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    posted a message on Weekly Card Design Competition 5.17 - Submission Topic

    This effect is overridden by Barnabus the Stomper if you manage to activate him.

    Notable targets for this card include; Twilight Drake, Faceless Shambler, Big-Time Racketeer, and of course Elder Longneck's more powerful cousin, Magma Rager.

    Posted in: Fan Creations
  • 3

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Submission

    Come my child. No need to fear. The spirits are friendly around here. This forest is mine after all.

    I am the Enchantress. And so are you...

    Do watch yourself child. You have no doubt noticed the lights that dance around. They are my power. And my protectors. Few who enter can resist their charms. It helps us survive. We are known for being hard to find after all.

    Playstyle and Lore;

    The Enchantress is a defensive focused class with two main aspects, both of which are shown within the Hero power. The first is the protective aspects. Unlike Priest and Warriors whose defensiveness comes from their ability to negate the effect damage, the Enchantress is much more elusive in nature, using a variety of spells, effects and secrets to proactively guard against damage dealt to both themselves and their minions, and to weaken the opponent. In a pinch, the Enchantress also has a lot of ways to make up for lost ground by filling the board.

    The second half is the class focus on Spell Damage, but not in the conventional sense. For the Enchantress, spells that are actually able to deal damage are both rare and hard to procure, so Spell Damage is used in other ways. Various minions and spells have effects that scale directly with how much spell damage you have, and some of the more advanced cards will give you bonus effects if you are in control of enough spell damage when you play them. 

    Lore:

    Asha Kalleih, the woman known to most as simply "The Enchantress", is an evasive and mysterious figure. Most of the knowledge of her and her kind is spread through hearsay and rumor. Never seen outside of the forest she inhabits, some claim she might be as old as the wood itself. Her appearances are famously sparce, always seeming to show up in times of destruction, and always ending it soon after.

    The powers of Asha and her kin are as unknown as they are. What is known, is that unlike the Druids that reside nearby, the Enchantress does not merely draw power from nature, their power is nature itself. All the powers of both the forest and the sprites that inhabit are seemingly at her beck and call. Maybe she does in fact control them, or maybe they simply have enough respect to heed her request, but when even the darkest aspects that you can fear are at her command, I wonder if it truly matters.

    (Basic Set)

     

    I see you garnered a few friends along the way here. What? You only see one?  Yes, I supposed you do. I see them. Waiting. But don't worry. When she has enough strength, she will call them just for you. In the meantime, please sit down. You have a long journey ahead of you. I always find a fire can help you to prepare for what comes next.

    Wait... I sense something more. You're hurt, aren't you? I understand. That's why you are here. You want power. More than you had. Very well. I can do that. It might take time, but I can certainly give what you need.

    Card example Explanation:

    Spirit of the Pack: The perfect example of how Spell Damage synergy works in the Enchantress. Played or summoned on its own, the card is really weak, but with a single spell damage, most likely from your Hero power, it turns it into a decently stated minion, and any more that that, and the card can start getting out of control.

    Spirit Beast: 

    Firelight: A cantrip-esque spell that places emphasis having a large amount of minions. On a full board, this gives 7 Health and draws a card, but much more reasonable is to give 2 or 3. It isn't a lot, but it can make your board slightly more challenging to kill in a number of cases.

    Reparation: The only basic card to show a commonly recurring mechanic for the Enchantress: Spell-creating cards. To balance out the effect of having a constant source of spell damage, most of the damaging spells from the Enchantress come from this method: playing a weaker than average card, that then produces a much more balanced spell. In this case, also helping the case of minion survival.

    Reckoning:

     

     Other Basic Cards:

    Discussion:

     

    Sighting: Themed on self protection. A board full of minions now works as an irritating wall.

    Glimmer and Emerald Sprite: Fitting for a class I described as "elusive" the un-keyworded effect appears a number of times. Glimmer works in the same vein as Sighting, except this time it helps protect your minions, and Emerald sprite is just a decent thematic 4-drop.

