• 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    Got some art.

    I made 2 different version for Dragon Tail, one being more straight forward and the other playing into the 7 cards or more mechanic theme.

    Why is phone Hearthpwn so bad.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    Lets try some feedback and hope it won't look to bad.

     @Ardin427

    • I think saying "Give a friendly character Windfury this turn. Draw a card." would be clearer. I get what you mean and i would prefer it the way you wrote it but Hearthstone never used such terminology before.
    • Chain Thunder should cost less, it's a more situational Arcane Explosion
    • Acentric Blast is pretty weak. Flamestrike deals 5 to all enemy minions, this deals 6 to two of them with a spacial quirk.
    • Not a fan of any of the legendaries as i don't feel they really represent the class. Taunt synergy is weord for a class representing the fantasy of riding a gryphon mount into battle. But out of all of them, 3rd one is the best.
    • Your set is alright overall but i hoped for more Sky're interactions. You could give her more keywords, or do wacky stuff like returning it to your hand or deck then summoning her again,like a sort of sky charge/dive, or go with more lightning spells. You could look at Heroes of the Storm's Falstad and his skills/talents for ideas.

    @Klaytonio

    • The Live Bait is a bit too good. Oasis Ally pops a 3/6 that freezes, you could pull Deathwing or Kel'thuzad. You should put a mana cost cap on the summoned minion (summon a minion that costs (5) or less from your deck) 
    • Trusty Gunsmith is too complex for a common, should be rare or even epic. Also the buffs are too complex. I suggest making it an epic and making the buffs permanent, for a more flavorful and versatile version of Wildfire.
    • Scare the Pawns will destroy everything except the highest cost enemy minion. Too efficient at 5 mana, and i don't quite like it.
    • Too many of your cards have 5 lines or text reduced to the minimal possible font size, it looks bad. Simplify your stuff.
    • Overconfident Agent is my favorite card you made, best designed one by far.
    • Countering stance seems like a weaker Arcane explosion. The gunsmith can make it better but it's too situational and forces you to play him for it to not suck. "Fire your Hero Power" with random target hero powers results in a random minion being picked. How it works with DIE INSECT and Reckless Apprentice.

    @Klipce

    • Midnight Rager although funny, sucks. Like all ragers. If you're ok with that and wanna keep it for the memes, i respect it.

    • I like Astute Chronicler and Patient Matriarch.
    • Stolen Time and Inara use the same art.

    • Chronomancy Practice and Time and Space do similar things. I get that the one is supposed to be used on friendly minions but having two versions of Sap in the same set is a bit odd. Also, i'd argue Time and Space is more devastating, removing a minion and denying a draw, thus should be the epic. 
    • Inara's cards are waaaay to powerful. No one is ever gonna hit minions with the Hourglass it has 10 attack and 3 durability! That's enough to kill the enemy hero! And cast when drawn so 0 investment on your side, you get it for freeee! These need nerfs desperately. You get so, so much value and damage output and sustain for only playing a 7 mana 5/7. Like, put it on a deathrattle at least!

    I'll try to do more feedback later but typing this on the phone is so annoying.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    And now i realize i failed to complete any of the challenges lol. The legendary cost one is easy to fix, i'll make True Dragon Form cost less. For the minion...i suppose Nest Guardian is the least interesting and will probably get replaced with somehing else that has 3 or more keywords.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    I am away on a trip and can only accces internet through my phone, so it is hard for me to do anything. I made my set with a nee focus on dragon transformation, but cant exactly search for art right noe as well. So here are my art-lese cards, for which i will find images after i am convinced i found their final versions.

    "Dragon" Spells:

    Along these 3 there are also the following cards from the other half of my Scion set and basic one:

    All these 5 cards now have a synergy with my new legendary for this half of the set:

    It would also change the portrait of your hero to show a dragon. The hero power will add one of the random dragon spells shown above along with any i make later on. The idea behind this came to me after seeing the rogue cards in Stormeind with the SI:7 synergy, it's basucally that but Dragon instead.

    And for the rest of the set:

    Blazing Charge is a card that could encourage a "big" archetype for the class. I should also make it so it doesn't get shuffled back in but instead returned to your hand, acting as a draw too. Secret Brother! is a reference to the tired trope of a character having a secret sibling all along that just shows up of nowhere. Rival Sibling is back, simplified.

    If the cards are well liked i will go on an art search, until then i eagerly await your feedback and apologize i can't provide back any.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    I have much fewer cards prepared in advance this time around but here's the legendary so far. had to improvise due to the challenge.

    Obvious Game of Thrones reference but it fits given the whole "Mother of Dragons" thing. I'm introducing a bit of Fire spell synergy this set.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three
    Quote from McF4rtson >>
    Quote from JeanTheMedicRat >>

     To me at least the class seemed limited by the keyword, like i explained before, and the Blightbursts were just smaller Warrior Bombs, but you made a lot of catds that could shuffle a ton of them. I liked the slime theme though, perhaps you should have drawn more from the mobs and spells in shadowlands.

