I'll keep the results from Poll 1 hidden until Poll 2 finishes. More fun that way :^)
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McF4rtson posted a message on Custom Class Competition #8 -- Voting Thread #1 | Week OnePosted in: Fan Creations -
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JeanTheMedicRat posted a message on Custom Class Competition #8 -- Submission Thread | Week OnePosted in: Fan CreationsThe Scaleborn
Heritage Cards:
Born of love unnatural, of both man and dragon, these knights inherit powers of the 5 dragonflights within their very blood. With a family unlike any other, they rush into the fray, not giving the enemy any break. A ceaseless charge of a well aimed and prepared horde of dragons and riders, the apex of aerial combat.
Core Themes:
- Dragon Ancestry: From being able to partially shift into a half dragon form, to using the full power of the magic granted to the dragonflights by the titans, Scaleborns show a unique combat style of merging knightly cadence and tactics, with the raw power of a charging dragon from above.
- Family: A scaleborn has the weirdest and most interesting family tree of anyone in Azeroth. Some of the cards will show these core theme of family, and the self discovering journey you will take to discover your real ancestors.
- Swarm Tactics: Unlike the dragons we've seen before in hearthstone, Scaleborns take them to a new, aggressive level, focusing on Attacking Synergy and proactive mechanics.
- Tactics and Plans: The Hero power and connected Heritage cards let you plan ahead and empower your minions before playing them. This keeps true with other cards that prepare the field in advance, so when your flight finally descends they are in the best conditions for the win!
Strengths: Weaknesses:
- Sustain and stickiness due to Heritage cards ● Recovering a lost board
- Card Draw ● Late game threats
- Wide Boards ● Unconditional board clears
- Strong Buffs, but held back by RNG and delays. ● Family Gatherings >_>
- Adaptability and Tools for any situation
Showcase Cards
- Adopted Whelp is the ideal turn 1 play of the class, similar to Northshire Cleric, Wailing Vapor and (old) Mana Wyrm. It lets you gain an immediate impact for playing Heritage cards, doubling their effects in a way.
- Dragonshift is another delayed but powerful buff. It also gives you 3 Attack this turn, acting as a removal option as well. Scaleborns will have other Dragon transformation effects, all giving them temporary Attack boosts with additional bonuses.
- Unleash the Whelps! is the most important card of the Basic Set like Fireball for Mage. Runs Parallel with unleash the Hounds, but it is intended to control the board instead of going face. This cards is the main enabler of all the Attacking Synergy cards within the class.
Rest of Basic Set
- Dragon Queen's Enforcer and Heat of Battle are cards that set the tone of Attacking Synergy within the class. The obvious and intended card to combo them with is Unleash the Whelps! but Scaleborns will have other ways to generate large boards and attacks with their minions.
- Family is a core theme of my class, and i think everyone knows about that cool and weird uncle you only see at family gatherings and holidays trope right? :D
He will give a random Heritage to each minion you summon, meaning gaining one of the Keywords. - Onyx Twins are another family themed card that also plays in the Attacking Synergy by giving you 2 Rush minions.
- Drawing is one of the class' strengths and so here we have two similar cards but with very different purpose. Spread Your Wings gives Rush to anything it draws and lets you get that minion into the fray right away, enabling Attacking combos with cards such as Heat of Battle.
- Mating Ritual is more value oriented however, refreshing your Hero Power, thus generating you another Heritage card this turn. Being a tribe specific tutor also lets you draw a certain minion for special combos. Dragons be horny man.
- Due to the card generation of the Hero Power, the class has easy access to big hand synergy and that aspect will exist in some of the cards.
Tokens:
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Ardin427 posted a message on Custom Class Competition #8 -- Submission Thread | Week OnePosted in: Fan CreationsThe Winglord
Clean up yer deck slots lads as the famous Winglord - Commander of Gryphon riders - Kurdran Wildhammer and his loyal friend and companion - Sky'ree are making their way into Hearthstone and are taking command of more than just gryphons, with your help, of course.
Sky'ree herself (Token):
Showcase cards:
Wandering what more is in store for this class, including the rest of the Basic Cards? Then check this spoiler bellow:
Themes and card:
1, Sky'ree - Hero Power
Kurdran counts on his loyal companion to fight as one - as such some cards of the class will work to buff Sky'ree while also being somewhat powerful without her (to be playable through random in other classes, while under pressure or with Finley gameplan). This unique cooperation allows the class to posses a different playstyle from all other classes. These cards will be unique for each gameplan as some will work best in control deck while others will support aggresive strategies.
