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demnasi posted a message on Hearthside Chat Reveals - Commander Rhyssa & Ray of FrostPosted in: News -
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Sephiko posted a message on New Card Revealed - Swampqueen HagathaPosted in: NewsThere's a custom horror born every minute!
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Pircival posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Submission Topic]Posted in: Fan CreationsThe Archaeologist
Introducing the newest member of the League of Explorers: Izzy Jameson! Izzy's an artifacts expert, focusing on retrieving valuable artifacts from dangerous temples. These latest Archaeology cards aid Izzy on her journey traveling the world.
Strengths of Archaeologist:
- Defensive Spells : Izzy can get herself out of any tough situation, with a bit of luck. These spells can help evade tricky situations.
- Powerful Weapons : Using ancient artifacts, Izzy can have access to powerful effects that happen over time.
- Card Draw : Izzy has several card draw options in Basic and Classic as a way to recover. In the future, she'll Discover lots of cards as well!
- Sticky Minions : Izzy has several ways to keep her minions alive, and plenty of minions that can survive on their own. These minions typically have high Health.Weaknesses of Archaeologist:
- Limited Board Presence : Izzy typically can't summon a bunch of minions at once, instead relying on singular, powerful minions or weapons.
- Limited Aggro Potential : Not many things in Archaeologist deal a lot of damage to their opponent's face, controlling the board instead.
- Weaker Early Game : Most of Izzy's arsenal lies among the higher-cost range, or generates higher-cost cards.
- Synergistic Cards : Several Archaeologist cards rely on you controlling a weapon. If you don't have one, you're going to have a bad time.
Decay is an aura effect that affects minions, like Lifesteal or Poisonous . Unlike these, Decay gives a knockback, forcing the minions and weapons with Decay on a timer. Decay will mostly be implemented on weapons, as this enables the use of aura weapons which last several turns.
Example Cards
- Dig-up Shovel is one of the unique ways to draw a card - once per turn. This card is an example of the class's good draw, which is cheap but slow.
- Rolling Boulder shows the Hollywood side of Archaeology, which lies in the traps that hide in ancient temples, waiting to be explored. This card is an example of removal at a cost. Although it's cheaper than Assassinate, it has a price of also crushing your minions. Alternatively, play it on one of your minions to hit opposite minions.
- Translife Mirror is another Archaeologist weapon. This one focuses on giving you small minions each turn. Although it is slow, it's a pretty effective way to keep board control.
- Iron Preserver is a good way to maintain your weapons. This smart goblin allows you to play your weapons a bit earlier because you won't waste your resources. This is good in a deck that uses several weapons.
- Rejan, Last Defender is a mighty golem that defends lost temples, and specifically the Excalibur, the legend of yore. While it doesn't have Taunt , the effect proposes a fascinating choice for the opponent, whether they could survive to ignore Rejan or take him out. The Decay on Excalibur provides an interesting dynamic, promoting the player to attack quickly with Excalibur and get as many hits in before Excalibur breaks.
Token:
Remaining Cards
Common
Rare
Epic
Clarifications
- Master Eroder's Decay only triggers on the end of your opponent's turn, because it's your opponent's minions who have Decay .
- Archaic Awakening is the Challenge 2 card, which supports the Decay minion archetype in Un'goro.
- Sentry Orb has random targets.
Previous Phases
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IceKing16 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Submission Topic]Posted in: Fan CreationsThe Godborn
The Godborn is a class that focuses on earning the gods' Favor to unleash devastating effects upon his enemies, as well as controling the board using powerful boardclears or by flooding it with loyal servants and acolytes. Maybe too loyal.
Hero Power
Favor is a new mechanic available only to the Godborn . How does it work? Some cards generate Favor and others consume it. Once consumed, the Favor will disapear, so you have to constantly generate Favor to power up your effects.
Class Identity
Challenge #1
Strengths - The Godborn focuses on three core mechanics: summoning numerous low-stated minions, clearing the enemy board as quick as possible and earning Favor . This branches the class in two directions: aggro and control.
Aggresive decks - board flooding and buffs to control the board and end the game as fast as possible.
