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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Four

       Hey @MvonTzeskagrad and @Klipce; McF4rtson reached out to see if the issue with the scholomance class border was showing up for different people and we're both experiencing it when trying to upload. I would reccommend at the moment just making neutral mockups. Worst comes to worst, we can line up the borders by hand (The legendaries will be fun but it can be done). To that end, try to crank those cards out first, we may need a night or two to line them up if we need to go that route.

    Also good luck to everyone who's still going! 

    EDIT: We fixed it literally five minutes later, shake my head. McF4rtson will probably contact you with next steps.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Submission Thread | Week Two

    The Somnologist

      Reveal your pain to her. She can provide you with the answers to your questions; Why are your nights plagued with nightmares? Who are these foul beasts, arising from sleeping cities and tangled red vines, to devour your hope? And why is it getting worse?! Well, take a seat, and tell her how it makes you feel... the Doctor is in.

        Somnologist is, more accurately, a psychologic class. In grand card game tradition, you will present your opponent with hidden plans and choices, and watch them squirm. Somnologist relies on strong single target removal, minion buffing and sticky, if small minions. It has a strong, if situational Hero Power that works best when you either play minions to curve or return your opponents' minions to sleep. Other than their Hero Power, Somnologist has more complicated draw power, designed to make aggro a bit harder for them. Their other weaknesses include not having one step AoE and fewer options to regain life outside buffing lifesteal minions. 

     

     

    So a lot of what I'll be showcasing in this set is Consume cards. We called them shrink last round, don't @ me, the name was in contention for a bit. Effectively, this class likes setting up very small buffs that it can remove; Negatives thoughts (Or positive character traits) to be consumed by the shady Somnologist. Consume  cards give incredible effects for their cost due to their set up nature. I'm showcasing four here and one payoff. And yes, you can consume opponent's buffs if you're feeling frisky.

    Next round, we tackle Secret minions.

    The Cards

     

    Explanations

    Give your Fears a Name - A simple payoff for the Aberration subtheme. Notable Aberrations would include all Old Gods, most of their be-tentacled minions, Faceless Manipulator and a decent showing in this set.

    Reconditioning - The clearest way to show the powerlevel Consume is slotted at. At worst, play two copies into each other for a +4/+4 buff.

    Heartwrenched Hunter - A stealthy, sticky minion to go with this week's buff cycle.

    Jaded Psychiatrist - This class can access good card draw, but only if they play into it. A payoff for Handbuffing and such. For the record, it cannot target itself.

    Sweet Dreams - A buff payoff in the vein of good old Patches the Pirate. I always found The Voraxx [/card]and [card]Djinni of Zephyrs too slow and clunky to really benefit buff decks, and I would know, that's my favorite deckstyle.

    Ny'alothan Visitor - An Eldritch horror that's spreading the Reborn love. Fun fact; One of the gateways to Ny'alotha was in Uldum, so it totally fits. Works on both turns so you can get immediate payoff and defensive utility.

    Avatar of the Winter Queen - This one I had fun with. She gives both you and your opponent the same option; Kill any minion, for 2 mana, but your opponent gains significant advantage. You can play her midgame to disrupt HP or tempt your opponent, or lategame simply as a removal spell when you need to swing for lethal. The HP is shared between you and your opponent. Only one of you gets a chance to cast it, so there's a metagame aspect to it I really like in a card.

    Tokens

     Mass Hallucination - This is the classes' answer to AoE; Put all your opponents in one place, and kill them as one. There's a token in the above spoiler that explains it. This nullifies Deathrattles or damage effects, but makes it so your board will likely die if you trade by minion damage. This is the sort of transformation effect I want to really show off how the Somnologist deals with problems, I'm very happy with it.

    Narcoleptic Bothers - Yes, I know the six tokens don't do anything different but they're all so cute. This is an optional effect much like Magnetic is, and allows you to parlay your small buffs (Or your opponent's Blunders) into more and more Boogeyhounds.

    Power-tripping Counselor - Did you know there's a whole graveyard in the game for enchantments? I learned that recently. Counselor capitalizes on those buffs taken off with Narcoleptic Bothers and others. Plus, it gives the Metagame decisionmaking of whether or not to consume really good buffs to save them for later.

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    While we wait for the voting to complete, I thought y'all might like this. My friend thinks it's pretty dumb but I think it's a giggle. It's just meant to be a minion with good keywords for buffing, with a flavorful affect. Stats and keywords may vary.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Submission Thread | Week One

    The Somnologist

        Reveal your pain to her. She can provide you with the answers to your questions; Why are your nights plagued with nightmares? Who are these foul beasts, arising from sleeping cities and tangled red vines, to devour your hope? And why is it getting worse?! Well, take a seat, and tell her how it makes you feel... the Doctor is in.

        Somnologist is, more accurately, a psychologic class. In grand card game tradition, you will present your opponent with hidden plans and choices, and watch them squirm. Somnologist relies on strong single target removal, minion buffing and sticky, if small minions. It has a strong, if situational Hero Power that works best when you either play minions to curve or return your opponents' minions to sleep. Other than their Hero Power, Somnologist has more complicated draw power, designed to make aggro a bit harder for them. Their other weaknesses include not having one step AoE and fewer options to regain life outside buffing lifesteal minions. 

     

       In the next set, I'm excited to work with a bunch of concepts I play with but haven't really shown off before; Secrets on minions (A la Morph from MTG), Psychological warfare and modal cards that can be used in multiple tactical scenarios. I also have a keyword, Shrink, which removes the oldest listed enchantment/buff from a minion for an additional effect. Often, I'll use it on buff cards for a larger buff, or as a minor silence that only negates opposing buffs. I'm really excited to play around with all these concepts.

    The Cards

    Token:

    Thesis Work: A conditional 1 mana draw. Allows you cheap draw power but not being busted every single turn.

    Waking Nightmare: A cheap but sticky minion that allows for turn 2 or 3 buffs in a class that banks on it. Also presents a question of removal, if they lack information on your hand as to whether or not you can buff it.

    Diagnose: Tracking's in basic, this uses a similar mechanic. Designed with the general power increase of DH basic in mind.

    Delusion of Grandeur: It's Lightning Bolt for a minion buff. The Health gives minions the option to actually trade, with the caveat you can't buff your hero instead like old Rockbiter Weapon.

    Sssshhhh....: I have to check the number of S's and H's each time I type it... A synergistic Frost Nova. Basic sets copy spells so I'm ok with the similarity.

    Haunted Aristocrat: You can't put Deathrattle in basic, so this is my representative sticky minion. Seeing as Yeti wouldn't see play today, this is what I and a few others believe is balanced at these costs. Great for curving out Hero Powers.

    Dreamform: You ever wanted to just punch something really hard? Go right on ahead.

      Sleep Paralysis Daemon: So Sleep exists as a mechanic in Hearthstone, but it's only explored on a single Ogre from Uldum. I seek to correct this. The issue is, all minions wake up at the end of the turn, as far as my understanding of the game mechanic goes. So, the sleep effects I have implemented often have conditionals. Daemon will lock down a minion in the early game, and in the lategame after you have Taunts up. The Aberration tag isn't important to mechanics at the moment, but it is a species tag in WoW. Assume betentacled creatures in HS would be Aberrations in the context of this class for now. If it ever becomes important I'll make an actual list.

      Groupthink: This card emblemizes the small buffs that Somnologist likes to abuse for it's keyword, in hand or otherwise. This can smooth out your curve for playing a minion and a Shrink buff the same turn. The class has larger targeted buffs as well.

      Mind into Matter: The ultimate polymorph. Remove a minion, or if you're strategic, a weapon. Psychologists are great at disarming people like that. This class lives and breathes in strong, anti-resurrect single target removal options, and later on some spells and minions that will spread that love around.

    Fun stuff coming later....

    - 4 mana 4/4 minions... with a secret attached to them.

    - Adding Dream cards... to your oppponents hand (With a twist!).

    - "Replace your opponent's emotes with the Concede button."

    - A spell that condenses all enemies into one... for a turn.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One
    Quote from AnarchistMurloc >>

     

    Hero: Naga Sea Witch

     

    Hey uh, this is literally just Sea Witch from a few contests back. You probably didn't intend to just use the same concept, but the deck manipulation element was the whole core of the class. Also, the guy who made Sea Witch Co-runs these nowadays and also made the cardback from scratch, so it feels a bit tacky to just do what won before.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    Hey I wanted to pass this off for use because I'm building a different cardback for my class this time. Go wild, it's fair game. I can send you the originals if you want to edit it for yourself at all too.