    That's Laurendor's class, with the Blightbursts. LivingOrganism did Cartelist.

     Lol oops. Confused the names, both start with L. I actually voted for the Cartelist, i liked the pirate cards. I suppose perhaps it ventured off the original flavor, not much to do with gangs and went full pirate. And some of the cards were derivative, Adventure Party being Everyfin is Awesome, Bloodsail Raider is Cannon Barrage on a stick.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    Damn it! I had the Perfect legendary already created ahead of time!

    It has to have 5 everywhere. Guess i'll have to keep it for the expansion or core set.

    Quote from LivingOrganism >>

    Well I guess people didn't really like my class. I'm gonna have to come up with something better next time. Anyway, good luck to everyone who made it to the next phase. 

     To me at least the class seemed limited by the keyword, like i explained before, and the Blightbursts were just smaller Warrior Bombs, but you made a lot of catds that could shuffle a ton of them. I liked the slime theme though, perhaps you should have drawn more from the mobs and spells in shadowlands.

    Posted in: Fan Creations
  • 1

    posted a message on Custom Class Competition #8 -- Submission Thread | Week Two

    The Scaleborn

    Heritage cards:

     Heir to both humans and dragons, you are a Scion, gifted with unique skills and abilities, which let you connect the worlds of men and monsters. Your knightly training, your trusted partner dragon and your unusual family are your best weapons in battle and in life. We begin to explore more advanced mechanics and synergies, while keeping the same core themes established in the basic set.

    The Scion Set (Part 1)

    Tokens:

    • Yara and Balgruf: This legendary represents every main theme of the Scaleborn. Thematically, they are a dragon and a human, two lovers that are inseparable , a rider and his mount rushing into the fight. They allow versatility, even if you draw them early you have Balgruf to play for only 3 mana, and Yara on 5 if you believe she can survive a turn. When they are played together they reunite into the 8/8 minion keeping individual buffs, thus allowing you to get two attacks in the same turn.
    • Egg Clutch: Best not disturb the hatchlings as they come into this world hungry and ravenous. Every turn, when you attack a target a 2/2 Whelp will hit it first, and if it survives you get to keep the whelp. If the enemy survives, a second attack won't trigger the clutch anymore, nor will the Whelp attack re-trigger the clutch causing a loop. It acts both as payoff for other Attack synergy and large board cards you have, while also doubling the number of attacks in a turn.
    • Discover Your Origin: Journey backwards and uncover your real ancestors! Your two Heritages, and your progenitor. A Heritage generator that lets you choose what Dragon Blood you'll get, and gifts you a target for them in case you ran out of minions.

    Rest of the cards:

    Attack Synergy

    • Protective Mother: Intended to go together with Egg Clutch both thematically and mechanically. It smacks anyone who dare lay a finger on her babies, offering a way to get Attacks during enemy turns as well.
    • It's In My Nature: Flavorful boardclear, tied to minions like all Scaleborn boardclears. The buff (the spell itself) deals the damage, not the minion, and so it benefits from Blue Dragon Blood, but not the Green or Red ones.
    • Familly Squabble: one of the few spell removal options the class has, but it also plays into the attack synergy. if played before you attack anything, the last 2 enemy minions that attacked will slap each other. If you attack once with a minion then play this, it acts as a weird windfury, letting that minion attack again the last enemy minion that attacked. You can also kill off the last minions that attacked to move back on the chain of events in order to force a good trade, giving you and the opponent an incentive to pay attention at the order of actions.

    7+ Cards

    • Dragon Claws: introduces a mini-mechanic within the class, rewards for having at least 7 cards in hand when played. The Hero power can generate cards quite fast and so you have a small resource management minigame where you must stay above the 7 card line to keep getting benefits.
    • Ancestry Researcher: the second card with this mechanic, it makes everything you have stronger as long as you keep the chain. Find the way to maximize your minion output while minimizing card consumption in hand.

    Draws

    • Lesser Chromatic Spellstone: Fulfills both challenges and gives the class one final big push on the board, summoning 5/5 drakes with Heritage keywords. Drawing is a class strength and the condition is not hard to fulfill.
    • Family Fortune: Bigger family, bigger fortune! Give this bad boy chest Some Black dragon Blood (Taunt) and you get a nasty defender. It's a reward for heavily investing in a single minion, rather than spreading buffs to many.

    Tokens:

     

     Art credit:

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two

    Is today the last day to submit?

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two
    Quote from MvonTzeskagrad >>

     

    If you can find your time, perhaps finding different arts for your spellstones could be advised, but its a cool image, so no biggie if you can't.

     Different like in each version gets more glowy and stuff? Or a whole different art altogether?

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two

    Sorry for my absence, somehow shit keeps happening even while on vacation. Anyway, here's my set so far with feedback for others coming up later today. I decided to include the source for each card art, cause the artists should get some credit. We are using their work without permission after all.

    Scaleborn would be introduced in the Descend of Dragons expansion.

    Legendary:

     Epics:

    • I removed Rival Sibling and added a spellstone, to meet the first and second challenge. It's purpose is to give the class one last big push in the lategame by filling the board with powerful minions.
    • Credit: https://darylart.com/magic-the-gathering/ (Ruby Medallion from MTG) , but edited by me from red to chromatic

    • New addition, and introducing a new mechanic for the class which is "7 or more cards in hand". If you play a minimal number of cards each turn you can get almost a permanent +1/+1 on your minions.
    • Credit: can't find source

     Rares:

    Credit:

     Commons:

    Credit:

     Tokens:

     

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two
    Quote from Ardin427>>
     About your challenges I thought that you did not yet do them, but I wanted to mention them for completness of my review. Btw a little off topic, but nice and nostalgic for me to see a screen from Legends, shame that game stopped doing new contnent, almost got me to stop playing HS back then... (Just had to write it when I saw it)

    Yeah, loved the game too. Even more than hearthstone at times. So similar in gameplay but way more interesting cards (this is why 4 lines of text is dumb).

    @WKitsune 

    • Endure is weak and impossible to pull off. At BEST a minion can survive for 1 turn in hearthstone, but beyond that it will die to a spell or board clear 95% of the time. I highly suggest you reduce the turn requirement to just 1.
    • Energized Bulwark can be rephrased as "Give a friendly minion 2 Armor then deal damage equal to the Armor it has randomly split to all enemy minions." to take up less space and have a bigger font. You probably can remove the "friendly" word to make the text bigger even more.
    • Shield Wall Protocol -> "Give 4 Armor to three random friendly minions."    
      Same wording as Conviction (Rank 3).
    • Earthrager's Axe is probably not a good idea. It's accepted in the community that cards that can fill up your opponent's board, not letting them play the game, are not fun.
    • Ammunae and Eternal Protectors a bit of a conflict of identities for your class, as they promote wide boards, but you have multiple cards that get a benefit from being your only minion on the board. Flame Warden is a face card but your entire set is defensive and control-ish.

    There is a concept in card games called "auto-build". It refers to when you have a series of cards that are supposed to go together and they fit so well you can just search up their tribe/keyword/mechanic and shove all of them into a deck with no second thoughts, making a good deck in a very simple way. Murlocs in Hearthstone are a bit like that. This is opposed to most decks where you do have some synergy but you also include a lot of just generic good cards that don't play into the mechanic per se. Majority of aggro decks are like so, good damaging spells or aggressive minions without thematic or mechanic connections. Pain warlock can be an auto build, with the new Questline. You have a lot of "deal X damage to your hero" cards that are an obvious inclusion.

    Where am i going with this? Well, my point is, i do not feel like your set is very cohesive. The cards are good in general but there is little that makes them "fit" together mechanically or thematically. The only common theme i see is a bit of Armor synergy but that's only on 3 cards, each wanting to do different things! Ammunae is a slow as hell rush generator that wants small amounts of armor in multiple instances, Energized Bulwrack wants a lot of armor on the minion at once, and Flame Warden is an aggro card. And only 2 cards use your Keyword!

    I'm not saying you have to make your set hyper synergistic, but i think choosing at least 2 main themes and centering on them, making 3-4 cards for each is more ideal. Lets look at the latest expansion, Forged in the Barrens (without miniset)

    • Demon hunter got 4 Deathrattle synergy cards
    • Druid got 3 Taunt synergy cards and 1 Beast synergy card and a beast that fits both. (plus a big beast)
    • Mage got 3 Hero power synergy cards, 2 frost synergy cards and 2 frost spells
    • Paladin got 3 secret synergy cards, a secret and a secret tutor
    • Priest got 2 heal synergy cards, 3 healing cards, and 2 spell synergy cards

    i think you get the idea. It's not just about making good cards, but making good cards that fit together. This is valid for everyone else in the comp too. We are in theory making a big set right now with double the amount of cards but we split it in 2 weeks, so we have to treat them like 2 separate sets in reality. Few people will actually go read your older entry to see synergies between what you submit now and what you submitted last time. It has to stand on its own.

    Posted in: Fan Creations
  • 2

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two

    Not sure how useful it is, but Elder Scrolls Legends did this exact keyword already. they just greyed out the inactive effect.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two
    Quote from Ardin427 >>
    Quote from Ardin427 >>

    Congrats to the first round winner and, of course, everyone else who submitted their entry.

    Just to make thing clear for myself as I am not a native english speaker,

    One of your cards needs a double digit number somewhere, be it in the card text, mana cost, or health/attack.

    That double digit is meant as "If you control a minion with 12  or more attack..." for example?

    You must state which expansion during which your class is introduced in Hearthstone. Then, you must create an epic card that uses a mechanic (not a keyword) introduced in a past expansion, much like Nethrandamus does.

    So Jousting (Reveal a x in each deck, if your costs more...), Schemes, Forgetful ogres (50% chance...) etc?

    Also I assume that the expansion in which the class was introduced could be any and not only the first one in the year? 

    So in the end I can have class introduced in Descent of Dragons and have that epic for the challenge having the Joust mechanic from TgT?

    And lastly can I still introduce a new Keyword if I decide to?

    Thanks for clarification.

    Now for a first feedback (I am sorry as I did not manage to give it to all last time, will try to do more smaller ones now...)

    JeanTheMedicRat Scion

    Balgruuf - the effect is interesting, I like it - Only the name evokes Skyrim too much for me, but that is probably ok. The ability is also somewhat similar to the Isle of Madness expansion mechanic from the Elder Scrolls: Legends (Those cards where split in half when they were drawn, altough they did not merge back on the board.) I always liked that mechanic...

    Rival Sibling - probably does not fulfill the challenge requirments, unless I forgot about something. I would probably not give it to a lower rarity though.

    All the rares I quite like and the common Discover your Origin is really flavorful - probably my favorite card in your core set so far.

    Family fortune - also good, seems more like a rare effect than common, but that is probably because the Heritage is a brand new machanic, but as it is a core for your class it is probably alright (Basicaly ok, just describing my initial feeling that I get from the card.)

    Do not really understand why claw would give you a heritage, but the card itself seems well balanced.

    And IF I UNDERSTAND THE CHALLENGE CORRECTLY - you do not meet the double digit requirement in any card.

     

     

     

     I actually did not do any cards yet that would fulfill the challenges, hence the missing common and rare cards

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two

    Finally, phase 2, where we can make interesting cards.

    Question: Regarding the expansion cycles (from the chosen expansion, not the challenge of phase 2), do we have to put them in the first half of the Initiate set or can we leave them for phase 3?

    The Scion Set

    This legendary represents every main theme of the Scaleborn. Thematically, they are a dragon and a human, two lovers that are inseparable , a rider and his mount rushing into the fight. They allow versatility, even if you draw them early you have Balgruf to play for only 3 mana, and Yara on 5 if you believe she can survive a turn. When they are played together they reunite into the 8/8 minion, thus allowing you to get two attacks in the same turn.

     hope the wording on Rival Sibling is not too confusing, i tried my best to explain it in simple words. Lets assume you played a Red and Blue Dragon Bloods earlier. When you would play Rival Sibling, he would gain lifesteal and Spell Damage+1 right? Well, instead a Rival Sibling with lifesteal and one with Spell Damage +1 will spawn next to him, instead of the original gaining any buffs. This is a payoff card for having multiple Heritages active at the same time, summoning a large board with various keywords. I am open to rephrasing suggestions if anyone has them.

    Egg Clutch is both a payoff for attack synergy, and an amplifier. Like BEEEES!!!, it summons a 2/2 minion that hits the target before the original attack resolves, effectively being a +2 attack buff. However, if the Whelp survives, he remains on the board. I worded the trigger in such a way that each enemy can only give you 1 whelp each round, as attacking the same target again (enemy face for example) will not trigger the clutch once more, nor can the clutch be triggered by itself (the whelp is already the second attack that enemy receives this round).

    Protective mother is an obvious and intended synergy with the clutch, being tied thematically and mechanically. Yes, it will attack summoned tokens as well, and because of that is has slightly higher hp than the average in a similar vein to King dred.

    Family Squabble lastly is one of the few spell removal options the class has, but it also plays into the attack synergy. if played before you attack anything, the last 2 enemy minions that attacked will slap each other. If you attack once with a minion then play this, it acts as a weird windfury, letting that minion attack again the last enemy minion that attacked. You can also kill off the last minions that attacked to move back on the chain of events in order to force a good trade, giving you and the opponent an incentive to pay attention at the order of actions.

    Family Fortune is a drawing engine, possibly the most powerful card draw in game but requires a lot of setup. thematically, bigger family bigger family fortune right?

    Dragon Claws is another transformation card, also gifting you 2 Heritages. Not too complex, just simple value.

    Discover Your Origin is another Heritage generation tool, but also lets you get a body to buff it in case you have no minions handy.

     

    That's what i have for now. i struggle to exactly find what old mechanics i can use, besides the "upgrades when X".

    Posted in: Fan Creations
  • To post a comment, please login or register a new account.