I like the idea of Sweet Tooth since it works with current handbuff mechanics and Hi'reek, make sure to put the demon tribal on the card for the submission thread.
- Demonxz95
- Card Design Champion
-
Member for 8 years, 1 month, and 5 days
Last active Thu, Aug, 29 2019 13:37:43 -
- 15
- 52
- 236
- 6 Followers
- 4,059 Total Posts
- 5604 Thanks
-
1
OttawaCloset posted a message on Weekly Card Design Competition 9.08 - Discussion TopicPosted in: Fan Creations -
2
OttawaCloset posted a message on Weekly Card Design Competition 9.07 - Discussion TopicPosted in: Fan CreationsCecil got one. I'm getting the other really easy/obvious one out of the way.
I actually don't know if this would count as a Beast or Murloc. Probably couldn't be both though.
I'd say Murloc. Like the card though
-
1
thepowrofcheese posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]Posted in: Fan CreationsSome feedback, then I'll post my updated cards.
@teknician
I like the Phase keyword, but I have to wonder how you'll go about triggering it? I get that spells can get buffed by the Hero Power, but how will you trigger it for most of your minions? Once the ball gets rolling, it seems like you'll be triggering Phase quite often, but I don't see many initial triggers. I see Mana Vapor, Soul Seeker, Mistveil Drake, Arcanist Valtrois, and may be 1-2 Basic cards. Is that enough? Or maybe I'm missing something. Let me know.
Bibliomancy seems weak. There are too many 1-Cost minions that are just bad.
Arcanist Valtrois is really cool. Obviously it triggers all your Phase effects. Does it also give your other minions on the battlefield? Give them +1/+1? Spell damage +1? That might be too strong, compared with Stormwind Champion. I'd consider what you want it to affect, and then reconsider the cost and stats.
@krowski_nall
You've got a LOT of cards that cost 1-3. I'd really like to see more that cost more than that. Although I guess I'm guilty of that too. Eh.
Drunken Fighter seems like a frustrating minion because of its high variance.
Mavis' Biggest Fan has the best art.
Break Out - is this a Silence effect? Or a debuff that just removes Taunt? Interesting effect, but considering how aggressive your class is, this might need to cost 3 to compare it to a neutral silence.
With all the fighting your hero is doing, I don't see much to keep your hero alive. Some weak Taunts (by themselves) and 2 cards that make you Immune while you punch stuff. Did you have more defensive cards in your Basic set?
Does your class do anything besides buff your hero and pound enemies into the dirt? It seems too single-focused, even for Standard.
@CheeseEtc
I really, really don't like Unstable. The idea is cool, but really, how often will you be sitting with 10 cards in your hand? Either your class has ridiculous token generation and card draw, or its extremely passive. Your Basic set didn't have anything to suggest it was always full, but rather was frequently summoning and changing minions on the board. If its not too late, I'd suggest dumping the keyword.
I do like @teknician's ideas of combining or splitting cards. Just be careful on the execution. My Apothecary from a previous competition didn't get very far once I started combining things together. But I think you've got some more fun, wild themes that could make it work better.
@Demonxz95
Char seems like a better option for the challenge, since you'll have more placement effecting cards in future sets.
Cursed Armor's name and art don't seem to match the effect. I'd rather you cast it on an enemy and they damage themselves when they attack, or take double damage, or damage their owner when damaged, or something.
Both your flex cards look good, and whichever you don't pick could fit well in a future set. I suggest Rune of Scorchment (which is totally not a word) for Standard. It's a cool spell that can 'hit' two targets.
For weaknesses, card draw seems to be one. You only have 2 cards that draw, both being Basic. You have lots of damage effects but weak hard removal. Your class is reliant on attacking often with your weapon, which means taking a lot of face damage and thus you are dependent on your armor cards. Hope that helps.
