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

    Right then, sorry for not getting back to everyone earlier.

    We have decided to allow both Pircival and IceKing16 to continue in the competition. This is due to both the support of other competitors in allowing them to continue, and due to the reasonable claim that ambiguity in the rules led to their disqualification - in Pircival's case, it is understandable, given the origin of the Challenge, why they would have considered it a separate card; in IceKing16's case, there was no official list of banned mechanics/interactions, and the clarification on them in the Discussion was fairly unclear.

    I do want to reiterate that the fact that they were warned of their ineligibility so close to the deadline does not play a part in this - it is not part of our job, as mods, to check every submission meets the rules before the deadline, or to warn people that their submission doesn't meet the requirements. That's on the competitor. Whenever we've done so in the past, it's because one of the mods had some free time on their hands - we don't have time to regularly check every submission in case anyone has made changes that disqualify them. If it wasn't for the reasonable complaint that the rules the submissions broke had some ambiguity to them, they would still be disqualified, even if they hadn't been given any warning that their entry was breaking a rule.

     Thank you so much. I am so grateful for understanding the circumstances and allowing us to get back in the game. I have a question though. Will the card with the problem remain or will it be replaced by the new one I made?  

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from NiRaSt >>
    Quote from IceKing16 >>
    Quote from Demonxz95 >>

    To play devil's advocate:

    We can't expect the mods who are running the comp for us to bend and give in to every request we make. They have all the reasons for what they're doing. We thought the original challenge 2 was dumb (as did I), so we asked for it to be changed, and it was. Honestly I wasn't sure if the challenge would be changed or not. We're doing that same thing here. You've got to ask yourself if this was a moderator mistake or a competitor mistake?

    I bet that if IceKing won the competition, you'd be happy for him that he won, but also wish he was DQ'ed here so you possibly could've won instead. Maybe not all of you, but definitely at least some of you. That's just human nature. Seeing as how Breath of Life is the only Dragon-related card in IceKing's class so far, I think assuming his class isn't focused on Dragons is fair, and thus, it's entirely understandable to me why the disqualification is there. I will admit that I think the phrasing of "Dragons aren't disallowed per se" isn't perfect, but honestly, I thought it was just common courtesy that you don't use mechanics in sets where they don't exist.

    I'm not in the competition anymore, and I don't really care if IceKing makes it or not, but I see where the decision comes from. I don't think we should hate on the mods for making this decision.

     You have a point. Maybe the card broke the rule, but if I would have known earlier I could have changed it. I posted that card 4 days ago on the disscusion topic and asked for feedback. Noone told me there was something wrong with it so I didn't think about it. One of the mods informed me an hour before the competition ended when I wasn't in the position to change the card.

    Another participant had the same exact issue with a card and was told beforehand what the mistake was so he had enough time to fix it.
    I don't think it is my fault this happened because there was nothing I could have done to prevent it considering I wasn't informed in time. 

    The card I have created was pure flavor, considering I want to toy with tribal synergies in future expansion I thought it was a good idea to make a control card that allowed my class to draw a powerful late game dragon. Even if the Dragon synergy didn't exist in the classic set, the tribe did, so drawing one sounded ok to me. I wish I had known sooner that my card didn't fit the rules, considering how vague the wording was.

    My intention is not to win this competition but to show others my ideas and how they combine to make a unique class. I don't think I will win but I want to go as far as I can and try my best. 

     

     I feel a little guilty. I've seen your card, but it didn't even occur to me it wouldn't be legal and might get you DQed. I'm sorry :(

     Don't worry mate. It's not your fault. It didn't occur to a lot of people because it was a subtle error. Don't blame yourself for it.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from Demonxz95 >>

    To play devil's advocate:

    We can't expect the mods who are running the comp for us to bend and give in to every request we make. They have all the reasons for what they're doing. We thought the original challenge 2 was dumb (as did I), so we asked for it to be changed, and it was. Honestly I wasn't sure if the challenge would be changed or not. We're doing that same thing here. You've got to ask yourself if this was a moderator mistake or a competitor mistake?

