Im a bit sad i only got 0 upvotes.. i waited a whole year for this competition. Do you have tips for next time?
Your class got a decent amount of vote in Phase I, so I think people obviously liked your class idea and Hero Power. I personally think that it is because your Basic cards are disconnected to the flavor of the class. Only 3 of the Basic cards have the Travelling theme of the class. The new flavor seem more like a bunch of Monk cards you reskinned to fit into the class.
ah thanks, that is a useful advise. good luck in phase III everyone
I'm going to be brutally honest here: That's just common sense. If you think your cards' flavor don't fit the class, change the flavor or don't print it at all. A class can be bad and still has fans (just look at Priest) but no one like a class that is boring or has cards that don't speak to its flavor.
Im a bit sad i only got 0 upvotes.. i waited a whole year for this competition. Do you have tips for next time?
Your class got a decent amount of vote in Phase I, so I think people obviously liked your class idea and Hero Power. I personally think that it is because your Basic cards are disconnected to the flavor of the class. Only 3 of the Basic cards have the Travelling theme of the class. The new flavor seem more like a bunch of Monk cards you reskinned to fit into the class.
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You shouldn't use your class specific keyword for basic set. That's probably your biggest mistake. Of course its not your fault if you don't have much experience in class creating.
This is my first custom class, thanks for the advice. I didn't have any idea for 2 missing cards, so I made Wreak Havoc and Violent Blow with my keyword, although I know that I could have done it better (especially the first one)
It's not just only that you shouldn't use the keyword in your Basic cards, you are going to be disqualified if you do. So remember that for your next competition.
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The Journeyman was such a good idea with so much wasted potential. 10 Basic card and only 3 has theme of traveling. *Facepalm* It seems like the person who made the class just reskin their Monk into the Journeyman.
There's only like around 30 entries this round (2 already DQ, 2 violated the challenge and 2 more still post in this forum). The number of entries are also pretty poor since we had, what, 50 entries in phase 1?
Already 24 entries in and there's two that didn't meet the challenges (*Facepalm*)
Question to to mod: Do you guys still use the Wild Card like every other CCC?
Also, why is so much less people voting this round? There's so much good class that didn't get the votes they should have (Bloodburner, Ringmaster, Astromancer, ahem).
And I still think the Gambler is overrated. This class's potential to high roll is so extreme because of its card generation HP.
Posting on my class for one final round of feedback before submitting tomorrow night:
Celestial Bow is now the showcase in place of Starcaller. I have to look past my bias (because Starcaller is my favorite card) and admit that Linkblade is right.
The Astromancer
When the people of Azeroth are sleeping or fighting, astromancers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Strength and Weakness:
Strength:
High token spawning: As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
High burst spell damage / finisher: Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
Decent healing: Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
Decent card draw: With so many random effects and the need to combine with their class keyword Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
High disruption: The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class (that will be showncased in the Classic sets) and their class mechanic Gaze activates during your opponent's turn, a lot of their minions also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
Jack-of-all-trade, Master of None: Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
Buffs focus on giving minions Health and utility, not offensive power: Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
Healing tied to spawning minions: The class has very few healing outside of spawning the Astral Spirits. Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
Weak board clear: The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), symmetrical or inefficient in term of damage to their cost.
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Example Cards
Solar Eclipse: Ancient time has the belief that Solar Eclipses will cause bad luck happens to people who looks at them. With the Basic set filled with random effect, new players of this class will be grateful for this card. An introduction for the class's main flavor of control random effects as well as foreshadowing the Gaze mechanic in the Classic set. This card can also serve in more advanced decks as a combo piece since it allows you to preserve the Gaze effects already on the character.
Astral Intellect: An example of the class's extremely powerful but also high variant random effects. Most of the other cards will not as swingy as this effect, but this card is also the most powerful when assisted by Gaze or Solar Eclipse. Of course, you can also use this card offensively in control or combo match ups to mill important cards from your opponent or get them to fatigue faster. An example of the great disruption mechanic this class have.