2, Beast synergy
Not every situation fits Sky'ree and as such some of the cards will work with any Beast and not just her. The power lever of these cards will however take into account how easy and reliable it is for Kurdran to get a Beast.
3, Beasts
As the point above stated some of your cards require Beasts in order to reach full potential and Winglord does not relly only on neutral ones but also has some of his own.
(Also a token for Aerial Support card showcased above.)
4, Lightning Magic
Gryphon riders are able to channel the magic of the storms so they share a little bit of similarity with Shamans there.
5, Other cards to complete the fantasy
So what do ya say lads and lasses? Shall we take to the skies?
Edit: Sorry I had to edit the post as, for an unknown reason to me, a large empty space appeared between Hero Portrait and the rest of the text.
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Screwjank posted a message on Custom Class Competition #8 -- Submission Thread | Week OnePosted in: Fan CreationsThe Scourgelords are among the highest ranks of the army of the Scourge.
Appointed by Kel'Thuzad himself, these powerful soldiers have one thing in mind; spreading death and life after it.
"Once a notable wizard and alchemist of Dalaran, Noth heard the Lich King's call as Arthas and Kel'Thuzad did. He was quick to turn his back on the Light and joined the Scourge, where he believed that real power lay. Noth, more undead than human, is an extremely powerful necromancer with a various array of deadly spells and curses."
Showcase Cards:
This class really likes small minions, especially those with Deathrattle. A new Undead tribe has also been introduced, which I am really excited to expand on. I will quickly break down each of my showcase card choices.
- The Plague: The infamous blight. Created by the Scourge to turn the living into undead soldiers. That is exactly what I tried to capture with this card, by also attempting to tackle this week's challenge. I tried to word it as closely to Twisting Nether and Cycle of Hatred as possible, because this card spawns the 1/1 Skeletons for you and you only. It may take up all of your mana, but best case scenario, your opponent's turn starts against a board full of the undead.
- Flask of Death: As I mentioned earlier, Deathrattles will be a huge part of this class's kit. You have the choice of destroying an enemy minion at a discount for a price, or you will be able to use it to destroy a friendly minion and gain a couple of bonuses.
- Raging Abomination: With all of these small, expendable soldiers at your disposal, you're bound to be able to make a small trade at the start of your turn, which leads to a decent board clear with a fair body.
Remaining Cards:
Tokens:
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JollyCroquet posted a message on Custom Class Competition #8 -- Submission Thread | Week OnePosted in: Fan CreationsCARTOMANCER
Corpse token:
Arcana Ma'jorr, gypsy traveller, fortune teller, wielder of the dark arts, cartomancer and some would even say witch. A woman who has travelled the globe dealing her cards and telling fortunes, now she has come to the hearth to defeat you with her excellent card playing skills. She likes to shuffle, draw and bring in some unique cards to shake up the game, defensive, aggressive and with plenty of combo potential; prepare yourselves, Arcana has arrived.
Themes and unique abilities:
- Tarot cards These cards will be a huge template for tech and synergies in the future, tying together archetypes and game plans. However, you must predict what the future will bring with these as Tarot Cards DO NOT trigger the turn you play them and always the next turn at least. These will be aura effects that need triggering, sometimes they will only be active on your turns, sometimes your opponents and they will have to avoid certain play styles. And rarely but sometimes, they will be active on both player's turns.
- Shuffle and draw Thematically I had to have it. Hopefully these will generally feel balanced without too many possible ridiculous shenanigans however the shuffle will allow for easy recycling to find answers along with possibilities of prolonging your reach to fatigue but also many other synergies with epics and legendaries will take unique twists on the concept of shuffling. The constant draw ability will also bring other strengths and synergies too.
- Buffs and heals Self explanatory, but many gypsies/ pagans don't just go around cursing people but also healing and helping others find inner strength and peace. Let's look at their positives too!
- Deja Vu A unique keyword that will feature in the initiate.
Reshuffle - A great way to get rid of cards that could be sat in your hand for a while and find good answers, also a good way to trigger effects like on Soul Bolt.
TC: Strength - A very powerful buff card of +6 health for 1 mana. However you must actually complete the requirement each turn for a total of 4 (including the one it's played on) It's slow but great for taunts.
Soul Bolt - A prime example of removal the class will have. Not much however 4 damage in total ain't bad and multiple reshuffles or copies of it and we could have an interesting Shotgun Cartomancer deck.
