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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Submission

    The Bronze Guardian

    As a member of the Bronze Dragonflight, Moradormi has extensive knowledge about the future. She knows exactly what is meant to happen, and what isn't. Or so she thought. Discovering the ultimate fate of her flight, their corruption into the Infinite Dragonflight, turned the once optimist dragon into a full-on cynic. Still, she strives to make the future a better place, perhaps trying to atone for deeds not yet commited.

    Class Keyword

    Classic Card Examples

    Unstable Wormhole: Unstable Portal? That hasn't been released yet! 

    A very cheap soft removal that only works the turn it's drawn. Occasionally, its secondary effect can be used to fight off fatigue, but that's a rather rare use. If you don't get to use it right away, you'll be technically paying 1 additional mana to play it on top of having to draw it again.

    Time WraithThe spirit of someone that was erased from the timeline.

    A big minion with average stats, its effect will most likely always go off unless its topdecked (in which case it's still not a bad topdeck at all). Unless the 'Can't be targeted by spells or Hero Powers' effect, this one can still take damage from any source, but destruction effect (even ones such as Emperor Cobra's or Twisting Nether or Brawl) will unfaze it.

    Protector of Memories: What was he supposed to protect, again?

    A rather straightforward example of a theme of the class: effects that trigger while on hand. There's a variety of triggers, this one in particular being friendly minion's death. Similar to Thing from Below, though a tad slower unless you run a myriad of early game minions, which the class isn't inclined to support.

    Doomsday Clock: Time takes us all.

    Another card that changes while on hand, though this simple does it once per turn, growing in power the longer you hold it. Inspired by Shield Slam in that it uses the class theme to do act as removal (Armor for Shield Slam, card draw for this one). Clearly not meant to act as early game removal unless the situation is dire. Gets its name from a song by Smashing Pumpkins.

    Full Classic Set

    Commons

    Timeless Whelp: Dragon synergy hasn't been released yet, right?

    A card with potentially infinite value, though rather slow at achieving it and also not really worth much in the lategame. Can always be played right away as a small single body if needed, or every other turn to add a trickle of pressure.

    Incoming Meteor: Nobody saw it coming.

    The strongest aoe damage removal so far for the class, or at least when the Latent effect is on. Otherwise, it's just an overpriced Arcane Explosion.

    Phasing DefenderHe claims he doesn't like playing tank, but it's just a phase.

    Can act as either a reusable Frost Nova if the opponent can kill or destroy it, or a better Healing Touch if they can. The body can still offer some token resistance in the late game but replaying it constantly will leave you dry on mana while your opponent can setup.

    Timeless Miracle: Not to be confused by Timeless Mirage.

    One of the few and strongest class healing effects, it can get insane value if only it just sits in your hand long enough, while still being a rather expensive crutch against aggro.

     

    Rares

    Uncertain Death: The cause of death is not what's uncertain: it's clearly the devilsaur.

    I suppose this could still change at some point in the future, but since it was one of the cards I first showed on Phase I I'm rather fond of it. Given I'm short on time, I decided to keep it as it is for now.

    Foreboding Vision: Don't look!

    Only card that can (and does) go face from the class so far. I don't intend that to change much in the future.

    Peer into the Future: What did you see?

    Overcosted card draw until the Latent effect kicks in. The wording might be unusual, but I rather liked how it ended up. 

    Keeper of Memories: Sometimes gets tired of cleaning up Protector of Memories' messes.

    A new iteration for a different mana slot. This one hasn't been thought over as much as the rest yet, but since I'm short on time it'll have to do.

    Epics and Legendary

    Harbinger of Doom: Doomsayer's older brother.

    The strongest class board clear, since at its peak it can be a Twisting Nether for 7 that leaves a body. To get the benefit right away, though, it need to sit in hand as an otherwise dead card from turn 2 though.

    Frozen in Time: When Time itself gives you the cold shoulder.

    It buys you one turn, and your board too most of the time (unless Twisting Nether or something of the sort). At 10 mana, you can only work with what you already have, though.

    Soridormi: Why are you reading this?

    The effect makes it so whenever a card with Latent is played, its effect will trigger regardless of the time the card has spent in the hand. Clearly inspired by Fandral.

    Basic Set

    Alter Fate: Pretty straightforward. This one works with negative Latent effects you don't want in your hand. It also serves to refresh your hand if you having nothing good. It's meant as a counterpart for Time Mirage and isn't meant to be run in the same kind of decks.