Celestial Bow: Astromancers also employ a variety of tools in forms of weapon to aid their research and self-protectection in a world as hostile as Azeroth. Celestial Bow is a card that support this class's playstyle of spawning tokens as well as an example of how Astromancers will use their weapons: Most of the Astroamancer's weapons will be used for tempo or supporting their other cards similar to Paladin and Shaman rather than being a main focus like Rogue or Warrior.
Astral Touch: An example of the decent removal this class have. While the token doesn't immediately impact the board like Polymorph or Hex token, you will likely want to take care of it since the healing it provide can hit your opponent's face or minions.
Supernova: An example of the less than stellar board clear the class will have. The utility of healing and board presence provide by it is nice but you will either wipe out everything else on your board, leave some minions your opponent survive, both or, worse, died before reaching 7 mana.
Token:
Remaining Cards
Fiery Comet: An example of the great burst damage this class will have. It low cost allows it to combo with Malygos with a little bit of set up like with another Gaze or Solar Eclipse. Or can use as a removal.
Blessing of the Stars: A card that foreshadow that kind of buffs that this class will receive. Most of their buffs will focus on keeping their minions alive on the board and provide extra utility, not bursting down their opponent.
Starcaller: A minion that served many purpose: A very sticky and threatening 4 drop for mid-range decks, a token spawning machine that allow to you spawn atleast 1-2 Astral Spirits that will most likely heal her back when she hit another minion, a great source of healing or a card will force your opponent to play inefficiently because they will likely not want you to create and the buff up the Spirits. She also another example of the great disruption mechanic the class have.
Astral Wrath: A card that showcase the weakness of the class has in term of AoE. The damage is extremely weak for its cost. The draw is a little utility.
Knight of the Eclipse: A card that support more mid-range Astromancers deck. The statline is excellent for its cost and if you give him Taunt by cards like Sunfury Protector and hide him behind a bunch of Astral Spirits, he will protect them while they will heal back the damage he took. He is also an example of the disruption mechanic this class naturally has in its card set and how cards with Gaze effects will be given vanilla efficient stat to cost ratio since his effect is basically non-factor if you and your opponent don't have random effects. Or can even be beneficial to the Deadly Shot your opponent cast.
Q & A
So, is Solar Eclipse is basically just Gaze with different wording? NO! They are similar in fuction and use the same animation, yes, but will have completely different interaction. Solar Eclipse will override any previous Gazes you stack on top of the character, which mean that you can preserve your Gaze for the next random effect you cast. Solar Eclipse also will not benefit from any Gaze synergy that will be printed.
Will Astral Intellect interact with Gaze/Solar Eclipse on minions? No. Astral Intellect will only be affected by Gaze/Solar Eclipse on Hero.
I made some changes after some feedback trying to stay away from similarities with the druid class.
I also change a bit the keyword / hero power now it only count the minions the board and summon the token directly. I think it’s easier to understand and more enjoyable a straightforward...
Anyway the mechanic is the same, stay alive as much as possible and protect those tiny Seedling with taunt and cheap aoe boosted with the Bloodthistle (I think in wow the name is thistleblood tho...I need to check)
part of the all mechanic was in the shuffle which I will push it more in case in the classic set with cards that add stuff in your deck.
I'm missing one card. I think it's gonna be a minion but i'm not sure. I try with this one but i'm not happy about it...maybe if I change the stats and I bring it to a 6 mana...like a 4/5
all feedback are more than welcome :))
Pacebloom Honey has the Neutral border, not the class border. It also way overcost. Refreshing your hero power isn't worth 2 mana attached to a Holy Light
Prunish Slash is UP. It is so much worse than Shadowbolt, already quite mediocre. I would drop the cost to 2.
I changed some cards up. Let me know what you think!