Rest of the cards:
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Klipce posted a message on Custom Class Competition #8 -- Submission Thread | Week OnePosted in: Fan CreationsThe Chronomancer
"Hi, good to see you again ! Or have we not met yet ? I should introduce myself then: I'm Chromie, Ambassador of the Bronze Dragonflight ! I've noticed a lot of anomalies that require my attention in this... inn you call 'Hearthstone'. So I've come to help. Here, look what I can do !"
Fast Forward - Waiting is dumb... I wanna get to the good part now !
Sand Blast - If you think this isn't a big deal, just you wait for the next one. And the one after that !
Bronze Drake - He's not late, he's just early for next time.
"I'm told that to start off here I need a 'Basic Set'. Well, here it is !"
Bronze Drakonid and Sandstorm fulfill the second challenge.
Blessing of the Bronze, Bronze Drake and Protect the Timeways fulfill the third challenge as references to the Bronze Dragonflight and the Timewalkers.
"Also this guy had a whole speech prepared about 'saving all Time from certain doom', blah, blah, blah... We'll listen to that later, now is the time for fun !"
"Oh! Quick, before I forget: Future Me thinks I should tell you about my silly jokes and comments. You can find them here !"
Blessing of the Bronze - Time for a training montage !
Rewind - Sometimes I need to roll back just a little bit. Usually 'cause I wasn't paying attention the first time.
Time Turner - When the last grain of sand reaches the bottom, she's just gotta turn the whole thing over.
New Possibilities - When the future looks bad, just keep looking for a better one !
Protect the Timeways - “Your task is to protect the timeways in the absence of the Aspects. Do you accept this responsibility?” -Watcher Lara.
Bronze Drakonid - He always arrived right after the big moment.
Sandstorm - Oh no, someone messed up the flow of time, again !?
"Well, that's all for now folks ! I see I'm a little early here, I can't wait to see everyone else around. See you last- no, next time !"
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McF4rtson posted a message on Custom Class Competition #8 -- Discussion Thread | Week OnePosted in: Fan CreationsCurrently at work, but I will be sure to go back and give feedback to those I skipped over.
@laurendor: yep a healing card is on its way, just need to think of a good one. The entire class is based on wow lore, I am doing an Aqir/Qiraji/Nerubian/Black Empire class
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linkblade91 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Final Poll #2]
Welcome, one and all!
Well, half of you anyway. There's a little too many of you for one poll, so it's split into two groups of eight. The results of the polls will be combined to determine who is moving on - as such, you won't be able to view the results for this poll until the second poll has ended!
Good luck to everyone who has made it this far - I feel like I'm constantly saying this, but you guys are just so damn good at making compelling classes, I can't predict who will win, or who I even want to.
THE LICH by linkblade91 (post #3)
THE ARCHAEOLOGIST by Pircival (post #7)
THE BOTANIST by Laurendor (post #5)
THE ALCHEMIST by CheeseEtc (post #14)
THE BUG by SunnoxPL (post #10)
THE FIST FIGHTER by krowski_nall (post #17)
THE BLOOD MAGE by McF4rtson (post #12)
THE METAMORPH by NiRaSt (post #15)
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Woshiwo posted a message on Weekly Card Design Competition 9.12 - Submission TopicPosted in: Fan Creations -
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linkblade91 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Final Poll #2]Posted in: Fan CreationsHopefully everything is correct :/ Everything looks correct, at least...
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Alright here we are, as always feedbacks more than welcome :)
So far I got something pretty much lock down, or at least something I'm happy with, for the Un'Goro set. KFT is still a work in progress *desperation mode on*. I'm trying to reduce the number of Herbs minion in each expansion and adding few minion with Evergrowth.
I made 2 version for the reqrd of the quest, i personally prefer the poisonous Hero instead of the board clear one. Also not sure about Resina, Sapmother...
UN'GORO
Adding Cards to your Hand, Poisonous, Elemental/Herbs Synergies
KFT
Lore: Dreams and Valithria,
Healing, Lifesteal, Resummon, Silence
The rarity of the cards is a bit random at the moment...i'm just afraid I'm focusing to much on the "sleep/dk theme" than the botanist one...
The Yseralide Seed stats will change based on the current Evergrowth that's why i wanted to have it pretty weak.
The Spring Revival connect to the previous expansion, gaining strength on the number of cards held.
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Why we never spoke with minerals before?
Token
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I agree with linkblade I like much more the new Legendary card!
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THE BOTANIST
A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are a protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life force in order to unlock their hidden power. A Botanist seek out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed in powerful reagents. Cultivation is the Hero Power of this class which will allow you to add to your hand a powerful Seedling with the new keyword: Evergrowth .
N.B. The Hero Power has been balanced since Phase I & II to be more balanced and easy to understand, it now add a minion to your hand instead of summoning it straight away, please read the Evergrowth section of this post for a complete overview.
STRENGTH & WEAKNESS ( Challenge I)
The Botanist needs time to build up his strategies and is likely to win in the later phases of the game. Grow up a strong and luxuriant garden required patience and sacrifice and a small dose of luck to be able to benefit from the full potential of the herbs. In the board this translate into a slow gameplay, weak in the early stages, characterised by a lot of passive effect which will enhance in time the performance of the Botanist. The botanist works well with zoo and tempo decks.
Strength
Weakness
EVERGROWTH
The Evergrowth is a buff (+1/+1) shared on the minion with Evergrowth on the board and based on the Evergrowth power indicator. When not specified, Evergrowth on the body of a minion means Evergrowth+1 (+1/+1) so in normal situation the maximum Evergrowth is fixed to +7/+7 (assuming seven minion with Evergrowth on the board and 7 point on the indicator) but this number can change in some occasion (ex. A minion with Evergrowth +2 ). The Evergrowth always start from 0 and goes to 1 soon as a minion with the keyword is played. If a minion with Evergrwoth is destroyed, the indicator will lose 1 point (or more according to the keyword on the body of the minion).
At this stage only minion on the board can increase the Evergrowth power, with their presence or with a battlecry ( Sol, Singing Flower ).
To keep track of the current power of the Evergrowth I thought about a small indicator just under to the Hero Power to show to both players what’s the current number of the Evergrowth . This feature will also help to quantify the Evergrowth power for any other card that interact with it (ex. Buds Channeler ). The cards with Evergrowth also will looks slightly different once played and on hand to show the buffed stats of the minion: the health and attack crystals are green, like the indicator and the minions share a green aura. Hopefully the following scenario will help you to understand how the Evergrowth mechanics works:
EXAMPLE CARDS
Token
Tokens Basic Herb
REMAINING CARDS CLASSIC SET
Tokens
Do not disturb the serenity of the Greenhouse. Failure to do so will result in termination.
Who wants to live forever?
BASIC SET
Botanist - Phase I
Botanist - Phase II
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So with the new challenge, is this card ok?
otherwise I will work with something else I got in mind
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thoughts?
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I think it could work. I was working my legendary around the hero buff as well. (feedback welcome)
My Keyword is Evergrowth: The minions have +1+1 for each minion on the board with evergowth
I thought about boosting this mechanic giving the Hero a permanent Evergowth bonus, in this case is a + 2 which means that if you summon a minion with evergrowth it will have a buff of +2+2 regardless of the minions on the board with the keyword.
I think is a bit too cheap a this stage, stats aren't great but the buff is good...so I'm not sure if i should put it at 6 mana or more. I was also thinking to adjust the battlecry with "If you control an Herb, give your Hero Evergrowth +2" which will make it a bit more difficult to play.
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@Omerqu
this are my thoughts which my be wrong so just take it as a personal feedback
I prefer the light version of the angel so i think you should go ahead with that idea. It might be hard in the future to focus only on the Holy side and stay away from Paladin an Priest but i do think it's more original than the dark angel archetype. Also Wow and blizzard in general offer you plenty of ideas about that that you might use or not in the future sets: Anara, all the angels from diablo...
Anyway, you you wanna rework the Hero Power ad make it easier and less complicated what about something like this?
Destroy a minion. Resurrect the last minion you destroyed.
Destroy a minion until the end of the turn, then resurrect it.
You still gonna kill a minion but to do it again you will have to re-summon the previous one you destroyed and that can be use on friendly or enemy minion.
You can always play with that in the future or with the other card...for example you can make a spell that block any resurrection, or reset the hero power or why not summon the minion on your side of the board instead of the opponent one. I just did a quick example to give you random idea... I do like some of you cards, you shouldn't change the all concept only to adapt the hero power.
Obviously do not follow stats, cost, names or whatsoever. Just random thought trying to be helpful :)
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THANK YOU BLIZZARD TO AVOID PINEAPPLE ON TOP!