again. This includes only asking short, generic, or insincere questions like "Thoughts?" or "Do you think this is balanced?". Yes, getting feedback on your idea is one of the purposes of this topic, but we're not just here for other people to help you. We're here for you all to help each other. 12 hours after this competition begins, there should be plenty of other posts here for you to give specific feedback or for you to comment on a trend. If you post your ideas for feedback after this time and do not also offer some form of substantial commentary, critique, or praise of others' work, you may find your post deleted.
Plagiarism. Many people post their ideas here before finalizing them in the submission topic. Directly plagiarizing those ideas to post in the submission topic yourself is absolutely not acceptable.
So, without further ado, have fun and get creating!
Are cards that replace your hero allowed as class legendaries and such?
Sure! But remember that, for Phase I, your example cards can't include additional tokens, including new hero power and hero portraits. That it only says "token cards" at the moment may be confusing, so I'll edit that to be more clear. Anyway, best to save that for Phases III and beyond. =)
Hey Asylum, I've got a quick question about the 'token' rule for the initial example cards. The entire theme of my class is a new mechanic that I'd like to show off, and it 'kinda' involves tokens. The cards don't produce tokens, but the cards themselves transform into a different card in the hand. Can I put the transformations into a spoiler right below the card? My entire class as well as my hero power revolves around the mechanic.
Hey Asylum, I've got a quick question about the 'token' rule for the initial example cards. The entire theme of my class is a new mechanic that I'd like to show off, and it 'kinda' involves tokens. The cards don't produce tokens, but the cards themselves transform into a different card in the hand. Can I put the transformations into a spoiler right below the card? My entire class as well as my hero power revolves around the mechanic.
Hmm, well we can try to be flexible... If I'm guessing right about how your mechanics work... Let's say that, after each of your example cards that could be a target for transformation, you can show the token card that it would transform into, and we would consider that to be just showing one of your Hero Power tokens just not immediately following your hero power.
So, for example, if I were submitting Shaman, I might format it like...
Thing [Somebody's Hero Portrait] "Blah blah, Thing is great." OMG Hero Power "Blah blah, OMG transforms stuff to produce lots of tokens and is great." Huh? > You Know Token "Blah blah, Huh? is great. OMG turns it into You Know." What? > That Token "Blah blah, What? is great. OMG turns it into That." Where? > There Token "Blah blah, Where? is great. OMG turns it into There."
So, basically, you're just presenting stuff in a different order. Instead of the Hero Power tokens going directly after the Hero Power like for Shaman, you're spreading them out through the other stuff. I think this is acceptable.
Not sure if it's interesting or if it's even allowed, but how about a concept where your Hero Power "changes" your "style" (like a stance, profession or a job or something) and depending on which style you are in, ALL class cards in the deck / hand are swapped to an corresponding style-card.
e.g.
Same card and depending on style it would be as followed:
Offensive style: 2 mana spell. Deal 3 damage to a minion.
Defensive style: 2 mana spell. Give a minion 4 health.
Utility style: 2 mana spell. Return 1 random minion from each players side to their hand.
Allowed / interesting? I mean you would essentially need to create at least 2+ cards for each class card. (I'm thinking a 2-style would fit the best).
fake edit: I just read sashasepto's post and think he has the same idea- lol
Hey asylum, I just submitted my class and I don't mean to be a nuisance with the tokens, I can change the formatting if you think it's too much. I put the evolutions in the spoiler just so that I'd only be presenting 3 cards on the surface:
I absolutely cannot wait to make this class!!! Here's the initial phase of Trainer Red from the world of Pokémon!
Woah! New mechanic already! What exactly does Evolve mean then?
Evolve transforms a card into another, specific card. Evolution is done entirely in the hand. Each card that is able to evolve specifically states the keyword as well as the card it evolves into directly in the card description. You'll see what I mean in this first example card:
BOOM! Sorry but I hit you with my second keyword at the end there, let's take it one step at a time.
Let's say you are holding Larvitar in your hand and you cast your hero power, Experience. The Larvitar card changes into Pupitar in your hand. The same is done with Pupitar into Tyranitar.
