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    posted a message on Make the Card

    Next: A Paladin card that changes your Hero Power into the Hero Power of another class.

    Posted in: Fan Creations
  • 3

    posted a message on Make the Card

     

    Next: An existing subpar neutral minion turned into a legendary class minion that would likely see play.

    Posted in: Fan Creations
  • 2

    posted a message on Make the Card

     

    Next: 1-mana board clear with an appropriate drawback.

    Posted in: Fan Creations
  • 1

    posted a message on Make the Card

     

    Next: Any existing Priest spell, turned into a Shaman Battlecry minions.

    Posted in: Fan Creations
  • 0

    posted a message on 3 Warlock Secrets -- for the Eredar deceivers and schemers who enjoy playing Hearthstone with mortals.

    Oh, I received feedback! Thanks, guys! 

    Quote from Velerios >>

    Impending Doom: mechanically hard to impossible to realize: Hearthstone does not allow actions on your opponents turn. And what happen when you get it off Mad Scientist?

     

     It doesn't require actions on your opponent's turn. You chose the minion as you play the card.

    As for the Mad Scientist interactions, it doesn't do anything, much like Carnivorous Cube or Voodoo Doll don't do anything with their Deathrattles if they aren't played from hand.

    Posted in: Fan Creations
  • 4

    posted a message on 3 Warlock Secrets -- for the Eredar deceivers and schemers who enjoy playing Hearthstone with mortals.

    The demonic race of Eredar, Draenai's edgy twisting nether cousins, are a bunch of well-known colluders and conspirators. In fact, they are so known for their tendency to plot and scheme that their granddaddy, Kil'Jaeden, earned himself the moniker "The Deceiver".

    It only made sense for Warlocks to receive some Secrets love to reflect the nature of one of the most iconic demonic races under their control that actually kinda control them. However, Eredar don't trouble themselves with pitiful minor conspiracies, so the secrets had to reflect that as well. At 4 mana they are expensive enough to allow for a higher power level, but cheap enough so that you don't spend your turn doing nothing.

    Posted in: Fan Creations
  • 0

    posted a message on The Spiritwalker – Now Updated with Naxx and GvG!!! (34+ cards inside, with comprehensive designer insights!)

    Thank you all for the feedback, guys! I've updated the card list with Naxxramas and Goblins vs Gnomes cards!

    Posted in: Fan Creations
  • 0

    posted a message on New Card Border

    That looks much, much better.

    Posted in: Fan Creations
  • 3

    posted a message on New Card Border

    Honestly, those are some pretty bad color combinations. They look way too much like Shaman, but oversaturated; the blue and the purple are conflicting with each other, and the decorative element on the minion border is kinda bland.

    Not that I don't enjoy new custom borders, but I doubt I'll ever use those.

    Posted in: Fan Creations
  • 0

    posted a message on Make a WoW ability into a HS card

    You certainly seem to have a thing for that spell, don't you?

    Next: Blink

    Posted in: Fan Creations
  • 0

    posted a message on Make a WoW ability into a HS card

    Next: Gloomblade

    Posted in: Fan Creations
  • 0

    posted a message on Make a WoW ability into a HS card

    That being a Monk card made thing significantly harder. I decided to go with Priest.

     

    Next: Steel Trap

    Posted in: Fan Creations
  • 0

    posted a message on The Spiritwalker – Now Updated with Naxx and GvG!!! (34+ cards inside, with comprehensive designer insights!)

    Thank you so much! The list of lore-relevant classes for custom card makers is so small, and Spiritwalker seemed to be the least favorite one. I'll definitely check the Spiritwalker entry in the Lore Corner once it comes out! It is one of the classes with the most potential in lore!

    Posted in: Fan Creations
  • 1

    posted a message on The Spiritwalker – Now Updated with Naxx and GvG!!! (34+ cards inside, with comprehensive designer insights!)

    Thank you all for your feedback! I hope the read was easy to understand?

    Posted in: Fan Creations
  • 4

    posted a message on The Spiritwalker – Now Updated with Naxx and GvG!!! (34+ cards inside, with comprehensive designer insights!)

    Spiritwalker

    The Spiritwalker lives only partially in the mortal world. Their mind roams freely, and countless personalities enter their memories and their thoughts. When speaking to a spiritwalker one can never be entirely certain that only the spiritwalker responds, for they speak with the voices of the ancient ancestors...

     


    Introduction (no cards in the Introduction!)

    Now, before I go any further, you can check all the Spiritwalker cards on Hearthcards right away (just click the link). If all you want to see are some cool cards, and you don't care about how I came up with them, the class flavor, fantasy, balance, design insights, etc., you don't need to read any further.

    As cool as most custom classes on this site are, I can't help but think they are too complicated, too niche, too un-Hearthstone-y to ever be part of the game. One of my main pet peeves are custom keywords and Hero Powers that are overly complicated. You got your Coils, Mediates, Submerges, Reservoirs, Invocations, etc., etc.—of course some of them were great, but then some of them were not, just a few of them were simple enough, and none of them were self-descriptive in any way. I hope no one takes offense if they recognize their own custom keyword among those I've listed.

    So I set out to create a custom class using the most boring, predictable, self-descriptive custom keyword I can come up with. But more on that later.

    I also wanted my class to be realistic as possible, and to look as if it can be implemented in the game starting next expansion, with only the Basic, Classic, and possibly New Expansion cards (hence no cards for the currently existing expansion sets—Naxxramas to Kobolds).

    Now, a new class at all, no matter how far in the future, is highly unlikely (Blizzard has said they have a hard time balancing the existing 9 ones), but if it were to be introduced, design-wise I don't see it being any different than the current 9 ones. It has to be lore-friendly, it has to stand out, but not be too different; has to have its own unique identity, mechanics, flavor and fantasy. And they have to explore themes previously unexplored in game.

    There are not a lot of candidates in lore that fulfill all those requirements—probably only Monk fulfills them all, but I wanted to pick a challenge, so I didn't go with Monk. I went with...

    Spiritwalker—Lore, Class Fantasy & Hero Power

    The Spiritwalker has been a constant presence in Warcraft lore since Reign of Chaos, but they have never been explored further than "Shamans, but communicate with spirits instead of Elementals". Much like their whole fantasy, their lore is shrouded in mystery and uncertainty. They are the tribal elders that always keep one of their eyes shut for the mortal world, and opened for the Shadowlands. They make the will of the tribal ancestors known and make sure to preserve their wisdom and knowledge.

    The Spiritwalker's fate is a vocation of knowledge, of care, of guidance, and of willingness to fight. That's reflected in their Hero Power: Transcend.

    It restores 1 Health to a character and gives them +1 Attack for that turn only, allowing for versatile healing and trading. Design-wise it is situated between Priest's Lesser Heal and Druid's Shapeshift. While restoring 1 Health is significantly worse than restoring 2, the targetable +1 Attack is much more versatile than Druid's Hero Power that can give only the hero +1 Attack.

    The hero that represents the Spiritwalker is Roanauk Icemist, leader of the Taunka tribes in Northrend, Chieftain, Spiritualist and Mystic. His experience with mortality, death and spiritualism is much deeper than that of any other named spiritwalker, for he was a captive of the Scourge during Arthas' reign over the Icy continent.

    The Spiritwalkers Annual Convention has the tendency to be something of a beef sausage fest, so I've decided to diversify the mostly Tauren-dominated class. Other races that I used to represent the Spiritwalkers are Furbolgs for minions; Trolls and Orcs for spells, and Night Elf for the Hero Power.


    Basic Card List

     The main aspects of the class fantasy, reflected in all Basic cards are:

    • Mass Healing, for Spiritwalker's role as tribal mentors and medics.
    • Spell Draw, for Spiritwalker's knowledge, mysticism, and role as clairvoyants.
    • Weapons and Hero Attack buffs, for their willingness to fight.
    • Resurrecting the Dead, for their role as spiritualists.

    Below are the 3 class-defining Basic Cards of the Spiritwalker class.

    Spirit LinkMysticismRunic Halberd

    The rest of the Basic Cards for Spiritwalker are below:


    Classic Set—Custom Keyword, Win Conditions, and more!

    As I mentioned far above, I set out to create the custom class with the most boring, bland, predictable and self-descriptive keyword imaginable. I present you...

     

    Healing Power

     

    How does it work? Exactly the same way as Spell Damage, only that this increases the Health restored by Minions, Weapons, Hero Powers and any other type of card as well. Spiritwalkers have 4 cards in the Classic Set with Healing Power on them, so let's take a look at the most basic one, Grizzlepaw Primalist.

     Grizzlepaw Primalist 

    As you can see, Grizzlepaw Primalist reads "Healing Power +1", and below is a nice explanation of what Healing Power does. Even though the keyword is as basic as you can get in Hearthstone, I still found it important to have a simple card that briefly explains the effect without having to look at tooltips, Hearthstone Wiki entries, or Ben Brode design insights. The other three Healing Power cards for Spiritwalker are two minions and a weapon—Hakkari Soulblade—which also has the subtheme of having to attack and kill minions with it. It is also probably one of the strongest cards in the class.

    Novice RunemasterWinterfur ChieftainHakkari Soulblade

     

    Silence

    As Mystics and Spiritualists, Spiritwalkers have an additional subtheme of Silence cards running in their Classic set. Since they lack strong single target removal or proper AoE spells, those are the best tools the class has in that aspect.

    Purge EvilSpiritual ShockObliterate

    • Purge Evil is a worse Silence or Earth Shock, but it can be used quite well in decks similar to Silence Priest.
    • Spiritual Shock is a the best spell out of the three. While it doesn't deal with an onslaught of minions, and doesn't work with Spell Damage at all (it silences all minions before dealing the damage), it does shut down Tribal Synergy strategies (such as Murlocs or Pirates) and sticky minions (Divine Shield and Deathrattle), and works well in decks similar to Silence Priest.
    • Obliterate is an expensive Assassinate, which is already too expensive by itself, but since the class lacks good single target removals, it seemed only fair to include a bad card that might still be run for lack of better options.

     

    Win Conditions

    Every class must have some cards in their Basic and Classic Set that are obvious win conditions even for new players. Priest has Prophet Velen and Mind Blast; Shaman has Al'Akir and Bloodlust; Mage has Sorcerer's Apprentice and Archmage Antonidas. That is not to say those are the only win conditions those classes have, or even that they are the best or most viable ones; it's just that they are obvious, powerful tools that can be understood by any player.

    The win obvious Win Conditions for Spiritwalker are an Epic and a Legendary card:

    Shadowlands RiftFilgud Joyhoof

    • Shadowlands Rift is an insane direct damage card that is overcosted for the damage it deals, but comes with the benefit of value. Each time you play this card, it gets shuffled back in your deck, which puts your opponent on the clock. It also prevents Fatigue Damage, and is good for dealing with midrange minions with 5 Health. Flavor-wise it is the only Shadow-related card in the Spiritwalker's arsenal, but it is a fitting one, since the Shadowlands are the realm of the deceased and of the ancestral spirits.
    • Filgud Joyhoof is Spiritwalker's legendary minion. Much like Al'Akir, it has Charge and Windfury, and great stats that only get better for each character you heal. It synergizes well with Spiritwalker's Basic Weapon, Runic Halberd, to the point where I had to change it from (6) 1/4 "Gain +2/+2", to its current form. It punished your opponent for leaving a board of damaged minions, much like Shaman punished you for not dealing with their tokens.

