• 2

    posted a message on Rise of Shadows Community Card Reveal Schedule

    Day9 appears fake mostly in the reveal streams though. In his usual streams he is cussing a lot and is waaaaay funnier. He just really doesn't fit into a reveal stream. That's why people might percieve him as fake. If you watch his storytelling on youtube its actually hilarious sometimes.

    Posted in: News
  • 2

    posted a message on Mike Donais on Hall of Fame - Malygos, Mind Blast

    Thanks, Xivir didn't know about that.
    Look at all these downvotes haha, children not wanting their moderators to get offended by a little bit. I didn't say anything about their work at hearthpwn in general, nor did i in any way attack them or something like that. I just pointed out what was, for me, big mistakes that could be fixed easily. I saw a whole lot of little mistakes during the last few posts, but i decided to keep it shut because it didn't bother me so much, but with this post it just got a little extreme. Thats not to downvalue anyones work, i just wanted to point it out.
    it's called "Constructive Critizism". Also, if I'm actually wrong in terms of the grammar, like i very well could be, (not a native speaker, im german) i'd like to get corrected instead of just downvoted like Xivir did and im thankful for that. Learn from your mistakes guys, and don't downvote poeple who try to make others do that.

    Posted in: News
  • -9

    posted a message on Mike Donais on Hall of Fame - Malygos, Mind Blast

    Not to be offensive but there are a lot of big mistakes for such a short post.

    "and they can re place with with another card" - what?

    "Naturalize was sent to pasture" - not sure on that one, but if google translate is correct, pasture is not the right word here.

    "Mind Blast's One Turn Kill (OTK) potentially is reduced" - you mean OTK potential?

    I usually don't point this stuff out, but this is almost half the post. You guys should really double check.

    Posted in: News
  • 9

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]

    The Cursed Witchdoctor

    The Witchdoctor is back! This time with basic cards. I tried to go into a few directions with them, exploring themes that will later on appear on more complex cards while also laying some solid groundwork for the class with some weaknesses as well.


    Keyword: Shadow Realm

    My classes keyword is called Shadow Realm and it acts like a "bank" which can be used to store cards in it and use them through specific interactions. It is hard to explain without examples so i would recommend looking up my entry from the first Phase to get a clearer understranding.

    VERY IMPORTANT:
    Cards keep ANY enchantments when they enter the Shadow Realm, so e.g. the Hero Power cost reduction is still apllied while in it or when the card gets back into your hand.



    Example Cards

    I had to change the wording of many cards I previously created very heavily and some I even had to completely scrap since their effects were simply impossible to get into such few words, but in the end I think they came out better than before because of the challenges. Fun stuff!
    So here they are:

    • Void Vision : This is a card showcasing a reocurring mechanic of the class: Effects that trigger if you have no more Mana left. These are naturally supported by the Hero Power making it possible to trigger multiple of these in the same turn. The buildup is pretty steep though, so watch out to not get killed!
    • Stoke the Fire : Kind of a randomized pseudo-ramp. This started out at 3 mana, but with our current knowledge about hero powers having a card like this in an odd-deck could be really oppressing. I didn't want to limit my own design space for the upgraded Hero Power so this might be on the weaker side, but still quite useable I think.
    • Deathcaller : Conditional card draw on a slightly understatted 5-drop. Could be pretty strong, but I would consider it on a healthy strong powerlevel. I orientied myself mostly around Azure Drake and Fire Elemental . What this card showcases is the classes janky card draw. There will be very few cards that only draw cards without having a requirement or some interaction with the draw for the Witchdoctor.
    • Darkblight: A delayed 1 damage AoE that repeats itself on the minions that were on the board when cast. It's low tempo the first turn, but if you manage to do some clever trading, it might really pay off on the 2nd or 3rd trigger.
    • Abduction: Late game minion removal combined with some value generation. Probably not too strong, certainly depending on the meta, but the second you gain control of a minion or add it to your hand it is way easier to get it into your Shadow Realm , so that is something to consider.

