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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]

    @Laurendor

    Thanks for the feedback!

    I had planned similar effects for Classic set. I wanted Base Set to be as simple and core as possible, with straightforward and tame effects. Clairvoyance was meant to be a trade-off version of Tracking, keeping in flavor with the future-seeing theme. I didn't want it to discard something, but rather just "see the future".

    I understand the Legendary-feeling criticism. Though, I'm not sure of any instance in which you'd want to remove the weapon yourself. I don't think the opponent would want it gone that badly either. I'll think about a more elegant means to change it. Thanks a lot!

    @Hurien

    Sad to hear you're not enjoying the time-related theme, though that was my main goal with this class as a design challenge; I wanted to play in that design space. I feel the trade-off of it being slightly better against secrets weighs out with it being not doing anything most of the time. It feels weird when you say the Hero Power and time-tinkering takes away from the class when it's sorta the core of the class... Hopefully I can change your opinion on how you feel about timer related cards with this class. :)

    Lucky Pocket Watch and Bronze Whelp are fairly boring cards, aside from their time-tinkering, I concede that. But my entire intention with these two cards was to showcase the floor of this theme. I recognized that this theme couldn't be too rampant and as such I wanted less powerful, near negligible versions in the base set. 

    I totally agree with Fastforward. Couldn't make it any minion for similar reasons. Bigger Chronomancer minions will be cognizant of this card. I also agree with Doubletime, though I'm not as concerned since there's a fairly similar combo in Shaman for 1 extra mana and that's in a class with aggressive tools whereas this class is by no means aggressive. 

    Thanks for all your feedback!

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

    Here's a mock-up submission. It's not my final, but pretty close. Would appreciate feedback of any kind! I tried to keep the cards fairly safe and basic, in an effort to showcase the class's core themes and mechanics.

    The Chronomancer

    The Chronomancer class deals with time. Typically this presents itself as tempo or other board-based advantage, but I wanted to play around in the actual time design space we've had with cards such as Nozdormu. Speaking of, the class also has access to Dragons and Dragon-matters themes due to WoW lore's Bronze Dragonflight dealing with time. The class cares about the time in your turn and also the status of the rope burning. The class also has some access to Freeze and Windfury as means of representing manipulation of time. Chronomancers lack in the removal department, having access to bounce (return to hand) effects but failing in permanently removing minions. Due to the Dragons in the class, Chronomancers are able to deal damage, but at inefficient costs and at lesser quantities.

    The Chronomancer Hero Power works similarly to The Monster Hunt's Toki Time Tinkerer's Hero Power; instead of returning to the start of the turn, you return to just before your last action. For this, action is defined as something you had voluntary control of, i.e. playing a card, making an attack, using a hero power, etc. When you've used the Hero Power, it becomes used for the turn. Going back doesn't refresh your hero power, though it can be refreshed with other effects as most hero powers. With this, Chronomancer's are able to navigate RNG a little better, and so they have some RNG splashed throughout their cards. Time may flow, but nothing is certain.

    Example Cards

    • Bronze Whelp: One of the smaller dragons Chronomancer's can call forth, Bronze Whelp showcases the class's ability to gain advantage out of time itself. While the rope is burning, Bronze Whelp costs 0. Effectively, this is a slightly stronger Wisp. It may not find too much competitive play, but it does well at introducing the presence of Dragons and the importance of time to the class.
    • Rewind: Rewind is likely Chronomancer's most iconic spell, simply bouncing a minion back to the hand. This is the sort of removal Chronomancer's excel at. Permanent removal is difficult and damage (such as Dragonflame below) isn't very efficient.
    • Freezetime: Chronomancer's aren't well versed in the elemental magics, but with the help of some wordplay, they can stop everything from moving. Some time spells are hard to concentrate toward a target, so you'll see a lot of Chronomancer spells affecting ALL characters.
    • Fastforward: The flipside to Rewind, Fastforward can get a minion onto the board sooner. It's difficult to balance such an effect for all past and present neutral cards, and as such I've limited this ability to class minions, which can be much more manageable to balance. If you don't like what you dump out, use your hero power and try again!
    • Breaktime: There's been a pattern of spells with the naming convention of "X" + "time". Breaktime is a bit of a pun as playing this card will result in you taking a break from casting spells with the steep cost. This spell is inspired by Crackle's random nature. Don't like how many you drew or what you drew? Press that button and go back!

