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

    Come on, just let the kid change his freakin hero power. The restrictions already made sure I don't participate. Why should the rules be so much more important than the people who want to be part of this? You wrote the restrictions are there so that people make even better classes. So why not subscribe to that even more? Ideas and concepts need time to evolve. How can we improve our classes if we can't change things? You give your submission and if enough people like it, you pass. At a certain point you can't change your submission, but in between phases we should be able to change and improve nearly everything. If the class is then even better at the time of submitting, is this not what we want? Let the voters decide.

    This is not a serious competition. There is no prize money or anything. Think most just want to participate, do and show what they can and not feel left out. At least this is how I feel. Allow them to do what they can do and not tell them so many things they can't do. To be strict is not fun for you (at least I hope not) because of people that object and not fun for the competitors because they might not be able to abide in all ways directly. To push rules for the sake of the rules doesn't make sense. If it's about being fair to the other competitors, you could just ask them if they think it's ok or not instead of dimissing somebody and just take that they resign or feel bad about what they are submitting.

     Giving someone an extra two weeks to come up with their entire class design - which changing your Hero Power entirely is doing - is not fair on the other competitors who managed to come up with their designs in that original two weeks. We already allow people to completely change the cards they show off in Phase I, even to the point of them never showing up again - the only things that must be kept the same are the Hero, Hero Power and any exclusive keywords, and both the Hero Power and keywords can receive balancing tweaks at any point in the competition.

    It's also not fair to ask the other competitors to make that decision - they're obligated to say yes, because if they say no, they look like the bad guy who is ruthlessly trying to have a better chance in the competition. As someone who is deliberately not taking part in the competition in order to ensure that the extra challenges don't unfairly advantage or disadvantage any competitors, it is my place to make these sorts of decisions.

    I don't appreciate you trying to characterise us as being deliberately mean or vindictive because we're enforcing the rules of the competition. 

     

    As if I want to picture you as mean or anything like that. I know you don't want to be mean. I just want to show you what's at the other side of the stick. Being on the receiving end of just being told "No" when you have an issue like that and have already invested a lot of time and creative effort feels very mean. You see something that's not in line with the rules and say "No" but it would have been nice to read that I have a point and you understand where I'm coming from, maybe try to find a compromise. Apart from that I think you guys do a really good job honestly. And I appreciate it definitely. 

    That competitors feel obligated to say yes because they have some thought in the back of their head may not be a bad thing. Or is there a different reason to not want somebody else to pass? If you don't want them to pass that might come from a garstly place in your head and it's good you feel bad about it. Had the same experience last time. Think I told thepowrofcheese that he shouldn't do something because somebody else did it. And felt really bad about it later. Because it was just a stingy cunt move.

    Now I just have more respect for the creative effort and time somebody invested than some rule that wouldn't hurt anybody being stretched a bit. I don't understand why not handle it more loosely in this instance. There would literally nothing happen except somebody feeling better about what they are doing. Probably would have been nice to not take the rules too seriously and find some way for you to participate aswell. 

    When you make rules, it's good when people object if they feel it's right, I think. But it's hard to do that when the most important thing to you is to submit your work. I'm out, so I'll gladly waste more of your time arguing to get my point across.

    And yes I think you should be more loose about it. You didn't announce the restrictions before the competition and no where I read what you wrote here about what you have to keep and what you can change. It's not clear. So either make it super precise or be more open for arguing and finding a way to compromise. The competitors are fallible, so are you guys. Rules give a necessary frame but in the occasional personal cases I would always try to not cut somebody off (especially if the former voting phase didn't even count).

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from linkblade91 >>
    Quote from MurderyUnicorn >>

    @linkblade91

    Well, I think that if all competitors made it, even change of Hero Power should be allowed. Even if i'd change the Hero Power during Phase I, i'd make it. Also, you must admit, that my Hero Power is thing that will easily Knock out me from this comp.

    I don't realy want to add more people to this conversation, but if your opinion didn't change I asked if i can do this on phase I discussion, and Tox said that i can.

     And it would have been fine had you made the change in Phase I, editing your submission after learning that we were taking everyone forward and were allowing changes to be made. We're in Phase II, and we expect by now that your Hero Power from Phase I is more-or-less locked in outside of minor edits. If you want to edit your Hero Power, that's fine; out-and-out replacing it with something different would be an issue. Phase I was a free pass for basically all involved, but what you submitted at the time still matters.