    Changling Grove: Creation of spells and minions is a common trend within this class, and this card works to create a very specific idea of turning your opponents power against them. The limitation of the card to only target enemy minions is made up for in this case with a small buff built in.

    Mist: One of the very few direct damaging spells that the class has. The benefit you can get from spell damage is mitigated in this case by limiting it to minions and also destroying your board (and thus by extension, likely your spell damage as well.) Also starts to show a slight thematic idea to the class in which the more expensive cards also include dark shadowy artwork in contrast to the lightness of the cheaper ones.

    Night Mother: A high cost card that can swing back lost board presence to start challenging an amassed board, or just dramatically increase your own. In turn it provides decent synergy with cards like Firelight and Sighting, and a few other class cards whose power is in turn proportional to the number of minions you have.

    Crow Token:

     Silent Lights: Another board filling card, this one producing the same tokens that spawn from your hero power. Mostly to be used as a temporary wall of small Taunt minions rather than having any actual use for the Spell power it contains, as even at it best this card produces 7 stat points, that would require very little cost to clear. 

     (Bonus Challenges)

     

    You noticed that thing did you? Shifty little thing that. I found it during a very dark period of this place. That fog... its always around it. I'd say it doesn't want to be seen, but its doing a pretty poor job if that's the case.

    Anyway, we had best be moving. Its a long way to where you want to be. Luckily, I know someone who can help us. Plus, he's a great singer. If you're ever in trouble, just listen for his voice. He'll give you a hand, one way or another.

    Card Explanations:

     

    Flower Doll: While making minions hard to hit is certainly a theme of this class, usually Stealth is not directly involved. The single exception to this is during the WotOG expansion. In keeping with the dark and murky theme of the expansion, the cards given to the Enchantress are just as murky as the forests that they live in, focusing on themes of shadows, concealment, and just generally dark and scary parts of nature. (A giant spider is involved)

    For this card specifically, the effect is inspired by the "Misty Terrain" move that Florges can use in the games which surrounds any nearby Pokemon in a wreathe of fog to protect them from status effects. Since the only effect to protect from in Hearthstone is taking damage, Stealth was defiantly the way to go.

    Voice of the Forest:

    Forests Song Secrets:

     Secrets are defiantly a part of the Enchantress class. Similar to Hunter Secrets but a lot less aggressive, most of them are based around protecting in one way or another. To that end, the Voice of the Forest produces its own unique secrets, thus making it a slightly weaker form of the Mad Scientist due to the random nature.

    The Secrets however should make up for it, but each one is defiantly biased for uses in a token heavy deck

    Ballad of Strength has the ability to work as an psudo-Explosive Trap, but stronger in the right conditions, Song of Humility is an more powerful Equality, depending on how your opponent plays around it, Hymn of Shelter is weak against aggressive decks, but allows a powerful counter-push (and absolutely breaks "Mist" in Spell Damage decks), and Melody of Echoes changes the Voice of the Forest into a miniature Cairne Bloodhoof, with the benefit of making sure the Deathrattle minion survives to work with. Each secret is also designed to have a radically different trigger condition, meaning that trying to find the right order to secret test may change every time.

     I'm ready to go. Are you ready to join me?

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    Yeah that was my thought too, complete with the cost reduction. I also had a fourth idea, but that one is much better suited to be an epic. Submission should be up in a few minutes.

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    ARRGH! Deadline's approaching and I'm still one card short.

    I've got three quick options for the last spell. Which one do you think is most balanced/suited for the basic set?

    I'm not sure of the cost of any of these; Sprites Aid is trying to find a way to deal damage without getting wrecking from spell power, Firelight only works if you use the board filling cards, and Divinate I was saving for a rare card. Ideas?

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    A desperate last minute attempt to ask about balance for the basic set.

     

     

    And for my Pokemon card and 3 mana (Pokemon) legendary:

     

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    Okay, good to know. That means means that the cards I was concerned about are now good to go.

    Any advice on the other ones I placed up earlier?

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    Okay, I've locked in a few cards with some slight tweaks, (but as a quick question to Asylum_Rhapsody, is the "Cant be targeted by spells" effect acceptable for the basic set?)

    Onto the cards I need to ask about:

     

     

    As I do want some Spell Damage synergy in my basic set, is this simple and balanced enough? (Also would it be too much to make this a Deathrattle effect? I personally would prefer that, but I think that might not be "basic: enough)

    Is this balanced?

     I've bolted down on the number of spell creating cards, but I wanted to have at least one in the basic set.

    Okay, so I lied when I said I only wanted one card on each of the previous subsections.  The second one I'm almost certain is too much, but is the wording on the first version simple enough to count as "Basic"?

    And finally the Pokemon card/3-mana Legendary card. (which also happens to be a Pokemon. Secrets under spoilers)

     

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    Okay, a quick look at my cards, and a few questions to go along with them

    A reminder of my class:

    The Enchantress:

    Hero Power:

     

     

    Basic Cards I have so far:

    Basic Spell that forces minion combat.

     

     An example of a recurring theme of card that produce other cards, mostly for the sake of card balance from consistent spell power.

     One of my three example cards, showcasing both spell making and Spell Damage synergy.

     A card that focuses on a recurring theme of my class. In fact I'm considering simply renaming the effect to "Elusive" for the simplicity. What do you think?

    A simple, basic minion that I showed in my original submission.

     One of the unwritten themes for this class is that every card over 5 mana is going to be dark in theme. Heres an example.

     The third and final minion of the set. One that has decent synergy with the other minion focused cards in the set.

    Will-o-wisps are the tokens summoned by the the class Hero Power. Does this now break rule Number 1 by being classed as a "minion" card?

    I have 2 cards remaining, What parts of a base set would you say I am missing/need to work on?

    Pokemon Card:

    Celebi seemed perfect as a representive for my card. For the record, the "Forest Song" secrets are going to be one of 5 2 mana secrets, each with a different effect. (No examples to show right now though) 

    My question is related to question 3. Since this card works for both, does that mean I need to come up with a second card for rule 3? I'd rather not make this pokemon a non-legendary, so if someone has an idea for another pokemon I could use, that would be helpful.

     

    Hope you enjoyed it, I'd appreciate the feedback.

     

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    Alright, theres been a lot of stuff going on, so I'm already a bit behind, so time to get moving.

    First things first: how exactly am I meant to use this forum? You would think that would be something that was obvious, but I really don't know what I'm supposed to be doing here. Essentially, how far can I go with previews, questions, balancing. etc. (although if anyone has anything they would like to say straight up, that would be appreciated.)

    Also, (as I think I'm safe with this one) in regards to the first rule of this challenge, would the following card count as one of the three:

    Keeping  in mind that a Will-o'-wisp is the token spawned from my classes hero power.

     My assumption is no, as it doesn't spawn a unique minion, but I would rather be sure.

    Posted in: Fan Creations
  • 0

    posted a message on [Game] Find the mistake!

    Oh dear, this is such a tricky one.

    Could it be Flamewreathed Faceless (Overload (2)) and War Golem (7 mana)

     

    I think I'll go with another diffuclut one: 4 mana, Deal 5 damage to all characters. (2 answers, 1 change each)

    Posted in: General Chat
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    I... wow. I actually made it through to the second stage. I was not expecting that.

     

    Well, I'll say this. I'm definitely going to be using this discussion topic more liberally for this round. Now to actually come up with some ideas...

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from thebangzats >>
    Quote from Mentor_X >>

    Well since I'm clearly not getting through to the next round, any chance of getting feedback as to where I went wrong with my submission?

     

    Spell Damage is worth a lot, and I think people worry about how it can easily be abused. However, I think the main problem is just that it's not a very exciting overall concept to begin with.