    Remaining Cards

    • Lucky Pocket Watch: This card doesn't do much, sure. Though, it introduces the theme of turn-length tampering in a basic manner. This will be expounded upon with the Classic set. Also important is that Chronomancers don't get too many weapons with attack, more so just timepieces with supplemental abilities.
    • Doubletime: It's temporary Windfury for any character! Really just a flavor card. Chronomancers aren't huge on physical combat, but maybe your Dragons will take a liking to them.
    • Clairvoyance: Simple filter spell. Tracking without the FeelsBadMan. Plan your actions with knowledge of your draw for the following turn, like a true Chronomancer.
    • Timekeeper: The product of Sorcerer's Apprentice and Pint-Sized Summoner combined. One of the ways to have time manifest through gameplay is cost reduction. Reducing spells can be a little strong, so just the first one should do you good.
    • Dragonflame: Ah yes, the Dragons can deal damage. 6 mana for 6 damage is a much more disappointing Fireball but I feel it is necessary to have a class have things it can't do well. 

    Last Phase Submission

    Here's the Phase I submission. 

    Well there we have it. Thanks for reading through!

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

    For this competition I wanted to try my hand at delving into design space that isn't usually touched. The cards from the Taverns of Time event were some of my favorite in recent memory. I thought it would be a nice design exercise to try and implement some of those themes and mechanics into a class that could be used alongside constructed gameplay. With that I present...

    The Chronomancer

    The Class

    The Chronomancer class lives within the area of design that affects the game in unusual ways. That is, many of their abilities aren't necessarily about value or tempo, but more so turn restraints. Consider a card such as Nozdormu from Classic; it makes you play the game in a very weird way. That's similar to how some of the Chronomancer cards will function. Here's a brief abstract of things the Chornomancer class likes to do.

    • Removal - Chronomancers get removal, but not by killing things. They can return minions to hand, or remove them from the game as if they never existed. I'm using the term "remove" as not a keyword but a game mechanic such as "destroy". Consider it similar to other games' usages of exile, banish, remove from game, etc. When a minion is removed, they're just gone from the game. They do NOT trigger deathrattles or any abilities that trigger when a minion is destroyed, nor do are they considered to have died for abilities such as N'Zoth.
    • Fixing fate - Chronomancers get to mess around with RNG in a way other classes don't. Other classes have to accept the outcomes of their decisions, Chronomancers get another chance. With their Timewalk hero power, Chronomancer's can make better use of their RNG.
    • Chronomancy - And of course, Chronomancers get to play around with time! This tends to happen at higher rarities and at smaller volumes, but the Chronomancer class can have access to abilities that warp the time it takes for player's to take a turn, or our perception of time itself.

    Also, due to the implications of WoW lore, they do get access to Dragon-matters themes.

    The Hero Power

    Timewalk is a smaller version of Witchwood's Toki, Time Tinkerer's Hero Power, Temporal Loop. Instead of restarting your whole turn, you go back to just before the last action that you made. Actions can be defined as playing a card or declaring an attack. These are things you actively and consciously made the decision to do, not things that trigger as a byproduct of an action. With that being said, this will also jump back to before those things are triggered, so you can use this to check secrets or fix RNG like you could with Toki.

    The Cards

    Rewind and Flash Forward are the most basic spells of a Chronomancer, as such they'll likely be in the basic and class card pool for the class. They demonstrate the extent of a Chronomancer's removal abilities in a simple and direct manner, you can return a minion or remove them.

    Bronze Skyrazor dwells within the RNG fixing area. It's a fine rare minion, 5 mana 4/4 that deals 3 to a minion at random. With an extra two mana for the hero power, we can try our luck again at hitting the right target.

    Chronovore is another fine minion, 4 mana for a 4/5, but it takes away the rope, visually. Players do not see the rope burning. Chronovore doesn't affect the length of a turn's duration, but rather our perception of it. Nozdormu the Timeless allows the player to take a longer turn, while also shortening the opponent's next one. This doesn't offer any sort of in-game value or tempo, but explores a new way to affect how player's play. Take note that if you somehow had an extra turn granting effect on the turn you play this Nozodormu, that extra turn will be halved in duration.

    Posted in: Fan Creations
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    posted a message on New Warrior Card Reveal - Spirit of the Rhino

    Peter Whalen confirmed it works with minions with rush.

    Posted in: News
  • 9

    posted a message on New Warrior Card Reveal - Spirit of the Rhino

    Peter Whalen confirmed this works with Boomship.

    Posted in: News
  • 1

    posted a message on New Card Reveals - Ticket Scalper, Heavy Metal!