I decided to have different borders for 1st evolutions and 2nd evolutions, since I think it's cooler and more organized this way. Let me know what you guys think about that decision if you have an opinion.
That new keyword on Tyranitar there, Mega-Evolve, is an entirely different thing. I'd explain now, but I think just showing you the next card will do the trick:
OH YEAH! Oh shit here it comes. That's Mega-Evolution. Minions that are able to Mega-Evolve are able to be targeted by this spell, the Mega Stone. Once you do that, BOOYAH! The minion transforms into an awesome, more powerful version! What does Mega Tyranitar look like? I don't know! YET!
Oh fuck! SPELLS! NICE! This spell, Magma Storm, is a pokemon move, but I am planning on basing spells off of items, encounters, treasures, lore, and anything else I can think of!
Well all right, there you have it! I believe the underlying theme of the class is versatility, since the Evolution mechanic allows for the player to have a diverse set of play styles for each deck. Let's say you're facing an aggressive deck. To keep up, you may not want to evolve your minions and just send out a large number of small minions. Let's say you're facing a control deck. It may be in your best interest to evolve your minions as much as possible. Even against midrange, it takes strategy to decide when to spend that 2 mana hero power to maintain tempo.
I am literally ecstatic, I'm so hyped to build this idea. Can't wait to see your guys' submissions! GOTTA CATCH EM ALL!
I don't know if this is the type of thing to post here since I'm new but, how would I go about making a custom card border, or should I use one of the ones that are in game already. I have all the stuff made already, but it uses the warlock card border, should I submit it or try and get a custom border first?
This is going to be a massive overhaul of the Chronomancer class I already created. For one thing, Time Lord will be a weapon class, with all of the weapons focusing on utility and being parodies of the Sonic Screwdriver. Here are some I came up with so far:
I am having a hard time figuring out which three cards I want to submit, though. It's hard to narrow down. Here are some more I am considering. How can I pick just three?!?
Time Lord will be a class that focuses on control, especially bouncing cards back to the hand or deck, and the strategic value of knowing which cards are coming up next for you and/or your opponent, or even setting what those cards will be. With the Hero Power, and similarly themed cards, Time Lord will also specialize in setting up combos for later turns. There are going to be a number of cards that synergize with the hero power through knowing what your top card is, such as Temporal Vortex. The class will also have a number of Mech minions, since it will be all future-y.
Yo Asylum, I think my tokens explain my hero power (since it wouldn't make sense without at least one example) like the rules say they could. However, if you don't think it qualifies then I can take them off my submission and just explain them with words. I don't want to break the rules or anything.
Hey Asylum, A class with two heroes okay? Is okay with the rules?
I think your class needs a lot of clarification. First of all, what happens when one of the heroes dies? Do you immediately lose the game? Or do both have to die before you lose? Second, what exactly happens to your cards and deck when you switch heroes? You say the art and design of your cards change. Does that mean they just look different, or does the actual card text change as well? Like is there a different counterpart to each card you have? And do you need to make two different decks for your two different heroes? And then there's that Legendary you made. Other classes would be able to get her in their hand through a number of means. What happens when one of them casts her?
I don't know if this is the type of thing to post here since I'm new but, how would I go about making a custom card border, or should I use one of the ones that are in game already. I have all the stuff made already, but it uses the warlock card border, should I submit it or try and get a custom border first?
It's perfectly fine to use a card border from an existing class. Creating and implementing your own personal card border requires contacting the person who runs HearthCards. HearthCards does have quite a collection of invented card boarders available for use, though, if you just click on "Custom Classes" right under the Tribe box.
Not sure if it's interesting or if it's even allowed, but how about a concept where your Hero Power "changes" your "style" (like a stance, profession or a job or something) and depending on which style you are in, ALL class cards in the deck / hand are swapped to an corresponding style-card.
e.g.
Same card and depending on style it would be as followed:
Offensive style: 2 mana spell. Deal 3 damage to a minion.