    I bet that if IceKing won the competition, you'd be happy for him that he won, but also wish he was DQ'ed here so you possibly could've won instead. Maybe not all of you, but definitely at least some of you. That's just human nature. Seeing as how Breath of Life is the only Dragon-related card in IceKing's class so far, I think assuming his class isn't focused on Dragons is fair, and thus, it's entirely understandable to me why the disqualification is there. I will admit that I think the phrasing of "Dragons aren't disallowed per se" isn't perfect, but honestly, I thought it was just common courtesy that you don't use mechanics in sets where they don't exist.

    I'm not in the competition anymore, and I don't really care if IceKing makes it or not, but I see where the decision comes from. I don't think we should hate on the mods for making this decision.

     You have a point. Maybe the card broke the rule, but if I would have known earlier I could have changed it. I posted that card 4 days ago on the disscusion topic and asked for feedback. Noone told me there was something wrong with it so I didn't think about it. One of the mods informed me an hour before the competition ended when I wasn't in the position to change the card.

    Another participant had the same exact issue with a card and was told beforehand what the mistake was so he had enough time to fix it.
    I don't think it is my fault this happened because there was nothing I could have done to prevent it considering I wasn't informed in time. 

    The card I have created was pure flavor, considering I want to toy with tribal synergies in future expansion I thought it was a good idea to make a control card that allowed my class to draw a powerful late game dragon. Even if the Dragon synergy didn't exist in the classic set, the tribe did, so drawing one sounded ok to me. I wish I had known sooner that my card didn't fit the rules, considering how vague the wording was.

    My intention is not to win this competition but to show others my ideas and how they combine to make a unique class. I don't think I will win but I want to go as far as I can and try my best. 

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from thepowrofcheese >>

    Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elementals or Dragons.

    This is the quote in the rules which is real vague. Elementals didn’t exist in Classic, but Dragons did. At this phase of the competition I feel like we can’t afford to cut people because of such a minor and unclear rule, especially when we are struggling to keep interest up. Other classes in prior comps that were all about Dragons had Dragon synergy before. I just assumed Dragon-in-hand synergy wasn’t allowed.

    In any case, I also support @IceKing16 being able to paritipate, possibly after redesigning the card in question. Honestly the submission should have been flagged sooner if it was invalid, as mine was during Basic. If my Basic submission wasn’t flagged until an hour before it went live, I would have been out.

    I read the rules and I found the explanation vague too. I thought it referred to "If you're holding a dragon" only.

    Also, I have already redesigned the card. I'll post it again just in case. 

     

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    Thanks for the support guys. I am very greatful and I really hope there is a chance I will join you in the next phase

    @Shatterstar1998 Don't worry, I will use the initial card in one of the expansions, maybe sooner than you think. That, of course, if I am allowed to participate further.

    I am waiting for a verdict. Peace.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    The card has been posted in here for 4 days and I wasn't informed I should change it until 1 hour before the end.

    If the moderator missed my post, I could have missed your post too. The only thing that bothers me is that I wasn't announced sooner about that card and I wasted countless hours working for nothing.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from CheeseEtc >>

    what a mess lel

    @Mods: Are we forced to do a theme around our Challenge#2 classic card now?

    EDIT: @IceKing16: How is having Dragon on a card grounds for a DQ?

    I was told Dragons began having synergies in Blackrock Mountain expansion so I was not allowed to use the Dragon on a card unless it was the tribe. The ideea is that my card was supposed to draw a strong late game card, one of the 5 dragon aspects and it was perfect for a control deck. 

    EDIT:I'm doing my review of the Submission thread for disqualifications, and your "Breath of Life" spell name-drops the word "Dragon". Dragons have no gameplay-function in the Classic set; they existed, but only as flavor. Dragons did not technically have a reason for existing until Blackrock Mountain, when "if you're holding a Dragon" was introduced.