    The Full Classic Set

    Common Cards

    Ancient AmuletPurge EvilGrizzlepaw PrimalistSpiritmaw SwifthealerNovice RunemasterWinterfur Chieftain

     

    Rare Cards

    SalvationSpiritual ShockTormented ApparationHakkari SoulbladeObliterate

     

    Epic Cards

    LifebinderShadowlands RiftKodo Caravan

     

    Legendary Cards

    Filgud Joyhoof

     

    Expansions

    After much consideration I decided to create cards for the numerous expansions Hearthstone has had, mainly because I had so much fun creating the Basic and Classic sets. So far I've completed Curse of Naxxramas and Goblins vs Gnomes.

    Curse of Naxxramas

    Common Cards

    Embrace Da Voodoo

    Goblins vs Gnomes

    Common Cards

    Ritual ClawsTimbermaw Mystic

     

    Rare Cards

    HeirloomEnraged NatureHorned Shredder

     

    Epic Cards

    Attentive NurseMechanize!

     

    Legendary Cards

    Frankenbot

     

    Scrapped Ideas

    Every time you set out to create a new set of cards or a new class, you come up with ideas that ultimately do not make the final cut. In the spoilers below are some of the scrapped cards and concepts for Spiritwalker:

    Revelation used to have a whole different effect, and used the art currently used by Salvation. It got scrapped because it felt boring and unnecessary. Moreover 0-cost spells are quite scary in Hearthstone, especially in a class that ended up having so many cheap spells and good card draw.

    Spirit Link used to cost 1 and restored 5 Health. It felt too powerful, and was definitely broken once I finalized the Legendary minion concept.

    The class used to have a powerful 10-cost spell called Surcharge. Here's the first iteration of the card; the one that gave your hero +5 Attack and Windfury. This being a weapon class, the Windfury part felt kinda dangerous, so it got changed later on to "Deal 5 damage. Gain +5 Attack this turn only." It still felt out of place with the whole class fantasy—it seemed much more like a Monk spell than a Spiritwalker one. It was one of the last cards to be removed.

    The class also had a strong "Reincarnation" theme going on, but it kinda blurred the class fantasy and felt too combo-ish for a Basic set. This is a card that I can still see being released in a subsequent expansion.

    One of the very, very, very first cards I designed for the class. Spiritwalkers being Mystics (and me loving Secrets so much), I decided it would be a good idea to represent this fantasy by having Secrets. Ultimately I felt that I couldn't come up with any good secrets that complemented the other mechanics in the class, so I scrapped the idea shortly after I came up with it.

    Deliver from Evil

    A good AoE spell that felt way too powerful for the Basic Set, especially in a class that was not supposed to have good AoE spells. Could be printed in an expansion.

    Same as above, with the added "bonus" of being too Priest or Shaman-like.

    Before Spirit Walker was finalized, it used to be 2 separate cards—a minion that summoned the last friendly minion that died, and a spell that originally read "Give all minions Deathrattle: Resummon this minion." It then got changed to "Resummon all friendly minions that died this turn". Ultimately, both cards felt weak, and after I received some feedback, I merged them into a single card, which made room for Shadowlands Rift.

     

    Acknowledgements

    This class wouldn't have been possible without Nikko's excellent work on the Hearthcards website, including the new Custom Class interface—you can see the Spiritwalker class in its full glory by clicking here.

    It also wouldn't have been possible without the feedback I received on the /r/customhearthstone Discord server; namely feedback from Princess Phyley, Pixel, f0x, Muhframos, maysick, The Flawless Walrus, and all the other folks who shared their opinion every time I proudly announced the set was complete, just to go back and completely rework a card 5 minutes later! I'm sorry if I didn't mention you, folks, it is only because I'm a forgetful buffoon!

     

    !!!YOUR CARDS HERE!!!

    Now, this isn't a design competition, but I will be mighty happy to see how you folks would continue my idea further. Feel free to post your own cards for the Spiritwalker class, in addition to any feedback, criticism or opinion you are willing to share. I will include the ones I like best below, with credits and all!

     

     

     

     

    Posted in: Fan Creations
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