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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from linkblade91 >>

    I don't have all 15 completed, but I have a small collection of rough drafts if anyone is interested. Just wondering if I'm on the right track so far, you know?

    • Freeze is basically "my Keyword", so having a Legendary about it makes sense. Sapphiron is the late-game win condition for a Freeze archetype, stalling until you can drop him and start machine-gun blasting the enemy hero with repetitive Freeze effects. It's like what Mages were doing with Ice Lance, but hopefully more fair.
    • Chains of Kel'Thuzad is a boss ability, like my Basic spell Detonate Mana. The ability allows Kel'Thuzad to Mind Control a member of the raid for a period of time. Chains of Kel'Thuzad has no Attack-restriction like the lesser Priest control-spells, but it still only lasts until end of turn. The idea is that, if you can get a strong minion killed off on your side, you can then attempt to revive them. If you're worried about the overlap, this would be the only mind control effect in the class.
    • Icicle Crasher is one of the only forms of true destruction effects the Lich has access to. By attacking Frozen minions, he shatters them.

    • Frostbolt Volley is the next step up from Blizzard, and another boss ability. Frostbolt deals 3 damage and Freezes, so naturally the Volley does the same thing to all enemies.
    • Icy Guardian has +1 Attack on Sen'jin Shieldmasta, but he Freezes himself. This doesn't matter much as he's a Taunt minion, and after he dies you are free to revive him and avoid the Battlecry.
    • Endless Scourge is like Ancestral Spirit, but cheaper and not as good for the board. Better for Battlecry minions, though. In general, it functions to provide greater fuel to help outlast your opponent.
    • Dark Resurgence was seen in Phase I, a flexible card for cheap minion damage or healing.
    •  well people already said it but the Chains are too strong as 5 mana, at 7-8 I think it would be balanced.
    • for Icicle Crasher I think it should read "Whenever this attacks a minion, if it's Frozen destroy it" to keep the wording of Wind-up Burglebot and Frostweaver
    • Personally I would make Icy Guarding a 3/6 or even a 2/8, I'm not very keen of it having a Yeti stat lines. But that's just me.

    Other than that I like your other cards dude.

    Quote from Demonxz95 >>

    Fun fact: I haven't made a single new card this since I submitted my Phase II entry. Awkward... but here's what I have for Classic so far.

    7/15. Not great.

     

     I find all your cards really cool (especially Flame rune sword, really simple and nicely done), my only complain is Cursed Armor, which makes me think that it should have a drawback (like Cursed Blade) but it doesn't, maybe you could call it Leeching/Vampiric Armor? this is mostly a nitpick because I couldn't find a problem with your other cards.

    Quote from Turkeybag>>

    So I completely finished my classic set during phase 2!
    One card has to get cut for challenge 2 though.

    Cards:



     Currently I'm leaning towards cutting Stormstriker since it's somewhat similar to Gerrart. I also need to change some rarities around. Any feedback would be appreciated!

    I'm mostly going to give you wording suggestions, because those are a lot of cards and it is kinda late here, sorry dude

    • Arcane Rush could read "Draw 2 cards. Next turn, skip your normal draw."
    • Conjure: Plate Armor should probably read "Gain 8 armor or give a minion +6 Health" (I would change the 6 to a 4, just for aesthetics)
    • Enchant Weapon: Ice I think that you could remove the Spellfury requirement and outright make it a "Give your weapon +1/+1 and "Freeze any character damaged by this weapon." 
    • I'm not a big fan of Polymorph: Armor it's too wordy for my taste, you should probably keep it as the Spellfury version 8 mana "Silence and destroy a minion. Gain 10 amor" I would personally make it gain 8 armor tho, for the flavour stuff.
    • Conjure: Impediment, "...change an enemy minion's attack to 1" 
    Quote from Shatterstar1998 >>

    Here's a few of the class cards I current have. Posting here to see if I'm in the right direction.  Card fulfill challenge 2: Comet of Doom (1 mana more than Deadly Shot but this class's keyword can require it to be weaker(.

     

    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!

    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 Gazecards.

    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 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.

    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:

    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 theAstral 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
    • Decent healing : Each Astral Spirits not only allows for board presence, each of them are gentle and helpful beings who heal you and your allies/minions over time by 2 Health if they are injured.
    • Decent removal: When not falling into your opponent's face, the comets and meteor conjured by the Astromancers can instead annihilate the enemy minions.
    • Decent card draw With so many random effects and the need to combine with their class keyword Gaze in order for them to be effective, Astromancers will boast a decent amount of card draw in order for them to afford to play the Gaze and the random effect in combination
    • 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 (that will be showncased in the Classic sets) and their class mechanic Gazeactivates during your opponent's turn, a lot of 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 Basic 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.
    • Jack-of-all-trade, Master of None : Astromancer's class card has everything but not as best as a particular something. It's both a curse in that they will be harder to clearly pinpoint a best deck while a blessing in that it allows them to be flexible and incorporating many elements in their decks.
    • Buffs focus on giving minions Health and utility, not offensive power : Most of the Astromancer buffs are focusing on keeping the minions on the field, not finishing off your opponent. Thus you have to contend with grind them out and draw into your burst as well as trading and dealing chip damage carefully.
    • Healing tied to spawning minions : The class has very few healing outside of spawning the Astral Spirits . Thus you need to keep them alive if you want the healing to you and your minions provided by them. They also have no natural Armor gain, so they are vulnerable to 30 or more burst damage.
    • 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), symmetrical or inefficient in term of damage to their cost.