    Ultimately, this falls under the same deal as Mechs and Elementals: you can make a Dragon minion, but you cannot reference Dragons in gameplay. You should replace this spell as soon as possible: you have an hour and twenty minutes left D: 

    This was the message I received one hour before the competition ended when it was too late to change anything because I wasn't home. Also both Mechs and Elementals didn't have a tag in the classic set but the Dragons did (if I am not mistaken) so I couldn't have possibly known that drawing a dragon will get me DQed.


    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    Looks like i got disqualified for having the word Dragon on one of my cards. I have corrected the cards at least 10 times but that single detail slipped my mind. If you see a mistake like this on someone's cards, tell them, don't make them waste their time for nothing. I am very sorry this happened. I wish I would have been told sooner so I could fix it, because I really wanted to make something unique and share my ideas with you.
    Good luck in the future and have a good day. 

     

     

     

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    The Godborn is up. Thank you all for the help in balancing the cards and making something unique. Good luck.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from NiRaSt >>

    Posted.

    @IceKing16, thanks for the feedback. I changed the leg to a 7/8, you're right about it being to powerful, the Magmatic Faery was made after it and I didn't realise the combo (even if it's more than 10 mana).

    Funny enough, Terron is the whole reason I made the "can't hit face" cards. Initially, he was a 7/7/7 with only the first half of the effect, and someone mentioned boars. So I made it bigger and unable to go face.

     Glad I could help. Thanks for the upvote. Hope we both get to the next phase. 

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Submission Topic]

    The Godborn

    The Godborn is a class that focuses on earning the gods' Favor to unleash devastating effects upon his enemies, as well as controling the board using powerful boardclears or by flooding it with loyal servants and acolytes. Maybe too loyal.

    Hero Power

    Favor is a new mechanic available only to the Godborn . How does it work? Some cards generate Favor and others consume it. Once consumed, the Favor will disapear, so you have to constantly generate Favor to power up your effects.

    Class Identity

    Challenge #1

    Strengths - The Godborn focuses on three core mechanics: summoning numerous low-stated minions, clearing the enemy board as quick as possible and earning Favor . This branches the class in two directions: aggro and control.

    Aggresive decks - board flooding and buffs to control the board and end the game as fast as possible.
    Control decks -  powerful boardclears and single target removals to ensure domain over the battlefield, while waiting to draw your win condition. (Ex: a Malygos Combo)

    Weaknesses - The class is struggling with drawing cards reliably, most draw mechanics having a requirement that needs to be fulfilled. There is also a lack of strong minions, the biggest one being a 6-6 at the moment. The class is also susceptible to area of effect abilities, due to the low stated minions it possesses, without reliable ways to buff their health.

    The Classic Set

    While our hero was fighting through the Tanaris Desert, shooting stars filled the sky of Azeroth, each emanating godly energies. One of them was the sun god himself, Ra, falling toward Uldum, the Land of the Titans. The explosion caused by the landing destroyed every single being that inhabited the place, leaving a crater ruled by fiery demons and twisted acolytes.

    Fire means power. This set will provide the class with the cards that will represent the foundation of several archetypes (Aggro, Control, Tempo, Combo, Midrange), focusing on damaging enemies with burning effects and inspiring allies with Attack buffs.

    Flame's Apprentice - The iconic 1 mana 1/3. Similar to Mana Wyrm , every Worshiper makes the card stronger, as the flame shines brighter and brighter. Will be nerfed to 2 mana after being problematic for 5 years.

    Breath of Life - Good control card both stalling the game and drawing an important late game card ( Malygos , Alexstrasza , Deathwing ). Alexstrasza was just passing by and decided to heal you and aid you in your odyssey. What a generous queen.

    Scorching Temptress - A seductive succubus which empowers your minions with her fiery whip. Once for free and once for a price. Do you have what she craves?

    Crimson Hellion - An imposing Demon who strikes fear in its enemies and rallies allies on the battlefield.