    Unless I'm mistaken, Tox was giving you the okay to make the change then and there, not wait until Phase II.

    Come on, just let the kid change his freakin hero power. The restrictions already made sure I don't participate. Why should the rules be so much more important than the people who want to be part of this? You wrote the restrictions are there so that people make even better classes. So why not subscribe to that even more? Ideas and concepts need time to evolve. How can we improve our classes if we can't change things? You give your submission and if enough people like it, you pass. At a certain point you can't change your submission, but in between phases we should be able to change and improve nearly everything. If the class is then even better at the time of submitting, is this not what we want? Let the voters decide.

    This is not a serious competition. There is no prize money or anything. Think most just want to participate, do and show what they can and not feel left out. At least this is how I feel. Allow them to do what they can do and not tell them so many things they can't do. To be strict is not fun for you (at least I hope not) because of people that object and not fun for the competitors because they might not be able to abide in all ways directly. To push rules for the sake of the rules doesn't make sense. If it's about being fair to the other competitors, you could just ask them if they think it's ok or not instead of dimissing somebody and just take that they resign or feel bad about what they are submitting.

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

    Ok this is my entry, I'm pretty happy with it but feedback are always welcome :)

    THE BOTANIST

    A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are a protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life force  in order to unlock their hidden power. A Botanist seek out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed in powerful reagents. Cultivation is the Hero Power of this class which will allow you to summon Seedling with the new keyword -Evergrowth-. The Botanist is a tempo class, it needs time to build up his strategy and he does that thanks to his  Taunt arsenal and his knowledge as a magister, boosting his Spell Damage to get rid of any offence. Winning condition could be to set up a good amount of minions with overgrowth on the board, or collect enough Spell Damage to blast the opponent with the flower power!

    About Freywinn

    Tempest Keep was merely a setback. Freywinn was in charge of the experiments the blood elves were conducting on the plants in the Botanica. After the destruction of Tempest Keep he managed to survive returning to the simple life of a scholar, growing his knowledge and discovering the secrets behind the Evergrowth.


    Keyword: Evergrowth

    Pretty easy to understand: The more minions on the board with Evergrowth, the more +1+1. I decided to change a bit the keyword from the last phase to make it less similar and annoying as the Jade golem mechanic. In this way you won't have more than +7+7 (good luck getting there, it will only require 7 minions on the board with Evergrowth and usually they are pretty weak by themselves).


    New Tribe: Herbs

    I thought it might be a good idea for this kind of class to have a special tribe: Herbs.

    Seedling and Treant are not into this category because I didn't want to generate too many synergies and touch the druid class. Also i didn't put Mossy elemental, bog shaper and so on to keep it more specific and less dispersive.

     Ixlid, Fungal Lord Vilespine Slayer The Voraxx Curious Glimmerroot Shrieking Shroom Walnut Sprite Biteweed Razorpetal Lasher Squashling  Humongous Razorleaf Razorpetal


    Botanist Example Cards

    • Apprentice Herbalist: As a starter herbalist you won’t have the chance to harvest a lot of herbs but only the basic one. Special mention to the Bloodthistle if you live nearby Quel’Thalas. This card will summon a random basic Herb on the board giving the botanist a nice passive buff with their presence (check spoiler for tokens)

    • Garden Shovel: They said that no special tools are required to gather herbs but who won’t like a garden shovel? The plant will like this little add-on. Boost to Health for all friendly minions, make sure you have some Herbs on the board.

    • Delicate Touch: Once upon a time there was this little tauren that levelled up to the top only picking up herbs and flower. He didn’t spill any blood. Or maybe he did. Anyway if you are a pacifist make sure you are not taking Bloodthistle or your pat won’t be as delicate.

    • Find Herbs: Herbalist use their potent sense for the growth to locate herbs on their map. Send this little guy into your deck and start the search. It might takes a lot, or maybe just a couple of turns...who knows? It's not easy to get rid of this passion once you got it.

    • Bloodthistle Pigment: Lord Saltheril keep saying that this is for the Inscription trainer in Silvermoon. I still don’t understand why is offering it to his party guests tho. Can you imagine its effect on a guest?

    BASIC HERB

    Cards generated by Apprentice Herbalist

    • Peacebloom: Very. VERY common flower. It’s a delicate white flower with yellow at the center and long stems with several long leaves around its base.  They reminds me of the chamomile flowers. Great for tea and infusion and somehow to relax your mind, unlocking your inner power. 
    • Bloodthistle: You will find a lot of them in Quel’thalas. Bright green leaves with a soft, flexible spine at the tip and a bright red flower, the color of blood. Fun fact, it requires magical energy in order to grow, so yeah, it’s a magic plant! A bit addictive, excessive use is discouraged (specially if you are a Blood Elf)
    • Silverleaf: Mostly prevalent in northern Kalimdor, the Silveleaf is growing in shade, particularly in woodlands around the base of trees. It provides a catalyst property that increases its medicinal properties.  So yeah, it’s double spell time!

    • Earthroot:  Common across Kalimdor and the Eastern Kindomg, the Earthroot has sparse, tiny evergreen leaves, but more of value is the thick, woody root that typically protrudes above ground. The plant can be difficult to pull away…can you imagine a Botanist hiding behind one of them

     

     


    Remaining Cards

    • Lifegiving Seed: Not easy to find on Azeroth but those seeds can change someone to be like a plant, a basic Herb to be clear (Pacebloom, Silverleaf, Earthroot & Bloodthistle). I still don't understand why we didn't throw one of them to Deathwing back in Cataclysm. It's actually a removal spell.
    • Briarthorns Wall: Oh now thing are getting interesting. Have you ever saw a Botanist watching you behind a wall of thorns? 
    • Peacebloom Honey: That's a spoiler for what's coming next. Have you ever wondered how the Botanist is growing all these kind of different herbs in his greenhouse? Pollination and a lot of Bees. And where are bees there is honey. A very special one here.
    • Peacefull Levelling: Can you imagine how boring would that be to level up to 120 only by gathering resources?  It's a long story, it can actually kill you all.
    • Lifeblood: Feeling nostalgic now? Here you go, quick heal and a card to boost your haste in game.

     

    Token Briarthorn's Wall

    Briarthorn: A shrub that grows in thorn-covered vines with a thick bark. Appropriate protective equipment should be worn prior to harvesting, as the spines are extremely sharp. These roots spread too quickly and will overrun your garden. 

     


    Previous Phase

    Botanist - Phase I

    Your class started to really grow on me lul. The flavour is neat.

    Small but important detail in the discription of your Keyword: you wrote gain instead of have. Normally you write gain if it happens in an instant. A minion with Battlecry would gain +1/+1 for each minion with Evergrowth on the board when it's played and then not lose these stats. I think you intent something else right? 

      > Has +1/+1 for each other minion with Evergrowth you control.

    Think that sounds way simpler and is what you intended. (It's not mtg ya know. :P)

    To the new tribes, it's not really clear to me if the already existing cards that you put here are herbs now?

    Your showcase cards look all fine. The Shovel is on the stronger side I think. Just brings a lot of stats for 2 mana. Would cut down 1 Duability but don't think anybody will object while reading your submission.

    The Herbs are cool. Nice detail to flavour everywhere. I don't know if it's not too strong in this particular class, but the Silverleaf seems way stronger than the others or at least has way more potential to be busted. Spell Damage +1 or cast a spell twice are really far from powerlevel to each other. The first idea that comes to me is make it "After you cast a spell on a(nother) friendly minion, cast a copy of it on this minion." Since your class seem to have some minion buffs, that would be appropriate and not too op. Also fits to 'Silver' flavour wise I think. You could still draw two cards with one Lifeblood and get more Spell Damage out your Bloodthistle Pigment

    Your removal is completely dependent on Spell Damage. While the cards are fairly strong, you don't have that many means to get Spell Damage. Just a side thought to keep in mind though its fine until now I guess.

    Your other cards are all fine exept Lifeblood. Has to cost 2 or target a minion to be on the same level as Power Word: Shield and not just be a 1 mana card draw with an upside.

    [Think for the classic set would be nice to have a spell that creates (0/2) copies of an (Evergrowth) minion for synergy. Sow or Plant Seed or smth similar.]

    Looks really nice all in all. You would definitely have my upvote.

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

    Ok, thought my problem was pretty clear with what I wrote. My basic set is rather complex and has a lot of cards with more than 2 lines and I can't see myself be satisfied using the template for this class that we have to use now. I thought I read something about more freedome this CCC but it feels kind of the opposite. Just anyway I won't use this class like this, so I thought I could maybe change since the first voting didn't matter apart from DQ for some reason. Is that a final no now?

     Yes, nobody can completely change classes from what they originally submitted. 

    The template is designed to help those who aren't as adept at visual design as others be on a more level playing field - this is, after all, a Class Design Competition, not a Graphic Design Competition. Anything to remove potential bias and help people focus on the cards is a good thing.

    And I'm sorry you feel that there's less freedom in this CCC, but the challenges this time have been specifically designed to help people create better classes - where previous competitions asked people to 'Include a Pokemon' in the card art or something similar, this time we're focusing on challenges that foster good design ideas. One of the principles of the Basic set is that it is basic - many cards are very simple. If most of your cards require more than 2 lines of card text, then its likely your Basic set is just too complex.

    Don't be sorry, I get what the thought prosess was. I just really had 2 classes and decided for the one I subbed because I wanted to make it complex with all unnecessary aestethic bs and lot of fluff text. So everything that is not wanted now. The other class shoulda coulda woulda 
    Anyway good luck to all others and sorry for taking space here since it's just my issue.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from linkblade91 >>
    Quote from Schlauchneid >>

    So, asking again so a mod could answer me. Can I change my class since the voting didn't count for anything and my previous class doesn't fit into the restrictions you gave with this phase?

     As in, you want to submit something completely different to what you already posted? No one else is around to discuss the matter but I believe the answer to be No, you cannot do that. While the first Phase was more-or-less a free pass for all involved we are still adhering to the idea that it mattered, and as such we expect people to continue forward with that in mind. The Class competition has begun in earnest, and there are no significant do-overs at this point.

    Edit: Looking into it further, I don't see anything particularly out-of-line with your submission in regards to the rules and restrictions of Phase II. The cards you submitted for Phase I are not set-in-stone, and can be changed as necessary. I read your post on Page 3 but I guess I'm still not sure what the problem is.

    Ok, thought my problem was pretty clear with what I wrote. My basic set is rather complex and has a lot of cards with more than 2 lines and I can't see myself be satisfied using the template for this class that we have to use now. I thought I read something about more freedome this CCC but it feels kind of the opposite. Just anyway I won't use this class like this, so I thought I could maybe change since the first voting didn't matter apart from DQ for some reason. Is that a final no now?

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

    So, asking again so a mod could answer me. Can I change my class since the voting didn't count for anything and my previous class doesn't fit into the restrictions you gave with this phase?

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

    Here's what I'll be submitting. Feedback is welcome!

    THE ARCHAEOLOGIST

    Archaeologist is a weapon focus class which focuses on board control, and sticky minions. The basic set will mostly be about controlling the board, and survivability through armor and taunt.


    Optional Keyword Section

    Decay is a fairly self-explanatory keyword. It will not appear on any basic cards, but in Classic onward, it will go on mostly weapons as a way to implement aura weapons.


    Example Cards

     

      

    These cards show the various strengths and weaknesses of Archaeologist, showing that Archaeologist has decent draw, removal, AoE, and good armor gain and heal.  

    • Sword in Stone shows what the class cares most about, again, weapons. It's a cheap cycle that can tutor good weapons, but it benefits from having more weapons in your deck. It is balanced around Forge of Souls.
    • Uncover shows a unique aspect of the class - unique token generation. The tokens (in the spoiler below) are all 4-Cost overstatted minions that you have to pay an early cost for.
    • Safeguard is an amped-up version of the hero power, and it's efficiency comes from protecting both minions and your hero, or just your hero.
    • Earthshake is good AoE, and good draw. It's a fairly simple card which can provide a board clear and a refill at once.
    • Corrode is the biggest card of the set, providing a large tempo swing and an extra 10 armor for your hero.

    Uncover Tokens:

     

    Remaining Cards

     


    Previous Phase

    Phase 1 Post

     

    • Sword in Stone Fine.
    • Uncover Bone Bouncer seems too strong in comparison to the other Fossils. Reckless Rocketeer costs 6 and is a 5/2. So maybe a 4/4 would be more fitting or just cut Charge from the tokens since your theme seems more of a defensive one anyways. Could also draw a card or somethng like that. Then Bone Bruiser should be stronger probably.
    • Safeguard Think this is good at 3 Mana.
    • Earthshake To combine a AoE with a draw feels kind of odd. Don't think this is an effect that you want to cost more because it draws cards. Would cut the draw, up the damage and maybe make it effect all minions since it would fit the flavour.
    • Corrode Also kind of a weird effect to combine single target removal with a lot of Armor-gain. The artwork doesn't really reflect the effect and flavour if I'm not mistaken. Think I would make it cheaper and cut down on the armor or make it give you armor equal to the minion's Health or Cost. "Corrode" seems to imply something like that.
    • Cursestick Fine in terms of powerlevel. Don't understand the flavour completely since I would rather expect a shovel or something in that direction. Do you play to implement weapon buffs and use this as a base?
    • Splinter Fine.
    • Shelter Kind of a weird flavour. Not too strong of a card in comparison to Power Word: Shield.
    • Shielding Smasher Fine. Fits good.

    Looks good all in all, you can see what you are going for. Think you should use the space that you have and make some of the cards a little more complex (like my suggestion for Corrode) and make some of them more powerful with some more umpf. A stronger weapon, removal, AoE - something that brings a bit more consistence and seperate supporting effects like armor and card draw a bit. You also can probably find some more expressive artworks that resemble your class theme better (namely Uncover, Saveguard, Corrode, Shelter). Here a few that might work.

     

    Posted in: Fan Creations
  • 1

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

    I don't really understand why you guys have to impose these restrictions and think most submissions looked like this anyway. Restricitons on aesthetics is really bs to me. With the card restrictions you make it hard that the basic set is in any way more complex than already existing ones. I think this is exactly the problem of Hearthstone. It is super simple and doesn't evolve, just plays arround with game-mechanics. I had a pretty different goal participating here. This is the text I wrote in phase 1 so you maybe get what I was aiming for.

    "Design Philosophy

    I designed this class with the idea in mind that it does not necessarily have to fit perfectly to the existing classes and the game as is, but would exist in a Hearthstone that may be slightly more complex. Felt this gives me more space to experiment and is also more interesting for you, the reader, to maybe be a little inspired and stretch the design space of Hearthstone cards. I feel like this counts already for most card designers here, but thought writing it down doesn't hurt."

    I don't want to cut down heavily, not even on the basic set of the Dreamer class. It loses it's purpose and I wanted to include a lot of fluff and art and feel discouraged about that now, so I think I'm out unless I can change to a different class. Would like to participate since it's fun but think the class is better kept in it's own thread then.

    Posted in: Fan Creations
  • 0

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

    Since I focus a lot on fluff, I'm interested, does anyone even care to read? Or is it already repelling seeing a big text where you can't see the class mechanics on the first look?

    Posted in: Fan Creations
  • 0

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

    OH BTW THIS IS PROBABLY REALLY IMPORTANT

    List of Things You Have To Consider For Expansions in The Year of the Raven

     Have to make it past Phases II and III before it matters :P

     But would be a nice inclusion in a spoiler in the sub/discuss-topics, I think.

    Posted in: Fan Creations
  • 3

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

    Congratulations to everyone to make it to the next round! Great job everybody!

    Posted in: Fan Creations
  • 4

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

    A Dreamer is one who turns inward through meditaion and travels in their sleep to connect to the waking Dream of Creation. These beings are conscious of their connection to the Emerald Dream and choose to wander its planes to attain guidance and wisdom granted by the Green Dragon Flight. Ysera , the green Dragon Aspect, resides here, watching over the growing wilds of the world from her verdant realm. It is also home to many other dwellers. Dryads, Nymphs, Pixies, Sprites and all kind of mystical creatures ever dancing in their eternal wakeful slumber are always joyous to welcome new visitors. The musicians, artists, singers and daydreamers of this world often end up here, while their bodies are peacefully drowsing, later waking up without any notice that they have just been invited by the Emerald Queen herself.

    Design Philosophy

    I designed this class with the idea in mind that it does not necessarily have to fit perfectly to the existing classes and the game as is, but would exist in a Hearthstone that may be slightly more complex. Felt this gives me more space to experiment and is also more interesting for you, the reader, to maybe be a little inspired and stretch the design space of Hearthstone cards. I feel like this counts already for most card designers here, but thought writing it down doesn't hurt.

    The Dreamer - A midrange/control type class

    While Druid focuses mostly on using the Breath of Aessina to animate and rejuvenate the physical aspect of Azeroth, bark, fangs and wings, the Dreamer revolves around the ephemeral metaphysical nature of its emerald reflection. The Green Dragon Flight is one of the center pieces of this class. While I wanted to stay away from using Ysera 's Dream Cards, I liked how her ability represents opening up a gateway to the Emerald Dream and let something to "the other side". A Dreamwalker is aware that these sides are deeply intertwined with each other and lives in between vision, dream and material reality.

    The Dreamer is a control type class that also has strong tools for a midrange game strategy. It comes with strong AoEs, good survivability, disruption, minion protection and bounce effects. Dragons and Dragon-synergy are a part of nearly every successful deck that focuses on the lategame. Healing and Health-gain represent the regenerating emerald nature, allowing you to even increase your hero's Health total. The Echo of Creation lets you copy minions and spells to not run out of value easily. Another inherent part of this class is a mill strategy that is made possible through returning, copying and shuffling minions and enhancing your deck size. Emerald Mana can be used to gain a tempo advantage in the midgame, get more out of certain spells and minions and enable combo plays in the lategame. Dream Lines give you small boons while holding them in your hand, have interactions with other cards and may tip the balance of a game slowly turn-by-turn into your favour. With all these tools the Dreamer tries to outlast its opponent through board control and survivability and claims back tempo with well prepared swing-turns.

    The Hero Power
    Emerald Essence would be the most passive and least impactful on the board among existing hero powers. This represents the practice of the Dreamwalkers turning inside to connect to the Wakeful Dream which grants them visions and connects them to its essence. While restoring 2 Health to your hero has often no big ramifications, adding an Emerald Mana Crystal lets you prepare for your next turn, activate effects that need Emerld Mana to be more potent or even enhancing your hero's Health total.

    Emerald Mana

    The Emerald Dream is potent and vibrates with overflowing live force. It is in constant change, manifesting new plaines and dimensions or dwindling into ethereal matter. The Dreamwalkers are granted powerful visions and gifts by the Green Dragon Flight that resides here or even by the pure life force itself.

    Emerald Mana, the new resource directed to the Dreamer class, represents the Emerald Dream's fluxing and potent nature. Emerald Mana Crystals behave the same as regular Mana Crystals in regards of paying the Cost of cards and Hero Powers, but get destroyed upon use. Emerald Mana Crystals are always used first when playing a card. Empty Mana Crystals can be filled with Emerald Mana. If you would exceed 10 Mana Crystals while having or gaining Emerald Mana, all excess Emerald Crystals are destroyed and give your hero +1 Health instead (upping its Health total).

    Examples:

    3/4 -> start of your turn -> 6/5


    5/8 -> start of your turn -> 10/9 +2 Health for your hero

    Clarifications:

    • Emerald Mana Crystals behave the same as temporary Mana Crystals but don't disappear at the end of your turn.
    • The Health gained when exceeding 10 Mana Crystals not only upps the Health total of your hero but are "full" Health points.
    • Cards that say "If played with Emerald Mana, ..." have to be payed entirely by Emerald Mana Crystals to have the effect.

    Dream Lines

    Within the Emerald Dream and its many planes and layers mirroring and echoing each other in ephemeral and physical matter, there exist intentions that are so strong that they echo deep through the Dream's realms. The Dreamers call them Dream Lines. They are fable like visions within the Emerald Dream that one can become a part of. A Dreamer may step into these lines even unexpectedly and follow them as long as he likes, or until he can free himself if necessary. They can be sensed by wise and sensitive beings through the entire cosmos. Many beings resonate with a certain fate but some have experienced it so deeply that their energy lines never fade.

    This phenomenon is represented through Dream Line cards that are only obtainable through minions and spells. Similar to Spare Parts (GvG), they can not be opened in packs or crafted, are rather a pool of token cards that are introduced in the classic set and expanded throughout the different expansions. Contrary to Cursed! they give you a small boon as long as they are in your hand, all also start with "While this is in your hand, ...". They have a variety of different effects. The basic ones restore Health to your minions or your hero, prevent damage or up your minions Health. They don't cost any mana, can't be played, but are discarded randomly if you would acquire more than 10 cards while holding them. A green gem is glowing as their rarity symbol to distinguish them better from other cards and remind of their gameplay mechanic. If your hand is full, you can't add any Dream Lines to it. Most cards give you random Dream Lines , but there are also some that give you specific ones. In a certain set that was corrupted by the Emerald Nightmare there will be also their antagonist: Nightmare cards!
    (I first had a spoiler here with the 5 basic Dream Lines, but I got informed that I can't show them here, so you'll have to be satisfied with this explanation. sry)

    Example Cards

    Marvelous Minstrel
    A cheap way to get Dream Lines early, with a small drawback that your opponent gets two aswell. There are many cards that synergize with Dream Lines , so this great singer can be very useful to enable their effects or increase their powerlevel. Many Dream Lines help protecting your minions or give them small buffs, so he can be very useful in a midrange deck that can utilize this small advantages to redeem tempo.

    Green Wyrm
    This great green elder works similar to Kun the Forgotten King 's second ability. While he uses up all 10 of your Mana Crystals, he then adds 5 Emerald ones giving you the possibility to combo of that and enable increased powerlevel on certain spells and minions. If you choose not to spent the Mana, you can gain +5 Health in your next turn. Works great with Echoing Reality , playing one, summoning a copy of it and storing one in your hand for your next plays creates a lot of value and stats on the board.

    Aether Slip
    More expensive than Sap but also more flexible. You can also target your own minions and when payed with Emerald Mana this becomes a great removal piece. There is also the rare possibilty to shuffle your own minion to avoid fatigue.

    Verdant Force
    A strong AoE that works best on undamaged enemy minions while it can heal yours. With the right setup you can really turn a board state around with this card. Very helpful in the control plan of every common Dreamer.

    Echoing Reality
    The Dreamer has a variety of ways to copy minions and spells to create value - this card is a good example of that. You can use it in late midgame to keep up tempo while maintaning card advantage or summon big minions which preferably create more value while staying on the board ( Dragonhatcher , Ysera ...). If the copied minion is not too expensive, you can summon 2 copies of it in a single turn. Echoing Reality is so a combo enabler which can be used in a lot of ways that can create great value from a single card.

    Posted in: Fan Creations
  • 1

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

    So, I should be wrapping up my submission. Made some changes to my cards, so here's what I got. 

    THE NECROLYTE

     

    Shadow token:

    I'm split between these two artworks; thoughs?

     Sacrifice

    The way it works is, when a Sacrifice card is played, you can choose another minion (if not specified) to destroy. If you do so, the card gains a bonus. When you play a Sacrifice card, the following will pop up. From there on, it's your choice.

    Themes & Playstyles

    • The whole flavour behind the class is that of Darkness, Shadow Magic, twisted minions, and dark pacts of Sacrifice. Basically the opposite of a Paladin.
    • The playstyle would range from Aggro, to midrange, to a more control/stall/hand-oriented playstyle. 
    • Strengths: Good single-target removal; Good board control; Both aggresive and control-ish; Powerful card generation.
    • Weaknesses: Drawing is more limited; Lackluster AoE; Most powerful cards are at the expense of minions; Lackluster healing.

    Some mechanics to be expected

    • Sacrifice. Some minions take advantage of being Sacrificed.
    • Deathrattle synergy.
    • Shadow and token generation.
    • Weapons wielding.
    • "Multiple copies" mechanics.
    • Hand-size synergy and card-holding. 

     Example cards

    I'm currently unsure of which of these I should include as my last example card, thoughts?

     Sidenote- Are we allowed to use logos an such? I wanted to use this one that I've made yesterday for the competition. I know banners are allowed, but don't know if that's the case here.

     I'll try giving feedback back to whoever, as soon as I can. 

    Looks good imo. The first Shadow artwork looks way better to me. Think I would go with Dark Legacy as it is more simple. The wording of the others sounds a bit weird and can't picture them so easily. You can use your stylised name no problem I think.

    Posted in: Fan Creations
  • 0

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

    2. Not even if it's only a perfect matching card-back? :)

     Yep, that's exactly what we don't want :P A title banner like what Demon suggested is as far as we want to take it.

    Later Phases will most likely have a submission template.

     I'll go cry now in my lonely creative corner.

    Posted in: Fan Creations
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