THE ARCHAEOLOGIST
Archaeologist is a weapon focus class which focuses on board control, and sticky minions. The basic set will mostly be about controlling the board, and survivability through armor and taunt.
Optional Keyword Section
Decay is a fairly self-explanatory keyword. It will not appear on any basic cards, but in Classic onward, it will go on mostly weapons as a way to implement aura weapons.
Example Cards
These cards show the various strengths and weaknesses of Archaeologist, showing that Archaeologist has decent draw, removal, AoE, and good armor gain and heal.
Sword in Stone shows what the class cares most about, again, weapons. It's a cheap cycle that can tutor good weapons, but it benefits from having more weapons in your deck. It is balanced around Forge of Souls.
Uncover shows a unique aspect of the class - unique token generation. The tokens (in the spoiler below) are all 4-Cost overstatted minions that you have to pay an early cost for.
Skeletal Cast is the strange card of the Archaeologist's basic set, following in the footsteps of Tracking and Sacrificial Pact. Not only does it draw 3, it can duplicate cards, and let you know which next three cards you're going to draw.
Earthshake is good AoE, and good draw. It's a fairly simple card which can provide a board clear and a refill at once, like a bigger Fan of Knives.
Cavern Crash is the biggest card of the set, providing a large tempo swing and an extra 10 armor for your hero. The idea is that you wear the rocks as Armor!
Shelter is really weak compare to Power Word: Shield. Given that your class has less minion healing than Priest and has no healing synergy, I think the cost of 2 should be right.
The art in Sword in Stone doesn't fit the name given that it looks like it is buried in a treasure, not in an actual stone.
Uncover art also doesn't fit the name. He looks like he is casting something rather than uncovering something.
All in all, your Basic set is pretty balanced and has nice flavor. I do think that some of the cards seem a little derivative of Warrior, but given the context and execution I don't mind them at all.
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I like your cards, maybe beyonde these generating Astral Spirit. It looks like too much card text on basic token. Also you cannot cut it's text by removin 'random'? Ragnaros, the Lightlord is worded that way.
I want to make it absolutely clear that the Astral Spirits effects have synergy with Gaze and effects like Solar Eclipse / Knight of the Eclipse. The complexity of the token is something I unfortunately cannot change without compromising the foundation of my entire class. If I did, I have to put in some healing to justify the fantasy I want to create.
Made some change to my post. Most notably putting the Strength and Weakness portion AFTER the keyword portion. My keyword is just so tied to my class's identity and its mechanic that I have no other options as well as gating it behind a spoiler:
The Astromancer
When the people of Azeroth are sleeping or fighting, astromancers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Strength and Weakness:
Strength:
High token spawning: As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
High burst spell damage / finisher: Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
Decent healing: Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
Decent card draw: With so many random effects and the need to combine with their class keyword Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
High disruption: The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class (that will be showncased in the Classic sets) and their class mechanic Gaze activates during your opponent's turn, a lot of their minions also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
Jack-of-all-trade, Master of None: Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
Buffs focus on giving minions Health and utility, not offensive power: Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
Healing tied to spawning minions: The class has very few healing outside of spawning the Astral Spirits. Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
Weak board clear: The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), symmetrical or inefficient in term of damage to their cost.
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Example Cards
Solar Eclipse: Ancient time has the belief that Solar Eclipses will cause bad luck happens to people who looks at them. With the Basic set filled with random effect, new players of this class will be grateful for this card. An introduction for the class's main flavor of control random effects as well as foreshadowing the Gaze mechanic in the Classic set. This card can also serve in more advanced decks as a combo piece since it allows you to preserve the Gaze effects already on the character.
Astral Intellect: An example of the class's extremely powerful but also high variant random effects. Most of the other cards will not as swingy as this effect, but this card is also the most powerful when assisted by Gaze or Solar Eclipse. Of course, you can also use this card offensively in control or combo match ups to mill important cards from your opponent or get them to fatigue faster. An example of the great disruption mechanic this class have.