Control decks - powerful boardclears and single target removals to ensure domain over the battlefield, while waiting to draw your win condition. (Ex: a Malygos Combo)Weaknesses - The class is struggling with drawing cards reliably, most draw mechanics having a requirement that needs to be fulfilled. There is also a lack of strong minions, the biggest one being a 6-6 at the moment. The class is also susceptible to area of effect abilities, due to the low stated minions it possesses, without reliable ways to buff their health.
The Classic Set
While our hero was fighting through the Tanaris Desert, shooting stars filled the sky of Azeroth, each emanating godly energies. One of them was the sun god himself, Ra, falling toward Uldum, the Land of the Titans. The explosion caused by the landing destroyed every single being that inhabited the place, leaving a crater ruled by fiery demons and twisted acolytes.
Fire means power. This set will provide the class with the cards that will represent the foundation of several archetypes (Aggro, Control, Tempo, Combo, Midrange), focusing on damaging enemies with burning effects and inspiring allies with Attack buffs.
Flame's Apprentice - The iconic 1 mana 1/3. Similar to Mana Wyrm , every Worshiper makes the card stronger, as the flame shines brighter and brighter. Will be nerfed to 2 mana after being problematic for 5 years.
Breath of Life - Good control card both stalling the game and drawing an important late game card ( Malygos , Alexstrasza , Deathwing ). Alexstrasza was just passing by and decided to heal you and aid you in your odyssey. What a generous queen.
Scorching Temptress - A seductive succubus which empowers your minions with her fiery whip. Once for free and once for a price. Do you have what she craves?
Crimson Hellion - An imposing Demon who strikes fear in its enemies and rallies allies on the battlefield.
Ra, the Sun - Challenge #3 - Summon a couple of servants to protect your god and then destroy them, and everyone else, or don't, the choice is yours, kind of. Bird got an attitude. (Triggering the Favor effect will also destroy the Priests of the Sun)
The Priests are here!
Remaining Cards
Spark in the Dark - A very cheap way to earn some Favor when you are close but not close enough.
Blazing Bolt - A simple damaging spell that will be a key finisher in combo decks. Malygos approves.
Demonic Bargain (Challenge #2) - This card hints towards a Demon archetype, which will focus on generating minions and buffing them with the help of powerful Demons . This card's strength lies in the possibility of drawing a Demon, which is not very high at the moment.
Praise the Flame - The easiest way to build a board and earn Favor . By fire be purged. Ragnaros, the Firelord agrees.
Triple Toss - As the name suggest, there is a slight chance your head will be next. Careful.
Wildfire Berserker - Fire makes people angry and spells powerful. (Not) cool.
Cauterize - "From the ashes, I rise."- Raging Statue
Rain of Embers - What doesn't hurt you makes you stronger.
Crimson Teacher - The Violet twins were destined to great things. Until one of them showed her true colors.
INFERNO! - A devastating board clear which generates both mayhem and Favor . Maximum cost, maximum destruction.
Why are you angry?
What's coming next?
Un'Goro will send us on a Quest to earn a goddess's Favor and meet loyal Beasts and mighty Elementals , while Kinghts of the Frozen Throne will show us the opposite of fire. Heat will turn into cold and life will become death in an icy land where we will meet coldblooded Demons, undead creatures and their horrific master . Will you succumb to their corruption and become a Death Knight? Or will they listen to your prayers and reward you with their Favor ?
Previous Phases
Thank you for accompanying me on this mighty journey and special thanks to every person who helped me make the best out of this set. Good luck to eveyone and remember, don't play with fire.
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Shatterstar1998 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Submission Topic]Posted in: Fan CreationsThe Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere , meaning that tutoring draw effects like The Curator , discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Any effect that says "Discard a random card": Soulfire , Succubus , Doomguard
Sylvanas Windrunner (before HoF)
Ragnaros the Firelord (before HoF)
Strength and Weakness:
Strength:
- High token spawning : As long as there is one star in the sky, the Astromancers will be able to summon out the Astral Spirit that represent the soul of those stars to fight for them.
- High burst spell damage / finisher : Astromancers can command down comets and meteors from the night sky to hit their foe. Not only that but the Astral Spirits when buffs up can become formidable allies
- High disruption : The stars and the sky not only protect you in your turn, but in your opponent's turn as well. In addition to being a Secret class and their class mechanic Gaze activates during your opponent's turn, their minions and spells also carry disruption effects that will cause your opponent to have to think twice before making any moves as well as creating interactive games from both sides.