    It was confirmed in a tweet that Overkill only works on your turn. So you have to be the one killing.

    Posted in: News
  • 0

    posted a message on New Warrior Card Reveal - Omega Assembly

    A 1 mana draw 3 random mech minions on Turn 10 is by no means enough to push a lacking class to being tier 1. 

    Posted in: News
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    posted a message on Upcoming Hearthstone Rule Changes - Copy Cards, Transform, Shadowboxer Nerf & More

    Pre nerf: Shadowboxer with Lifesteal attacks any minion or face. Lifesteal triggers, healing you for however many. This triggers Shadowboxer, dealing a damage. This damage triggers Lifesteal. This Lifesteal triggers Shadowboxer, dealing a damage. This damage triggers Lifesteal... So on and so forth.

    Though I think if you are at full health as the Shadowboxer owner, you cannot OTK because you're no longer healing. But if for some reason you're at 1 Health and you have a Shadowboxer with Lifesteal, then you could in theory do the full damage.

    Posted in: News
  • 0

    posted a message on Upcoming Hearthstone Rule Changes - Copy Cards, Transform, Shadowboxer Nerf & More

    The Chameleos and Voodoo Doll stuff are just bugs, not how it should actually work.

    Posted in: News
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    posted a message on Upcoming Hearthstone Rule Changes - Copy Cards, Transform, Shadowboxer Nerf & More

    Like you said, C'Thun buffs are global and not individual. That's the intent of C'Thun and it was designed as an exception, it should give you a fully buffed C'Thun.

    On the flip side, I would imagine that if your opponent uses Thoughsteal or something to take a C'Thun from your deck, it would be a 6/6 C'Thun or a C'Thun with stats corresponding to your opponent's C'Thun buffs because the C'Thun buffs are once again global with respect to a player.

    Posted in: News
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    posted a message on Weekly Card Design Competition 8.03 - Submission Topic

    Mirror, mirror on the wall... who's th-AGGGGGHHHHHHHHHH!!!

    Posted in: Fan Creations
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    posted a message on [74%+ WR] New Control Warrior - Legend

    Wouldn't go to Day9 for actual insight and gameplay tbh

    Posted in: [74%+ WR] New Control Warrior - Legend
  • 0

    posted a message on Weekly Card Design Competition 7.18 - Submission Topic

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.14 - Submission Topic

    "You sayin' I'm too weak to pick up the Sun with these bare hands!?" - Famous Last Words

    This destroys the opponent's deck if at the start of your turn they have the same number of cards in both their deck and hand. This gives Control Paladin a different approach to the end game. Paladin's had some unique control options (i.e. that new Loatheb-on-a-spell or Uther Hero) so this effect seemed like a good fit in this class.

    The flavor behind this card is that it punishes the opponent for drawing too many cards and rewards you for being able to drag the game out. If they have, say, 10 cards in deck and hand then they messed up big time and this just closes it out. On the other hand, if they have 1 card in hand and deck, then they ALSO drew too many cards and are now on their last leg.  This doesn't out right win you the game, but it helps you close it when you're already in an established position as the Control Paladin.

    When is this card most practical? It's hard to get it off 10 because it's unlikely the opponent will leave 10 cards in hand when ending the turn since they'll over-draw.  Some where between 9 and 6 is decent value for this. Anywhere at or below 5 is fine, again it closes in the game like it's supposed to.

    Legendary Secrets are an interesting design space. This card most of the time only works once, so you would rarely want the second one. Consider though that this can be a pretty strong effect so having some sort of draw back on this card was necessary, especially since it has flexibility from being 1-mana. The Legendary clause worked for this by limiting the number of copies you could run and in turn lowering the consistency of drawing it. Though these are minor drawbacks, or rather drawbacks that you don't mind in Control Paladin, since you're gonna be trying to draw the game out anyways (so you'll likely find this by then) and also because Control Paladin tends to be tight on room, so being forced to play just 1 if you want to play it works out some tension that otherwise occurs with non-Legendary cards (which is a real concern in design, player satisfaction whether it be conscious or subconscious) .

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.12 - Submission Topic

    A RAIN OF ARROWS!

    Finds good use in aggressive hunters as well as in more control oriented builds. With the right set up it can be a 10 mana 11 damage Hunter Pyroblast. Chose to give it Deathrattle over Battlecry in order to give you the flavor of having to actually use the bow to get the damage.

    HINT: BLACKWATER PIRATE OTK.

    Posted in: Fan Creations
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