    {{CCLASS=warden8135}}

    There's some more tools and card borders here.

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Final Phase, Discussion

       Hey guys, I like to keep my head down on forums but this seems like a good time to speak up. So first off, there were inconsistencies about how we were informed about votes. It was certainly confusing at times. However, I don't think we can accurately use any weeks where it wasn't polls for a cumulative vote. The system they use to figure out votes for forum upvotes is notoriously difficult to balance; If you look back on some of the old polls (I used to post to the weeklies years back, this account is a throwaway because I don't really play HS anymore) there was always a massive surge in votes on posts made very near the beginning of the week, hence the formula. I'd suggest that if we want cumulative votes, we have to throw away those results; considering how small the overall number of voters is week to week, the issues with the way votes are given and even tallied for week one will likely have an effect on the overall winner.

       That being said, I'm back and forth on cumulative voting at all. On the one hand it can bring through advantage or shore up a bad set, on the other it can damage you if one week you had a rough post. I think though I'd be fine with either.

       @Klipce and @McF4rtson, maybe we should just partner Klipce and Artimex, and then they can make their own decision about who goes forward. At least then whoever goes forward, there will be no confusion for the other posters. I do respect your position Klipce, I hope that you come to a decision you're comfortable about after a decent conversation of points between the entrants.

       All the discussion aside, congrats to the final four! I had fun making cards in complete silence, and I think every entrant has really put their best foot forward and it shows. And I'll do my best to make my card for Ninja fun... and probably a pirate.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Three, Submission

     

     

    Chronobandit Stickup Set

       Everyone's got a first heist. Well... Temporally, a lot of Chronobandits have done crimes before their firsts, but thinking linearly has never helped against these con artists. The Stickup set fleshes out the mechanics of Chronobandits, the bullets in their bandoliers if you will.

    For quick recap, Rewind triggers after the first minion has died and the conditions are met or the spell has been cast. It creates a secret style puck on your hero in the vein of a Secret, Quest or Side-quest.

    The Rest

     

    TOKENS

     

     

     So you know, this class will drop during Witchwood with a Witch Hunter/Petty Robber theme. 

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase Two, Submission

     

    Chronobandit Stickup Set

       Everyone's got a first heist. Well... Temporally, a lot of Chronobandits have done crimes before their firsts, but thinking linearly has never helped against these con artists. The Stickup set fleshes out the mechanics of Chronobandits, the bullets in their bandoliers if you will.

       So Rewind is designed to simulate the time travel aspects of Chronobandit, effectively giving cards a second trigger. Rewind is a one-time activation, and any cards awaiting their Rewind are, for clarity to the player and the opponent, displayed in Secret-style circles around the Hero. This of course gives you the usual five circle limit, but most Rewinds aren't too far from being replayed. Rewind spells form their circles after play, and Rewind minions after their deaths. 

    Rewind Cards: 

    • Bootviper rewards the discard archetype which you'll see soon. A recurrent little serpent that gives an aggro deckstyle a kick in the butt.
    • Time Out of Joint is a punctuated Arcane Intellect, slower but more efficient. However, your baseline Hero Power isn't the most accurate, so this is far more powerful in a deck that takes the time to upgrade their Hero Power.
    • The Drifting Duelist will shoot down all your opponents, but he may need some time to reload. The Duelist gives you plenty of value over time, but over time is the name of the game. Flavor wise he uses the ones and sixes that build parts of the class identity, for the bullets and chambers respectively.

        Reload, reload! Sometimes you're so in the heat of the heist that you throw out perfectly good bullets so you can slap even more perfectly good bullets in your chamber. Hell, maybe you can just reach back in time and grab a few of those throwaways back! Chronobandit has a subtheme of full hand discard, often for card draw, and a few high-cost cards that you can ditch for quick benefits if you don't think you'll ever get a chance to play them.

    Discard Cards:

    • Molten Rangefinder functions either as a Swipe equivalent or if you're desperate, just an AoE. Utilizing cards like Make an Example and Abandon Timeline! from the base set, you're guaranteed to wipe your entire hand, so this will be on tap if you need it to be.
    • Infinite Oppressor gives you the sort of design ethos behind the discard cards in Chronobandit; More expensive options that you can lose if you need to. It also gives you the lore side of Chronobandit; While it's kind of just fun and playful bandits and time travel, I will put some WoW lore in here, as the Infinite Dragonflight represent sort of the ethos behind these temporal robbers. They're all about taking whatever, whenever.
    • Make an Example gives you an end of turn removal that bolsters a larger hand Chronobandit. It gives your discard triggers a fun little time in the sun as well.

        How quick can you fan the hammer? Chronobandit deals 1 damage, a lot. Every bullet they put outs worth one, and they have a lot of bullets. Their minions, their spells, their weapons. Enough talk, let's see some ones.

    One Damage:

    • Arms Dealer makes any of your cards that deal 1 damage do it an extra time, bolstering aggro and tempo playstyles. You can always use a few more bullets or a few guns. Just don't ask where he got them.
    • Crackshot Criminal is a fairly generic minion that gives you more tools in your deal 1 damage toolbelt, and allows to decide about whether you want to fight a 3 health minion or push face. Always helps to have a man on the hill to keep the heist on track.
    • Pre-empt is a defensive option, but Chronobandits only undersstand fight or flight; Hence, shoot first ask questions later. It's a Frost Nova on Token boards and an Arcane Intellect against the greedier opponent.

     Oh, and one more thing...

    LOOK OUT BELOW!

    • Orbital Bounce uses a fun little system to keep your opponent aware of where we're dropping; If just drops a shadow in the location the minion was when "Bounced." A delayed two for one is always fun. The Stickup set is all about train robbery and space/time shenanigans, and making a flashy entrance by teleporting a sheriff three miles up? Classic.

     TLDR;

    The Rest

     So you know, this class will drop during Witchwood with a Witch Hunter/Petty Robber theme. Callbacks...

    • Fist of Jaraxxus gets major yoinked for both Infinite Opressor and Molten Rangefinder. This was my callback mechanic.
    • Bootviper is both a Snake in my Boot reference and a callback to Pit Snake, also the classic Empty Hand Hunter which never worked out but was fun while it lasted.
    • Infinite Oppressor is the dragon that every single class has... which Blackrock Mountain started the trend for.
    • Molten Rangefinder is Molten Rager.
    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase One, Submission

    The Chronobandit

       You've not seen the Chronobandits, they've made sure of that. Your time wasn't worth robbing. They roam epochs and eras, guns akimbo and ablaze. They deal damage in several increments of 1 damage, they draw like the end of time isn't creeping onto their heels and they have no way to heal. Chronobandit is a class with heavy draw and pre-emptive removal, making use of 1-Attack weapons, discard, cards that replay themselves on conditions and most importantly, 1 damage. Chronobandit deals 1 damage. A lot. So be ready to step beyond the bounds of the timeline to alleviate the riches of, well... everyone.

       Griv "Warpshot" Delvar is a grifter and gunslinger from far in Azeroth's future. Some Chronobandits say that he is the anomaly from which their order was formed, others say he joined more recently than anyone else. Paradoxically, both may be true, and neither. He sets himself apart from the other outlaws with his preternaturally quick firing arm and his frugality; If he's spending his spoils, noone knows when it is.

    Basic Set:

     Explanations and Minutiae:

    • Doesn't the damage before attacking break the attack? So there is a single ingame example of attacks with a damage calculation beforehand, that being Truesilver Champion and Blackguard. As it stands, that sets a precedent for the attack not going through and the durability not being used. However... when Lifesteal became a keyword Auchenai Soulpriest was changed to not immediately kill you, so I suspect the same tact would be used here. When you attack, the damage will be dealt and even if that kills the target, you've used the attack for the turn. You do not take any retaliatory damage if you only dealt the one damage and killed with it from cards like Epoch Rustler's Sidearm and Boomstick Bandit.
    • Does anything shuffle Time Cop's ordering? So there's not much information on how deck stacking works on Hearthstone, it doesn't show up much. But, if you somehow shuffle a card into their deck, it will shuffle the whole deck. Is it likely? No, but it could happen.
    • Chaos Theory but my deck has 29 weapons? One draw, and it's a weapon.
    • Warning shot but I'm not packing heat? The spell will trigger any of your cast/play effects, but do nothing. It cannot draw if you don't have a weapon.
    • Where we dropping? All plans are Witchwood.

     

    Posted in: Fan Creations
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