Weakness:
- Unreliable random effects: The power of the celestials are powerful but unstable. Astromancer is a class built from the ground up to be a high variant class. This is especially prevalent in their Classic cards and Hero Power. If your hand is filled with random effects with no effective way to make them more consistent, the RNG can easily screw you over.
- Weak board clear : The power of the stars are unreliable when forcing them to target multiple enemies. Most of the Astromancer's board clear are either unreliable (aka random), conditional, symmetrical or inefficient in term of damage to their cost.
- Cards need set up : Most of their most powerful cards need set up beforehand or through multiple turns. This in turn allows your opponent the opportunity to disrupt them.
Example cards:
Token:
- Planetary Guardian : A solid 2 drop with both Gaze and token synergy. This card also showcase that cards with or granting Gaze will have very cost-efficient stat give that the effect is useless without follow up. Being an Elemental (along with the class having a Dragon in its Classic set) also open up future tribal synergy. It should be noted that the first Gaze will take priority compare to the Gaze on the token since it is counted as the first part of the Battlecry.
- Comet of Doom : Hard removal for the class. Especially powerful combine with the class's keyword so it has to be 1 mana more expansive than Deadly Shot . Showcase the random effect that the class like to run and is prominent in its card set.
- Astral Vengeance : A Secret that emphasize the token spawning combine with healing of the class. Use this both offensively as a token generator and AoE buff as well as defensively as a great source of healing.
- Mark of Virgo : Part of the Constellation Mark cycle that interact with the next action you or your opponent took. A worse version of pre-nerf Innervate but is better than the post-nerf version since you can play it last turn to cheat out 2 mana next turn. Notable that it cannot stack with itself.
- Starscryer Sera : The big Legendary of the class and pay off the Gaze you carefully stored into your opponent or the Gaze cards you held back. She is what I think an embodiment what the class is all about: show that the class has other means to interact with Gaze beside just random effects; the high burst damage the class has as well as that the class's best cards require set up or in combination with other cards.
Remaining Cards:
- Scrutiny : A simple, effective Gaze granter and enabler of the random effects as well as Gaze synergy the class like to run.
- Celestial Wonder : Card to fulfill the challenge that will act as important piece for the future Secret synergy.
- Meteor Shower : A random effect and Gaze granter. A more complicated card at first glance since sometime you want the effect go wide or want the Gaze effect to set up for another powerful random effect or Gaze synergy.
- Astral Protection : A Secret that demonstrate the buff aspect of the class. Since most of the time the opponent would want to kill your high value minions (most notably the Astral Spirits that will continue to heal you), this card help to provide them with some protection.
- Weaponized Telescope : A reliable source of granting Gaze for the class to use. Emphasize that the class use weapon to enhance their cards rather than a weapon-focus class.
- Mark of Taurus : Part of the Constellation Mark cycle. Use this to turn your big and medium minions into a wannabe Sunwalker .
- Celestial Intervention : A Secret that used as a disruption effect for targeting spells. With a little bit of opponent read, timing and Gaze effect, you can actually cause your opponent spell to backfire on them horribly. This is a versatile card that can be used to protect either your minions or face.
- Celestial Drake : A powerful draw engine of the class but require a lot of set up. Allow the class to distribute out Gaze without losing card advantage as well as a big draw engine combine with cards that can grant multiple Gaze like Planetary Guardian. Being a Dragon also open up future Dragon synergy.
- Mark of Capricorn : A powerful Secret that allow you both offensive and defensive power of dealing 4 damage to a character that about to attack your face as well as a 4/1 weapon ready to swing when your turn start
- Cosmic Elemental : A card to showcase synergy with Gaze that isn't just random effects. Really weak since the class is supposed to have bad board clear but can be powerful with enough Gaze granter and set up. Being an Elemental also open up future synergy
Token:
Previous Phase:
A big thank to every kind person who helped contributed in the Discussion Topic that helped shape my Classic Set.