-
10
thepowrofcheese posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]Posted in: Fan CreationsTHE TINKER
Welcome back to Blasthammer's Garage! So, you want to see more of what we Tinkers can do, eh? Like I said last time, we Tinkers are crafty thinkers that make all kinds of wonderful toys! We got mechs and weapons and gadgets and bombs and more scrapbots than you can count! Today, I'll show you a few Basic things so you get a feel for how we work. Don't worry, even some of this stuff can get pretty crazy!
Keyword: Synchronize
Before we get too far, I wanted to remind you about Synchronize ! Sometimes when you're tinkering away, you find you've made something better than what you expected! Use all your Mana on a card, and that card will get a bonus! It's like Combo, but you can use it without playing cards before it! But on the flip side, you only can get one Synchronize effect a turn (usually) and most of the effects won't be just 'do damage' or 'get stats.' Sometimes it'll be stronger the more cards you played, or if you've got some Scrapbots in your hand from your Hero Power! We'll talk more about that later. Now, to the workshop!
Example Cards
Here's a couple neat things. Basic stuff, but important! A lot of my best work is based off some simple ideas. Let's take a closer look, eh?
- Noise Machine - WHAT!? I CAN'T HEAR YOU! WHAT!? TURN IT OFF? OH! Heh, sorry. You saw this before, when it was a Secret. Still got some Secrets, but this little baby turned into something a bit more... preemptive! Casters hate 'em. I got a few buggers like these, they do a great job screwing with our enemies and protecting our workers.
- Safety Second! - Yeah, we got all kinds of workers here, building mechs and bombs. You know my garage's number one rule? Results first! And money! Money's also first. What? Safety? No way! That's second, at best. But still, important. Lots of dangerous stuff here.
- Scrap Bomb - Like this guy. Light it, throw it, big boom. Lots of shrapnel to make more Bots out of. What's with all the Bots? We love 'em here! If we're bored, or out of ideas, we make Bots. Lots and lots of Bots. Later on, I'll show you some clever things we can do with 'em, too!
- Chainsword - Watch your fingers! This guy's sharp! Yeah, we Tinkers have weapons, and they're a LOT better than those used by other classes. For one, some of ours explode! That's, um, that's a feature. I think. You see, we've got bombs and missiles and stuff, but Tinkers are, uh, easily distracted. Some of our tools don't always hit our exact mark. So we use weapons when we need to be precise.
- Overclock - And if we need to be really sure our target gets got, we throw all the safeties off and kick it into overdrive! What? I told you the explosions were a feature!
Remaining Cards
- Tune Up - Tinkers are always tinkering away at our toys, looking to improve them. Or at least, try something different. I always say, if the Mech is still walking, give it more weapons!
- Dynamite Toss - Yeah, don't pick those up. Whenever I pick up some dynamite, I uh... tend to space out. And then everything's on fire. Just, uh, skip this crate.
- Gnomish Mechanic - Hrm? Oh, her? Yeah, I got gnomes working for me. They aren't that bad when they're under my thumb! Don't tell her I said that. But anyway, you've seen Novice Engineer s and Gnomish Inventor s before. Our mechanics are somewhere between those two skill levels, but they do good work. For me. That's the important part.
- Rocket Hammer - See this? This is a weapon that's supposed to explode! Every thwack against a baddie will blow up a buddy of his! Give it a try. Wait, NOT HERE!! Give me that!
- Bilgewater Overseer - Just wave to that nice goblin as you leave. He's one of my Overseers. They watch over the garage, making sure everyone gets their work done. But if he has to fight, he's got plenty of experience! That and his big fancy Mech! Can I say Mech? Technically they weren't called that before the fight with the gnomes. Oh whatever. If someone sues me, I'll send an Overseer after them.
*Note* Forgot about the limited number of keywords, replaced Brass Bodyguard with Bilgewater Overseer and changed Tune Up .
There you go! Like I said, Basic stuff, but its a good foundation for some of the crazy contraptions we make here! We got all kinds of cards that build off each other and Synchronize together for strong effects or big bursts of damage! We can also swarm our enemies with all those Bots we've got! And if we're feeling real clever, we can even turn our Bots into other stuff when we need to. Thanks again for visiting! If you like what you see, come back again and I'll show you some of my Classics!
Previous Phase
-
2
Wailor posted a message on Guide to making a Basic Set for Custom Classes + Hearthstone CyclesPosted in: Fan CreationsI was having problems making the Classic set for my Alchemist class, so I made a compilation of every theme of all classes in the Classic + Basic set. Yes, I have a lot of free time right now xD
DRUID
Unique or semi-unique mechanicsHUNTER- Choose One (0+10) - Power of the Wild, Wrath, Mark of Nature, Keeper of the Grove, Druid of the Claw, Starfall, Nourish, Ancient of Lore, Ancient of War, Cenarius
- Taunt (2+4) - Mark of the Wild, Ironbark Protector, Mark of Nature, Druid of the Claw, Ancient of War, Cenarius
- Area Buffs (1+3) - Savage Roar, Power of the Wild, Soul of the Forest, Cenarius
- Ramp (2+1) - Innervate, Wild Growth, Nourish
- Hero Attack/Armor (1+2) - Claw, Savagery, Bite
- Treants (0+3) - Soul of the Forest, Force of Nature, Cenarius
- Single Target Buffs (1+1) - Mark of the Wild, Mark of Nature
- Healing (1+1) - Healing Touch, Ancient of Lore
- Targeted Damage (3+4) - Moonfire, Swipe, Starfire, Savagery, Wrath, Keeper of the Grove, Starfall
- Area Damage/Removal (1+1) - Swipe, Starfall
- Hard Removal (0+1) - Naturalize
- Card Draw (2+3) - Wild Growth, Starfire, Wrath, Nourish, Ancient of Lore
- RNG (0+0)
Unique or semi-unique mechanicsMAGE- Beasts And Beast Summoning (4+5) - Timber Wolf, Animal Companion, Starving Buzzard, Tundra Rhino, Snake Trap, Scavenging Hyena, Unleash the Hounds, Savannah Highmane, King Krush
- Beast Synergy (5+2) - Timber Wolf, Kill Command, Houndmaster, Starving Buzzard, Tundra Rhino, Bestial Wrath, Scavenging Hyena
- Secrets And Synergy (0+6) - Snake Trap, Misdirection, Explosive Trap, Freezing Trap, Snipe, Eaglehorn Bow
- Charge (1+2) - Tundra Rhino, Unleash the Hounds, King Krush
- Single Target Buffs (1+1) - Houndmaster, Bestial Wrath
- Immune (0+2) - Bestial Wrath, Gladiator's Longbow
- Weapons (0+2) - Eaglehorn Bow, Gladiator's Longbow
- Deathrattle and Related (0+2) - Scavenging Hyena, Savannah Highmane
- Targeted Damage (2+2) - Arcane Shot, Kill Command, Explosive Shot, Snipe
- Area Damage/Removal (1+3) - Multi-Shot, Explosive Trap, Unleash the Hounds, Explosive Shot
- Hard Removal (1+2) - Hunter's Mark, Freezing Trap, Deadly Shot
- Card Draw (2+1) - Tracking, Starving Buzzard, Flare
- RNG (2+2) - Multi-Shot, Animal Companion, Misdirection, Deadly Shot
Unique or semi-unique mechanicsPALADIN- Freeze (3+3) - Frostbolt, Frost Nova, Water Elemental, Icicle, Cone of Cold, Blizzard
- Secrets (0+5) - Spellbender, Counterspell, Vaporize, Ice Barrier, Mirror Entity
- Spell Synergy (0+3) - Mana Wyrm, Sorcerer's Apprentice, Archmage Antonidas
- Secret Synergy (0+2) - Kirin Tor Mage, Ethereal Arcanist
- Spell Counter (0+2) - Spellbender, Counterspell
- Spell Generation (0+2) - Tome of Intellect, Archmage Antonidas
- Targeted Damage (2+1) - Frostbolt, Fireball, Pyroblast
- Area Damage/Removal (3+2) - Arcane Missiles, Arcane Explosion, Flamestrike, Cone of Cold, Blizzard
- Hard Removal (1+1) - Polymorph, Vaporize
- Card Draw (1+1) - Arcane Intellect, Icicle
- RNG (1+1) - Arcane Missiles, Tome of Intellect
Unique or semi-unique mechanicsPRIEST- Buffs (2+3) - Blessing of Might, Blessing of Kings, Blessing of Wisdom, Sword of Justice, Blessed Champion
- Set Stats (1+4) - Humility, Redemption, Repeteance, Aldor Peacekeeper, Equality
- Divine Shield And Minion Protection (1+4) - Hand of Protection, Noble Sacrifice, Redemption, Argent Protector, Tirion Fordring
- Healing (3+1) - Holy Light, Truesilver Champion, Guardian of Kings, Lay on Hands
- Weapons (2+2) - Light's Justice, Truesilver Champion, Sword of Justice, Tirion Fordring
- Secrets (0+4) - Eye for an Eye, Noble Sacrifice, Repeteance, Redemption
- Targeted Damage (1+1) - Hammer of Wrath, Holy Wrath
- Area Damage/Removal (1+2) - Consecration, Equality, Avenging Wrath
- Hard Removal (0+0)
- Card Draw (1+4) - Hammer of Wrath, Blessing of Wisdom, Divine Favor, Holy Wrath, Lay on Hands
- RNG (0+2) - Holy Wrath, Avenging Wrath
Unique or semi-unique mechanicsROGUE- Health Buffs And Synergy (2+3) - Power Word: Shield, Divine Spirit, Inner Fire, Lightspawn, Temple Enforcer
- Target Attack (2+2) - Shadow Word: Pain, Shadow Word: Death, Shadow Madness, Cabal Shadow Priest
- Healing (1+3) - Holy Nova, Circle of Healing, Lightwell, Holy Fire
- Healing Synergy (1+2) - Northshire Cleric, Auchenai Soulpriest, Prophet Velen
- Mind Control (1+2) - Mind Control, Shadow Madness, Cabal Shadow Priest
- Copycat (1+2) - Mind Vision, Thoughtsteal, Mindgames
- OTK (1+2) - Mind Blast, Inner Fire, Prophet Velen
- Silence (0+2) - Silence, Mass Dispel
- Targeted Damage (1+2) - Holy Smite, Shadowform, Holy Fire
- Area Damage/Removal (1+1) - Holy Nova, Circle of Healing
- Hard Removal (3+0) - Shadow Word: Pain, Shadow Word: Death, Mind Control
- Card Draw (2+1) - Northshire Cleric, Power Word: Shield, Mass Dispel
- RNG (0+2) - Lightwell, Mindgames
Unique or semi-unique mechanicsSHAMAN- Combo (0+8) - Cold Blood, Defias Ringleader, Eviscerate, SI:7 Agent, Headcrack, Perdition's Blade, Edwin VanCleef, Kidnapper
- Cheap Spells (3+3) - Backstab, Deadly Poison, Sinister Strike, Preparation, Shadowstep, Pilfer
- Bounce (2+3) - Sap, Vanish, Shadowstep, Headcrack, Kidnapper
- Weapons And Synergy (2+2) - Deadly Poison, Assassin's Blade, Perdition's Blade, Blade Flurry
- Damage Enemy Hero (1+1) - Sinister Strike, Headcrack
- Stealth (0+2) - Patient Assassin, Master of Disguise
- Targeted Damage (2+3) - Backstab, Shiv, Eviscerate, SI:7 Agent, Perdition's Blade
- Area Damage/Removal (2+2) - Fan of Knives, Vanish, Betrayal, Blade Flurry
- Hard Removal (2+1) - Sap, Assassinate, Kidnapper
- Card Draw (0+3) - Shiv, Fan of Knives, Sprint
- RNG (1+0) - Pilfer
Unique or semi-unique mechanicsWARLOCK- Overload And Synergy (0+10) - Dust Devil, Forked Lightning, Lightning Bolt, Stormforged Axe, Unbound Elemental, Feral Spirit, Lava Burst, Lightning Storm, Doomhammer, Earth Elemental
- Windfury (2+3) - Windfury, Windspeaker, Dust Devil, Doomhammer, Al'Akir the Windlord
- Elementals (1+4) - Fire Elemental, Dust Devil, Unbound Elemental, Earth Elemental, Al'Akir the Windlord
- Taunt (1+3) - Ancestral Healing, Feral Spirit, Earth Elemental, Al'Akir the Windlord
- Totems (2+1) - Totemic Might, Flametongue Totem, Mana Tide Totem
- Area Buffs (2+0) - Flametongue Totem, Bloodlust
- Weapons (2+0) - Stormforged Axe, Doomhammer
- Targeted Damage (3+3) - Frost Shock, Rockbiter Weapon, Fire Elemental, Earth Shock, Lightning Bolt, Lava Burst
- Area Damage/Removal (0+2) - Forked Lightning, Lightning Storm
- Hard Removal (0+1) - Hex
- Card Draw (0+2) - Far Sight, Mana Tide Totem
- RNG (0+2) - Forked Lightning, Lightning Storm
Unique or semi-unique mechanicsWARRIOR- Demons (3+8) - Voidwalker, Succubus, Dread Infernal, Blood Imp, Flame Imp, Felguard, Void Terror, Pit Lord, Bane of Doom, Doomguard, Lord Jaraxxus
- Self Damage (2+2) - Hellfire, Dread Infernal, Flame Imp, Pit Lord
- Demon Synergy And Generators (0+4) - Call of the Void, Demonfire, Sense Demons, Bane of Doom
- Discard (2+1) - Soulfire, Succubus, Doomguard
- Healing (2+1) - Sacrificial Pact, Drain Life, Siphon Soul
- Sacrifice (1+2) - Sacrificial Pact, Void Terror, Shadowflame
- On Kill (1+1) - Mortal Coil, Bane of Doom
- Taunt (1+1) - Voidwalker, Felguard
- Targeted Damage (4+2) - Mortal Coil, Soulfire, Drain Life, Shadow Bolt, Demonfire, Bane of Doom
- Area Damage/Removal (2+2) - Hellfire, Dread Infernal, Shadowflame, Twisting Nether
- Hard Removal (1+1) - Corruption, Siphon Soul
- Card Draw (1+2) - Mortal Coil, Sense Demons
- RNG (0+3) - Call of the Void, Blood Imp, Bane of Doom
Unique or semi-unique mechanics- Enrage Consumers (1+5) - Execute, Battle Rage, Rampage, Armorsmith, Frothing Berserker, Grommash Hellscream
- Weapons And Synergy (2+4) - Fiery War Axe, Arcanite Reaper, Upgrade!, Arathi Weaponsmith, Gorehowl
- Charge (3+1) - Charge, Warsong Commander, Kor'kron Elite, Grommash Hellscream
- Enrage Activators (1+3) - Whirlwind, Inner Rage, Commanding Shout, Cruel Taskmaster
- Armor (1+2) - Shield Block, Shield Slam, Armorsmith
- Buffs (0+3) - Inner Rage, Cruel Taskmaster, Rampage
- Enraged Hero (1+1) - Battle Rage, Mortal Strike
- Targeted Damage (1+5) - Heroic Strike, Inner Rage, Shield Slam, Cruel Taskmaster, Slam, Mortal Strike
- Area Damage/Removal (2+1) - Whirlwind, Cleave, Brawl
- Hard Removal (1+1) - Execute, Shield Slam
- Card Draw (1+2) - Shield Block, Battle Rage, Slam
- RNG (1+1) - Cleave, Brawl
-
13
maxlot posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]Posted in: Fan CreationsTHE RINGMASTER
Being a Ringmaster means being responsible for the wellbeing of your performers, animals and the circus itself, but they all come second to entertaining your audience and putting on a show. The Ringmaster is a class that has a lot of small themes that you, as the player can choose between to focus your deck on. They've got tokens, card draw, healing, buffs and many other themes to be explored in basic, through classic and then through later expansions. The biggest focus, in the end, tends to come down to individuality and deckbuilding. Any spell could be your archetype and you have to figure out how to use it in a way that wows the world.
Keyword
Circuses typically have a Signature act, the one that they're first to slap on posters, the one saved up until the finale of the show, the performance perfected to bring in the money. Not all do, of course, and some utilise theirs more than others, but which Signature you have and which cards you include to combine with it often plays a major role in individualising the deck. Expect this to be elaborated on in Classic, or look at my Phase 1 post below.
Example Cards
- Initial Act ~ A small, simple and potent token generation card and hand filler. It's simply two uses of your hero power really, but it can play a major role in multiple archetypes. It's generally good enough to be included in a lot of early game decks, a lot of Ringleaders token synergies come from "Whenever/After you play a minion" triggers, and it's good for getting yourself a large board after a short while collecting. Every audience could do with a warm up act to get them ready for a larger performance down the line. [Art by Cathleen McAllister]
- Raw Talent ~ A similarly small buff with a lot of potential. Similar to cards like Blessing of Might and Divine Strength , this card always has the potential to be used for an extra 2 damage while providing some actual sturdiness to the minion unlike Might. Those in the circus can be quite well toned you know, many performers are unexpectedly athletic. Don't underestimate them. [Art by Will Harris]
- Star Performance ~ Another buff, yet it's also attached to a heal. This is a solid card for midrangey archetypes, represents Ringleaders buff and heal themes and has a lot of potential Signature synergies. Cards that are targeted and have an extra effect work quite interestingly when they're made to target more cards, as seen in phase 1. For the most part though, it should provide decent healing while also allowing you to take a minion off the board or apply pressure. It's rarely useless. [Art by Anzka Nguyen]
- Fantastical Play ~ Simple draw, but to be seen later, draw can be utilised in more ways than just drawing cards. As the standard card advantage card for Ringmasters basic, it'll show up frequently. Keep cards like it in mind should we get to classic though. [Art by Trent Kaniuga]
- Captivate ~ Likely to have costed 6-7 back in the day, this is the hardest of Ringmaster hard removal... Which they have little of. However, of course, this can be a terrifying card, utilising the benefit of Mind Control at a reduced cost... Though that attack reduction can mean a whole lot. [Art by Gabriel Rubio]
Remaining Cards
- Assistant Tumbler ~ Ringmasters only basic minion, she's got a performers statline with the added bonus of restoring a decent chunk of health to your hero. Most of Ringmasters healing heals the hero, and that's where the main synergies lie. Even if you're compassionate about those working under you, your job is to keep the show running and audience happy first and foremost. [Art by Red Pencil Art]
- Stage Fright ~ Everyone gets scared from time to time. Ringmasters have some solid spot removal, though a lot of it's soft, and Stage Fright 's definitely one of them. Expect to see synergies with 1 Attack minions in future, but just use it to cycle cards while keeping enemies off your back for now. [Art by Glenn Melenhorst]
- Prestidigitation ~ A simple magic trick, for circuses do often have magicians in their tents. The scorpion it summons may not be real, but it'll definitely feel real to the people it's attacking. This is one of Ringmasters only sources of burn, should you wish to use it that way, and it's got good value for the cost. [Art by Titania Kirgetova]
-
Blazing Display ~
It's very impressive, the audience loves this one. It's one of Ringmasters main sources of true AoE. They don't struggle with AoE quite like a druid does, but a lot of their AoE comes in the form of conal effects like
Powershot
and
Explosive Shot
. For dealing with a whole board full of minions, this is your best bet, and it's rather efficient.
