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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Final Poll #1]

    Out of curiosity, how were we split into the two pols? I thought i'd be in the second one since i posted among the lasts ones.

    Also, good luck to everyone else!

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]
    Quote from NiRaSt >>
    Quote from teknician >>

    3 more people need to submit within the next ~40 minutes 

     Make that 2.

    I didn't have time to explain every card like with any other posts, I've just explained a few cards I found confusing. I've also decided to go with a little monologue from Arthas as my description for the LK card, hope that's ok.

     Make that 1. I gotta stop posting in the last 10 min. Formatting kinda broke and i lost some text color here and there when i copy/pasted but eh, it's just color.

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

    THE BLOODBURNER

    Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardfolk, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.

    The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells can hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.



    Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all friendly cards in play with F resh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.


    Example Cards


    Explanation

    Rekindle the Bloodflames : This is my quest. All the weapons in my class have 0 attack but have effects similar to Atiesh , meaning they do powerful stuff when triggered but they lose Durability that way. The reward is a minion that gives equips you with a powerful weapon!

    Basil the Crimson : Although the battlecry does not immediately affect the board, my class has many powerful spells that affect many characters, so next spell cast after the hero card will often fully heal your hero.

    Raelik, Master Dinomancer : Bloodburners are relentless and their resources are endless. This allows you to obtain some great value but the body is rather weak for the mana cost.

    Extinction : Massive late game threat for both the enemy and yourself. It's basically casting Pyroblast on every character in sight. Very few things can survive this, but then again, few dinosaurs survived their extinction.

    Decay : Weaker than Flamestrike at first, this spell is designed for the long term value. 2 damage to all affects you as well but it also deters the enemy from flooding the board again. This combined with Basil the Crimson allows for constant healing.

    Tokens

    Taint Aura overall makes your enemy waste 2 mana to deal 2 damage to himself and heal your hero for 2. He has to play the Blood Curses or he risks burning cards, but this can backfire if he utilizes spell synergy (things like Vex-Crow or Mana Wyrm )

    These are the Blood-Forged Amulets. First one is for value, second is for damage and third is for survival.


    The Lich King Fight

    My class relies on Blood to Fire to reliably trigger Fresh Blood so removing the hero power from play severely hinders the use of any Fresh Blood cards. On top of that playing without a hero power in a class where the hero power it's one of it's greatest strength is very hard.


    Remaining Cards

    Journey to Un'Goro

    Tortollan Sage : A moderately big heal on a pretty big body, this nice tortollan will sustain you throughout your self-damaging adventures.

    Explorer's Compass : The discover effect is on top of your normal draw. This allows you to search for the perfect answer to whatever is thrown at you, provided it's not destroyed first. Even with all it's value, 4 mana do nothing this turn is still a dangerous play.

    Terrorscale Scavenger : Taunt that keeps getting bigger and bigger. You don't always want to play all the big powerful removal spells in your hand, so this guy is there for those turns where you just use your hero power and end the turn.

    Red Pulse : Similar to Defile . It costs more mana to achieve the same impact but this can be spread out over multiple turns.

    Eager Apprentice : Little cute guy who is excited to go with you to explore Un'Goro. This is the main support for accelerating the quest, besides the weapons introduced in this set.  For clarity, when you play this guy all the Fresh Blood, Deathrattle, end/start of turn, whenever/after X happens and other similar triggers on your weapon are activated. It does not work with Battlecry .

    Skull-Feather Charm: 2 mana draw 2 cards in weapon form and on a delay.

    Burning revenge: If the enemy dealt 5 damage to you last turn this is a 5 mana deal 5 damage. This is a paranoia card that makes the opponent unsure if he should go all in or not, as he risks getting destroyed by 0 mana Burning revenges.

    Kights of the frozen Throne

    Krel, the necrolord : This is a giant STOP to the enemy board allowing you to stall for at least one turn. The Spectral Skeletons can also survive one of your own boardclears.

    Scourge Enchanter : Makes combos harder to pull off and delays cards by one turn. A notable interaction is to use this when the enemy has a bunch of Blood Curses in their hand making it very hard to get rid of them and play their own cards.

    Transfer vitality : Many bloodburner minions have repeatable effects and triggers, so giving them more health to keep them alive for one more turn would bring you a lot of value. Alternatively you can increase the durability of your equipped weapon to get more uses out of it, thus supporting the Un'Goro quest.

    The Cursed Flame : Weak boarclear by itself, this also heals you and damages your opponent via Blood Curses .

    Scarlet Omen : Targeted Vaporize but has more counters as there is more weapon removal than secret removal. If you use Eager Apprentice from Un'Goro the minion dies immediately, making it a 2 card 6 mana Assassinate , with a body.

    Blood burst: Can be considered tech against spell heavy deck but it's meant to have synergy with the hero card and

    Inevitable End : Same mana cost as Cataclysm but the drawback on this is that it only affects Deathrattle minions. It's a great tech card in metas where Deathrattle is common and it can be used to trigger your own stuff.

    San'layn's Servant: Little servant of the San'layns, this dude learned some of their vampiric tricks. An alternative Demolisher that can heal you but has a more unreliable trigger.

    TOKEN S


    Previous Phases

    Posted in: Fan Creations
  • 0

    posted a message on Quality of Life suggestion

    The text editor on this site is pretty good but one problem that bothers me a lot is that the colors for the different rarities the site uses are not available in the text color option in the editor.

    (DoomsayerEpic =/= Epic/Epic/Epic

    (Scorch)  Rare =/= Rare/Rare/Rare

    (Wisp)  Common =/= Common/Common/Common

    See? To obtain these rarity colors i have to copy/paste them from a certain forum post (the one that explains text formatting on this site, can't remember it's name).

    I Suggest you simply add these rarity colors to the color options in the text editor, to make it easier for custom card creators, and people in general to utilize these very specific colors.

    Posted in: Site Feedback & Support
  • 1

    posted a message on Here's some art, make a card! [Game]

    Next: RR neutral legendary.

    Posted in: Fan Creations
  • 0

    posted a message on Cobra Shot

    The art is pretty nice, shame it's on such a shitty card

    Posted in: Cobra Shot
  • 0

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

    Here's how my post will look like:

    THE BLOODBURNER

     

    Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardmen, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.

    The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells can hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.


    Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all friendly cards in play with Fresh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards. 


    Example Cards

      

     


    Explanation

     

    Rekindle the Bloodflames This is my quest. All the weapons in my class have 0 attack but have effects similar to Atiesh, meaning they do powerful stuff when triggered but they lose Durability that way. The reward is a minion that gives equips you with a powerful weapon!

    Basil the Crimson : Although the battlecry does not immediately affect the board, my class has many powerful spells that affect many characters, so next spell cast after the hero card will often fully heal your hero.

    Raelik, Master Dinomancer : Bloodburners are relentless and their resources are endless. This allows you to obtain some great value but the body is rather weak for the mana cost.

    Extinction Massive late game threat for both the enemy and yourself. It's basically casting Pyroblast on every character in sight. Very few things can survive this, but then again, few dinosaurs survived their extinction.

    Decay Weaker than Flamestrike at first, this spell is designed for the long term value. 2 damage to all affects you as well but it also deters the enemy from flooding the board again. This combined with Basil the Crimson allows for constant healing.

    Tokens

    Taint Aura overall makes your enemy waste 2 mana to deal 2 damage to himself and heal your hero for 2. He has to play the Blood Curses or he risks burning cards, but this can backfire if he utilizes spell synergy (things like Vex-Crow or Mana Wyrm

    These are the Blood-Forged Amulets. First one is for value, second is for damage and third is for survival.


    The Lich King Fight

    My class relies on Blood to Fire to reliably trigger Fresh Blood so removing the hero power from play severely hinders the use of any Fresh Blood cards. On top of that playing without a hero power in a class where the hero power it's one of it's greatest strength is very hard.


    Remaining Cards

    Journey to Un'Goro

    Tortollan Sage: A moderately big heal on a pretty big body, this nice tortollan will sustain you throughout your self-damaging adventures.

    Explorer's Compass: The discover effect is on top of your normal draw. This allows you to search for the perfect answer to whatever is thrown at you, provided it's not destroyed first. Even with all it's value, 4 mana do nothing this turn is still a dangerous play.

    Terrorscale Scavenger: Taunt that keeps getting bigger and bigger. You don't always want to play all the big powerful removal spells in your hand, so this guy is there for those turns where you just use your hero power and end the turn.

    Red Pulse: Similar to Defile. It costs more mana to achieve the same impact but this can be spread out over multiple turns.

    Eager Apprentice: Little cute guy who is excited to go with you to explore Un'Goro. This is the main support for accelerating the quest, besides the weapons introduced in this set.  For clarity, when you play this guy all the Fresh Blood, Deathrattle, end/start of turn, whenever/after X happens and other similar triggers on your weapon are activated. It does not work with Battlecry.

    Skull-Feather Charm: 2 mana draw 2 cards in weapon form and on a delay.

    Burning revenge: If the enemy dealt 5 damage to you last turn this is a 5 mana deal 5 damage. This is a paranoia card that makes the opponent unsure if he should go all in or not, as he risks getting destroyed by 0 mana Burning revenges.

    Kights of the frozen Throne

    Krel, the necrolord: This is a giant STOP to the enemy board allowing you to stall for at least one turn. The Spectral Skeletons can also survive one of your own boardclears.

    Scourge Enchanter: Makes combos harder to pull off and delays cards by one turn. A notable interaction is to use this when the enemy has a bunch of Blood Curses in their hand making it very hard to get rid of them and play their own cards.

    Transfer vitality: Many bloodburner minions have repeatable effects and triggers, so giving them more health to keep them alive for one more turn would bring you a lot of value. Alternatively you can increase the durability of your equipped weapon to get more uses out of it, thus supporting the Un'Goro quest.

    The Cursed Flame: Weak boarclear by itself, this also heals you and damages your opponent via Blood Curses.

    Scarlet Omen : Targeted Vaporize but has more counters as there is more weapon removal than secret removal. If you use Eager Apprentice from Un'Goro the minion dies immediately, making it a 2 card 6 mana Assassinate, with a body.

    Blood burst: Can be considered tech against spell heavy deck but it's meant to have synergy with the hero card and 

    Inevitable End: Same mana cost as Cataclysm but the drawback on this is that it only affects Deathrattle minions. It's a great tech card in metas where Deathrattle is common and it can be used to trigger your own stuff.

    San'layn's Servant: Little servant of the San'layns, this dude learned some of their vampiric tricks. An alternative Demolisher that can heal you but has a more unreliable trigger.

    TOKENS


    Previous Phases


    If you see any mistakes, please let me know. Also mods, did i fulfill all the challenges?

    Posted in: Fan Creations
  • 2

    posted a message on Here's some art, make a card! [Game]

    Posted in: Fan Creations
  • 0

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

    When does the submission topic close? Today in a few hours or tomorrow night?

    Posted in: Fan Creations
  • 3

    posted a message on What is the best legendary for each class in the history of HS?

    Shudderwock for shaman

    Posted in: General Discussion
  • 1

    posted a message on Here's some art, make a card! [Game]

    Keeping the thread alive cause i really like it

    Must be a warrior card from Witchwood. Something charge/rush related.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]
    Quote from NiRaSt>>
    Quote from Noah_McGrath>>

    Links to my previous sets: BasicClassic.

    I finally remade my Un'Goro set

    I changed Deran so he no longer crafts a custom weapon but instead gives you 1 of 3 legendary weapons. The reason why is because i couldn't make it so all the options would fit in 4 lines and i'd have to find at least 9 images for 9 options.

    These are the 3 Blood-Forged Amulets. One for value, one for offense and one for defense. They are all (in my opinion) viable in different situations.

    And my Frozen Throne set:

    Hopefully there won't be any more problems that i over-sighted. Feedback is welcomed and encouraged!

    • Do you have at least 4 spells at every mana cost? Because then Power in Blood might be a bit busted by being way too consistent.
    • Raelik is albo busted. It's basically a 1 mana 5/5 once you deduct the cost of generating spells.
    • What happens when you targer a friendly minion with Scarlet Omen?
    • The rest of the cards seem fine.
    • I don't see how Challange #3 is met.
    Quote from SunnoxPL>>

    I managed to redesign my KotFT set based on feedback received. I'll try to give feedback (if I have some time) later today or tomorrow.

    Full Un'Goro:

    Full KotFT (I saved Windfury synergies for later expansions):

    Clarifications:

    Quest counts your and your oponent's turns. It does not reset after you lose health.

    Ze'Mer won't copy herself if you don't have enough Armor at the end of your turn.

    Twin Touch gives lifesteal to minions on the battlefield. That's why there's no 'wherever they are' line.

    There'll be more copying/summoning synergies later, so Ze'Mer, Gathering of undead and Twin Touch are not out of place here.

    Feedback very appreciated ! :)

    •  Your quest seems to be fairly easy to complete if it doesn't have to be consecutive turns, especially against control and combo decks. Not sure how'd I'd balance it
    • I don't see how Challange #3 is met.

    Here's my KFT leg:

    I'd say it fits pretty well thematically while being fairly balanced. 

    • I assumed during all the previous expansions (from Naxx to Gadgetzan) my class would have obtained enough spells at each mana cost to make Power in Blood balanced
    • Yeah, Raelik is too good. Would an 8 mana 5/5 be ok?
    • I gotta add "enemy minion" to Scarlet Omen
    • In my mind adding a new weapon was enough to continue the quest support, but i guess i should add something more specific. Now i need to think what i should remove to add a new weapon-related card

    Also the Lich King card for the fight. Destroying Blood to Fire (HP: 2 mana Deal 2 damage, take 2 damage for those who forgot) would severely hinder the use of any Fresh Blood (do something the first time your hero takes damage in a turn) cards, and of course would make the battle very hard as you don't have a hero power.

    @NiRaSt Lord Marrowgar seems ok, but all the cards with the "if it's your opponent's turn" have higher attack than health (with the exception of Skelemancer which is a 2/2), so maybe make it a 8/7.

    Posted in: Fan Creations
  • 0

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

    Links to my previous sets: BasicClassic.

    I finally remade my Un'Goro set

    I changed Deran so he no longer crafts a custom weapon but instead gives you 1 of 3 legendary weapons. The reason why is because i couldn't make it so all the options would fit in 4 lines and i'd have to find at least 9 images for 9 options.

    These are the 3 Blood-Forged Amulets. One for value, one for offense and one for defense. They are all (in my opinion) viable in different situations.

    And my Frozen Throne set:

    Hopefully there won't be any more problems that i over-sighted. Feedback is welcomed and encouraged!

     

     

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]
    Quote from Noah_McGrath>>

    Links to my previous sets: Basic, Classic.

    So, here's my Frozen Throne set:

    And a redesign for the Un'Goro quest, as people said minion sacrifice is too similar to warlock:

    The custom weapon would be created with 3 "discover" or "option" screens, like Kazakus.

    First option: Durability/mana cost

    • 1 mana 0/1 weapon
    • 3 mana 0/2 weapon
    • 5 mana 0/3 weapon

    Second option: How the weapon is triggered 

    • Fresh Blood
    • After you cast a spell
    • After an opposing Hero Power is used

    Third option: What the weapon does when it's triggered

    • Restore 10 health to your Hero
    • Deal 3 damage to all enemies
    • Add a random Bloodburner spell that costs (5) or more to your hand

    Examples: 

    If this quest is well received i'll make the rest of the support/synergy cards from the set. Feedback is welcomed and encouraged!

    Previous posts ^

    Based on feedback, here are the changes:

     

    All the hero cards have their Battlecries do something different from their Her0 Powers, so it makes sense that my heroes's battlecry and hero power shouldn't both give Blood Curses. Giving a spell lifesteal feels like something a Blood DK could do, so that's what i'm going with, while also keeping the old Hero Power.

    Reduced the skeleton health and buffed Krel's stats.

    Reworked the weapon. Now it's like a targeted Vaporize. As long as that minion doesn't attack you, this does nothing, and when that minion dies this is just a 0/1 weapon. Also works with the new quest which is:

    @Shatterstar1998: "Your weapons lose 7 durability" sounds a bit weird to me, as all the other quests are written from the perspective of the player, while this is from the perspective of the weapons. "Trigger the effects of your weapons 7 times" is mechanically similar (all my weapons besides the new Scarlet Omen lose durability when triggered) but this phrasing includes more stuff (like the new Scarlet Omen).

    Just to clarify, say the weapon is "Fresh Blood: Draw a card and lose 1 Durability". Activating the Fresh Blood on the weapon would count for the quest. When the minion chosen by Scarlet Omen dies from attacking your hero, that also counts.

    And the changed option's for Deran's craft-a-weapon screen:

    First option: Durability/mana cost

    • 1 mana 0/1 weapon
    • 3 mana 0/2 weapon
    • 5 mana 0/3 weapon

    Second option: How the weapon is triggered 

    • Fresh Blood
    • After you cast a spell
    • After an opposing Hero Power is used

    Third option: What the weapon does when it's triggered

    • Restore 10 health to your Hero
    • Deal 3 damage to all enemies
    • Discover a spell that costs (5) or more

    I didn't change "After an opposing Hero Power is used" because i can't. Hearthstone has to be consistent with itself, and this exact phrasing is used in Dart Trap. It's the same trigger so i have to use the same words.

     

    Posted in: Fan Creations
  • 1

    posted a message on Here's some art, make a card! [Game]

    @The_M4Khh I'm sorry, i was in the editor when you posted. Here's your card.

    See my previous post (the post above) for my art.

    Posted in: Fan Creations
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