    Bronze Apprentice: A mirrored draw effect, it lets the opponent choose when to draw as it's not meant to enable fatigue decks. 

    Time Skip: I'm rather proud of this one. It's a spell that works in a myriad of different situations. It can be used like Frost Nova with Doomsayer, but if it's past turn 4, you can still play stuff afterwards. Turn 8+ with Ragnaros for an extra Fireball. It will affect cards with Latent making them trigger one turn earlier. It also works with the next card by cancelling the debuff it places in the drawn cards.

    Time Mirage: A cheaper Arcane Intellect with a drawback (much like Ancestral Knowledge) which synergizes pretty well with positive latent effects as well as "Each turn this is/was in your hand" cards.

    Time Warp:  This works pretty well with anything you wouldn't mind having extra copies of.

    Sands of Time: This card works much like Nourish for both players, so technically the net cost of the card is only 1 mana. It helps at pushing into the late game against faster decks that don't care about their mana but rather their cards, but it's not really the same as ramp Druid cards since this one can backfire if played carelessly.

    Time Loop: Another card draw of sorts, though this one is never useful standalone.

    Bronze Healer: Another mechanic from the class, though this one finds its home with cards that don't benefit from staying in your hand and are therefore more likely to run Alter Fate.

    Sand Guardian: I'm taking the opportunity to reinforce the theme of the class: holding stuff in your hand to get stronger effects later on. This particular line of effects, in contrast with Latent effect, scales with the time spent in your hand instead of being a fixed effect on a specific threshold of turns. Much like Latent effects, though, both positive and negative effects exist.

    Rewind Time: Right in-between Vanish and Twisting Nether. Allows you to get the most value from played Battlecries and similar effects while clearing the board.

     And that's all there is for now.

     

    Posted in: Fan Creations
  • 9

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Submission

    The Bronze Guardian

    As a member of the Bronze Dragonflight, Moradormi has extensive knowledge about the future. She knows exactly what is meant to happen, and what isn't. Or so she thought. Discovering the ultimate fate of her flight, their corruption into the Infinite Dragonflight, turned the once optimist dragon into a full-on cynic. Still, she strives to make the future a better place, perhaps trying to atone for deeds not yet commited.

    Class Keyword:

     Basic Card Examples:

    Time Skip: I'm rather proud of this one. It's a spell that works in a myriad of different situations. It can be used like Frost Nova with Doomsayer, but if it's past turn 4, you can still play stuff afterwards. Turn 8+ with Ragnaros for an extra Fireball. It will affect cards with Latent making them trigger one turn earlier. It also works with the next card by cancelling the debuff it places in the drawn cards.

    Time Mirage: A cheaper Arcane Intellect with a drawback (much like Ancestral Knowledge) which synergizes pretty well with positive latent effects as well as "Each turn this is/was in your hand" cards.

    Sand Guardian: I'm taking the opportunity to reinforce the theme of the class: holding stuff in your hand to get stronger effects later on. This particular line of effects, in contrast with Latent effect, scales with the time spent in your hand instead of being a fixed effect on a specific threshold of turns. Much like Latent effects, though, both positive and negative effects exist.

    Full Basic Set:

    Alter Fate: Pretty straightforward. This one works with negative Latent effects you don't want in your hand. It also serves to refresh your hand if you having nothing good. It's meant as a counterpart for Time Mirage and isn't meant to be run in the same kind of decks.

    Bronze Apprentice: A mirrored draw effect, it lets the opponent choose when to draw as it's not meant to enable fatigue decks. 

    Time Warp:  This works pretty well with anything you wouldn't mind having extra copies of.

    Sands of Time: This card works much like Nourish for both players, so technically the net cost of the card is only 1 mana. It helps at pushing into the late game against faster decks that don't care about their mana but rather their cards, but it's not really the same as ramp Druid cards since this one can backfire if played carelessly.

    Time Loop: Another card draw of sorts, though this one is never useful standalone.

    Bronze Healer: Another mechanic from the class, though this one finds its home with cards that don't benefit from staying in your hand and are therefore more likely to run Alter Fate.

    Rewind Time: Right in-between Vanish and Twisting Nether. Allows you to get the most value from played Battlecries and similar effects while clearing the board. Originally 7 mana, but I saw Asylum's review on a similar card so I adjusted it.

     Challenge Cards:

    Past Moradormi: Mechanically, it's a reverse Bolf, though functionally it's more reminiscent of a weapon. The class has some healing, but it's not particularly healing intensive, so this should be used with care. It cannot be destroyed by damage unless silenced, but any other kind of minion destruction works. It also enables burn from cards that only target minions like Shield Slam and Flame Lance.