    Cards:

    Token:

     

     

    •  Scrutiny shouldn't cost 1 mana, I know that it is probably part of the bread and butter of your class, but as a 1 mana cycle there is no reason to run it in every deck.
    • Celestial Drake is just Azure Drake and I'm pretty sure that that was your intention but there is a reason why he was sent to the Hall of Fame, and your Drake has a bigger card draw potential.
    • On a side note, if you want to make a class with secrets since the beginning you will have to make at least 4 secrets.
    Quote from Laurendor >>

    I did some cards during phase II and I will post them later. I need an help for the wording of this card. I'm not sure how to write it correctly. What I want is that this card change randomly his stats at the start/end of the turn with a random number  from 0 to 6. And yeah, if the Health goes to 0 it will get destroyed. 

    It's gonna be a card and a token of a spell (just looking for a different image tho)

    Also this is the legendary I thought about:

    My Keyword is Evergrowth: The minions have +1+1 for each minion on the board with evergowth

    I thought about boosting this mechanic giving the Hero a permanent Evergowth bonus, in this case is a + 2 which means that if you summon a minion with evergrowth it will have a buff of +2+2 regardless of the minions on the board with the keyword. 

    I think is a bit too cheap a this stage, stats aren't great but the buff is good...so I'm not sure if i should put it at 6 mana or more. I was also thinking to adjust the battlecry with "If you control an Herb, give your Hero Evergrowth +2" which will make it a bit more difficult to play.

    Otherwise remove the +2 and just give the hero Evergrowth+1

    I just quoted from my previous post to put this 2 questions together.

     

    •  the specimen feels like like a really unfun card to play and play against dude, just because  it has such a big margin of possibilities (it could be eternally a 6/6 or in the first roll change it's Health to 0) I would recommend making it a Battlecry, or at least keeping it between 1-3/4
    • And for the Lego, it doesn't feel like a Classic lego, if you look at all the Class Legendary minions you would see that all of them are basically giant beat sticks.

     Edit: I have to agree with Demon, the 2nd challenge doesn't work as a classic challenge,, there wasn't strictly worse cards in the basic/classic set between classes. And as you showed it only happens between expansions.  I think it could work as a later challenge but not right now.

    Posted in: Fan Creations
  • 0

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

    Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.

    THE COMMANDER

      

    For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.

    Here are a couple examples so you can grasp how it works.

     

    Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.

    But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.

    • Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
    • Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
    • Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
    • Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
    • Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
    • Defend the Gates is just some good token generation with some protection.
    • Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
    • Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
    • Rain of Arrows is just good AOE.
    • Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.

    And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.

    •  Night Watch should probably read "end your turn." instead
    • Right now Charging Knight is worse Kor'kron Elite, it doesn't allow you to bypass Taun
    • Inspiring Blade should read "after your hero attacks" Ex: Piranha Launcher Woecleaver
    • This is mostly a personal opinion, but surrender is kinda a weird name, , maybe something like "Forced Enlistment" or "Conscription" could work better?

    Other than that, the other cards look fine to me. 

    Yeah I agree with you on Nightwatch and Inspiring Blade, I'll go fix them right now. Now about Charging Knight, are you sure that it wouldn't bypass Taunt? If a minion with Taunt can't be attacked (by being Immune or by having Stealth) the Taunt effect doesn't apply. Also Rush minions will bypass a hero with taunt (check The Curator fight in One Night in Karazan.

    Regarding Surrender I guess I could find a better name for it. The idea is that after dealing so much damage to a minion, it chooses to surrender and fight at your side. I don't know if there's a better word for it but I'll consider your options.

    Lastly I forgot to mention this in my original post but what are the 5 cards that you think I should showcase? I'm still trying to decide that. Anyways thanks for replying, I really appreciate the feedback.

    I'm 75% sure about it, If I'm not wrong stealth and immunity makes you unable to target the minion, that's why you can bypass taunt. And for the Curator fight i can only said small indie company hahahaha. Maybe to be sure you could put "can bypass taunt" instead?

    And personally I would go for: Reinforce-Trained for combat-Defend the gates- backline strategist and Inspiring blade, for the showcase cards.

     

    Posted in: Fan Creations
  • 6

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

    The Pint-sized Witch

    Some little backstory/lore

    A few days after the bad men made her mother disappear, Camilla knew she wasn't coming back. Impulsed by her feelings of fear and loneliness she decided to break the rules  for the first time and enter her mother's special room. There she found the cause for this and the knowledge to never be alone, ever again.

    Camilla is a witch, a novice one, but a witch nonetheless and she bringing to the table all the classic witchery one might expect: curses, potions, familiars, hexes, poisoned apples and a lot more fun stuff!

    Her Hero Power is Grant Life which gives you little 2/2 pal to help you take control of the battlefield. It trades a immediate presence on the board for a far beefier body.

    The key themes of the class are going to be:

    • Brewing a variety of potions and elixirs!
    • Synergising with small minions! (1/2 Attack/Cost)
    • Casting curses on your enemies! (secrets)
    • Divining and observing your future! (looking at the top card of your deck)
    • Annoying your opponent, destroying their hopes and dreams! (Yay!)
    • And controlling cute critters! (mostly)


    Example Cards

    Curious Fairy: The last seven flowers were awful, but I have high hopes for this one!. A simple tutor balanced around Novice Engineer , A handy addition to any aggressive deck and an obvious synergie with one of the showcased cards.

    • Strength of the Meek: While the cat is here, the mice will make it go away. Another addition to any aggressive Witch deck, because of the ease which you can make tokens to buff this card costs one mana more than Mark of the Lotus
    • Enchanter's Apprentice: Someday he hopes to be just like you. Balanced around Raid Leader and Addled Grizzly , you will have a permanent buff as long as you summon your minions after the young enchanter.
    • Precognition: I know what are you going to do next summer. Similar to Arcane Intellect , you trade the extra option for an extra copie of the top card of your deck, for some classes that would be a problem but not for the Witch and her tools to see the future!
    • Potion of Colossus: Uh, it tasted purple. A giant buff that unchecked will allow your smallest Homunculus to become a enormous threat and even close out the game.