    Emerald Sprite could just as easily belong to any other class or even neutral. It's just the Elusive keyword. Regardless of balance, it's just not a fun showcase card. Mountain Sprite is just okay. The only good showcase here is Solace, which demonstrates how your class is different from the rest, a card that gains value from having Spell Damage on the board.

    Basically what you're lacking is identity.

    If you look at some of the other entires with more votes, they have a clear direction. The Titan class, for example, wants to play around with minion costs. Its hero power and three showcase cards all show off this experimentation with minion costs. A spell whose damage is based on the cost of the spell itself, an overstatted cycle minion with a "drawback" that becomes a boon in the right circumstances, a board clear that gets better if you played with the cost mechanic.
    Quote from maxlot>>
    Quote from Mentor_X>>

    Well since I'm clearly not getting through to the next round, any chance of getting feedback as to where I went wrong with my submission?

     I don't think a class having 100% guarenteed spell damage each turn should they want it is a very popular concept, and though this could still make up to be an interesting class I don't think your example cards are showing it off very well. Your Emerald Sprite, though it might be cool for a basic card, doesn't show off the basic idea of the class at all, the Mountain Sprite, I don't think should have been named so similarly to the Emerald Sprite btw, seems like a card that only works while quite far in the lead due to requiring multiple minions to work, if they have so much as a holy smite it dies, which means the card either falls flat or is extremely unfun to play against, because if you're behind and have no removal, the Mountain Sprite will just continuously give everything you have taunt while being immortal itself. And finally, your last card is the only card showing any synergy with your hero power, yet it's not a damaging card. I really think you should have shown at least one spell that actually did damage somewhere in the example cards, because that's kind of the thing that defines your class. Also, Solace seems like a bit of a win more card. You have to have a pretty big board of damaged minions and then you have to hero power and likely azure drake before playing it to heal for something like 6 or 7. If you have no board, like what a class based around spell damage would habve a lot of the time, it's completely worthless.
    Okay, so I defiantly get a common theme from both of these replies, and I'm wondering if its simply because of the cards I picked, or I just didn't do a good enough job at explaining my class. It's also funny you would say that "it isn't that exiting", as I thought the best way to get picked was to try making a class that looked like it could fit right into the current 9. Which is why the Hero Power in particular is so simple, I thought "this was a Hero Power that could actually exist, as it doesn't have any crazy effects like I know everyone else would be doing." Yes, Titan as a class is a really cool and well made concept, but I could never see Blizzard actually making a class with that Hero Power. It would be, in their words, "To complicated for new players". Even the past winners of this competition had really simple Hero Powers, so I thought I'd follow their lead.
    To go a bit on the defensive here, something both of you take notice of is the idea of guaranteed spell damage. Honestly, while I was aware of the risks that go with that, the part of the Hero Power *I* always focused on was the guaranteed Taunt each turn. Which for me is what centralized the class, and also why I picked Emerald Sprite. It's hard to hit, your Hero is hard to hit, (and also Elusive as an effect was planned to show up a number of times, so in that way it does have class identity) but that's how I always thought when looking at the class. But... yeah, now you pointed it out I realise how much more of an issue Spell Damage probably is to most other people. (Maybe it was simply the issue of wording it so that Spell Damage came first...) Also you both complain about Mountain Sprite being weak. Which is something I was aware of from the beginning, but I thought, "flavor over power, there is nothing wrong with that." Well, I guess I was wrong on that one too. (Similar to the argument about Solace being "win more". Yes it is, as are a lot of current cards. I didn't think that would be as much of an issue as it apparently is.)
    However there is one particular line I want to talk about:
    I really think you should have shown at least one spell that actually did damage somewhere in the example cards, because that's kind of the thing that defines your class
    Again, probably just a case of "I know more about what I was planning" but: No. It wasn't. It was never like that. Mostly because, yes, Spell Power each turn could get quite out of control, so the idea was to use Spell power indirectly. Also a lot of the spells that benifit the most from Spell Power already exist. (Mostly in mage)
    There were defiantly going to be damaging spells, but I wasn't actually allowed to show them. As per the rules originally given, no cards that produce other cards were to be shown, and very common mechanic I had planned was cards that generate spells, and that would be where most of the damage came from. Trust me, had I been allowed I would have showed them.
    Thanks for the replies anyway. Hopefully I can do better next time Class creation comes around.
    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion

    Well since I'm clearly not getting through to the next round, any chance of getting feedback as to where I went wrong with my submission?

     

    Posted in: Fan Creations
  • 6

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Submission

    The forests in Azeroth have always held an ancient magic. It was only recently that the source of that power was discovered. 

    Asha, the Lady of Green, rumored to draw magic directly from the Emerald Dream itself, emerged to restore what she calls the "True Nature" to the land. Surrounded by a veritable army of sprites, fey, and titans of the earth, she may be lithe, but her followers and powers are not.

    Introducing: The Enchantress Class.

     

    The Enchantress class will contain a lot of green in it. 

    A mid-to-late game based class, Enchantress's are a class focused on the idea of using diversionary tactics so the opponent has to hit anything except the hero, with cards centered on making combat, especially minion-centric, rather difficult for the opposing player. Similar to preists/Druids they lack any real direct damage, and rather aim to gradually overwhelm the opponent. 

    As such they are weak against any form of aggro-deck, and also slightly unfavorable against some types of Rogue and Minion-centric Tempo Mages, particularly when it come to the Hero Power.

     

    (I tried to fit the description on the Hero Power, but it ended up taking to much room. So I left it with the Shaman Totem issue of "play it and see.)

    The center piece of the Enchantress Class, the Will-o'-wisps lend themselves to the 2 basic archetypes: Rock, and Glimmer. (Because I'm really bad at naming)

    Rock Enchantress's focus heavily on direct minion combat, using hard to kill minions and buffs to force unfavorable trades, while keeping them hidden behind a line of protection.

    Glimmer Enchantress's rather focus on the Spell damage synergy aspects. Not Spell damage itself, but rather Synergy with the effect, as the Enchantress contains a large number of cards with a similar aspect to Spirit Claws, that give effect or bonus effects if you currently have enough Spell Damage at the time. (Note: This is not a keyword, as the bonus can either be a one time thing or ongoing.)

    Example Cards.

     

     

    Explanations:

    1. Emerald Sprite: A Basic minion similar to Water Elemental.  Powerful, universally good, but not necessarily a "must pick". Also directly expresses the idea of "being hard to hit", as the effect forces minion or weapon tradings rather than the standard spell counters that start appearing at this time. 
    2. Mountain Sprite: The card that lead me to use "Rock" as the archetype name. Will-o'-wisps are now 1/2, Emerald Sprite is not a mini Soggoth the Slitherer. And the effect is not a battlecry, so it just keeps moving to the line if not facing a deck with a way to deal 2 damage anywhere. Also the free buff allows you to be a 5 mana Stormwind Champion if you can be proactive about it.
    3. Solace:  An example of a card with Spell damage synergy, without directly benefiting. (And also fits more into the Rock archetype than the Glimmer one. Go figure) A 2 mana full Heal is a bit more expensive than normal, but pull off the extra effect with an Azure Drake and Hero power, and you can probably frequently get a Healing Wave in for free. This time the synergy is a one-time thing, but other with varying effects will show up later.
    Posted in: Fan Creations
  • 0

    posted a message on [Game] Find the mistake!

    North Sea Kraken deals 4 damage, not 5.

    Also Ironforge Rifleman is a 3 mana, 2/2, Battlecry: Deal 1 damage.

     

    Lets see if I remember how to do this: 

    9 Mana, 3/4 Demon. Battlecry: If your deck contains no duplicates, Summon a demon from your hand. (2 answers, 3 changes each.)

    Posted in: General Chat
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