    Remaining Cards

    So here is the rest. Standard single target removal in Gutspike , and a strong board clear in Soulburst .
    Skullswinger probably still doesn't make a lot of sense, but I guess more than at the very beginning (I included it in the first Phase as one of my example cards) considering all these 2 cost spells which, keep in mind, can all be reduced to 0 with the single use of a Hero Power.
    Blend Forces was a tricky one to balance but I think I got it right. Burst card draw in this class could be really dangerous since with a bit of luck and skill it could be cast very cheaply. So to balance this out, I made the card worsen itself the more likely you are to hit it with your Hero Power. The fewer cards are in your hand, the less powerful it gets.
    Last off, Gloomhydra Blood is a flexible buff which can be used to kill minions, protect your own ones or do both if you are good, so it should be used wisely, I actually think it would be kind of powerful. Of course the anti-synergy isn't a mistake, it rather turns this into a kind of Choose-One card (also, there might already be a pretty good synergy to spot with it, just saying ;)).



    So, one thing the Witchdoctor doesn't really excel in is early game removal. Each class has to have some weaknesses, at least in their basic card package, so thats the one I chose. The Witchdoctor mostly has to rely on discounting their cards to create big tempo swings by letting the opponent play some stuff and then slamming a cheap board clear followed by a (hopefully) well statted minion. If that doesn't happen however, you could get into big trouble.


    Previous Phase

    http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228747-trials-and-errors-class-creation-competition-5?comment=12

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]

    So, if i were to post my next entry, it would look like this, any feedback?

    The Cursed Witchdoctor

    The Witchdoctor is back! This time with basic cards. I tried to go into a few directions with them, exploring themes that will later on appear on more complex cards while also laying some solid groundwork for the class with some weaknesses as well.


    Keyword: Shadow Realm

    My classes keyword is called Shadow Realm and it acts like a "bank" which can be used to store cards in it and use them through specific interactions. It is hard to explain without examples so i would recommend looking up my entry from the first Phase to get a clearer understranding.

    VERY IMPORTANT:
    Cards keep ANY enchantments when they enter the Shadow Realm, so e.g. the Hero Power cost reduction is still apllied while in it or when the card gets back into your hand.


    Example Cards

     

      

    I had to change the wording of many cards I previously created very heavily and some I even had to completely scrap since their effects were simply impossible to get into such few words, but in the end I think they came out better than before because of the challenges. Fun stuff!
    So here they are:

    • Void Vision: This is a card showcasing a reocurring mechanic of the class: Effects that trigger if you have no more Mana left. These are naturally supported by the Hero Power making it possible to trigger multiple of these in the same turn. The buildup is pretty steep though, so watch out to not get killed!
    • Stoke the Fire: Kind of a randomized pseudo-ramp. This started out at 3 mana, but with our current knowledge about hero powers having a card like this in an odd-deck could be really oppressing. I didn't want to limit my own design space for the upgraded Hero Power so this might be on the weaker side, but still quite useable I think.
    • Deathcaller: Conditional card draw on a slightly understatted 5-drop. Could be pretty strong, but I would consider it on a healthy strong powerlevel. I orientied myself mostly around Azure Drake and Fire Elemental. What this card showcases is the classes janky card draw. There will be very few cards that only draw cards without having a requirement or some interaction with the draw for the Witchdoctor.
    • Darkblight: A delayed 1 damage AoE that repeats itself on the minions that were on the board when cast. It's low tempo the first turn, but if you manage to do some clever trading, it might really pay off on the 2nd or 3rd trigger.
    • Abduction: Late game minion removal combined with some value generation. Probably not too strong, certainly depending on the meta, but the second you gain control of a minion or add it to your hand it is way easier to get it into your Shadow Realm, so that is something to consider.

    Remaining Cards

    So here is the rest. Standard single target removal in Gutspike, and a strong board clear in Soulburst. While my class won't bank on self damaging effects, they might occur because of the ruthless nature of its fiery and shadowy magic. Skullswinger probably still doesn't make a lot of sense, but I guess more than at the very beginning (I included it in the first Phase as one of my example cards) considering all these 2 cost spells which, keep in mind, can all be reduced to 0 with the single use of a Hero Power.
    Blend Forces was a tricky one to balance but I think I got it right. Burst card draw in this class could be really dangerous since with a bit of luck and skill it could be cast very cheaply. So to balance this out, I made the card worsen itself the more likely you are to hit it with your Hero Power. The fewer cards are in your hand, the less powerful it gets.
    Last off, Gloomhydra Blood is a flexible buff which can be used to kill minions, protect your own ones or do both if you are good, so it should be used wisely, I actually think it would be kind of powerful. Of course the anti-synergy isn't a mistake, it rather turns this into a kind of Choose-One card.