    Remaining Cards

    With the remaining Basic cards I can also showcase the Witch's weakness

    • Weak or situational hard removal, mostly directed to small minions
    • Below average AoE
    • Hard times to get back on the board with out having already minions on it

    Previous Phase

    If you wanna check out what is yet to come, check the Phase I post.

    Posted in: Fan Creations
  • 1

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

    hey what do you guys think

    Link to my phase II submission

     If you don't make a Huge guts card, I will be deeply disappointed with ya

    Posted in: Fan Creations
  • 0

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

    Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.

    THE COMMANDER

      

    For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.

    Here are a couple examples so you can grasp how it works.

     

    Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.

    But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.

      

      

      

    • Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
    • Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
    • Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
    • Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
    • Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
    • Defend the Gates is just some good token generation with some protection.
    • Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
    • Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
    • Rain of Arrows is just good AOE.
    • Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.

    And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.

    •  Night Watch should probably read "end your turn." instead
    • Right now Charging Knight is worse Kor'kron Elite, it doesn't allow you to bypass Taun
    • Inspiring Blade should read "after your hero attacks" Ex: Piranha Launcher Woecleaver
    • This is mostly a personal opinion, but surrender is kinda a weird name, , maybe something like "Forced Enlistment" or "Conscription" could work better?

    Other than that, the other cards look fine to me.

    Quote from SunnoxPL >>
    Quote from linkblade91 >>

    Here's a mock-up of my submission, barring any additional changes. Feedback as always is appreciated; still not sure about the Kel'Thuzad roleplay. Makes it hard to talk plainly about archetypes and combos. Let me know if I should change up which cards I showcase, as well.

    The Lich

    You are a foolish mortal, you know that? You dare to come before the great Archlich Kel'Thuzad, keeper of the cold and deliverer of death? I should turn you into an icicle, a statue frozen in time to remain a symbol for what happens to my enemies! ...oh? You've come to learn the ways of the dead and dying? You are bold, but I approve. Come, my new apprentice, come and see the power of the Lich! The might of the Scourge can be yours, and more, if you but lay down your life and serve me...in death!


    Example Cards

    • Rise Again - If you want to be a competent necromancer, bringing minions back from the dead is step one. Obviously. Minions freshly killed are the easiest to resummon, rewarding them for a job well done after trading into enemy forces or defending you from attack.
    • Detonate Mana - Ah, a classic spell. Why simply blow up an enemy when you cause them to blow up their friends, then watch in satisfaction as guilt tears them down? They already think you're the evil one; might as well enjoy it.
    • Freezing Wind - Occasionally the mortals attack in large groups; you'll need to be ready for these "raids" on your inner sanctum. Thankfully they tend not to dress for the weather: a cold gust of air and they'll be frozen solid.
    • Skeletal Guard - Steven the Skeleton has always been there for me. Strong and sturdy, he makes for a fine guardian...although, given how many times I've revived him, I'm starting to wonder if he resents the position.
    • Frozen Soul - When we Freeze our enemies, the heat escapes and must go somewhere. We capture it and...I'm just messing with you, the healing comes from magic. Dark magic.

    Other Cards

    • Frost Orb - I haven't yet determined how the Orb actually Freezes people. Is it so cold they turn to ice when it touches them, or do they lose their minds staring into the Orb itself? Either way, it works for me.
    • Shattering Blast - If I kept every statue of a wannabe-crusader that came through my doorstep, I wouldn't have any room to move. I make the interns sweep up after I've taken my day out on the icicles. It's just like popping bubble-wrap.
    • Shadow Fissure - It never ceases to amaze me how often the fools don't bother to look down. They're too busy attacking you, so they fail to notice the spell charging beneath their feet. Endlessly entertaining.
    • Dark Binding - Look, it's a lot easier to just patch up the forces you have instead of constantly trying to revive the fallen. Duct tape will keep a skeleton together, but it won't rip a soul back to the realm of the living.
    • Frost Armor - Sometimes Steven is not enough, talented though he may be. Apply a bit of the old Frost Armor on a minion, and they too can stand in the way of an oncoming enemy. Your sacrifice will be acknowledged, peon whose name I have forgotten!

    Previous Phase

    If you would like to know more about the power of the Lich, check out my original spiel...interloper!

     I wanted to give some feedback, but everything seems great for me ! Cards are well balanced, explanations (which are more like flavor texts) are also good. I don't think any changes are necessarry. The only thing I want to point out is that Frost Orb is basically your Hero Power with card draw (so much better). I don't say it's bad - it just drew my attention :)


     

    The Bug

    Unchanged cards:

     

    Here are some of my changed cards:

     ====>>>> 

    ====>>>> (it changed to the better quality art)

    I'm still not sure about Monarch Wings. I have an idea for a rework

    ====>>>> (?) 

    However, I still don't know if the second version is better.

    Feedback really appreciated ! :)

     Maybe for Monarch Wings you use the same effect of the Armored Baldur? "Spend 6 Armor to draw 3 cards" something like that?

    Posted in: Fan Creations
  • 0

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

    It´s only day 2 of phase 2 and everybody has already finished their basic set

    wtf guys

    As for me my biggest issur will be to not do the same thing as the gazillion other hand synergy classes in this comp

     I donno about everyone else, but I'm going to be busy with finals and lab assignments for the next 4 weeks, so I want to be done with this ASAP. I'll try to pop up when I take a break to give some feedback around here.

    Quote from Noah_McGrath >>

    Previous post here.

    Thank you all for the feedback! These are the unchanged cards:

    And here is what i changed:

    Crocodilian guard:

    ------------->

    The old version was too good, i agree. This version only empowers the Hero Power for one turn, and it doesn't pass through divine shield. My question is this: is the combo of Crocodilian Guard + Conflagration + Hero Power on turn 10 too good? It's a one side twisting nether for 10 mana (2 card combo).

     Fan the Flames:

    --------->

    or

    The old Fan the Flames had a typo. Spell power does not exist. However, after i corrected it, the text looks too small. I crammed it into 2 lines because of the restriction, and it looks bad now. Is the 1 mana version ok? It persists from turn to turn, but it looks better. I could also just make it 2 mana "The next spell you cast gains spell damage +2", but that might be too OP. What do you think?

     Sanguine Rune:

    --------->

    The old version allowed for an "infinite" cycle of this spell copying itself. the new version utilizes the wording of Simulacrum. It still copies spells in your deck, but in a different way. It's a simple effect, but hard to master as you need to remember what was the last spell you drew.

    I'll try to review some classes later tonight. Until then, feedback is welcomed and encouraged! Be sure to open all spoilers!

     

    That's a 3 card combo that only wipes your opponent's board for 10, so it really depends on how good your class' draw is. I'd say make the Crock a 6/5/6. The second fan of flames seems fine. You could keep the original Rune if you add (except this card)

    -------------------------------------------------------------------------------------------------------

    Here are my cards. I've posted some earlier, but no one seemed to notice them (probably shouldn't have put them in a spoiler:P)

            

    I feel most of them are quite simple and easy to understand. The only one I'm worried is too complicated is Earthquake.

    Question: Is "Can't attack" considered a keyword? Because then I's have 3 basic keywords, along with Taunt and Freeze.

     Well Metaleech and Earthquake don't feel very Basic to me. The first I think should use Spend instead of Destroy like Reckless Flurry and you don't need to specify "This" ex: Forbidden Ancient. For the second one, why not make it just 4 damage to the Rightmost and Leftmost enemy minion?

    For the wording of Icy Rain you should to specify at the start of whose turn, like Doomsayer or Nat, the Darkfisher do.

    Otherwise the other cards look peachy to me. And I don't think "Can't Attack" counts as a keyword.

    Quote from Noah_McGrath >>

    Previous post here.

    Thank you all for the feedback! These are the unchanged cards:

    And here is what i changed:

    Crocodilian guard:

    ------------->

    The old version was too good, i agree. This version only empowers the Hero Power for one turn, and it doesn't pass through divine shield. My question is this: is the combo of Crocodilian Guard + Conflagration + Hero Power on turn 10 too good? It's a one side twisting nether for 10 mana (2 card combo).

     Fan the Flames:

    --------->

    or

    The old Fan the Flames had a typo. Spell power does not exist. However, after i corrected it, the text looks too small. I crammed it into 2 lines because of the restriction, and it looks bad now. Is the 1 mana version ok? It persists from turn to turn, but it looks better. I could also just make it 2 mana "The next spell you cast gains spell damage +2", but that might be too OP. What do you think?

     Sanguine Rune:

    --------->

    The old version allowed for an "infinite" cycle of this spell copying itself. the new version utilizes the wording of Simulacrum. It still copies spells in your deck, but in a different way. It's a simple effect, but hard to master as you need to remember what was the last spell you drew.

    I'll try to review some classes later tonight. Until then, feedback is welcomed and encouraged! Be sure to open all spoilers!

     

     

     For basic cards I do think it is pretty strong to have an enemy board wipe, even if it is 10 mana.

    The second version Fan of flames is okay, for how the game works it can't stack with itself so that makes it okay.

    And I like the new rune, even thought it still can cycle itself infinitely.

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

    Well this is what I have planned so far for the Basic set, I will try to give some feedback to the posts I missed.

    I know the two damaging spells are very underpowered but I'm trying to design the class around having weak direct removal and AoE.

    I have two cards that I'm still thinking about the cost/name

     

     

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from IceKing16 >>

    Does anyone know how do I post the link to my submission from phase 1? I can't seem to find a direct link to it. Thank you in advance.

    1. you click on your submission's number
    2. you copy the url it gives you
    3. when making a post at the top right corner there is a option to insert a link
    4. you write what you want and insert the link

    So using me as an example It will look like this Pint-sized Witch

    I hope I was clear and it is helpful to you dude.

    Posted in: Fan Creations
  • 0

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

    Here's update to my Basic set:

    • Celestial Bow now is a 3 mana 2/2 with the effect target friendly minions only. I don't like how heavy my Basic cards is with the addition of Knight of Eclipse.
    • Astral Intellect now cost 2 mana. I should clarify that Gaze / Solar Eclipse can only ensures you draw cards if you cast it on your hero ONLY. I don't want the mill potential to be too extreme.
    • Meteor Shower has been replaced by Guardian of the Eclipse.
    • Edit: I just realized Guardian of the Eclipse has more than 3 lines and thus making my cards selection has 4 cards with more than 3 lines. He is now 5 mana, lost the Taunt and is renamed Knight of the Eclipse. 

    Other cards:

    Strength:

    • High token spawning
    • High burst spell damage / finisher
    • Decent healing
    • Decent amount of removal
    • Decent card draw (to allow them to play cards with Gaze)

    Weakness:

    • Unreliable RNG effects without Gaze or Solar Eclipse
    • Buffs focus on giving minions Health and utility, not offensive power
    • Healing tied to spawning minions, thus they are unreliable
    • Board clear are either unreliable, symmetrical or inefficient in term of damage to their cost.

     Edit: Creator's Commentary

    • Solar Eclipse: Included to foreshadow new players about the keyword and flavor of this class: Control RNG effects. Also to reduce frustration for new players when they receive their Basic cards that are filled with random effects.
    • Knight of the Eclipse:  Another example of the Control RNG aspect of this class. This card signify that their buffs will mostly be random as well as the fact that cards with Gaze effects in their Classic set will have very efficient stats to cost ratio.
    • Fiery Comet, Celestial Bow: Showcase the high but unreliable burst damage without Gaze or Solar Eclipse of this class.
    • Astral Touch: Showcase the decent removal option of this class.
    • Starcaller: Showcase the high token spawning of this class. Also foreshadow the disruption effect of this card in the Classic set. Also showcase this class's main source of healing by summoning out token to heal them.
    • Astral Wrath, Supernova: Showcase the weak board clear of this class. Both of these have nice utility but the clear itself is weak for their cost or symmetrical.
    • Blessing of the Stars: Show case the token spawning playstyle as well as how this class use buff to keep their tokens on the board rather than offensive finishers.
    • Astral Intellect: Showcasing the unreliable RNG aspect of the class as well as their decent card draw. Of course, this has utility in control match up by milling your opponent if you target them with Gaze or Solar Eclipse.

    Token:

    Everything seems fine to me, my only nitpick is that Solar Eclipse is a little complex for a basic card, but I understand that it is a must card for the class and that you could the same argument for Tracking so I won't complain about it. But you should probably use Choose instead of Select, to keep it consistent with the current wording in the game.

     

    Quote from SunnoxPL >>

    Here's my basic set, it is not finished yet (missing 2 cards) but they will air soon.

     I'm still not sure how to fix Armored Baldur, I want to keep it because it presents one of the core mechanics for my class.

    Feedback appreciated ! :)

     

    Having a potential 30 damage combo with three basics cards is a little to strong (Mighty Mace+ 2 Precise Forging) yeah it is an 8 mana combo over 3 turns, but is still really strong, stronger if you add your Hero Power in the mix. You should use the same wording you used for Precise Forging on Chipped Spike, for a way to fix the Armored Baldur, what about making him a 3/3 that gains +1/+1 if you spend a little amount of armor, like 2 or 3? and for the armor using card, you should Use Spend instead of destroying, like Reckless Flurry.

    Quote from Giz4Gamer>>

    THE INFUSER

    The Infuser class is made up of spellcasters and spellswords that use magic in a unique way. That merge it with creatures or objects to create wild new results. From magic weapons to enchanted armor, they can turn the mundane into something truly magical. Of course, the path of the Infuser is one of theft. One person gains and another loses. Among the Infusers, there are two particular factions that are represented in the Basic set. The Flame-Heart faction and the Ice-Soul faction. Each faction has their own style. The Flame-Heat faction focuses on offense while the Ice-Soul faction focuses on defense.


    Keyword

    To represent the give and take relationship of an Infuser, the keyword Absorb was created. A minion that absorbs Attack will gain the Attack, while a Spell that absorbs health will be given to your hero. A card cannot absorb more than their target can give. A minion with 0 Attack cannot give any Attack.


    Example Cards

    • Shoddy Spellbook: It's like a 2-Mana draw a card with the upside of getting your next draw early.
    • Unstable Catalyst: 2-Mana +3/+3 on the turn you play, but becomes only a +1/+1 the next turn.
    • Corrupt Soul: A Shadow Bolt that bypasses Divine Shield, but is less effective against damaged minions.
    • Flame-Heart Blade: A 2/2 weapon that can become a 3/1 weapon. Strong synergy with Durability buffs.
    • Draenei Enchantress: A Strong tempo-based minion.

    Remaining Cards


    Previous Phase

    Phase I Submission page

    I feel like Unstable Catalyst is really weak keep in mind that Mark of the Wild exists, it is on the weak side and it doesn't has the chance of killing your minion. Maybe change it to "at the end of your turn" instead? Overall everything looks solid to me.

     

    Quote from Flipombe_DJ>>

    So, if i were to post my next entry, it would look like this, any feedback?

    The Cursed Witchdoctor

    The Witchdoctor is back! This time with basic cards. I tried to go into a few directions with them, exploring themes that will later on appear on more complex cards while also laying some solid groundwork for the class with some weaknesses as well.


    Keyword: Shadow Realm

    My classes keyword is called Shadow Realm and it acts like a "bank" which can be used to store cards in it and use them through specific interactions. It is hard to explain without examples so i would recommend looking up my entry from the first Phase to get a clearer understranding.

    VERY IMPORTANT:
    Cards keep ANY enchantments when they enter the Shadow Realm, so e.g. the Hero Power cost reduction is still apllied while in it or when the card gets back into your hand.


    Example Cards

    I had to change the wording of many cards I previously created very heavily and some I even had to completely scrap since their effects were simply impossible to get into such few words, but in the end I think they came out better than before because of the challenges. Fun stuff!
    So here they are:

    • Void Vision: This is a card showcasing a reocurring mechanic of the class: Effects that trigger if you have no more Mana left. These are naturally supported by the Hero Power making it possible to trigger multiple of these in the same turn. The buildup is pretty steep though, so watch out to not get killed!
    • Stoke the Fire: Kind of a randomized pseudo-ramp. This started out at 3 mana, but with our current knowledge about hero powers having a card like this in an odd-deck could be really oppressing. I didn't want to limit my own design space for the upgraded Hero Power so this might be on the weaker side, but still quite useable I think.
    • Deathcaller: Conditional card draw on a slightly understatted 5-drop. Could be pretty strong, but I would consider it on a healthy strong powerlevel. I orientied myself mostly around Azure Drake and Fire Elemental. What this card showcases is the classes janky card draw. There will be very few cards that only draw cards without having a requirement or some interaction with the draw for the Witchdoctor.
    • Darkblight: A delayed 1 damage AoE that repeats itself on the minions that were on the board when cast. It's low tempo the first turn, but if you manage to do some clever trading, it might really pay off on the 2nd or 3rd trigger.
    • Abduction: Late game minion removal combined with some value generation. Probably not too strong, certainly depending on the meta, but the second you gain control of a minion or add it to your hand it is way easier to get it into your Shadow Realm, so that is something to consider.

    Remaining Cards

    So here is the rest. Standard single target removal in Gutspike, and a strong board clear in Soulburst. While my class won't bank on self damaging effects, they might occur because of the ruthless nature of its fiery and shadowy magic. Skullswinger probably still doesn't make a lot of sense, but I guess more than at the very beginning (I included it in the first Phase as one of my example cards) considering all these 2 cost spells which, keep in mind, can all be reduced to 0 with the single use of a Hero Power.
    Blend Forces was a tricky one to balance but I think I got it right. Burst card draw in this class could be really dangerous since with a bit of luck and skill it could be cast very cheaply. So to balance this out, I made the card worsen itself the more likely you are to hit it with your Hero Power. The fewer cards are in your hand, the less powerful it gets.
    Last off, Gloomhydra Blood is a flexible buff which can be used to kill minions, protect your own ones or do both if you are good, so it should be used wisely, I actually think it would be kind of powerful. Of course the anti-synergy isn't a mistake, it rather turns this into a kind of Choose-One card.


    So, one thing the Witchdoctor doesn't really excel in is early game removal. Each class has to have some weaknesses, at least in their basic card package, so thats the one I chose. The Witchdoctor mostly has to rely on discounting his cards to create big tempo swings by letting the opponent play some stuff and then slamming a cheap board clear followed by a (hopefully) well statted minion. If that doesn't happen however, you could get into big trouble.

    Previous Phase

    http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228747-trials-and-errors-class-creation-competition-5?comment=12

     Gonna be honest and said that I'm not a real fan of the Hero Power, you can do a lot of shenanigans with reducing the cost of cards. But nothing I can do there.

    Stoke the fires and Darkblight don't feel like Basic cards to me and you can cut "until they die" from the latter. If I'm not wrong you can't use Stealth as a keyword but I could me wrong. Other than that the cards look fine to me.

     

    Quote from thepowrofcheese >>

    I’m at work so I can’t go deep into reviews yet. Hopefully later tonight. But I’ve got another card I wanted to see if it was too complex for Basic. I think mine is fine, as Soulfire is Basic. Also I just love the art.

     Seems fine to me.

     

    Quote from Noah_McGrath>>

    Ok, based on feedback i made several changes. These are the old versions/cards:

     And here are the new versions/cards:

    What changed:

    • Removed cards: Fiery Blood, Purifying Flames, Giant Slayer;
    • Sethrak Scout:Reworked! No longer uses the keyword. Now only increases its attack, but the trigger is "after your hero takes damage". That means it can trigger multiple times per turn now (including every time your opponent hits you on their turn);
    • Blood Nova: Now costs 6. It's more balanced this way; 
    • Crocodilian Guard: NEW! Combination between Giant Slayer and Conflagration. Takes the place of Giant slayer as the basic 5 cost minion;
    • Conflagration: Reworked! Now it makes your next hero power basically Consecration. It still deals 2 damage to your hero, and it costs a total of 5 mana. It deals 2 damage to all enemies, and you no longer target something, but just press the button, like the hunter HP;
    • Fan the Flames: NEW! Amplifies your next spell this turn. Doesn't affect Enchantment type spells like the new Conflagration. (probably too powerful at 2 mana; i think i should either make it 1 mana 1 spell damage, or 3 mana 2 spell damage);
    • Melt: NEW! Wearing heavy plates of metal when someone is shooting fire at you isn't the smartest idea. This does less damage than Fireball, and it is face only, but it can kill a warrior with 5 health and 25 armor;

    Unchanged cards:

    Feedback is welcomed and encouraged!

    I feel like the Crocodilian Guard is a lot stronger than Giant Slayer and if you compare it to Vilespine Slayer (which generally is a 6-7 mana destroy a minion), you can see how strong it is as a continuos effect. Otherwise the rest of your cards look fine to me.
    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from Demonxz95 >>

    I've got 9 out of 10 cards and they actually all fit the 3 challenges. I only have 1 more card. I'd like to make it a 1-cost spell, for undisclosed reasons (although if you're on Discord, you already know).

    I've got Battlecry and Freeze as my 2 keywords. I've already used up my 2 minions and my 3 cards with 3 or more lines of text.

     

     Everything seems really solid to me dude, so I can't add a lot to it. What do you think about "Fiery Instructor/Teacher" as a name for the 2 mana 2/1?. And Violet Slash is random right?

     

     

    Quote from linkblade91 >>

    Everything here is a rough draft and subject to change. Edit: And way too big. I scaled them down further.

    • As a defensive class with Freeze as a major theme, my Keywords were basically chosen for me: Freeze and Taunt.
    • Freezing Wind is Frost Nova but +1 mana for +1 target (the enemy hero).
    • Frost Orb is a simple card: the Hero Power in spell form + drawing a card. The Lich's card draw isn't supposed to be that great.
    • Frozen Soul is a synergy minion for all of the Freeze lying around, and also ticks the box for healing...but evil healing.

    • One of the core weaknesses to the Lich class is that Freeze is not equivalent to a removal tool, and as such the Lich is lacking in strong destruction effects (and has no direct "destroy X" cards). Shattering Blast is a bad Lava Burst, but that's on purpose.
    • Detonate Mana is one of Kel'Thuzad's boss-battle skills in WoW, and finds a place in the 3-damage sweet spot between Consecration and Flamestrike.
    • Dark Pulse is Hammer of Wrath, a balanced but otherwise "meh" card. As Dark Pulse and Frost Orb will be one of the few - and perhaps only - draw sources for the Lich, they have to be decent but not strong.

    • The Lich is mainly focused around outlasting his opponent through defense, refuel effects and lasting value; these four illustrate that.
    • Rise Again is literally Resurrect, but I felt it was important to have a card like this in the Lich as a base form of revival. In Classic and future sets, the Lich will receive stronger and/or more nuanced/controllable revives.
    • Skeletal Guard has +1 Attack over Fen Creeper. He is a solid body for the mid-game and makes for an appealing revive target. Minions like this are how the Lich will seek to grind down their enemies.
    • Frost Armor is Rusty Horn, the Spare Part from Goblins vs Gnomes. Pretty self-explanatory.
    • Dark Binding is a worse Divine Hymn. I'm not looking to make the Lich "Priest, Part 2", but healing is an aspect of necromancy and it needs to play a part in the Lich's plans, gameplay-wise. Healing minions makes for a longer-lasting board, leading to greater control and defense.

     

     

    You can probably get away by making Frost Armor a 0-Cost card, Ancestral Healing also heals the minion + the taunt.

    Posted in: Fan Creations
  • 0

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

    @Flipombe_DJ

    I love your theme and names ! The cards seems great to me but you don't have much variety so it's hard to see what the class is about besides Shadow Realm interactions. On that note, the inconsistent wording makes it hard to understand what it is meant to do : some times you use "THE Shadow Realm", implying that it is shared by both players, but other time you use "YOUR Shadow Realm" with would mean that each player has it's own Shadow Realm. I don't know which one you are going for but it need clarification and consistency. If it is the later (both players have their own) I'm concerned that opponent who get some Shadow Realm cards will never be able to use them. Overall it's a cool mechanic so I think it would be best to let both player interact with it, especially in mirror matches.

     Thx for the Feedback! :D As far as the Shadow Realm is concerned, each player has their own. The reason I put "your" on Shadowball is because it can target anything but always moves it to your shadow realm, so this is basically a workaround to make the interactions in mirrors more clear. As for Xipilli, im with you on that one, it should say "the" not "your", thats just a plain mistake.

     You can still edit your post as long as you are editing small typos like that and whatnot.

    Posted in: Fan Creations
  • 5

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

    The Pint-sized Witch

    Some little backstory/lore

    A few days after the bad men made her mother disappear, Camilla knew she wasn't coming back. Impulsed by her feelings of fear and loneliness she decided to break the rules  for the first time and enter her mother's special room. There she found the cause for this and the knowledge to never be alone, ever again.

    Camilla is a witch, a novice one, but a witch nonetheless and she bringing to the table all the classic witchery one might expect: curses, potions, familiars, hexes, poisoned apples and a lot more fun stuff!

    Her Hero Power is Grant Life which gives you little 2/2 pal to help you take control of the battlefield. It trades a immediate presence on the board for a far beefier body.

    The key themes of the class are going to be:

    • Creating an army of Homunculi!
    • Synergising with small minions! (1/2 Attack/Cost)
    • Casting curses on your enemies! (secrets)
    • Divining and observing your future! (looking at the top card of your deck)
    • Annoying your opponent, destroying their hopes and dreams! (Yay!)
    • And controlling cute critters! (mostly)

    Example Cards:

    Explication:

    Mischievous Spirit: Even if she doesn't look like it, she loves to mess with people's decks. Drawn early this friendly ghost can guarantee you a good early curve, or save you from a hand filled with high mana cost cards. Even if you draw her in the late game some cards in Camilla's arsenal can makes her not a dead draw. But always remember, this is a symmetrical effect so your opponent might benefit from her meddling too.

    Curse of Youth: The real curse is going through puberty once again. You could define Camilla's curses as rules one shouldn't break under no circumstances, sadly for this poor minion, he broke one of the most important rules: not being big and threatening. For that reason he was taken down a peg and ended up as small and harmless 1/1. One can make the easy comparison to Repentance and that's the card I based this secret on.

    "Making" Friends: Real friends are the ones we make along the way. Sometimes the most loyal companions are those who stick with you when you are completely alone, in this case those friends were also made artificially by Camilla,  with some fungus she found in the forest. A conditional "2" card draw card, Elementary Reaction being the best comparison in this case.

    Forgotten Sorceress: For a lost soul, her tone is surprisingly warm, reminiscing to a mother's hug... Knowledge tends to get lost with passage of time, this is where being able to communicate with those who came before us come in handy.  With powers long forgotten, this sorceress will show your next topdeck and if it is cheap enough, play it for free. Here we can see a direct pay off to playing cards Mischievous Spirit and similar future cards. This card would act as Tess Greymane when playing a minion.