Astral Touch: An example of the decent removal this class have. While the token doesn't immediately impact the board like Polymorph or Hex token, you will likely want to take care of it since the healing it provide can hit your opponent's face or minions.
Starcaller: A minion that served many purpose: A very sticky and threatening 4 drop, a token spawning machine that allow to you spawn atleast 1-2 Astral Spirits that will most likely heal her back when she hit another minion, a great source of healing or a card will force your opponent to play inefficiently because they will likely not want you to create and the buff up the Spirits. She also another example of the great disruption mechanic the class have.
Supernova: An example of the less than stellar board clear the class will have. The utility of healing and board presence provide by it is nice but you will either wipe out everything else on your board, leave some minions your opponent survive, both or, worse, died before reaching 7 mana.
Token:
Remaining Cards
Fiery Comet: An example of the great burst damage this class will have. It low cost allows it to combo with Malygos with a little bit of set up like with another Gaze or Solar Eclipse. Or can use as a removal.
Blessing of the Stars: A card that foreshadow that kind of buffs that this class will receive. Most of their buffs will focus on keeping their minions alive on the board and provide extra utility, not bursting down their opponent.
Celestial Bow: A card that support this class's playstyle of spawning tokens as well as how it will use its weapon: Most of their weapons will be used for tempo or supporting their other cards similar to Paladin and Shaman rather than being a main focus like Rogue or Warrior.
Astral Wrath: A card that showcase the weakness of the class has in term of AoE. The damage is extremely weak for its cost. The draw is a little utility.
Knight of the Eclipse: A card that support more mid-range Astromancers deck. The statline is excellent for its cost and if you give him Taunt by cards like Sunfury Protector and hide him behind a bunch of Astral Spirits, he will protect them while they will heal back the damage he took. He is also an example of the disruption mechanic this class naturally has in its card set and how cards with Gaze effects will be given vanilla efficient stat to cost ratio since his effect is basically non-factor if you and your opponent don't have random effects. Or can even be beneficial to the Deadly Shot your opponent cast.
Q & A
So, is Solar Eclipse is basically just Gaze with different wording? NO! They are similar in fuction and use the same animation, yes, but will have completely different interaction. Solar Eclipse will override any previous Gazes you stack on top of the character, which mean that you can preserve your Gaze for the next random effect you cast. Solar Eclipse also will not benefit from any Gaze synergy that will be printed.
Will Astral Intellect interact with Gaze/Solar Eclipse on minions? No. Astral Intellect will only be affected by Gaze/Solar Eclipse on Hero.
When the people of Azeroth are sleeping or fighting, astromancers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Strength:
High token spawning: As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
High burst spell damage / finisher: Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
Decent healing: Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
Decent card draw: With so many random effects and the need to combine with their class keyword Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
High disruption: The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class (that will be showncased in the Classic sets) and their class mechanic Gaze activates during your opponent's turn, a lot of their minions also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Basic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
Jack-of-all-trade, Master of None: Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
Buffs focus on giving minions Health and utility, not offensive power: Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
Healing tied to spawning minions: The class has very few healing outside of spawning the Astral Spirits. Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
Weak board clear: The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), symmetrical or inefficient in term of damage to their cost.
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Example Cards
Solar Eclipse: Ancient time has the belief that Solar Eclipses will cause bad luck happens to people who looks at them. With the Basic set filled with random effect, new players of this class will be grateful for this card. An introduction for the class's main flavor of control random effects as well as foreshadowing the Gaze mechanic in the Classic set. This card can also serve in more advanced decks as a combo piece since it allows you to preserve the Gaze effects already on the character.
Astral Intellect: An example of the class's extremely powerful but also high variant random effects. Most of the other cards will not as swingy as this effect, but this card is also the most powerful when assisted by Gaze or Solar Eclipse. Of course, you can also use this card offensively in control or combo match ups to mill important cards from your opponent or get them to fatigue faster. An example of the great disruption mechanic this class have.
