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

    Warlord

        Warlord is a class built on combat. The roaring cries and clanging weapons of the Iron Horde, untainted by the blood of Mannoroth, give way to the thronging armies of Orcs that fall under the Warlord's banner. The Warlord is forged in combat, but is not a slave to mindless combat; They think ahead, prepare themselves not for the next victory, but the most important one. They amass permanent boons and fortuitous allies, all while making tentative strikes into their enemy's ranks. Raise your axe. Raise your banner. Raise your war cry. It's time to become a Warlord of Draenor!

     I hope you enjoy!

     

     

     

    Posted in: Fan Creations
  • 1

    posted a message on Class Competition Number Eight

    I voted Yay, but I would point out that Expansion comp might be interested with the new core set. Hell, if we're crazy we could do a core set competition. Either way, I'll be there.

    Posted in: Fan Creations
  • 1

    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
  • 3

    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
  • 1

    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
  • 6

    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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