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CheeseEtc posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Submission Topic]Posted in: Fan CreationsTHE ALCHEMIST
The Alchemist is a specialist in the art of transformation, generation, and combination; including of living material. Her specialties are:
- CARD GENERATION! Be it through summoning, shuffling, or adding to hand. Small minions in particular will be focused on very often.
- HAND SYNERGY! You're an Alchemist. More ingredients means crazier experiments! Transform cards in your hand, take advantage of your hand size, or use useless cards you're holding as a resource! There will be lots of synergy with 1-Cost cards for this reason, as they are generated by the Hero Power.
- UNIVERSAL TRIBAL SYNERGIES! Alchemist has cards to synergize with any and all tribes! Be it Murlocs, Dragons, Demons, or Nightmare Amalgam -like "All" cards.
- SNOWBALLING BOARD! Be it through aggressive tribal synergies (e.g. Murlocs), board-wide buffs à la old-school Token Druid, or quick board reloading à la Odd Paladin.
STRENGTHS
- Minion swarming - The class has a lot of 1-Cost minions, and the HP generates more of them. However the class has also many other ways to summon minions.
- Value generation - Patricia loves to concoct new stuff! Like Priest and Rogue, Alchemist is a class with lots of value generation. Alchemist's way of generating value is either to generate 1-Cost cards or to generate cards from random classes (as opposed to Rogue which is only your opponent's class).
- Versatility - Like Druid, Warrior, and Rogue, Alchemist has a good variety of playstyles and can adapt to any situation during games.
WEAKNESSES
- Few direct damage - Alchemist has trouble dealing direct damage. Most of its damage will come from minions.
- Few big midrange-y minions - Alchemist has a lot of low-cost minions at her disponsal, but few high-cost minions, and the few high-cost minions she has are big effects rather than big bodies. If Alchemist wants big minions, she will have to create them herself (through buffs or card generation).
Showcased Cards
In all my cards, I will use the term "Type" to mean what is commonly called "tribe". It's the offical term!
TOKENS
- ZOOLOGY TEXTBOOK - Flexible tutoring. Of course it requires that the minion you want is on the board, but it isn't difficult in a mono-tribe deck. If Zoology Textbook is cast on an All minion, it will draw any minion with a type.
- MOONWELL EMBRACE - Hand size synergy.
- CRUEL EXPERIMENTER (Blood Flask is collectible, see below) - The HP generates 1-Cost minions. This card takes profit of them. Very good if you want your board to be more resilient rather than to expand it.
- TIDAL ELEMENTAL - Multiple tribe synergy. Both Murlocs and Pirates are aggressive, hence the aggro buff. So-called "Water" decks were a thing at the end of Gadgetzan meta. It's also an Elemental, 3rd tribal synergy on the card.
- MALORIAK - The Classic Legendary! This card exemplifies both the class' strengths and weaknesses. Strength, because it's both hand synergy and a big value generator. Weaknesses, because it compensates for Alchemist's lack of big minions.
Remaining cards
- TRANSMUTE: GOLD - Transform a minion into gold!
- YOUNG CHIMERA - Fun Fact: I have been hoarding the general idea for this class since a very long time and made the first version of Young Chimera BEFORE Nightmare Amalgam was revealed! I was glad to see I and Blizzard used almost the same system :the "All" type, italic text, the only difference being that they list all the types.
- AUGMENTED IMP - A snowballing small minion. Unlike Shade of Naxxramas it doesn't have Stealth but it's cheaper, which makes its snowball potential more dangerous.
- BLOOD FLASK - The card generated by Cruel Experimenter and also a fully collectible card! THIS IS MY CARD FOR CHALLENGE#2! I will make a future archetype based on generating those and synergizing with those.
- ELIXIR OF STRENGTH - Comparable to Power of the Wild , but more powerful if you're holding stuff.
- EGG SNATCHER - A card to help you curve better (1/1 minion first, 8/8 minion later). Token is the same as Maloriak's.
- RESONATING CRYSTAL - Tribal synergy, but universal one. If Resonating Crystal is cast on a typeless minion, it will NOT give +2/+2 to other typeless minions! If cast on an All minion, it will give +2/+2 to all other minions with a type.
- LIQUID MADNESS - Liquid Rage (see basic set) on steroids.