Defensive style: 2 mana spell. Give a minion 4 health.
Utility style: 2 mana spell. Return 1 random minion from each players side to their hand.
Allowed / interesting? I mean you would essentially need to create at least 2+ cards for each class card. (I'm thinking a 2-style would fit the best).
fake edit: I just read sashasepto's post and think he has the same idea- lol
It sounds to me like the best/simplest way to do this would be to make sure that you can just fit it all on one card. Like, the Druid mechanic, Choose One, allows for greater complexity sort of like that but they always make the effects you're choosing between simple so it can all fit in the same space. I think it'd be good both in your collection and your hand for you to be able to look at a card of your class and immediately know what it does in both stances. That's more newbie-friendly so folks don't have to memorize.
Yo Asylum, I think my tokens explain my hero power (since it wouldn't make sense without at least one example) like the rules say they could. However, if you don't think it qualifies then I can take them off my submission and just explain them with words. I don't want to break the rules or anything.
I'm cool with it, but I need to make more certain and consult with the other mods (which I cannot do at this exact moment because of time zone differences XP). I could see some people interpreting it as opening the floodgates to a lot more overly-complex stuff.
Hey Asylum, A class with two heroes okay? Is okay with the rules?
I'm going to conceptualize it as the second hero and hero power being tokens generated by the first hero and its hero power, so in that sense it's fine. I think nurgling is right, though, that the consequences should be explained more in depth, not in terms of rule compliance but in terms of people just understanding your class enough that they'd want to vote for it.
This one equates to a 1 Mana lesser Healing Touch, but I have a feeling I should revise it to heal 1 less Health at the end of one turn, to make it in line with Healing Wave if the joust fails. Please let me know.
Lore-wise, Raikiri is a katana wielded by Tachibana Dosetsu, named such after he sliced a lightning god within a thunderbolt that struck him with the very katana, which then was named Chidori.
Basically a card everyone's thought of before (been there done that yadda yadda), but I feel like if the class were to lean towards control/midrange, this weapon had to be. Also the only non-basic to be in here. To be honest, I'm not sure if this should be in the Classic set.
As for Keywords, I may develop one as time progresses.
This one equates to a 1 Mana lesser Healing Touch, but I have a feeling I should revise it to heal 1 less Health at the end of one turn, to make it in line with Healing Wave if the joust fails. Please let me know.
Lore-wise, Raikiri is a katana wielded by Tachibana Dosetsu, named such after he sliced a lightning god within a thunderbolt that struck him with the very katana, which then was named Chidori.
Basically a card everyone's thought of before (been there done that yadda yadda), but I feel like if the class were to lean towards control/midrange, this weapon had to be. Also the only non-basic to be in here. To be honest, I'm not sure if this should be in the Classic set.
As for Keywords, I may develop one as time progresses.
Overall, what do you think?
I may respond to others later on.
Overall, you could have something cool here, but this class right now is missing a consistent theme. Some card synergy would be helpful in defining the character of the class, as well as the addition of a keyword. Btw, don't worry about meditation being Op. Yes, it beats Healing wave if it fails, but that's healing waves cost for it's potential. This gives you 8 health in total, but only 4 at first, which could be a fatal disadvantage.
This one equates to a 1 Mana lesser Healing Touch, but I have a feeling I should revise it to heal 1 less Health at the end of one turn, to make it in line with Healing Wave if the joust fails. Please let me know.
Lore-wise, Raikiri is a katana wielded by Tachibana Dosetsu, named such after he sliced a lightning god within a thunderbolt that struck him with the very katana, which then was named Chidori.
Basically a card everyone's thought of before (been there done that yadda yadda), but I feel like if the class were to lean towards control/midrange, this weapon had to be. Also the only non-basic to be in here. To be honest, I'm not sure if this should be in the Classic set.
As for Keywords, I may develop one as time progresses.
Overall, what do you think?
I may respond to others later on.
Overall, you could have something cool here, but this class right now is missing a consistent theme. Some card synergy would be helpful in defining the character of the class, as well as the addition of a keyword. Btw, don't worry about meditation being Op. Yes, it beats Healing wave if it fails, but that's healing waves cost for it's potential. This gives you 8 health in total, but only 4 at first, which could be a fatal disadvantage.
I believe it's meant to be a midrange-ish or control-ish class, or something tempo-based, something akin to paladin. Anyway, thanks for the advice. I MIGHT replace Meditation with something better and more fitting. I'm personally leaning to something more tempo-based (a la Paladin).
I believe the class theme will involve minion control and weapons, for a midrange-control-like playstyle. If it is the copy paste of the Paladin, please let me know.
I have decided that the theme and class mechanic involves how many minions both players have, most likely equal or less than your opponent.
Just my usual and personal heads up: Your hero power should be usable without anything on the board. Some class concepts are an exception, but they are very rare.
Hey asylum, I just submitted my class and I don't mean to be a nuisance with the tokens, I can change the formatting if you think it's too much. I put the evolutions in the spoiler just so that I'd only be presenting 3 cards on the surface:
I absolutely cannot wait to make this class!!! Here's the initial phase of Trainer Red from the world of Pokémon!
Woah! New mechanic already! What exactly does Evolve mean then?
Evolve transforms a card into another, specific card. Evolution is done entirely in the hand. Each card that is able to evolve specifically states the keyword as well as the card it evolves into directly in the card description. You'll see what I mean in this first example card:
BOOM! Sorry but I hit you with my second keyword at the end there, let's take it one step at a time.
Let's say you are holding Larvitar in your hand and you cast your hero power, Experience. The Larvitar card changes into Pupitar in your hand. The same is done with Pupitar into Tyranitar.
I decided to have different borders for 1st evolutions and 2nd evolutions, since I think it's cooler and more organized this way. Let me know what you guys think about that decision if you have an opinion.
That new keyword on Tyranitar there, Mega-Evolve, is an entirely different thing. I'd explain now, but I think just showing you the next card will do the trick:
OH YEAH! Oh shit here it comes. That's Mega-Evolution. Minions that are able to Mega-Evolve are able to be targeted by this spell, the Mega Stone. Once you do that, BOOYAH! The minion transforms into an awesome, more powerful version! What does Mega Tyranitar look like? I don't know! YET!
Oh fuck! SPELLS! NICE! This spell, Magma Storm, is a pokemon move, but I am planning on basing spells off of items, encounters, treasures, lore, and anything else I can think of!
Well all right, there you have it! I believe the underlying theme of the class is versatility, since the Evolution mechanic allows for the player to have a diverse set of play styles for each deck. Let's say you're facing an aggressive deck. To keep up, you may not want to evolve your minions and just send out a large number of small minions. Let's say you're facing a control deck. It may be in your best interest to evolve your minions as much as possible. Even against midrange, it takes strategy to decide when to spend that 2 mana hero power to maintain tempo.
I am literally ecstatic, I'm so hyped to build this idea. Can't wait to see your guys' submissions! GOTTA CATCH EM ALL!
This is going to be a massive overhaul of the Chronomancer class I already created. For one thing, Time Lord will be a weapon class, with all of the weapons focusing on utility and being parodies of the Sonic Screwdriver. Here are some I came up with so far:
I am having a hard time figuring out which three cards I want to submit, though. It's hard to narrow down. Here are some more I am considering. How can I pick just three?!?
Time Lord will be a class that focuses on control, especially bouncing cards back to the hand or deck, and the strategic value of knowing which cards are coming up next for you and/or your opponent, or even setting what those cards will be. With the Hero Power, and similarly themed cards, Time Lord will also specialize in setting up combos for later turns. There are going to be a number of cards that synergize with the hero power through knowing what your top card is, such as Temporal Vortex. The class will also have a number of Mech minions, since it will be all future-y.
Trueheart Power looks weak IMO.
I honestly pick Time Traveler, Restart and Revert as the three sample cards
Just my usual and personal heads up: Your hero power should be usable without anything on the board. Some class concepts are an exception, but they are very rare.
Don't worry about mine, mine just goes face if there's nothing on the board.
This is the Discussion Topic. The Submission Topic is here.
(Please Read the Submission Topic first.)
Hello everybody! This topic is for discussion of our "World Beyond Warcraft" Class Creation Competition. One of the awesome things about our Fan Creation Forum Competition is that it gets us all talking about what makes a card or a class balanced, fun, realistic, interesting, unique, innovative, exciting, and more. However, to make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
All of that said, please refrain from the following:
So, without further ado, have fun and get creating!
This sounds amazing. I already have a few ideas on what to do. Can't wait to see what others are going to do.
Edit: Are cards that replace your hero allowed as class legendaries and such?
Hey Asylum, I've got a quick question about the 'token' rule for the initial example cards. The entire theme of my class is a new mechanic that I'd like to show off, and it 'kinda' involves tokens. The cards don't produce tokens, but the cards themselves transform into a different card in the hand. Can I put the transformations into a spoiler right below the card? My entire class as well as my hero power revolves around the mechanic.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
"Blah blah, Shaman is great."
Totemic Call > Healing Totem, Searing Totem, Stoneclaw Totem, Wrath of Air Totem
"Blah blah, Totemic Call produces tokens and is great."
Lightning Storm
"Blah blah, Lightning Storm is great."
The Mistcaller
"Blah blah, The Mistcaller is great."
Ancestor's Call
"Blah blah, Ancestor's Call is great."
"Blah blah, Thing is great."
OMG Hero Power
"Blah blah, OMG transforms stuff to produce lots of tokens and is great."
Huh? > You Know Token
"Blah blah, Huh? is great. OMG turns it into You Know."
What? > That Token
"Blah blah, What? is great. OMG turns it into That."
Where? > There Token
"Blah blah, Where? is great. OMG turns it into There."
Not sure if it's interesting or if it's even allowed, but how about a concept where your Hero Power "changes" your "style" (like a stance, profession or a job or something) and depending on which style you are in, ALL class cards in the deck / hand are swapped to an corresponding style-card.
e.g.
Same card and depending on style it would be as followed:
Allowed / interesting? I mean you would essentially need to create at least 2+ cards for each class card. (I'm thinking a 2-style would fit the best).
fake edit: I just read sashasepto's post and think he has the same idea- lol
Hey asylum, I just submitted my class and I don't mean to be a nuisance with the tokens, I can change the formatting if you think it's too much. I put the evolutions in the spoiler just so that I'd only be presenting 3 cards on the surface:
I absolutely cannot wait to make this class!!! Here's the initial phase of Trainer Red from the world of Pokémon!
Woah! New mechanic already! What exactly does Evolve mean then?
Evolve transforms a card into another, specific card. Evolution is done entirely in the hand. Each card that is able to evolve specifically states the keyword as well as the card it evolves into directly in the card description. You'll see what I mean in this first example card:
BOOM! Sorry but I hit you with my second keyword at the end there, let's take it one step at a time.
Let's say you are holding Larvitar in your hand and you cast your hero power, Experience. The Larvitar card changes into Pupitar in your hand. The same is done with Pupitar into Tyranitar.
I decided to have different borders for 1st evolutions and 2nd evolutions, since I think it's cooler and more organized this way. Let me know what you guys think about that decision if you have an opinion.
That new keyword on Tyranitar there, Mega-Evolve, is an entirely different thing. I'd explain now, but I think just showing you the next card will do the trick:
OH YEAH! Oh shit here it comes. That's Mega-Evolution. Minions that are able to Mega-Evolve are able to be targeted by this spell, the Mega Stone. Once you do that, BOOYAH! The minion transforms into an awesome, more powerful version! What does Mega Tyranitar look like? I don't know! YET!
Oh fuck! SPELLS! NICE! This spell, Magma Storm, is a pokemon move, but I am planning on basing spells off of items, encounters, treasures, lore, and anything else I can think of!
Well all right, there you have it! I believe the underlying theme of the class is versatility, since the Evolution mechanic allows for the player to have a diverse set of play styles for each deck. Let's say you're facing an aggressive deck. To keep up, you may not want to evolve your minions and just send out a large number of small minions. Let's say you're facing a control deck. It may be in your best interest to evolve your minions as much as possible. Even against midrange, it takes strategy to decide when to spend that 2 mana hero power to maintain tempo.
I am literally ecstatic, I'm so hyped to build this idea. Can't wait to see your guys' submissions! GOTTA CATCH EM ALL!
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
I don't know if this is the type of thing to post here since I'm new but, how would I go about making a custom card border, or should I use one of the ones that are in game already. I have all the stuff made already, but it uses the warlock card border, should I submit it or try and get a custom border first?
Dank Memes and Broken Dreams
Here is what I am thinking about submitting:
Doctor Zoom, the Time Lord
Hero Power and Justicar Trueheart Hero Power:
This is going to be a massive overhaul of the Chronomancer class I already created. For one thing, Time Lord will be a weapon class, with all of the weapons focusing on utility and being parodies of the Sonic Screwdriver. Here are some I came up with so far:
I am having a hard time figuring out which three cards I want to submit, though. It's hard to narrow down. Here are some more I am considering. How can I pick just three?!?
Time Lord will be a class that focuses on control, especially bouncing cards back to the hand or deck, and the strategic value of knowing which cards are coming up next for you and/or your opponent, or even setting what those cards will be. With the Hero Power, and similarly themed cards, Time Lord will also specialize in setting up combos for later turns. There are going to be a number of cards that synergize with the hero power through knowing what your top card is, such as Temporal Vortex. The class will also have a number of Mech minions, since it will be all future-y.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Yo Asylum, I think my tokens explain my hero power (since it wouldn't make sense without at least one example) like the rules say they could. However, if you don't think it qualifies then I can take them off my submission and just explain them with words. I don't want to break the rules or anything.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
The Hero is based on real history/Koei games, but the class is intended to be a mixed bag, with samurai-like stuff from other media.
The Samurai
The Hero Power is basically a 1 damage lesser Arcane Missiles (just like how Hunter's is a 1 damage lesser Sinister Strike), and, as such, Justicar Trueheart's Hero Power becomes Arcane Missiles (just as how Hunter's is Sinister Strike). I have a gut feeling it is OP, please let me know.
Here are some sample cards
I had Grand Widow Faerlina's Worshipper in mind when I made this. Compare to Elven Archer.
This one equates to a 1 Mana lesser Healing Touch, but I have a feeling I should revise it to heal 1 less Health at the end of one turn, to make it in line with Healing Wave if the joust fails. Please let me know.
Lore-wise, Raikiri is a katana wielded by Tachibana Dosetsu, named such after he sliced a lightning god within a thunderbolt that struck him with the very katana, which then was named Chidori.
Basically a card everyone's thought of before (been there done that yadda yadda), but I feel like if the class were to lean towards control/midrange, this weapon had to be. Also the only non-basic to be in here. To be honest, I'm not sure if this should be in the Classic set.
As for Keywords, I may develop one as time progresses.
Overall, what do you think?
I may respond to others later on.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
@Asylum_Rhapsody i need to sleep my cards look good THE OMNI-WATCHER
Power: do something for you use the hero power before
BTY i can make a fan-hero (my hero i make my self)
I believe it's meant to be a midrange-ish or control-ish class, or something tempo-based, something akin to paladin. Anyway, thanks for the advice. I MIGHT replace Meditation with something better and more fitting. I'm personally leaning to something more tempo-based (a la Paladin).I believe the class theme will involve minion control and weapons, for a midrange-control-like playstyle. If it is the copy paste of the Paladin, please let me know.Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
Hey y'all! Ya mind giving me some feedback on my Alchemist class?
My new mechanic, specific to this hero, is Alchemy. Alchemy effects trigger whenever you draw a card.
Just my usual and personal heads up:
Your hero power should be usable without anything on the board.
Some class concepts are an exception, but they are very rare.
FEEDBACK TIME:
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.