    Temporal Anomaly: A rather straightforward card, it can get potentially infinite value, but its stats are suboptimal. This one went through many iterations but I finally settled for Latent (2) on the effect to balance it.

    Posted in: Fan Creations
  • 7

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Submission

    The Bronze Guardian

    As a member of the Bronze Dragonflight, Moradormi has extensive knowledge about the future. She knows exactly what is meant to happen, and what isn't. Or so she thought. Discovering the ultimate fate of her flight, their corruption into the Infinite Dragonflight, turned the once optimist dragon into a full-on cynic. Still, she strives to make the future a better place, perhaps trying to atone for deeds not yet commited.

      

    Certain events are just meant to happen, and there's nothing one can do to stop them, though they can always be delayed or, for better or worse, brought about earlier. This Hero Power has gone through some revisions, but this version is the one I found most balanced yet. Inevitability and Temporal Bomb set the main theme of the class.

    Much like the Warlock's Life Tap, this Hero Power gives you a net total of 1 draw, but instead of paying with Health, the drawbacks of this Hero Power are manifold, the most evident one being the 1 mana cost of Temporal Bomb. There's also the fact that it's placed at the top of your deck, meaning it's on a 1 turn delay (if you don't have additional draw) and it denies your own next draw if not played immediately, which its second effect encourages. Speaking of, the second effect also serves to introduce the class' unique keyword: Latent.

    Latent is meant to represent the ability of the Bronze Dragonflight of being 'just in time' by giving cards additional effects if they've been held long enough just to play them at the best possible moment. Mechanically, the easiest paralel to Latent effects are Rogue's Combo effects, except their trigger condition is different. Temporal Bomb's Latent effect is meant as a soft enabler for combo decks (since the cards hit by the reduction are random). 

    All in all, the Hero Power is meant to enable control archetypes by providing them resources throughout the game, with Latent effects such as Temporal Bomb's being particularly powerful in slow greedy decks. It also enables combo decks by giving them access to consistent draw to get their combo quickly while also reducing card's costs. Faster decks also see benefit from the Hero Power in a manner similar to Zoo Warlock, being able to play multiple cheap minions while having access to draw (although unlike Life Tap, the draw isn't immediate).

    Example Cards

      

    Incoming Meteor: A very straightforward example of a Latent card. An overcosted Arcane Explosion that becomes much stronger if held for a few turns. One of the best sources of non-destruction AoE in the class.

    Uncertain Death: An example of a "counter" Latent effect. Uncertain Death is a 4 mana Assassinate the turn your draw it, but becomes a 4 mana Deadly Shot afterwards. It is part of a rather small subset of Latent effects that are better off played right away, but are undercosted because of it.

    Preacher of Destruction: Having all 3 example cards have Latent effects would defeat the point, though rest assured there are minions with Latent on them (since it works just like Combo would, the have Latent instead of Battlecry). This card embodies another theme of the class: each turn this is in your hand effects. Much like Shifter Zerus or Nerubian Prophet, these effects always happen at the start of your turn. These particular effects go hand in hand with Latent effects in the sense that you don't want to play them right away but rather squeeze the most value out of them.

    Honorable mentions for effects the class features: "When drawn" effects, "For each turn this was in your hand" Battlecries and "At the start/end of your turn" effects.

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion

    So I haven't been able to shake the thought that my original idea is inherently too self-centered (and by that I mean that it doesn't want anything to do with neutral cards) by design and, since there's still time, I've been toying around with some other ideas that might be more in line with what you'd expect from the real classes:

       

    First and foremost the Hero Power works better (in my opinion) with rule 2, though I fear it may be too similar to something that's already been done. Draw 2 cards in a card that's been shuffled into your deck means it's pretty much Life Tap without the life loss but with a delay, while the extra effect felt like a nice compensation if you're willing to wait yet another turn to get the card. I'm always open to balancing concerns, though.

    I like the keyword because it (mostly) encourages drawing cards and hoarding them much like a control/combo deck would, while it can also function inversely (by having the Latent effect be negative, it's easy to make cards that are better to play the turn you draw them). It's meant to reflect the Bronze Dragon's ability of being 'just in time'.

      

    Soridormi: This is meant to synergize specifically with the Hero Power without depending on it. It helps combat the randomness of shuffling the card draw into your deck, but it will probably only go off once most of the time.

    Incoming Meteor: A simple example of a Latent effect that becomes stronger if you wait for the perfect moment, but can always work in a pinch.

    Uncertain Death: An obligatory example of a reverse latent effect. It's either a 4 mana Assassinate or a 4 mana Deadly Shot, depending on whether you play it right away or wait for a better opportunity.

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion

    @sashashepto: How about 'Give cards in your hand random Costs without changing the total sum.'?

    Posted in: Fan Creations
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion

    The Bronze Guardian

    As any other Bronze Dragon, Moradormi is tasked with protecting the timelines. She uses her time powers to gain knowledge of the future and get an advantage over her opponents.

      

    Note: Prophecy is the Class Exclusive keyword while Scry is meant to be a generic keyword you could find somewhere else like Taunt or Battlecry.

    Herald of Torment: "Herald of X" is a kind of card type like Druid's "Druid of the X" cards, and therefore will have similar effects on the range of "Battlecry: Scry (1). Do something depending on the Cost." Scry (1) is worth practically 0 mana (it's worth more for Scry (2+) since then you can start rearranging your deck) so this is the equivalent of a Fire Elemental with an Attack penalty since it can deal more than 3 damage.

    Foretold Defender: There are two kinds of Prophecy cards, the ones that buff themselves and the ones that have an immediate effect. This is an example the former. One tick of Prophecy makes it a Tazzdingo while further ticks make it stronger at the expense of delaying the time you play it.

    Vision of Death:  An example of the latter Prophecy effect, this has affects the battlefield immediately. Because the effect can be triggered with your Hero Power, this kind of cards can either have neutral effects like this one (can destroy a minion from either player), negative effects (in which case the card will be undercosted for its normal effect) or positive effect (in which case the card will be overcosted for its normal effect). "Vision of X" is also a card type like Heralds, in that they will always have a Prophecy effect (and they are the only spells to feature them).

    Examples of undercosted and overcosted Prophecy effects and the obligatory slightly OP legendary.

     

    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion

    @kamanchee1: The concept is fine I think, and I like how you designed your Hero Power, but if you're gonna have multiple sources of cost increase, then you should make cards that get stronger the more they cost. As far as I've seen, your cards benefit from a +1 cost but a +2 cost is already detrimental (4 mana 5/6 vs 5 mana 5/6). The only card that benefits from multiple cost increases is Blasting Giant, and that card is confusing as it is. Is the effect a battlecry? An 'At the end/beginning of your turn effect'? I'm imagining it's a battlecry since Hearthstone doesn't remember cost changes once a card is on the board (technically you could get away with it but I like my designs to fit the game's engine, personally).

    Which reminds me, @McF4rtson: Shouldn't your Hero Power generate different tokens of varying mana costs like the Jade Golems? (at least, it should to keep in line with Hearthstone mechanics so far, since as I mentioned before, the game doesn't remember mana cost changes).

    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion

    @sashashepto: The concept seems fine overall. Dark Ritualists are good board clear protection, but they look annoying to trigger (and I know you said there's going to be enablers, but still). Shrouded Vanguard seems fine (I imagine the effect is like an aura so if the adjacent minion dies before it, it loses the deathrattle it had), but if that one represent the concept behind the Hero Power enablers you're gonna be in trouble insofar as having a board full or 0/1 you can't kill off.

    Chained Evil: The wording right now is a little confusing imo, and if I understood it correctly, you should make it a battlecry (mechanically speaking, once a card is played its cost is the one printed on the card, it won't keep the discounts, so if it were an aura effect as it's now it would never get any buff). Rather, I'd make it a 7/7 that gets -1/-1 for every crystal spent playing it, up to -4/-4, as a battlecry. That way it's mechanically the same but clearer in how it works (besides, 4 mana 7/7 is the pinnacle of blizzard balancing anyway).

    I don't have a lot to say about Summoning: Chaos without seeing more cards from your class, but it does look interesting.

    Posted in: Fan Creations
  • 3

    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Submission]

    I originally had a whole different class concept in mind, but after posting it on the discussion thread and it not even getting noticed (which may or may not have had something to do with the fact that I didn't know how to resize the images so I hid them under spoilers (I figured it out now, though. I'm dumb)), and after reading some comments on other classes, I decided to ask myself the question: would someone else ever pick my Hero Power from Sir Finley? The answer was quite clearly no (it was a passive around which the class revolved). So I decided to start over and come up with something different:

    CLASS: High Priestess

    HERO: Angel Keeper Lilith

    The class itself draws no inspiration from any particular universe (not that I'm consciously aware of, at any rate) but is rather something I kinda came up with myself. Now, the Hero Power was the whole starting point for the class theme. As you might notice, it's rather similar to the priest card Mind Vision. Originally, it was going to be literally just that: Mind Vision into a Hero Power. Then I realized that even though the pseudo card draw I was getting, because it was a random card from my opponent, might not have been as good as the straight card draw from Life Tap, it wasn't bad enough to have no downsides. In fact, one might consider the fact that we're getting information from the opponent's hand strong enough by itself. So I decided to mirror the effect for the opponent (that way it's fair, right?) much like some cards have done before. That was how the class theme was born.