- SPELLEATER - "Counter" is a keyword yet it's only used on Counterspell . Here's a new way to use it.
- SPONTANEOUS GENESIS - A quick and resilient way to refill your board. Comparable to Wisps of the Old Gods but more powerful because 1-Cost minion generally are more than 1/1s.
LINKS TO PREVIOUS POSTS
EDIT : Corrected Cruel Experimenter which said Potion instead of Flask. Grammar + several typos
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Zanywoop posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Submission Topic]Posted in: Fan CreationsThe Voidcaster
The Voidcaster is the last line of defense against the void... in their own mind at least. Taking in the powers that they seek to fight, the Voidcasters manipulate singularities and remove enemies from the board with disturbing efficiency. With powerful singular use secrets, spell targeting manipulation and tradeoff with enemy's armor, the Voidcaster dances in and out of rifts on the battlefield, shunting enemies into rifts and overall... looking purple doing it. Oh, and Locus-walker ? The Ethereal behind the whole movement? He'll reveal his secrets... in due time... (C'mon Blizzard, don't keep him an enigma forever).
It's all kicking off guys! SO excited to be working on some of the meat of the Voidcaster, and so hyped for all of us still repping our classes. This one's gonna be good guys!
Singularity
Singularity is the Overload style tradeoff keyword of this class. All Singularity cards feature strong effects, stats or costs, if not all three, balanced on the fact that you can only have one in play at a time, and as a consequence, you need to restrict yourself from over corwding your deck with them. They can be cheated out ovr the top of each other, such as with the infamous Mad Scientist .
Strengths
- Strong Single Target Removal: Single target removal so good you can hit multiple targets with it! VC excels at spreading it's varied removal options, some hard, some soft and some which deny resummoning combos.
- Good Draw: While the draw isn't always consistent, it's across the board strong once it gets off.
- Hand Dancing: VC can throw out a strong minion, get off an attack with it, then return it to your hand until the start of your next turn. It can do this with both yours and your opponent's minions, allowing you to cheat out Singularities over the top of each other.
- Strong single turn survival: VC has several options for preventing it's death for just one turn longer. None as fire and foget as Ice Block , but more numerous and a bit more skill intensive
- 0-mana secrets: As all VC secrets are balanced on the Singularity Keyword, they are all balanced at 0-mana and thus can be played without skewing your curve.
- They can void any bad contracts you're stuck in.
Weaknesses
- Inefficient AoE: If there's anything that really gets to VC, it's the AoE issue. ALL AoEs are either high costed (And in much later sets) or require multiple cards to use. More often than not, they will have to save their single target removal spells to be spread around using Void Might or Gravity Well, or burn an excess of cards inefficiently to proc Twisted Heartbeat.
- Singularity deckbuilding: There isn't really a logistical way to build a 30 singularity deck; Depending the speed you go at, you could brick your hand with around nine. You have to make sure each of your Singularities can be used or at least is worth the draw. Also worth noting that if you're locked into a secret and your opponent neve manages to trigger it, a lot of your other secrets are also bricking something major. Most have pretty open-ended conditions though
- Weak Defenses: Other than some Taunt abilities, VC is severely lacking in armor gain and desperately out of Healing. Health is a resource you won't be getting back much.
- Tradeoffs: A lot of your cards with strong effects that have no Singularity cost will often give your opponent armor. You get irrefutably good tempo through your Hero Power as well, but you'll need a strong board presence to eventually get back through most of that armor.
- They expired all your coupons.
Example Cards
Here's a look at some of what classic set has to offer! You've seen various classic cards in the first preview post, so those will be in the remaining cards section.
- Indemnification: The Voidcaster is a class with strong secrets, and I think Indemnification demonstrates this well. Most secret effects have an easy trigger but a strong lategame effect, to contrast how non-existent their mana cost is. Sure, you could play it turn 1, but it's extremely unhelpful. All the secrets have this sort of trade-off. Indemnification exemplifies the strong single-turn survivability of VC as well, putting into sharp relief how to slow down aggro.