    Fragile Marionette: She had no strings on her but then she fell and almost broke, she is better now. During her stay in the Boom Labs Camilla learned how to full her dolls with the energy from the Netherstorm. Sadly this one is still a prototype and and quite delicate, that's why she need two homunculus near her all the time: one to protect her and the other one to pull her strings. A mix of Houndmaster with Defender of Argus that will ensure the protection of your other fragile minions

    If you came this far, I hope you enjoyed reading this as much as I did making it. Many thanks to those who gave me feedback. Also if any of you see a typo that escaped my eye, please let me know and I will fix it immediately.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from linkblade91 >>

     Thanks for the feedback :) Allow me to reciprocate:

    • We're using the same card border. I don't have a problem with that; just an amusing thing to note. It looks good for an Annie character.
    • I'm not sure what Dragons have to do with your class. I love Dragons, I support the archetype, but I don't see the thematic connection.
    • I don't have a complaint with your showcase cards individually: I think they get the job done, and they connect back to each of the things you listed as a theme. As a collective, though, I would like to see some hint as-to a potential combo between two of them, or an archetype they might push together. Like how I plan to include Unnatural Selector and Immortality Project as showcases: you can see why they would go in a deck and how they combo. I'm looking for that "one-two punch" that feels missing from your collection.

     Being completely honest I just made the little dragon because I adore the artwork for it and I thought that it wouldn't be the first time some classes have weird theme connections (paladin-murlocs and shaman-evolve). But yeah I can see where you are coming from, I could probably change it to find that second punch.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from linkblade91 >>

    Apologies for not being around; just been busy. I'll try to provide some late feedback after I post this (final?) update of my class. I'm mostly ready to go; just have some last minute questions. It's all in the spoiler:

    Greetings, interlopers! For your consideration, I bring you...me, Kel'Thuzad!

    The Lich

     Master of the cold dark, I bring death to the living and the dead back to life! My touch can Freeze the blood in your veins, and my magic will rip the soul from your body, all to be used for...later purposes. Together, we will bring the might of the endless Scourge down upon our foes.

    Strengths + Themes

    • Power over the cold = Freeze as a primary defensive tool.
    • Power over death = Deathrattles, "if it dies" effects.
    • Power over life = Reviving minions, healing, "if it survives" effects.
    • Power over the endless Scourge = acquiring late-game fuel to outlast enemies.

    Weaknesses Rumored Shortcomings

    • (Slow archetypes) The Scourge may be endless, but putting those bodies back together is a time-consuming process. Sometimes they come to me alive first and then it becomes a whole thing.
    • (Freeze doesn't kill) Freezing people alive is always entertaining...except occasionally they thaw and resume charging. There are days where I just want them to give up and die already!
    • (Lacking card draw) I encourage all of my underlings to recycle those dead bodies. That being said, it would be nice to see some new skeletons now and then...

    Example Cards

    • Dark Resurgence - A surge of necrotic energy will end the life of an enemy. A surge of greater power will return them, in undeath!
    • Detonate Mana - Ah, a favorite of mine. The greatest mages explode with the greatest spectacle, decimating their friends and family alike. It's the simple things.
    • Unnatural Selector - After a member of the Scourge falls, we can rebuild them! We have the technology magic: they will come back stronger, faster, better than ever!

    • Immortality Project - As a human, I searched for the power to defeat Death. As a Lich, I found it. The undead live forever...in a sense. Just need to zap 'em back a few times.
    • Baroness Anastari - A banshee's cry is said to drive their loved ones insane. While amusing, I'd rather they were driven dead. Those slain by the cry of Anastari will return to haunt the living!

     After you read through that - thank you in advance, by the way - I have a few questions, if you don't mind:

    1. Do you like the flavored presentation, passing myself off as the snarky Kel'Thuzad? Or would you rather I just said it straight? This is easiest to see in the Strengths vs Weaknesses section, where I left the Strengths flavorless on purpose.
    2. Do I need more explanations? Some of the submissions are definitely meatier in the length department; I'm usually one of them, but it feels on the light side currently.
    3. Detonate Mana is a showcase because Kel'Thuzad uses it in his boss fight(s). I'm wondering if I should show something Freeze-related, instead.
    4. Would you rather see one of these other cards instead, as a showcase? Down in the spoiler; it's a bit of a card-dump.

    If you don't like some of these, I wouldn't worry about them. I would appreciate the feedback, of course, but everything here is a rough draft and subject to change anyway. I'm just looking for something to use as an appropriate showcase. Ignore the different card borders, as well lol :/

    1. roleplaying entries have a lot more charm to them in my opinion, so I would say go for it.
    2. I wouldn't recommend you writing all your thought process for a card if you don't feel like doing it, doing things that we don't want to ends up making us do it in a half assed way.
    3. Yeah I would recommend you to change it for Icicle Crasher, not only you are showcasing a freeze synergie but you also that sometimes you have reasons for freezing your own stuff.
    Posted in: Fan Creations
  • 0

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

    I think I'm finally satisfied with the flavour of my submission.

    Introducing: 

    Camilla Cromwell, The Pint-sized Witch

    Some little backstory/lore

    two days after the bad men took her mom away, Camilla knew she wasn't coming back, impulsed by her feelings of fear and loneliness she decided to break the rules  for the first time and enter her mother's special room. There she found the cause for this and the knowledge to never be alone, ever again.

    Camilla is a witch, a novice one, but a witch nonetheless and she brings to the table all the classic witchery one might expect :curses, potions, familiars,hexes, poisoned apples and a lot more fun stuff!

    Her keyword reflects her desire for companionship and that's why it is named Reunion

    This keyword will make you think about hoarding your little homunculi to activate these effects.

    The key themes of this class are going to be:

    • Synergies with small minions
    • Secrets (curses)
    • Dragons
    • Annoying your opponent, destroying their hopes and dreams
    • And cute critters!

    Example Cards:

    If anyone has a recommendation or opinion about this, I would be really thankful. Also sorry if something is worded wrong or weird I learned about the CCC about two days ago and I have been scrambling for original and entertaining ideas.

    Posted in: Fan Creations
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