    Ra, the Sun - Challenge #3 -  Summon a couple of servants to protect your god and then destroy them, and everyone else, or don't, the choice is yours, kind of. Bird got an attitude. (Triggering the Favor effect will also destroy the Priests of the Sun)

    The Priests are here!

    Remaining Cards

    Spark in the Dark - A very cheap way to earn some Favor when you are close but not close enough.

    Blazing Bolt - A simple damaging spell that will be a key finisher in combo decks. Malygos approves.

    Demonic Bargain (Challenge #2) - This card hints towards a Demon archetype, which will focus on generating minions and buffing them with the help of powerful Demons . This card's strength lies in the possibility of drawing a Demon, which is not very high at the moment.

    Praise the Flame - The easiest way to build a board and earn Favor . By fire be purged. Ragnaros, the Firelord agrees.

    Triple Toss - As the name suggest, there is a slight chance your head will be next. Careful.

    Wildfire Berserker - Fire makes people angry and spells powerful. (Not) cool.

    Cauterize - "From the ashes, I rise."- Raging Statue

    Rain of Embers - What doesn't hurt you makes you stronger.

    Crimson Teacher - The Violet twins were destined to great things. Until one of them showed her true colors.

    INFERNO! - A devastating board clear which generates both mayhem and Favor . Maximum cost, maximum destruction.

    Why are you angry?

    What's coming next?

    Un'Goro will send us on a Quest to earn a goddess's Favor and meet loyal Beasts and mighty Elementals , while Kinghts of the Frozen Throne will show us the opposite of fire. Heat will turn into cold and life will become death in an icy land where we will meet coldblooded Demons, undead creatures and their horrific master . Will you succumb to their corruption and become a Death Knight? Or will they listen to your prayers and reward you with their Favor ?

    Previous Phases

    Thank you for accompanying me on this mighty journey and special thanks to every person who helped me make the best out of this set. Good luck to eveyone and remember, don't play with fire.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from NiRaSt >>

    Here's my submission, waiting for some final feedback. I've noticed there are only 12 posts on the submission thread, mine would make 13. That's only half of those who made it. What''s up with that?


    THE METAMORPHER

     

    The Metamorpher is a class focused on board control and board domination. You'll want to keep your opponent at bay and slowly chip at his health until victory is yours, while also keeping his forces at bay using your massive minions.

    Strengths:

    • Big minions.
    • Minion buffing.
    • Board control.
    • The ability of minions to share their power trough their tribe.

    Weaknesses:

    • Subpar AoE effects and direct target removal.
    • Limited burst and aggro potential.
    • Big reliance on tribalistic synergies.

    Unique aspects:

    • It's own tribe, the Metamorph.
    • Big minions that can't attack the enemy hero, or have a significant drawback if they do.
    • Immobilizing the enemy minions without destroying them.
    • Metamorphic version of existing cards, albeit with different stats and effects that synergyse with the Metamorph tag.

    Example Cards

     

      

    Firelands Hound is an example of my class' tribe: the Metamorph, being make of both flesh (humans, orcs, Beasts, Dragons, even Demons) and stone (or ice; or fire; or... basically, Elementals). He also showcases one of the tribe's main mechanics, buffing other Metamorphs, their strenght growing with their numbers. He's also a very good boy :) (just don't pet him; he's really hot).

    Flesh to Stone  is the card required for Challange #2. It showcases a mechanic that my class will get with the release of Un'Goro: the ability to transform existing minions into Metamorphs.  This is a very simple example, but future cards will go as far as fusing together Elementals with minions from other tribes, a la Deathstalker Rexxar. More on that in the next phase.

    Turn to mist is a spells that shows one of the ways you can mess with your opponent's minions without outright destroying them. A pesky taunt is in the way? Turn it to mist and go right trough it. You can also use it on your own minions to make sure they survive another turn. 

    Ironthorn Whip is the Gorehowl or Doomhammer of my class. An AoE card in the form of a weapon, it's great against Aggro decks, not only to clear their board, but also to prevent them from refilling it, lest they loose it again.

    Terron Earthshaker is the most powerful card in the Classic set, and the second most powerful Metamorpher in Azeroth (after the class' hero). Excellent for breathing new life into dying minions, or for making otherwise meek minions into forces to be reckoned with, at the price of not being able to attack your opponent with them. He's also a great showcase of one of the class' main mechanics: buffing, or otherwise interacting with, adjacent minions. 


    Complete set

    COMMONS

    Megamorph is a very simple card. Just a 10 mana 11/11. It can easily become more with other Metamorphs on the board

    Bludgeoner is to Metamorphs what Mana Whyrm is to spells (well... was). The obligatory over-powered 1 mana 1/3 of the class, it probably won't snowball out of control like the Mage card.

    Speaking of Mage and snow, Frozen Cleaver is Water Elemental's bigger, cooler cousin. Or maybe he's some guy wearing a it as armor. Who knows? Great crowd control tool, it has average stats for it's body and can really take advantage of your enemy playing a small guy between two giants.

    Lightning Fist is a Stormforged Axe that allows you an extra attack during one of your turns. Extremely versatile weapon and good anti-aggro tool. 


    RARES

    Magmatic Faery Dragon is exactly what it sounds like: a Faery Dragon made of magma. Like many Metamorphs, it can land it's power to other Metamorphers. This is going to be an aspect of the class explored more in the future.

    Argus Wargolem is a cheaper, but also more situational, version of Defender of Argus.

    Infernal Storm is the kind of buffing card the class has access to. Your minions become incredibly powerful, but at a price. Usually, that price is the ability to SMOrc :p.

    Flaming Fist is a 3 mana 4/2, as long as you attack minions. Better control tool than Firey War Axe, but worse if you want early face damage.


     EPICS

      

    Unstable Stormstriker costs 1 mana less than Boulderfist Ogre and is a wall, but is no threat for your opponent. great tool to keep minions big and small alike at bay, it's very susceptible to a Gorehowl or the like.

    At the Feet of Giants is a personal favourite. The effect is quite simple: Recruit a minion, then make it BIG (or small, if you hit ha huge minion). Great with cheap minions like the Firelands Hound that benefit from having way bigger stats than they were meant to.


    WHOA! LEGENDARY!


    Back to Basic

    Humble Beginnings

     Very nice cards and flavor. I particularly like Flesh to Stone. I love the Metamorph concept and how you played with the Can't attack heroes mechanic to make powerful but not overpowered effects. 

    I think your legendary is a bit too big, and with a Magmatic Faery Dragon it will be very hard to kill. A 9 mana 7/7 or 8/8 will be better in my opinion.

    Good luck with your entry.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from linkblade91 >>
    Quote from thepowrofcheese >>
    Quote from IceKing16 >>

    I have another question. 

     

    Can i make the hero power summon a 1-1 or is it too late for that? As people have stated, the token is not good on its own and requires a Favor built around deck to be effective. As a 1-1 minion, it can be good in every deck kinda like a silver hand recruit, but it will reach its maximum potential in a Favor based deck. Thanks in advance

    I think they said small adjustments to the hero power is fine, just no complete reworks. Just be careful it isn’t powercreeping in the Paladin Hero Power.

     Correct. A 1/1 is fine - albeit stepping on the toes of the Paladin. A 1/1 with an effect is blatantly overreaching the Paladin; while not against the rules, it would lose you a lot of favor with those of us who care about such things.

    Will a 0/2 be better?  

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    @linkblade91

    Maybe Add a 2/2 to your hand. That costing 1 mana? 

     

     

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    I have another question. 

     

    Can i make the hero power summon a 1-1 or is it too late for that? As people have stated, the token is not good on its own and requires a Favor built around deck to be effective. As a 1-1 minion, it can be good in every deck kinda like a silver hand recruit, but it will reach its maximum potential in a Favor based deck. Thanks in advance

    Posted in: Fan Creations
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