- Rift Dance: Rift Dance is the VC's take on Shadowstep ; Rather than reducing cost, it instead provides a bonus over time. You can smack an opponent with a strong Singularity minion, Rift Dance it, throw in a secret, and then even if the secret's up next turn your minion will come in with it. Now, the metaphysical rammifications of having multiple singularity level black holes is ignored in that, but you get the general idea. Big minions, delayed 'healing' and stacking of Singularities.
- Grip of the Void: Hard, soft, semi... VC's got all forms of removal. Grip of the Void ranges from an early game soft removal, to a lategame smaller minion hard removal (If you play it from your hand it WON'T resummon) to a quick taunt removal for a lethal push. Combined with Void Might , you can possibly destroy the entire opponent's board, if your hand's full enough.
- Breath of Dimnesius: Now, VC doesn't have much in the way of strong defenses, but it has a bit of delayed defense. Redirect nine points of damage onto this stealth elemental (Once it becomes a tribe, that is). Utilizing Rift Dance you can also reset it's health pool as well. Of course, it only slows damage; King Krush is still doing 7 to your face.
- Summoning Blast: When it comes to spreading spell effects, VC is aiming to have no peers (Not hard when Zentimo introduced the concept, but hey). Summoning Blast is the void version of Hammer of Wrath , trading the roughly 1 mana effect of drawing a card to instead pop out a 1-cost minion. This is also one of the better non-removal choices for your Gravity Wells and Void Mights , though whether you value taunts or removal more is questionable.
Remaining Cards
Minimization was previously showcased, and is the minion v. minion attack secret. Essentially if they attempt to trade with one of your friendly minions, you'll likely win the trade. Condensation is the Ice Barrier of the class, and the only card in classic to capitalize on your opponent's armor. Voidtouched Artifact (CHALLENGE 2) is related to the KnC set, wherein the subtheme for the class will be weapons with singularity, much like rogue secrets. Blinkrunner is a lore-style 1 cost minion which works well for Rift Dance, and the Stealth is meant to emblemize hopping in and out of portals... stabbing people. Fun. Voidcore Crusher is the brutish basic Singularity minion for vanilla board control. Collation is one of the stronger draw cards in the class, but it's also one of the most conditional secrets; You can get locked out of your singularities for awhile if they simply don't play anything higher than 4 Attack. Nullify is heavy class fantasy. In vanilla, the damage kills almost every minion but the legendary dragons. It's costed at seven so it can't be used with Void Might. Propagation has your opponent pay mana to delay their spell casting and giving you a copy. Void Might and Alleria have already been showcased, but just briefly, Void Might is key to the classes' identity of spreading removal and damage around and Alleria (CHALLENGE 3) does w i e r d s t u f f and is basically a slow King Krush with a turn of survival.
Here's round one's submission... Voidcaster Entry one
And here's the classic set
Alright, that does it for classic! I'm having a blast designing all these card and I'm hyped on my Un'goro and KoFT sets (For the record, I ditched the Start of the Game Hero card, the balance wasn't worth it.) and I'm hyped to be working even further out. Shoutout to all my boys who help me balance these cards, McF4rtson, CheeseETC, Mewdrops and Broeck1 (As long as we're on at the same timezone)
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teknician posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Submission Topic]Posted in: Fan CreationsTHE ENCHANTER
The Enchanter is all about magic and change. Enchanting your cards to make them better and unique, setting yourself apart from your opponent! Spells and books and wands and even Demons! Elisande, the ruler of Suramar City and the leader of the Nightborne, has versatile play-styles: A spell-oriented Enchanter can use their hero power to consistently activate Phase and empower their cards, which benefit from Spell Damage in interesting ways. A minion-oriented Enchanter will be able to buff minions in their hand and establish a board presence. And even weapons have a place in the class as an aggressive option!
Strengths
• Versatile spells: The Enchanter has access to a lot of spells; AOE, direct damage, single-summon, hard removal, and buff cards. In this sense, Enchanter is slightly more versatile than Mage when it comes to spell use.
• Handbuffs: Normally average minions in Enchanter can be buffed by a range of cards — either as they are drawn from your deck, played from your hand, or on the board. This makes normally low-impact minions more viable later on.
• Left-most hand matters: The ability to discount/take advantage of the left-most cards in your hand makes for a strategic way to play your hand out, so you have to be careful what you want to make your hand into! Especially with Mistveil Drake , combo potential is only there if you have the right setup!