[Art by Mushk Rizvi]
-
Jaunty Tune ~
Calls a group of cats over to you, captivated by your performance. Cats are quite affectionate creatures and you shouldn't expect your opponents to be able to get a hit in on you during the performance. It's a solid token summoning spell that can be used offensively or defensively, and though it lacks the on play synergies
Initial Act
has, it's still definitely just as useful with buffs.
[Art by Titania Kirgetova]
Tokens:
Captivated Cats art is by Crazy JN, can't find the artist behind Thrilling Image.
Previous Phase
Here's the first phase submission. Feel free to get a better idea on the class and Signature here.
-
2
ShadowsOfSense posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]Posted in: Fan CreationsQuestion. Am I allowed to do something like this for the submission format?
No, your submission cannot use tables. 5 cards, then the explanation of the cards beneath that.
Obviously tables seem like a pretty basic thing to people who know how to do them, but the majority of people will have absolutely no idea how to do them, since there isn't a convenient button for it.
-
1
Shatterstar1998 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]Posted in: Fan CreationsWell this is what I have planned so far for the Basic set, I will try to give some feedback to the posts I missed.
I know the two damaging spells are very underpowered but I'm trying to design the class around having weak direct removal and AoE.
I have two cards that I'm still thinking about the cost/name
- Enchanter's Apprentice is way too complicated for the Basic set. There is zero cost-related effect in the Basic set. Innervate is as close as it get but the effect doesn't mention the cost of the card itself.
- Hypnosis is also way too complicated for Basic set. Mind Control is a permanent effect while Shadow Madness is a rare card.
- Vile Snare incredibly problematic it lockdown one board space for your opponent if they can't silence the minion or give it Taunt.
- Strength of the Meeks seem weak. Compare to Mark of the Lotus and Power of the Wild can become a 3/2.
- Potion of Colossus seems more fitting given that your class is a witch
Overall, your set is really nice. Focus on spawning minions and has weak comeback mechanic.
Here's what I'll be submitting. Feedback is welcome!
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.
- Safeguard is an amped-up version of the hero power, and it's efficiency comes from protecting both minions and your hero, or just your hero.
- Earthshake is good AoE, and good draw. It's a fairly simple card which can provide a board clear and a refill at once.
- Corrode is the biggest card of the set, providing a large tempo swing and an extra 10 armor for your hero.
Uncover Tokens:
Remaining Cards
Previous Phase
Uhm. You're missing one card. Your set only has 9 cards.
Basic Set now finished. Hot-Headed Instructor is finished and Touch of Ice is now added (yes, I know it's a slightly better Frost Shock, but I don't think that's a bad thing). Violent Slash also has slightly different wording to indicate the effect is chosen, and against some people's wishes, I've decided to keep it at 3 mana.
As for showcase cards, my current thought is:
- Cryoball
- Horde Hatchet
- Ember Seeker
- Violent Slash
- Phalanx
Very nice set of cards. You managed to distinguish yourself from Mage and Warrior (which is not easy to do as evidenced by how much I criticized your post in the previous phase).
Based on previous Comments Here is my full new set:
Ariel The Angel
Theme: Effects that trigger on next turn, advantage against tribes/enhancement, healing, weapons
Tokens:
- There's already a Holy Wrath in the game. You have to change the name.
- Dancing Elf is way too weak. She basically a 5 mana 2/5 Taunt since your opponent will likely trade into her before they attack or ignore her if they have lethal. I think she needs to be a 4/5.
Overall, good set. You managed to distinguish yourself from Priest and Paladin (which is not easy to do) by giving them very little healing.
Quote from thepowrofcheese >>Dumping my current cards for some feedback. Ran out of time, will give feedback tomorrow. Everyone's sets are looking good so far!
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
- I'm confused about how the two minions tied to the set at all? Like, what themes are they supposed to represent in your class? They have weak-stated minions?
- Mechanized Armor also looks really out of place as the only Armor-granting card in your class.
Your Basic set has a balance power level but has some design issues. Namely, the two minions and Mechanized Armor doesn't fit in the class at all.
-
1
EbonyMaw posted a message on Guide to making a Basic Set for Custom Classes + Hearthstone CyclesPosted in: Fan Creationswonderful post.
-
30
Pircival posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsFormat shamelessly stolen from Demonxz.
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay , which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking, which Archaeologist has several of, it being the core use of the keyword. Additionally, Decay can affect minions and heroes.
Showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold Crafter Discovers , making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles . One unique thing about Divvy Digger is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic, Decay , finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper . Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles .
The Big Guy
Rejan, Arisen is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
- To post a comment, please login or register a new account.
1
Usually just typing "_ _ _ _ fantasy art" in Google Images is how I (and probably most other people) get their artwork. Ideally, sites like Artstation could have some artwork to use.
If you want to use Blizzard art, some websites like blizzart will give you that.
If worse comes to worse though, using MTG artwork is not necessarily a bad thing. I've used MTG artwork to make some of my cards before (both accidentally, and intentionally). Case and point:
It has 5 lines of text, so it needs to be shortened. It's an unwritten rule of Hearthstone that all cards have 4 lines of text or less, as every existing English card has 4 lines of text or less. While your card won't be disqualified for this, it's unlikely that it will get many, if any, votes.
Tip for first timers: You should post your card in the Discussion Topic first, so you can get feedback on what to change. Once you've finalized everything about the card, then you should post it in the Submission Topic.
Sadly, I can't find it, but I very distinctly remember seeing it at one point. Maybe I'm just losing my mind.
3
Who be the war chef now?
So, here's Top Chef. As his flavor would indicate, he's good for popping eggs, but he does more. He works in Priest with Pint-Size Potion , Shrinkmeister , or Lazul's Scheme . He can be comboed with Curse of Weakness in Warlock. He can also be used to counter Spirits, and he utterly destroys Totems.
11
So people talk about how the effect is flavorful, but here's what I'd like to know:
How does the carpet attack by itself? Does it just ram itself into the opponent so fast that it hurts? Does it wrap itself around its opponent and squeeze them? Then you also think about how a Silver Hand Recruit, a trained paladin with a hammer, is as strong as... a carpet. Then it also has 6 Health, meaning N'Zoth, the Corruptor, a giant tentacle god, can't kill it by itself. That sounds like a damn sturdy carpet.
1
Color-inverting the artwork of Lesser Diamond Spellstone gives a nice effect like this.
2
In light of what Link said about Spellstone art, here are 2 complete sets of Spellstone art for all 3 stages. For all I know, these are the only 2 on the entire internet. Of course, they won't work with every class however.
Set 1
Stage 1
Stage 2
Stage 3
Set 2
Stage 1
Stage 2
Stage 3
One alternate option is to take the artwork of the existing Spellstones, go to MS Paint and use the "Invert Color" feature. Example in the spoiler.
Lesser Jasper Spellstone
Lesser...
Pezzottaite?
Garnet?
Opal?
Spinel?
Spellstone
1
Negative synergy with Murloc Tinyfin.
1
So, here's a technical question with this card. Will it be able to cast a Secret that you already have in play? If it can, then it has a chance to whiff and show you a Secret you have. You can only have 1 copy of a specific Secret in play, but because this is random, can it possibly choose the same Secret?
If Yogg-Saron casts a Secret that you already have in play, the effect will whiff (because you can only have 1 copy of a Secret active at a time). Not only that, but it also REVEALS the Secret to your opponent. I imagine this would work the same way.
4
These guys are so good, I kinda wish they could make their own Hearthstone show.
2
Been here since March 20th 2016, so no, I am not new here.
5
Why "(targets are random)" instead of "(targets chosen randomly)"?