    So, one thing the Witchdoctor doesn't really excel in is early game removal. Each class has to have some weaknesses, at least in their basic card package, so thats the one I chose. The Witchdoctor mostly has to rely on discounting his cards to create big tempo swings by letting the opponent play some stuff and then slamming a cheap board clear followed by a (hopefully) well statted minion. If that doesn't happen however, you could get into big trouble.

    Previous Phase

    http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228747-trials-and-errors-class-creation-competition-5?comment=12

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]

    Really cool stuff im seeing all around the discussion, really gets me hyped up.
    I have a question that i cannot find an answer to however, maybe it's because i'm really unexperienced in all this forum stuff.
    So how do i know if i have proceeded? I'm pretty certain I did, but I'm also not sure and i obiously don't want to post in the next submission topic if im not supposed to. Of course there could be the case that maybe only the competitors which have proceeded are able to post but i see nothing that indicates that so i thought i'd better ask.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from Klipce >>
    Quote from Flipombe_DJ >>
    Quote from Klipce >>

    @Flipombe_DJ

    I love your theme and names ! The cards seems great to me but you don't have much variety so it's hard to see what the class is about besides Shadow Realm interactions. On that note, the inconsistent wording makes it hard to understand what it is meant to do : some times you use "THE Shadow Realm", implying that it is shared by both players, but other time you use "YOUR Shadow Realm" with would mean that each player has it's own Shadow Realm. I don't know which one you are going for but it need clarification and consistency. If it is the later (both players have their own) I'm concerned that opponent who get some Shadow Realm cards will never be able to use them. Overall it's a cool mechanic so I think it would be best to let both player interact with it, especially in mirror matches.

     Thx for the Feedback! :D As far as the Shadow Realm is concerned, each player has their own. The reason I put "your" on Shadowball is because it can target anything but always moves it to your shadow realm, so this is basically a workaround to make the interactions in mirrors more clear. As for Xipilli, im with you on that one, it should say "the" not "your", thats just a plain mistake.

     Ok so correct me if I'm wrong :

    - Each player has a Shadow Realm of their own, not matter their class. These spaces store cards separately.

    - Whenever a card doesn't say to which Shadow Realm it sends the card, it is send to the card's owner's Shadow Realm.

    - In mirror matches or whenever an opponent gets a Shadow Realm interaction card, it interacts with the same two Shadow Realms as your cards do you.

    I think you should clearify how it work because it is very interesting but quite confusing at first glance.

    Alright, to clarify: Each player has their own shadow realm and can only interact with their own. The reason Shadowball says "your" is because i wanted to avoid confusion about whether the minion goes into the owners shadow realm or your own. On most cards it will say "the" though, because its shorter, and i want to keep these text as short as possible since Shadow Realm is a really long Keyword and cards can get cluttered easily. 
    For your example of getting Witchdoctor cards without playing the class, no, the same rules still apply. You interact with your, and only your realm. The cards won't be too bad though, since balancing them is actually not that hard to do even keeping kinda good stats or effects for the cost without these interactions. Some will obviously be bad though, but that is to be expected and the case for every class.

    Did i clear everything up?

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from Klipce >>

    @Flipombe_DJ

    I love your theme and names ! The cards seems great to me but you don't have much variety so it's hard to see what the class is about besides Shadow Realm interactions. On that note, the inconsistent wording makes it hard to understand what it is meant to do : some times you use "THE Shadow Realm", implying that it is shared by both players, but other time you use "YOUR Shadow Realm" with would mean that each player has it's own Shadow Realm. I don't know which one you are going for but it need clarification and consistency. If it is the later (both players have their own) I'm concerned that opponent who get some Shadow Realm cards will never be able to use them. Overall it's a cool mechanic so I think it would be best to let both player interact with it, especially in mirror matches.

     Thx for the Feedback! :D As far as the Shadow Realm is concerned, each player has their own. The reason I put "your" on Shadowball is because it can target anything but always moves it to your shadow realm, so this is basically a workaround to make the interactions in mirrors more clear. As for Xipilli, im with you on that one, it should say "the" not "your", thats just a plain mistake.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]

    I know i already submitted, maybe a bit early, but i just want some opinions on my own class, have thinking about these mechanics for a long time :) (Putting most of it in a spoiler so it doesn't clutter everything)

    The Cursed Witchdoctor

     

    Background:

    Kneel before the master of the cursed flames! Witchdoctor Ziu'tekhul is the leader of a secret human group known as the Shadowcinder Cult located in Stranglethorn worshipping the Shadows and practicing fiery magic. The difference between the Trolls and these jungle inhabitants is that the Shadowcinders do not worship any kind of god, but rather the Shadows themselves, trying to become one with the void.

    One facette of this class is its innate leaning towards combo decks because of its Hero Power. 
    Blazing Rune allows to "store" mana for later turns, which is really strong. In the process though, you neither develop anything on board, nor do you actually increase the value of your hand by that much. Value wise, the Warlock Hero Power would probably still be considered stronger.

    Another component of this class (and the one i want to showcase with the example cards) is the Shadow Realmmechanic.
    The Shadow Realm basically is like a bank in which you can store cards. Minions can be copied, put, summoned in and out of it and a lot more. Xipilli, Jeweled Prince is just one of many more examples to come (if i proceed of course) showcasing unusual Shadow Realm interactions.

    Since the Shadowcinder Cult is located in Stranglethorn and fire magic is one of their staples, a few Beasts and Dragons here and there might pop up, but they won't be the classes main focus. Also, to explain the names of some of these cards: Ziu'tekhul is my easier to pronounce version of Xiutecuhtli, which means gentleman of fire in Aztec. Xipilli also literally translates to jeweled prince. I think these Names are very fitting and i will probably continue with Aztec names, unless they don't fit the character of course.

    New Keyword!

    Example Cards

    Skullswinger: Easy to understand basic card. The Witchdoctor might get a few cheap
    spells or other combo tools to make more use out of it than currently possible.

    Spirit Channeler:
    Standard sized 2-drop that you most of the time do not want to play on 2. Since its not copying, but putting the friendly minion into the Shadow Realm, it is a heavy anti-tempo card, and you mostly don't want 1-Cost minions in your Shadow Realm anyways.

    Shadowseer:
    Nothing all too special, just exploring the mechanics further. It has to be noted, that effects that put cards from your deck into the shadow realm are already considered, so this could actually give card advantage without previously losing a card from your hand or board to achieve that.

    Shadowball:
    This is an epic spell because it can actually put your opponents minions into your
    Realm, something that won't be the focus of this class, but might appear again once or twice.

    Xipilli, Jeweled Prince:
    One of the cards that actually is the strongest as long as you keep it in the Shadows. This could be a deck buildaround card, just trying to put as many Xipillis as possible into your Shadow Realm giving ridiculous buffs to your board for the entire rest of the game.

     

    That is it for the most part, hope you guys like my ideas! If there are any major mistakes I made I'm sorry,
    english is not my main language.

     

     Im most proud of my idea for the names tbh ^^

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from Demonxz95 >>
    Quote from Flipombe_DJ >>

    I think you have a lot going on there and i like it, really cool ideas! I think Apothecary Putress is an awesome showcase Legendary, Tidal Elemental is my 2nd Favourite out of your examples I think. What you don't really need though, I'd at least say so, is the Mix Keyword. Experiments card text could be easily replaced by: Replace your 1-Cost minions in your hand with a minion [...]
    I think in like 99% of the time you can get around the Keyword by going with Replace, Combine and some other words i can't think of right now. However, it's not part of your Showcase cards, so I'd say, you should go right ahead ;D

    Pro-tip: Best idea is to use the Quote button when you reply to a post. It allows people to see what you're replying to right away and gives a better context.

    Friendly neighborhood Ren, away.

     Sry dude, my mistake, just missed it. I knew about this already, thanks for reminding me though!
    Edit: Not going to delete my original post, so you, and to a lesser extent me don't seem delusional.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from CheeseEtc >>

    Here's my planned submission:

    (I anticipate a comment on Amalgamate's art: remember Simulacrum and Pure Cold)

    Other HPs I have considered

    Restricted to minions -

    Potions but less complicated -

    Other showcase cards I have considered

     Looks good?