• Aggressive early game: Once again, Enchanter has low-impact minions — but they're cheap and have good snowball potential paired with handbuffs. Making use of Phase can give you bonuses for your board as well as your hand, and help put you in control of the board early on.
• Draw: In both the basic set and the classic, Enchanter has good single-card draw potential. However, there's nothing like Sprint in the deck, so you have to be careful not to empty your hand too quickly.Weaknesses
• No healing: Enchanter may have good spell and minion value, but it has no way to recover from damage on its own, much like Rogue.
• Lack of late-game minions: While there are a few high-cost minions, they aren't particularly well-statted. That's why your handbuffs are there.
• Recursive playstyle: Phase cards have to be supported by other cards... that usually have Phase themselves. This will be easier to overcome in later sets, but in Classic it means you have to choose which cards to play first to get the bonus — similar to how if your hand is filled with combo cards, you need to play one card without the bonus in order to activate the others.
Keyword: Phase
If the text on a card has changed, Phase is activated when you play it. That means Cost , Attack , Health , and card text (particularly Spell Damage ). Cards that transform don't count!
Example Cards
- Foul Homunculus supports Phase minions easily with fair stats and a not-too-amazing effect. The best part is, if you've already buffed it (or played it with a bonus from Mistveil Drake) the effect gets more powerful along with it! It's almost like it gets upgraded.
- Warp Splicer 's immediate effect is similar to Gloop Sprayer , but its secondary effect helps if you want to reuse a battlecry minion.
- Bibliomancy is the challenge #2 card. It supports a future archetype of 1-Cost cards similar to Rogue's burgle concept ( sorry Cheese ). Most 1-Cost cards are actually kind of good — this archetype will replace card draw in favour of immediate lower value plays that benefit from Enchanter's handbuffs.
- Occult Infusion , when paired with the hero power is analogous to Feeding Time , and only scales from there. Otherwise the tokens become a target for handbuffs, making for a versatile card with delayed or immediate board impact.
- Arcanist Valtrois may seem weak stats-wise, but keep in mind that her effect affects all of your minions, including her. That makes her an 8 mana 4/8 with Spell Damage +2 and a board-wide double Stormwind Champion effect. It also makes your hero power good for 2 charges... or empowers it as a 2/2 weapon to smash enemies with. This is a win condition card that can be paired with various Enchanter play styles.
Tokens
Token for Occult Infusion
All Cards
Common
Rare
Epic
Legendary
A note on Mana Vapour : When said minions are played, they keep the +2/+2 buff!
Previous Phases
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LittleOgre posted a message on Weekly Card Design Competition 9.08 - Submission TopicPosted in: Fan CreationsThe mathematician Pythagoras was known for his formula regarding triangles with a 90 degree angle in it. I wanted to represent this in my card by taking the mechanic of Black Pawn to show it can only deal damage in a straight line (90 degrees). But instead of auto-attacking it hurls a fireball (hence the "Pyro" in the name) to the enemies opposite of him.
This makes it a very hard card to deal with because it can deal damage without taking damage, just like Black Pawn, when placed well it can deal damage to more than 1 enemy. I hope you like it. PS special thanks to Wailer, Gervez and Shatterstar for the feedback in discussion topic.
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thepowrofcheese posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Submission Topic]Posted in: Fan CreationsTHE TINKER
Welcome back, friend, to Blasthammer's Garage! Let me show you...wait, hang on. Shareholders want me to read this. Ahem.... "We Tinkers are crafty thinkers that make all kinds of wonderful toys! We got mechs and weapons and gadgets and bombs and more Scrapbots than you can count! We're constantly wracking our brains for the newest ideas, filling our workshops with"... yeah yeah you get the idea. Let's go in, eh?
Keyword: Synchronize
Synchronize ! Right. This matters now. Tinkers might be scatterbrained, but there's a method to our madness! Plan ahead, spend your Mana right, and get a bonus or change some stuff around. Most Synchronize effects will will have other requirements like Scrapbots to discard or a weapon equipped. You can play them on curve, but many benefit after setting up a big combo.
I know what you're thinking. No, I'm not wearing a mind-reader cap. I should patent that. Anyway, you're thinking "So, how do Tinker's compare to other classes?" Hrm? You wanted to know about lunch...? Right, so here's how we compare to other classes!
Strengths:- Burst Damage - The Tinker is, above all, a combo class. Put the right cards together to blow out the game!
- Tempo - Different cards sync together very effectively for this class. Play a minion that boosts your weapon, cast a spell that recasts your Secrets, Hero Power to fill your hand and empower a minion, then turn your tokens into new cards!
- Flexibility - Which leads to our next strength, kid! When you can turn cards into other cards, you're never without options! Of course, most of the good stuff is in later expansions. So you better come back again later, eh?
Weaknesses:
- Scrapbots - Of course, Tinker's have their own issues. Yes, we can fill our hands quickly, which is great for combos and hand-size cards like Mountain Giant . But unlike Hand Warlocks, we don't get 'real' cards, just 1/1 Mechs. We can do stuff with them, but its less efficient and you gotta have the right cards.
- Planning - And say you do fill your hand with Bots. Do you play them to fill the board? Hold them for a combo? You gotta plan a few turns ahead, know when to Hero Power, and count costs to trigger an essential Synchronize .
- Slow Early Game - Before you can get your plan in motion, you need to survive. Your Hero Power doesn't affect the field. Your multi-target effects are real expensive or have random targets. You got a few tools to help. Make them count.
Example Cards
- Bomb Building - Ok, example time! Every Tinker knows how to build a bomb. While making it, throw a few scraps at someone. Once it's done, throw that too! Later sets will feature more transforming effects.
- Brass Bodyguard - This guy will be one of your best friends. He takes the hits for you. And if you got a weapon, he'll sharpen it up so you can give the hits right back!
- Spark of Genius - I mentioned before that the Tinker is a combo class. Here's how you draw the cards you need. Spend some time making bots, then cash them in for a full hand. But keep in mind, to trigger the Synchronize , you need to spend all your Mana! Don't burn a combo piece!
- Gadget Attack - In trouble? Unleash your gadgets! Not only will you blast your foes, but you might also refresh your traps and defenses! Secrets are real important to Tinkers, and their ability to reload sets them apart from other classes.
- Rocketeer Blitzfyre - Uh, let's avoid him, if we can. Blitzfyre tries to turn every Scrapbot he finds into a bomb. He's great when you need to shut out a game, but awful when you ask him to clean out the garage.
Tokens
Created by Bomb Building
Remaining Cards
Assault Hammer - The quintessential Tinker weapon: an over-complicated hammer.
Goblin Land Mine - Watch your step...
Rapid Repair - Gain 2 Armor! Or more!
Net-o-Matic - Sap on a trap.Spell Magnet - Summon a Scrapbot with Blessing of Kings (or Sacrificial Pact , or Shadowstep ) cast on it!
Workshop Apprentice - He makes bots all day, but he's eyeing that promotion.
Mecha Tester - He's always willing to lend a big, shiny, metal hand.
Rocket Strike - Yes, I've got a rocket in my pocket. And I've got really big pockets.Widgetsmith - What's a widget? Whatever you need it to be, kid.
Gigantron - Stomps real good, but we have trouble making it stop.
Previous Phases
Hope you liked what you saw! And hope to see you again! Here's the transcripts from when you were last here!
Phase II - Basic Set
Phase I - Introduction - To post a comment, please login or register a new account.
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We're in the Endgame now.
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points at Hearthstone community: You will never find a more wretched hive of whining and entitlement.
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Ok, which of you messed with the reality stone?
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Good to see the Cloak of Levitation found work after Doctor Strange got snapped in Infinity War.
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Ok, that's it!
I NEED those 5 dorks in a TV series!
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Mage already has access to Twinspell. You must use one of the 5 E.V.I.L. clases: Warlock, Preist, Shaman, Warrior or Rogue, the latter being the most thematically fitting.. The idea itself is pretty cool. Unfortunately, the card itself must either be a Twinspell fur one of the classes I mentioned earlier, or a scheme for one of the others.
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Maybe you need to have at least two minions in deck for him to trigger?
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A video by Mark Brown about multiplayer balance. Hearthstone only makes a short cameo, but it's still relevant and an interesting watch: