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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    Is it possible to include spoilers on phone?

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    @teknician

    Just realized, you don't fulfill second challenge. The three-keyword card seem to have to be a minion.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    ok, I'll just drop stuff I have, hope to get some feedback

      

    Ritualist Tools:

       

    This week I wanted to focus more on Ritual keyword, as well as two other Hero Power-synergy cards.

      

    Tokens:

        

     

    I also made a card which synergize with 0-cost spells, which are quite common in my class, especially considering that some of my cards use a special Ju-ju Essence token, I am not sure which one is better though:

     or

     

    Ju-ju Essence:

    There are also two cards which shuffle things into your deck, both with similar themes. In case of my class though, shuffling is a downside, and has no synergy in Initiate, but will have in expansion. They also help swarming the board or with Deathrattle stuff, which were more exploited in previous half though.

     

    Spider

    Finally, two spells, which may help you survive the game:

     

    Hope it's ok, I'll gladly take some feedback.

    Posted in: Fan Creations
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    posted a message on Random 5 drops

    no, only collectible cards may be generated randomly

    Posted in: General Discussion
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    @McF4rtson

    Yeah, sorry McF4rtson, I literally responded to everyone but you in one post, and realised next day, and I didn't have much free time that day. About Anub'arak, yeah, you need more Dormant cards, also, it may get out of hand with enough synergy, maybe it could have regular Windfury.

    @MvonTzeskagrad

    Most of this looks good. I'd say Anima Overflow is too strong, maybe 6 or 7 Mana, it's kinda like Lord Godfrey but only hits enemy minions, but has no 4/4 body. If I remember correctly, Spirit Remnants costed 1 Mana, so maybe Mawsworn Tormentor could have a bit less stats, but Mawsworn Guards would be 1 Mana, so it's always upside. I'd say Ascended Justicar is fine, maybe a bit strong with vanilla stats, but effect is definetely worse than Onyx Bishop in my opinion. Last Breath might be a bit weak. Aggramar feels a bit too swingy, silencing and destroying whole board while leaving a 15/15 looks fairly strong. On the other hand, you have to spend 8 Mana on a card without immediate response. How about giving Aggramar Taunt, but nerfing Argus to 10/10 or something like that?

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three
    Quote from Laurendor >>

    Congrats to everyone who made it through!

    JeanTheMedicRat

    As Living Organism said, I feel the Mother of Dragon should have a battlecry instead. 3 fire spell for a 9/9 on board i think it might be a bit too much, but it also depends by how many cheap fire spell you will make available for your class with this set so it's potentially fine. As per the reference to GoT i'm not a fan. I do understand this is a contest and we have freedom but the beauty of the hearthstone card is that they remind you of experiences, npc, zones of Azeroth. 

    The first thing i thought off would be Rehastrasza and how she managed to collect black dragon egg to purify them, or Xerestrasza the guardian of the ruby sanctum and keeper of the red dragon eggs. Anyway that's how i would do that but if you want to keep the GoT theme it's totally up to you :)

    One of the theme i'm going to dive into with the second part of the set would be Health Manipulation. I made some cards in advance to interact with the Fatigue counter but i'm wondering wether i should continue this or not...

    Masterpiece of the set will be the legendary Plague Deviser Marileth - shantay, you stay Marileth. I'm wondering whether I should remove one of the 2 effects (either reset the counter or fully heal) but considering the 10 Fatigue damage you need to take and also the relationship between cost and stats i think it might be ok as is - Reno, was a 6 mana 4/6).

    Around this time there will be some cards that synergise with it to help reach the Fatigue checkpoint.

    this is the rest of the cards i made so far, ooze Channeler should be rare

     

     

     

     

     I am not sure about using spell school interactions in Initiate, considering our classes were introduced before Core Set. About Fatigue synergies, concept is ok, but it might not be realy easy to balance, with each Fatigue drawing card in a game dealing more damage to yourself. Enfeeble does it good, because it gets better when you take more damage, so it's ok, because you get better effect for more setup. But, Redpine Necrolyte is REALY strong as one of first Fatigue cards in a game. 2 Mana 3/3 wich cycles definetely is worth it if all what you suffer is 1-3 damage. That means, you may just play few Fatigue cards, and they would just be better than average cards, you only have to keep in check to not have too many of them. That said, if you want to go with Fatigue mechanic, I'd still nerf redspine to 2/3. Plague Deviser Merileth might be too weak, although you only have to draw 4 Fatigue cards to take 10 damage, so maybe it's fine. Still, 4/4 also feels ok. Chalice of Health is way too strong, paying in Health is usualt better than in Mana, especially if you build around it. For sure Hero Power would have to cost 2, and you may increase the cost of a card as well, but still, I don't think it would be well for the game. Ooze Channeller feels weak, because you don't realy make anything immediately, and you pay 4 Mana for 2/2, I'd say it could go to 3/3, or 3/4.

    Quote from teknician >>

    So... Reflecting on the poll, I think my showcase cards many not have shown what I want to achieve with the initiate set - and perhaps that the initiate set itself has so far been quite complicated mechanically. I have a lot of ideas to brainstorm here, particularly when it comes to iterating on individual cards. Here is the basic set. The full Apprentice set is not finished by any means, but the cards up to the first legendary are the ones I submitted in the last phase. I'm going to try and get less complicated with this batch of 10, and hopefully more elegant and compelling - but I don't seem to be very adept at simplifying my cards.

    The main mechanic of the apprentice is the Dormant keyword, which is something I've sort of fixated on to a fault. I can't seem to help myself, the design space is wide open. An additional mechanic is the keyword, Kin - if the last card you played had the same type (minion, spell, weapon), or Kin (X) if it had X type. Furthermore, there is resurrection and healing - I'm going to leave these by the wayside for now, as there is plenty of space to add that synergy into the core set. If I get to that point of course.

    So without further ado, here are... A lot of cards.

    So while Spiritwalker is meant to focus on a tall board. Only one or two strong active minions at a time. This could be a source of damage, as well as a way to add some stall. It also fulfills the 3 keyword challenge, but I think that's fine for this being a common? Not sure

    Yes, there are Totems. Yes, that overlaps with Shaman. I want to add special synergies for this though that I think would not fit in Shaman.

    or
    Cloudtotem Defender is a way to let your totems fully get value. I've always disliked how fragile and ineffectual totems are. Balance and effect wise, which iteration of Soulbind Totem is better? Which is more balanced? Should the 0/2 produce 1/2s, or should the copies be 0/3s?

    Deathscale Hydra is a big problem for me. There are a lot of different effects it could have - some better, some worse:
    Original concept:


    3rd and 5th cards are subjectively better than Maiev, so it's probably better to have the 4th one if that effect is well-liked.

    I'm a big fan of Dreamcatcher personally.


    Hard to capture this flavor with an effect.

    A mid-game card to incentivize single-minion boards. This is the first iteration (more in spoiler)

    This basic card is a kind of analogue:

    Other ideas:

     Legendary:


    Question: Am I going overboard with dormant? Is it unfun?

    EDIT: I went wayyyyy too far with dormant cards huh

     

     I like Totems. I think Soulbind Totem is fine as 0/3, start of turn effects usually have hard time triggering anyway. I like version of Deathscale Hydra which resummons 3 times the most. Maybe it could cost 5 Mana, but not sure. I'd go with one of the common spirit links, effects have realy good connection within the card. Tak'kora and Kindred Spirits are ok too, but Ta'kora may be kinda strong with The Darkness in wild.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    @JeantheMedicRat

    I get the reference, though I had to take a while before I understood how it works. Knowing how it works, it's cool, but still, it may be a bit too complicated for average player. How about not adding Dracarys on battlecry, but instead have summoning eggs on battlecry, and give the dragons Rush or Charge so they can attack instantly anyway? Just suggestions though.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Three

    Just wanna point out, in submission topic there are challenges from the last week.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Voting Thread | Week Two

    Yes

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Voting Thread | Week Two

     Link to the whole submission thread links to week one

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two

    Thanks for feedback guys/guyessess!

    I'm worried I'll have to disappoint you a little Laurendor, for I didn't intend my class to focus on healing. It's just that it turned out both of two of healing cards in my Initiate/Hexxer set ended up in first half. And, actualy I have a Justicar-like card prepared for next week already, I am not planning to have more of such cards though, because it may become dangerous to have too many Hero Power buffs.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Submission Thread | Week Two

    Witch Doctor - The Hexxer set, introduced with Ratakhan's Rumble expansion

      

    Ritualist Tools (Note: 'temporary' means that a card is discarded at the end of turn, like in Throw Glaive):

       

    Explanation on Ritual: Ritual works a bit like Secrets, by creating a special symbol over your portrait, which, when hindered, will show what the Ritual does. Unlike Secrets, Ritual doesn't have to be the only effect on the card, and may be placed on minions and weapons. Still, you can have at most 5 Rituals at the time, but, unlike Secrets, you can have multiple copies of the same Ritual.

    Upgraded Hero Power:

    Short recap:

    Themes:

    Short version: Hero Power synergies (through Ritual keyword mostly), swarm and death of minions, sacrificing minions, weapons, (0) cost spells, copying cards, shuffling as a downside.

    A bit longer version: My class is a Witch Doctor. As you may guess from the Keyword, Hero Power synergies are one of the main themes of my class, and this Keyword helps me to keep in check that there won't be much permament boosts, rather one-time effects, so player wouldn't end up spamming it each turn, yet would be using it more than with other classes. Another main theme is swarming your board with small minions, and then profit from their death, by Deathrattles, area on-death synergies, and sacrificing them. It won't have area buffs though, so it would be different than Token Druid. It will also have access to weapons. Side themes will be (0)-cost spells, without much synergy, but allowing for faster strategies, copying cards, what would help with some funny combos, and shuffling bad cards into your own deck as a downside for cards. The most common minion types will probably be Beasts, sometimes Totem, and there may happen to be few Elementals. Main spell school will be Shadow, there will be some Nature spells too, and a bit of Fire spells

     Strenghts, limitations weaknesses:

    Strengths: Swarm, card generation, AoE, a bit of combo potential through delayed effects, copying cards and Mana cheating.

    Limitations: Survivability through healing, removals, card draw.

    Weaknesses: No big bodies (not many high-cost cards in general, class rather relies on generating cards in late game), no single nor area buffs, lack of immediate face damage.

    Showcase cards:

     

    This week i tried to showcase my swarm and death synergies more than Ritual keyword. Smelly Souls is a (0)-cost spell allows for a bit of survivability, and has synergy with one of my Hexxer set legendaries - T'zane the Soul Terror. There will also be more Deathrattles to synergize with T'zane in the rest of th Hexxer set, but I had to cut them for the next week, so I'll also be able to showcase a bit of cards of different strategies, like Recurring Fire, which is a good card to help understand my Ritual keyword, as well as one of good AoE my class will have.

    All cards of this half of Hexxer set, by rarity, with short insight:

    Common:

       

    Unearth Grave caps quite many aspects of my class. It is a (0)-cost spell, with Ritual Keyword, generating a card through copying one, and has profits from death of your minions. All of these are themes that may be found in cards of my class.

    Branching Branch is a solid card helpful in stabilizing early game, though Ritualist Figurines will have only 1 Attack, and can't target heroes.

    Ju-ju Bow is the first card I showcase which uses a special token - Ju-ju Essence, which will be used on some cards, though only this one this week.

    Finally, considering that my class has access to weapons, I decided to add Staff Carver to my Hexxer set. It's the only card which synergize with weapons in my whole Hexxer set though.

    Rare:

      

    Doc's Intuition allows you to get more resources, rather through generating, drawing, or adding some to deck. This is also meant to be an example of a card which shuffles a card into deck. Furthermore, most of shuffling in this class will be used as a downside, but, considering that Witch Doctor tends to generate cards rather than draw them, it won't be going too much against its game plan.

    Epic:

     

    Danse Mortel is basically a Deadly Shot with a twist. It has a downside of potentially killing for minions, but restores you 3 Health for each, as well as 3 for an enemy minion. It also is meant to fulfill the challenge, by reusing 'cast this again' mechanic from KotFT use on Defile, Roll the Bones and Spreading Plague.

    Feed the Shadows is another card fulfilling the challenge, this one allows you to make a strong board, with potential of being cast earlier by synergizing with swarm strategies, so you won't spend turn 10 without immediate effect.

    Legendary:

    Uncollectible:

      

     Hope you enjoyed reading through my class, and wish you fun with checking classes of other contestants too.

    Also, if you have time, you may want to check out a basic set for my class. https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/249984-custom-class-competition-8-submission-thread-week?comment=19

    Posted in: Fan Creations
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    posted a message on New Neutral Legendary Card Revealed - Auctioneer Jaxon

    Stitched Tracker costs 3 though

    Posted in: News
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two

    Short recap:

    My class is a Witch Doctor. It uses Hero Power synergy, as well as swarm tactics combined with death synergy. It also excels at card generation and AoE damage. It has tools like delayed effects, card copying and a bit of Mana cheating, so it has some combo potential. It has a bit of draw, removal and survivabilty through healing, but these are rather limited. It lacks big bodies, high-cost cards, immediate face damage and buffs. It can't take advantage of big boards by area buffs, rather relying on death synergies, and instead of late options it relies on card generation in late game.

    Witch Doctor - the Hexxer set (introduced in the Rastakhan's Rumble)

     

    Ritualist tools:

       

     Ritual works a bit like secrets, it generates a special symbol on your hero with an effect. Unlike secrets however, Ritual part doesn't have to be the only effect on the card.

    This week, I tried to focus more on Deathrattles and death synergies. It feels better to start with a bit of swarm cards:

     

    Here are a few cards with death themes:

      

    Danse Mortel is meant to complete one of the challenges, by using 'cast this again' mechanic from KotFT, used by Defile and Spreading Plague.

    Here are also 2 Ritual cards:

     

    My class also uses weapons, so I made 1 card in my whole Hexxer set to have a bit of synergy with them:

     

    And, lastly a card wich showcase a shuffle mechanic my class will sometiimes use. What makes my class special, the shuffling will be usualy a downside, more of that in second half:

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two
    Quote from MvonTzeskagrad >>

    Now that I think of it... our initiate set requires any sort of special symbol in the cards?

     I'd say we should useone of custom symbol, like Demon Hunter Initiate had it's own. Except for the ones you can see on custom emblems in Hearthcards, you can also find some more emblems here: http://www.hearthcards.net/setsandclasses/#3875->>>Emblems-

    To use them, you can type the code attached to them at the beginning of card's text

    Posted in: Fan Creations
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