     I think you have a lot going on there and i like it, really cool ideas! I think Apothecary Putress is an awesome showcase Legendary, Tidal Elemental is my 2nd Favourite out of your examples I think. What you don't really need though, I'd at least say so, is the Mix Keyword. Experiments card text could be easily replaced by: Replace your 1-Cost minions in your hand with a minion [...]
    I think in like 99% of the time you can get around the Keyword by going with Replace, Combine and some other words i can't think of right now. However, it's not part of your Showcase cards, so I'd say, you should go right ahead ;D

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]

    I think you have a lot going on there and i like it, really cool ideas! I think Apothecary Putress is an awesome showcase Legendary, Tidal Elemental is my 2nd Favourite out of your examples I think. What you don't really need though, I'd at least say so, is the Mix Keyword. Experiments card text could be easily replaced by: Replace your 1-Cost minions in your hand with a minion [...]
    I think in like 99% of the time you can get around the Keyword by going with Replace, Combine and some other words i can't think of right now. However, it's not part of your Showcase cards, so I'd say, you should go right ahead ;D

    Posted in: Fan Creations
  • 22

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]

    The Cursed Witchdoctor

    Background:

    Kneel before the master of the cursed flames! Witchdoctor Ziu'tekhul is the leader of a secret human group known as the Shadowcinder Cult located in Stranglethorn worshipping the Shadows and practicing fiery magic. The difference between the Trolls and these jungle inhabitants is that the Shadowcinders do not worship any kind of god, but rather the Shadows themselves, trying to become one with the void.

    One facette of this class is its innate leaning towards combo decks because of its Hero Power.

    Blazing Rune allows to "store" mana for later turns, which is really strong. In the process though, you neither develop anything on board, nor do you actually increase the value of your hand by that much. Value wise, the Warlock Hero Power would probably still be considered stronger.

    Another component of this class (and the one i want to showcase with the example cards) is the Shadow Realm mechanic.
    The Shadow Realm basically is like a bank in which you can store cards. Minions can be copied, put, summoned in and out of it and a lot more. Xipilli, Jeweled Prince is just one of many more examples to come (if i proceed of course) showcasing unusual Shadow Realm interactions.

    Since the Shadowcinder Cult is located in Stranglethorn and fire magic is one of their staples, a few Beasts and Dragons here and there might pop up, but they won't be the classes main focus. Also, to explain the names of some of these cards: Ziu'tekhul is my easier to pronounce version of Xiutecuhtli, which means gentleman of fire in Aztec. Xipilli also literally translates to jeweled prince. I think these Names are very fitting and i will probably continue with Aztec names, unless they don't fit the character of course.

    New Keyword!

    Example Cards

    Skullswinger: Easy to understand basic card. The Witchdoctor might get a few cheap
    spells or other combo tools to
    make more use out of it than currently possible.

    Spirit Channeler :

    Standard sized 2-drop that you most of the time do not want to play on 2. Since its not copying, but putting the friendly minion into the Shadow Realm, it is a heavy anti-tempo card, and you mostly don't want 1-Cost minions in your Shadow Realm anyways.

    Shadowseer :

    Nothing all too special, just exploring the mechanics further. It has to be noted, that effects that put cards from your deck into the shadow realm are already considered, so this could actually give card advantage without previously losing a card from your hand or board to achieve that.

    Shadowball :

    This is an epic spell because it can actually put your opponents minions into your
    Realm, something that won't be the focus of this class, but might appear again once or twice.

    Xipilli, Jeweled Prince :

    One of the cards that actually is the strongest as long as you keep it in the Shadows. This could be a deck buildaround card, just trying to put as many Xipillis as possible into your Shadow Realm giving ridiculous buffs to your board for the entire rest of the game.

    That is it for the most part, hope you guys like my ideas! If there are any major mistakes I made I'm sorry,
    english is not my main language.

    Posted in: Fan Creations
  • 0

    posted a message on The HearthPwn Rastakhan's Rumble Community Compendium

    It might not be good this expansion because of lack of support, but it might be good later down the road with 3 expansions more in the cardpool.

    Posted in: News
  • 3

    posted a message on The HearthPwn Rastakhan's Rumble Community Compendium

    I think Arena Treasure Chest might have one specific use, and that might be as the best Twilight's Call target for any draw Heavy Priest deck (Mecha'thun). It is made for  shennanigan carddraw with a lot of resummoning, copying, healthswitching and whatnot. And who knows, this could be worth building around to a small amount. Sometimes, if these combo card draws are good enough, they see play. Wild Pyromancer, Northshire Cleric and Circle of Healing is an often used combo like that already.

    Posted in: News
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