    I'm going head-first into the strong stuff here. This is just an example of many similar cards, though I might have to admit it's the most flashy. This card draws inspiration from the Curse of Rafaam cards mixed up with Iron Juggernaut/Beneath the Grounds and Excavated Evil. It is however different from all but the later in that it's not quite a token that you put into your opponent's hand/deck, but rather a standalone card. The clear downside of this is that while YOU hold it, you are the one that's handicapped. In this case, by giving Immune to your opponent. The upside of this, though, is that, as this isn't a token, your opponent might as well get it from your Hero Power. This might need some balancing, but I'm still not quite sure how I'd go around it.

    Another card from the disruption theme, this one draws inspiration from Ancestor's Call. That and from all the times a Priest player was stuck with a Deadly Poison/Blade Flurry/Shield Slam. So, this is a risky card to play. I mean, you might end up discarding something valuable, like a Guardian Angel your oppenent's already gotten through your Hero Power :P. The point of this card is that, unless all other cards in your hand are minions, playing this is a gamble that might pay off or may summon a minion with battlecry (and the class has some of those). Regardless, it would be quite unbalanced if you managed to pull a huge minion for 3 mana, so regardless of the outcome, your opponent gets the card afterwards. Now, your opponent might be playing zoo, in which case he probably IS full of minions, but they're probably cheaper than 3 anyway. Or he might be playing a class that has a healthy mix of minions and spells, in which case he risks discarding something valuable (or again, playing a battlecry minion without the battlecry). If you opponent doesn't feel like gambling, though, then he's got a dead card on his hand, and our job is done. Bonus: add Lorewalker Cho to the mix for double the fun.

    Now this last slot was really tough. I could've put the class legendary that keeps coming back stronger, or a minion that will switch sides whenever it dies, but I just couldn't not put this one in. This minion has gone through lots of iterations (specially when I was working on the previous class concept), but I think this one is acceptably balanced. It's an example of a card that you DON'T want to pull from Last Stand, though giving it to your opponent with the Hero Power may be acceptable. It even synergizes with Guardian Angel. As you can see, this card is rather similar to the Dalaran Aspirant in that the battlecry will help you and the deathrattle will compensate for it. Some of the iteration had it simply taking control of a minion/random minion, and it was then more reminiscent of Sylvanas/Cabal Shadow Priest, but within the class theme, I think it works rather well. This is extremely good for removing deathrattles you don't want to trigger, or even battlecries you'd like to use, but unless you silence it or otherwise get rid of it without triggering the deathrattle (and this class CAN do that, as exemplified by Guardian Angel, where the return minions to hand downside becomes an upside) then your opponent is getting this card and can thus take back the card you stole in the first place if their timing is right. Of course, this has to be removed first, but given its cost and stats, that's not really that hard. And then they have to pay the mana for it, or it gets stuck in their hand. And then you can take it back. It's a cycle, really.

    As for the Angel tribe introduced with this card, there are some cards that take them into account, namely the class Legendary, which will get stronger for each dead Angel (and isn't it great that this card keeps coming back and dying if your opponent wants to keep up?)

    So, as you can see, the class revolves mostly around disrupting your opponent's gameplay, but always playing by the rules (you might have noticed that at no point do the cards do something Blizz hasn't implemented, except maybe the discard/summon part of Last Stand, but then that's just a mix of mechanics, the thing is that at no point do you disrupt your opponent's play by discarding his cards (unless he plays Last Stand, but that's on him)). The class is reminiscent of a Priest/Rogue hybrid that focused mostly on the fun stuff. It has several other spells that will find their way into your opponent's hand/deck, minions that don't quite die but don't quite keep playing for you (and some that do), among other things like a vanish to the deck and an anti-fatigue card.

    At any rate, thanks for reading and I hoped you liked it. And I would certainly take this Hero Power from Sir Finley.

    Posted in: Fan Creations
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