Astral Touch: An example of the decent removal this class have. While the token doesn't immediately impact the board like Polymorph or Hex token, you will likely want to take care of it since the healing it provide can hit your opponent's face or minions.
Starcaller: A minion that served many purpose: A very sticky and threatening 4 drop, a token spawning machine that allow to you spawn atleast 1-2 Astral Spirits that will most likely heal her back when she hit another minion, a great source of healing or a card will force your opponent to play inefficiently because they will likely not want you to create and the buff up the Spirits. She also another example of the great disruption mechanic the class have.
Supernova: An example of the less than stellar board clear the class will have. The utility of healing and board presence provide by it is nice but you will either wipe out everything else on your board, leave some minions your opponent survive, both or, worse, died before reaching 7 mana.
Token:
Remaining Cards
Fiery Comet: An example of the great burst damage this class will have. It low cost allows it to combo with Malygos with a little bit of set up like with another Gaze or Solar Eclipse. Or can use as a removal.
Blessing of the Stars: A card that foreshadow that kind of buffs that this class will receive. Most of their buffs will focus on keeping their minions alive on the board and provide extra utility, not bursting down their opponent.
Celestial Bow: A card that support this class's playstyle of spawning tokens as well as how it will use its weapon: Most of their weapons will be used for tempo or supporting their other cards similar to Paladin and Shaman rather than being a main focus like Rogue or Warrior.
Astral Wrath: A card that showcase the weakness of the class has in term of AoE. The damage is extremely weak for its cost. The draw is a little utility.
Knight of the Eclipse: A card that support more mid-range Astromancers deck. The statline is excellent for its cost and if you give him Taunt by cards like Sunfury Protector and hide him behind a bunch of Astral Spirits, he will protect them while they will heal back the damage he took. He is also an example of the disruption mechanic this class naturally has in its card set and how cards with Gaze effects will be given vanilla efficient stat to cost ratio since his effect is basically non-factor if you and your opponent don't have random effects. Or can even be beneficial to the Deadly Shot your opponent cast.
Q & A
So, is Solar Eclipse is basically just Gaze with different wording? NO! They are similar in fuction and use the same animation, yes, but will have completely different interaction. Solar Eclipse will override any previous Gazes you stack on top of the character, which mean that you can preserve your Gaze for the next random effect you cast. Solar Eclipse also will not benefit from any Gaze synergy that will be printed.
Will Astral Intellect interact with Gaze/Solar Eclipse on minions? No. Astral Intellect will only be affected by Gaze/Solar Eclipse on Hero.
Thank you to everyone who provided feedback on my cards. You were most definitely right about the significant overlap between my cards and those that already exist; I wasn't intending to have that be the case permanently, but it didn't look good even at first glance. I've edited and/or replaced some of my cards; the untouched ones are in a spoiler below:
Frost Armor now gives the minion +3 Health as well, meaning one can apply the Taunt on just about anyone to make for a decent blocker. Also carves out a more unique identity for the card; thank you Wailor for your suggestion.
Shadow Fissure is another Kel'Thuzad boss-ability, and replaces Dark Pulse. I'm not intending for a lot of damage via spells, but the Lich needs something to stretch the field with. A late-game card to remove a threat, reach for lethal and/or reload is acceptable to me as long as it's really slow, and at 8 mana it sure is. At 8-mana it cannot combo with Shattering Blast, which is on purpose.
Rise Again costs +1 mana for more control, as it now only revives the last friendly minion you lost. This can be combined with efficient trading to counteract what you lost in the exchange, and/or as a counter-move to the opponent's clearing out your heavy Taunt.
Shattering Blast, Frozen Soul, and Dark Binding received minor alterations in line with those suggested. Thank you for those. +1 damage for SB, Frozen Soul has 1 less Health, and Dark Binding is now half of Divine Hymn.
I will try to reciprocate some feedback when I get home later.
Those look fine to me. Looks like you're just about ready to go.
Actually, now that I look at some of the entries, most cards seem a little TOO good. Aren't basic cards supposed to be weaker than ones you open in packs? For example, Blizz wold make Skeletal Guard a 4/5 in this situation, if not worse, for example. I donno, I think I'm looking too much into this.
Oh, you're not alone. Tox has talked at length regarding his displeasure with people "pushing" their cards, going up to the limit in their strength and balance. I agree in-that some cards would be worse off, which is why I gimped some of mine on purpose (Shattering Blast dealing 5, Dark Binding being strictly worse than Divine Hymn, etc.). It's an inherent difficulty with trying to create "old" cards, ones that have to be judged by an outdated mindset before power-creep and the like. Divine Hymn didn't even exist back then; compared to Flash Heal, my card looks pretty sweet.
Thank you for giving my cards a look; I'm about to leave, so I'll give yours a read when I return later tonight :)
My rule of design for the Basic set is always look to the balance of the Classic and Basic cards. I created Astral Wrath with Fan of Knives and Consecration in mind. Supernova is created with Flamestrike, Twisting Nether and Brawl in mind rather than the other expansions cards. The only cards I did not do this are Starcaller (I look up Grim Necromancer). That is how I avoid power creep and design the cards.
Edit: I fixed the typo on Starcaller and Astral Intellect. New art for Supernova.
Im not sure how you are confused by those three cards in my set. Mechanic is the 3-cost draw-a-Card gnome that Basic never had. There hasn’t been a single 3 cost draw a card minion in the game except gvg’s Experimenter, which is bad. The class has okay card draw, here’s one they will always have. Simple design but it fits thematically and mechanically.
Brass Bodyguard I realize now may have too low stats, but just barely. He’s a simple taunt mech, at a time when there was no mech synergy.
Mechanized Armor is a big comeback tool giving a bunch of armor and a weapon. Warrior, the armor class, only has 1 basic card that involves armor. My class will have less armor related cards, but I wanted a big boost spell and this seemed good to me. So I don’t follow that they don’t fit the class.
I’m not done with my cards, there’s a few I don’t like and want to replace, but those I was happy with.
In my defense, you post cards without explanation, so now that I saw your explanation I changed my mind about the minion. However, I still think Mechanized Armor is out of place. The two Armor focus class Druid and Warrior has the Armor gain built into their Hero Power, so the focus on Armor making sense. Your class's Hero Power is not. If you want to make Armor a major theme in your class, I suggest you add one more Armor cards since every other basic life gain beside Druid and Warrior is through healing (Holy Light, Guardian of Kings, Voodoo Doctor, Darkscale Healer, Holy Nova, Sacrificial Pact, Drain Life)
I'm going to be brutally honest here: That's just common sense. If you think your cards' flavor don't fit the class, change the flavor or don't print it at all. A class can be bad and still has fans (just look at Priest) but no one like a class that is boring or has cards that don't speak to its flavor.
There's a list of people who advanced in the next phase submission topic.
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Class Creation Finalist: The Astromancer
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Your class got a decent amount of vote in Phase I, so I think people obviously liked your class idea and Hero Power. I personally think that it is because your Basic cards are disconnected to the flavor of the class. Only 3 of the Basic cards have the Travelling theme of the class. The new flavor seem more like a bunch of Monk cards you reskinned to fit into the class.
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Class Creation Finalist: The Astromancer
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It's not just only that you shouldn't use the keyword in your Basic cards, you are going to be disqualified if you do. So remember that for your next competition.
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Class Creation Finalist: The Astromancer
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*Put on conspiracy googles* Something something something Half-Life 3 confirmed.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
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The Journeyman was such a good idea with so much wasted potential. 10 Basic card and only 3 has theme of traveling. *Facepalm* It seems like the person who made the class just reskin their Monk into the Journeyman.
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Class Creation Finalist: The Astromancer
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So, I do have to ask again: Do you guys plan to use the Wild card for this stage? It's a tradition for many past competition.
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Class Creation Finalist: The Astromancer
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I was so sad that Cogito didn't make it. Her entry would have my vote immediately since I absolutely loves everything she showcase so far.
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Class Creation Finalist: The Astromancer
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Okay, why did no one point out to Cheese that his class has 3 Basic keyword? I feel so bad for reporting it. His edit still didn't fix this issue.
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Class Creation Finalist: The Astromancer
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Nah, don't worry Link. You're good.
There's only like around 30 entries this round (2 already DQ, 2 violated the challenge and 2 more still post in this forum). The number of entries are also pretty poor since we had, what, 50 entries in phase 1?
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Already 24 entries in and there's two that didn't meet the challenges (*Facepalm*)
Question to to mod: Do you guys still use the Wild Card like every other CCC?
Also, why is so much less people voting this round? There's so much good class that didn't get the votes they should have (Bloodburner, Ringmaster,
Astromancer, ahem).And I still think the Gambler is overrated. This class's potential to high roll is so extreme because of its card generation HP.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Posting on my class for one final round of feedback before submitting tomorrow night:
The Astromancer
When the people of Azeroth are sleeping or fighting, astromancers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Strength and Weakness:
Strength:
Weakness:
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Example Cards
Token:
Remaining Cards
Q & A
Previous Phase:
Phase I Post
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
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I must say I'm impressed that you managed to distinguish yourself from Druid, which is not easy to do given the theme you chose.
Now that you have a full set, I'll review.
All in all, your Basic set is pretty balanced and has nice flavor. I do think that some of the cards seem a little derivative of Warrior, but given the context and execution I don't mind them at all.
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Class Creation Finalist: The Astromancer
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I want to make it absolutely clear that the Astral Spirits effects have synergy with Gaze and effects like Solar Eclipse / Knight of the Eclipse. The complexity of the token is something I unfortunately cannot change without compromising the foundation of my entire class. If I did, I have to put in some healing to justify the fantasy I want to create.
Made some change to my post. Most notably putting the Strength and Weakness portion AFTER the keyword portion. My keyword is just so tied to my class's identity and its mechanic that I have no other options as well as gating it behind a spoiler:
The Astromancer
When the people of Azeroth are sleeping or fighting, astromancers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Strength and Weakness:
Strength:
Weakness:
Their Basic cards aim to establish the mechanic, flavor, strength and weakness of the class while also provide tools for them to play a variety of playstyle: Aggressive, Token based, Mid-range or Control.
Example Cards
Token:
Remaining Cards
Q & A
Previous Phase:
Phase I Post
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Bumping up my post since it only got one response. Some minor edit in grammar and wording
My rule of design for the Basic set is always look to the balance of the Classic and Basic cards. I created Astral Wrath with Fan of Knives and Consecration in mind. Supernova is created with Flamestrike, Twisting Nether and Brawl in mind rather than the other expansions cards. The only cards I did not do this are Starcaller (I look up Grim Necromancer). That is how I avoid power creep and design the cards.
Edit: I fixed the typo on Starcaller and Astral Intellect. New art for Supernova.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
In my defense, you post cards without explanation, so now that I saw your explanation I changed my mind about the minion. However, I still think Mechanized Armor is out of place. The two Armor focus class Druid and Warrior has the Armor gain built into their Hero Power, so the focus on Armor making sense. Your class's Hero Power is not. If you want to make Armor a major theme in your class, I suggest you add one more Armor cards since every other basic life gain beside Druid and Warrior is through healing (Holy Light, Guardian of Kings, Voodoo Doctor, Darkscale Healer, Holy Nova, Sacrificial Pact, Drain Life)
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community: