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    posted a message on Custom Class Competition #7 -- Voting Thread | Week Four

    Congrats on everyone who made this far (further than me at least lol) but especially for the winner the Fisherman.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Four
    Quote from Noah_McGrath >>

    Changes:

    • Exploring alternative options for the second legendary
    • Made an edit on the art of Warp Star to better fit the effect
    • Reworked Weeping Blades into Whirl of Blades (for balance comparison: Evryfin is Awesome)
    • Reworked Imprisoned Verminlord (again) to be more interesting.
    • Replaced Poison Distiller with Plague Furnace

    I feel like Thanquol feels too frustrating to play against and swings too hard when played. The Prime shuffle also makes it possible to get the avatar away earlier than it's supposed to. So here are some alternatives:

    Version 1:

    Fairly simple in concept, the enemy either wastes 5 mana or slowly loses health as they draw cards.

    I like this version more so i am including it again, but smaller. While the total damage does rank up to a big 15, keep in mind it's over the course of the game. The last plague will be as strong as a bomb from all those warrior cards.

    Now this i think may be the best one. 5 unique plagues that all are very strong and disrupting but come in a random order at random times. They range from giving you free tokens, to mass dispelling the enemy board or even making them discard a card. Yes, this last one will be controversial, but i think it's ok though. It is a very delayed effect, perhaps happening at the end of the game. But if people really don't like it i'll change it.

     My cards so far:

    Legendaries:

    Tokens:

    Epics:

    Tokens:

    Rares:

    Commons:

    Tokens:

    Feedback time!

    Quote from Klipce >>

     

     

    Quote from Klipce >>

    Thanks everyone for your feedback ! I've reworked some cards, made new ones and confided with Mvon to get our common cards made. Her goes !

    As some people pointed out, Omen didn't make much sense for Paladin and that Andrik didn't feel like a Seer card. I hope it's a better combination of the two classes.

    This is the set of cards the Seer and the Traveler share. We are still workshopping the flavor but we're quite happy with the blend of mechanics.

    A few new cards and a tweak to Divination Major's stats. I'm pushing the core identity of the Seer while having a tone of fun with the flavor of SA. I'm really glade that I chose this expansion !

    Other cards I didn't change:

    Only 5 more cards to finish the set ! Right now I need some rest but why not getting feedback in the meantime ?

     

    •  Detention is too strong now lol. It's a straight up better Freezing Trap. Not only it costs less, but it also denies the enemy a draw.
    • Coach Andrik is a cool way to get a pay off from playing Omen cards, something you really needed.
    • Protection Sphere is a cheaper Sap in 90% of the cases. Enemy plays a minion, you yeet it back to their hand for 1 less mana than rogues do. It also comes with an added benefit, of maybe returning stuff to your hand too if you want to. It really should cost at least 2, it's way too much of a power creep at 1.
    • Alagalon is really cool, but the Omen on it feels kinda out of place. Not really contributing to his effect.
    • Educated Welp needs a keyword, probably battlecry. Also it's spelled 'wHelp', not 'welp' (Whelp)
    • Divination Major feels a bit too strong still. Compare her to Onyx Spellscribe. That is has 3 more health for the same cost, but adds 2 random cards. A card drawn from your deck always has higher value than a randomly generated card, so in my opinion the Major should only draw 2 cards. Loses 3 hp compared to the dragon, but draws you cards from the deck instead of randomly generating some.

     

     

    I honestly think I like the first version of the Legendary the best. The second one is way too swingy with different types of effect that it can lose / win the game on the spot.

     Skyre Knowledge is way too weak compare to the other options, given that you have to pay 4 mana for it. I would make it adding 5 Shards to your hand.

    Skuba Skaven is way to strong compare to Stitched Tracker or Shadow Visions. I think it should be 3 mana.

    Quote from Klipce >>

    Thanks everyone for your feedback ! I've reworked some cards, made new ones and confided with Mvon to get our common cards made. Her goes !

    As some people pointed out, Omen didn't make much sense for Paladin and that Andrik didn't feel like a Seer card. I hope it's a better combination of the two classes.

    This is the set of cards the Seer and the Traveler share. We are still workshopping the flavor but we're quite happy with the blend of mechanics.

    A few new cards and a tweak to Divination Major's stats. I'm pushing the core identity of the Seer while having a tone of fun with the flavor of SA. I'm really glade that I chose this expansion !

    Other cards I didn't change:

    Only 5 more cards to finish the set ! Right now I need some rest but why not getting feedback in the meantime ?

     

     

    As Noah said, Detention and Protection Sphere is way too strong. Protection Sphere should not be better than Sap, given that Rogue is a class renowned for removal while Detention is out of flavor for Paladin whose class doesn't have removal that isn't stat modifying.

    Divination Major is one of those cards you only print if you think your class is in a bad spot and you want to push it. I think it is safer at drawing 2 cards.

     

    Quote from MvonTzeskagrad >>

     Holy cow, 15 cards... and still some left!

    Having this in a week, then making a thread on it, it's gonna be craaaaazy!

    Well, anyway, I tried to apply critics so far, and ended up doing this. Let's see what do yout guys think.

    Still wondering some things like probably taking Lifesteal from Aeon Keeper but make its battlecry heal the hero still.

    Kraem's wording means that if you discover or get some card that costs more than (5) after you play it, it costs more than (5). And yes, I am aware of the Malygos synergy. That said, this class has no way to discount cheap spells, and not many ultra cheap reliable  direct damage spells, wich sort of balance things.

    And now... well, turns out Warrior likes the travellers crazy gadgets and combat skills!

    Yep, it's a Thanos reference. No, I regret nothing.

    Idea behind the mixed set is, both classes like control gameplays (even if they have aggressive ones too), can heal in a way or another, like rush minions (taunts are more of a warrior thing, but who tells a traveller will reject help when needed?) and tried this expansion to go for big plays, like this minion Thanael.

     

     

     Engineering Intern seems extremely dangerous at 1 mana. There's no token generator with that low of a cost in Hearthstone, especially since the token is guaranteed to be playable card, unlike something like Sethekk Veilweaver. I would increase this thing cost to at least 3 mana with a stat adjustment.

    I honestly don't get why Aether Corsair is a Pirate given that it doesn't have anything to do with other Pirate or Weapon. I think it would be more useful if he is an Elemental to boaster your Elemental synergy.

    Overall your set have an interesting synergy with casting spells and Elemental. I would print a couple more cheap spells to make sure the spell synergy part actually have a chance to fire off instead of drawing dud.

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Four
    Quote from Noah_McGrath >>

    Alright, so i've decided to go with the second prime due to feedback. These are the cards i have so far, they are all first ideas, throwing to see what sticks.

    Warpstone Ninjitsu:

     Eshin Tricks:

     

     Swarm Aggression:

     I'll try to complete the set tomorrow. I might rework Weeping Blades into something more useful. Still thinking what my second legendary and epics might be, i'm open to suggestions if you want to see more of certain stuff.

    •  Gutter Runner for some reason strike me as really unfun. If you have this card and against another aggressive deck (or just certain class like Rogue or Druid), are very likely to snowball out of control based on sheer board presence.
    • I think your Epic and Legendary should focus on drawing / tutoring. Your Prime minion is really powerful, it just needs some way to consistently draw into it.
    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Four

    Aw. Too bad. Miss the cut off by 1 vote. Congrats to all those who make it. Will drop in here and there to give my feedback.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Voting Thread | Week Three

     McF4rtson, you're linking the wrong link to my entry. The link led to Week Two instead of Week Three.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Submission Thread | Week Three

    The Detective: Apprentice's Dossiers

     

    Anticipating the dangerous mission ahead of her in order to get to the bottom of the truth at Scholomance Academy, Christie enlist a new generation of Apprentices in training to help her. Before they can venture into the darkness of the Academy, she brought out her old case files in order for these newbies to familiar themselves with her work.

    The class's Basic set & first half of the set:

    A quick rundown of the class's strength and weaknesses:

    Things the class excel at:

    • Token spawning: Margaret Christie is famous for talent of training and attracting new recruits. The Hero Power as well as a high amount of cards in the class will allow them to easily hoard and spam out tokens.
    • Survivability: Detectives don't get to the bottom of the truth by being easily taken out. The class will have excellent, cost-efficient healing and Taunt. Just look at the Hero Power itself!
    • Combos: A detective strike when they have all the evidences and can make a case undoubtable. The playstyle of revealing cards and the high amount of cheap, 0 cost cards naturally benefit a combo playstyle. And the class would have the survivability to back it up. 

    Things the class is okay at:

    • Removal: Detectives don't start fight, but they finish them. The class will have good and efficient removals, but not too much of them.
    • Board clear: Detectives work in the shadow, but sometimes they stumble across large cases that will have profound impact on the world. Board clear of the class will be efficient, if not numerous.
    • Buff: The class have powerful buff, but they are very specific and are limited to the token playstyle half of the class
    • Burst: Detectives name get made by how rapidly and quickly they can strike their cases with accurate deductions. The class will have a decent amount of burst damage in either spells or weapons.
    • Card draw and generation: With a Hero Power that generate a very useful token for both the control / combo playstyle and the token playstyle, the class will back it up with a decent amount of draw options to draw into their win condition / important buffs.

    Things the class is bad at:

    • Turn 4-6: Detectives either strike first when the criminals are still at the crime scene or they need time to gather evidences. The class have little to no active play in these mana slot. Their play in these turns are either reactive (weapon, board clear, removal) or leveraging the the token you spawned earlier to help dealing with the opponent. This translate to an inability to play a midrange deck and an extreme weakness in these turn if not played smartly and rationing out your Apprentices
    • Disruption effect: Since most important combo pieces you want to put in your deck needed (or heavily encouraged) to actively revealing cards in your hand to your opponent, you will be extra vulnerable to disruption effects. Your opponent will know a good time to play that Dirty Rat or Unseen Saboteur that can potentially destroy your entire combo.

    Class Keywords:

    What better ways for the Apprentices to learn is to look through a few of the most famous cases solves by Christie and her other students or fellow Detectives? Cases are basically reverse Secrets where you will activate a powerful spell that will last until you or your opponent can satisfy the Solve requirement. Cases are designed so that your opponent will have to quickly solve them before they snowball out of control. However, you have to play carefully or else you'll end up solving the Cases yourself and lose the advantage. Of course, if the Cases are also hurting you, you can Solve them yourself. Cases took the place of the Secret slots, which mean you can only have 5 Case with different names active. All of the Cases and their supporting cards are named after detective novels and short stories.

    Showcase cards:

    • Arthur Holmes is one of Margaret's Christie brightest and most famous apprentice. He has the uncanny ability to reveal every single detail about a person just by taking one look at them. His effect is a Deathrattle because in this universe, he unfortunately didn't make it after the infamous counter with Professor Doyle Moriaty at Elrendar Fall since Moriaty a Worgen in this universe. He is an important activator for all the "reveal" cards that are present in this and later sets. His name is of course a reference to the famous detective Sherlock Holmes created by Arthur Conan Doyle.
    • Draconic Partner introduce the class's most prominent tribal synergy: Menarie synergy. And not just focus on three minion types like Warrior, the class is encouraged to run as many types as possible to get the best outcome for this cards. Other solid stand alones minions from different types will be printed in this and later sets to assist this card.
    • Four Little Apprentice cover the 0-Attack / 0-cost card theme covered previously as well as the class's most prominent card with Case / Solve in it. This isn't only a very potent survival tool but also gives the class's token decks some anti-board clear / recovery options. The card's name is a reference to the novel Five Little Pigs by Agatha Christie.

    The rest:

      

     

     Explanation:

    • Amalgam Sidekick is another of the class's excellent 0-cost minion as well as being an important minion to trigger the class's Menagerie synergy.
    • Sleuth Sidekick is a good stand alone card in the Beast minion type for the class's Menagerie deck as well as just being a decent enabler for the class's "reveal" card. 
    • Find the Weapon! is another one of the class's "reveal" card pay off. When something isn't suspected to be a weapon, it is overlook and utilized poorly (being a worse Fireball) but when it is revealed by Detectives, its danger is recognized and we can use that knowledge for later cases.
    • A Revendreth Mystery is one of the spell that the wants to cheat out with Kael'thas Sunstrider or got the Spell Damage +5 with Malygos. The card not only give the class's redundancy in its combo decks (so that they can draw into these spells more frequently as well as having the edge in control match ups) it is also a powerful survival tool to assist the deck. The name is a reference to the novel A Caribbean Mystery by Agatha Christie. Revendreth is the newly-introduced land of the Vampyre in WoW.
    • Sign of the Four Types is one the class's premiere reason to play the Menagerie deck. Your opponent can pressure you accordingly so you cannot afford to play an Elemental and Solve this card. The name is reference to the Sherlock Holmes short story Sign of the Four.
    • Killing Spree is one of the class's powerful "reveal" card pay off. Its flavor is pretty obvious: A killing spree is revealed and stopped by the Detective, thus only claiming less victim.
    • Murloc in the Brown Suit is one of the class's Case support as well as being a solid 0-Attack minion as well as a Murloc for the Menagerie deck. The card is Discover is added to your hand and NOT in play. The name is a reference to the novel The Man the Brown Suit by Agatha Christie.
    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Three
    Quote from Klipce >>

    Thanks everyone for your feedback ! I'm making a few changes to cards that seem out of line, whether the balance is off or the effect isn't interesting enough. I'm also changing the flavor of my legendary from one character to another that I think makes more sense for the class.

    Small clarification on this card :

    I should have stated it in my first post as this is a kinda weird mechanic. What this does is give you the option to select any number of cards in your hand that will be shuffled into your deck and replaced by other cards. Just like in the Mulligan phase at the start of every game. This mechanic would not count as drawing the cards. I felt it was better to put it in bold, kinda like Counterspell does but maybe that's not allowed ?

     If Novice Diviner work like you mentioned, I don't think that will work since Hearthstone UI is only ever designed to pick between 3-4 options, especially since the mulligan is always 3-4 cards.

    The new Sisters are way more interesting and fitting the theme of your class. Well done.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Three
    Quote from McF4rtson >>
    Quote from Shatterstar1998 >>

    Xoroth Brigand isn't entirely backbreaking, DH can achieve a similar board state with Satyr Overseer (to compare to your proposed 3 mana nerf), or any decent 1-mana drop into Umberwing. If it goes to 2/1 (or 1/2), it is a worse Dreamway Guardians. In addition, 3 mana 3/2 actually makes almost no difference since you weapon up turn 2 and pass, then play this turn 3. On coin, yeah you can get 4/4 turn 2, but that definitely isn't something tempo DH can struggle to put up with coin. (And, mind you, tempo DH is currently a tier 3 deck)

    Mogger is 6 mana since it isn't just him that Humilities, any attack you do will proc. I mentioned it combos very well with a weapon.

     You're arguing this but also forgot that this minion also draw you one card and thin out your deck. I think this alone justify it being a little worse in stat compare to the other cards that don't draw you a card. And the 1 mana penalty might not be different in the early game but will make an impact with combo or the midgame.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Three
    Quote from Noah_McGrath >>

     Changes:

    • Broodmother and Broodhorror are now beasts.
    • Added tokens and preview cards.

    Preview:

    • Throt the Unclean, Master Mutator of Clan Moulder and this phases' iconic legendary. He takes the title "Mad Scientist" to a whole new level. With the cheap price of 3 Warpstone Shards, you too can have your own custom minion! Suited for any situation, you can have a 1/1 with Poisonous and cleave attack, you can have a 10/10 that explodes on death and has Lifesteal, with no morals and creativity, ANYTHING IS POSSIBLE!
    • Moulder Packmaster is part of the "Attack Synergy" package, being the highlight of the bunch. It basically doubles the attack triggers and generates tokens every time an ally attacks.
    • The Flesh Laboratory welcomes anyone. We almost guarantee you'll survive too, but if you do you'll be so much better! Throt's mind gone wild, buffs the entire board with useful keywords, similarly to Enhance-o Mechano.

     

    Throt crafting options:

    Lab Rats for experimentation:

    Augments (Discovers from the pool twice, like Kazakus):

     

    Rest of the set:

    Warpstone cards:

    • Warpstone Deposit serves both to generate potentially a lot of Warpstone Shards, but also to protect your weak minions in the early stages of the game. Just hit it and watch the beautiful magic crystals rain.
    • Constract Loopholes allows you to play big minions earlier, with an overall cost reduction of 2, great for jump-starting some of the synergyes of the class. Never trust a normal lawyer. Run from skaven lawyers.

    Swarm Tactics:

    • Battle Plan guarantees you will have 2 surviving minions at the start of your turn to be buffed, though the delay can also be a negative when you need more pressure now. Sometimes the Skaven Council does agree on things, but very rarely.
    • Ravenous Appetite turns bad situations where you have to trade into taunts or threats into upsides, letting you make a small rat mega chonky.
    • Broodmother Is a solid constant threat that births small rats non stop. Just don't ask more details about the process.

    Attack Synergy:

    • Ratling Gunner is part of the "Attack package" in this set. It can work well in token decks but especially well paired with Brood Horror and Moulder Packmaster. And yes he does scream RATATATATATA!
    • Brood Horror is what happens when a baby rat eats the rest of it's litter and then is engorged by Throt with warpstone and flesh magic. It's so ravenous it attacks anything on sight, takes years to train him to not munch friendly troops.

     

     Tokens:

     

     

     

    Your class looks good and ready to go. And you managed to print out a mid-range deck from your class. Good job.

    Quote from hza166 >>

    Sorry for being absent for discussion this week, I'm quite occupied by preparing for exams recently : (
    Anyway, I finished the set, meanwhile I still need your suggestions.

    I made a Dragon for the Innkeeper as well, but I wonder if it is balanced.

    Big spell set:

    https://i.imgur.com/ATgj9Dq.png

    Sashimur Banquet also brings in a series of token: 

    Tokens are as followed:

    Three new Elemental (Tempting Icecream for the aggro, Brew Elemental for the big spell set, Candle colossus is just a pack filler):

    I've already made a few cards that I'm content with for the Darkmoon Faire, but I'm not sure whether I can make it to the final week : ( so I really need your help to polish this set.

     

     

    You really have out of the box thinking and how to synergize with your class's gimmick. Good job.

    • Tempting Ice Cream is way too complicated for a common. I think it should swap the Rarity with Traveler's Package.
    • What does the secondary option on the tokens even mean? Is it like the Druid Choose One options? You really need to explain how they work.
    • Candle Colossus is really overpower. Compare to Ragnaros and Blazecaller.
    Quote from Klipce >>

    Wow I'm late... Let's not waste more time ! Second part of the Mystic set for the Seer :

    When I made Queen Azshara, I thought Naga would fit into this set but I ended up not using them so maybe Ner'zul would make more sense in that spot...

     

     

    • Lunar and Solar Sister's effects aren't impactful enough for them to get a punishment in their stat. I honestly think they should both cost 1 less to have vanilla stats.
    • Spark of Life is so weak compare to Divine Hymn. I'd make it cost 5 or even 4 since Priest is supposed to have the strongest healing card.
    • Novice Diviner need a wording change since there's no "Mulligan" in any of the cards in Hearthstone. Reword it like Plot Twist
    Quote from McF4rtson >>

    Busy busy busy, so little time to make my own cards. I'm going to run through the biggest card dumps I saw on the thread before posting half of what I got.

    Quote from hza166 >>
     
    • Customized Feast is cool on paper, will be clunky in practice. You want a sturdy deck that can contest the board with minions, which means you can't run a ton of high-cost cards. This spell needs to draw a 5-mana card just to break even so it may not be a good fit in many decks.
    • Dishonest Accountent needs a lot of support. I don't remember if you printed a lot of expensive cards in the past, but you'll have to be careful to do so if you haven't. As it stands, only two spells synergize with this minion from what I can see.
    • Tempting Icecream definitely needs to be higher rarity than Common, it is a very unique interaction.
    Quote from Noah_McGrath >>
     
    • Personally, I've never been a *massive* fan of Kazakus-like cards as I've seen this concept just done to death over the years. From a more technical standpoint, nothing is wrong with the card.
    • The Flesh Lab scares me a bit seeing as your class is so token centric and this card is twice as cheap as Enhance-o-mechano (which was played for its effect, not the 3/2 body). You also threw in two extra keywords, which lessens the chance of getting the worse one, Taunt, though, at the same time, it does lessen the chance of getting the best, Windfury.
    • Ratling Gunner is probably broken. It turns each and every single 1/1 token into a huge problem due to the threat of this card. They just go face and clear an opposing board. It is a massive punisher and comeback mechanic.
    Quote from Shatterstar1998 >>
     
    • Arthur Holmes does not specify which turns. Your turns only? Or your and your opponent's combined?
    • Four Little Apprentices is a pretty gross anti-aggro tool. Either they keep clearing it, letting you heal 8 a turn, or they are forced to skip attacking, in which case this is a double Frost Nova. It's a lose-lose situation for the opponent.
    • Sign of the Four Types is broken, it's infinite value for no upkeep.
    • Killing Spree is a direct upgrade to Twisting Nether. You could make it 9 and it'd still see play.
    • I don't understand the design choice of Revendeath Mystery. You already had a very expensive single-target damage spell last week. Why have a second?
    Quote from whatTheHeck >>
     
    •  Aberration Father's wording is wrong. "Graduate: Reduce the highest Cost card in your hand by (5)."
    • Unforeseen Potential is pretty weak. You lose 1 minion, potentially a second, just to summon a 3/4, at best. I'd just keep it simple and have it summon something like a 2/3 or a 3/3 after a friendly minion dies. A lot of the time, less is more.
    • Gearshaft Senior is gonna be a dead card. if Pint-sized Summoner never saw play, this will not.
    • I would say Replicating Abomination was too good, if fatigue control still existed nowadays. As it stands, this card is a liability.
    • My overall feelings: A lot of your plays are based on usage of Hero Power, which reduces a random card's cost. Without your Hero Power hitting the right card and the right time, the risk of playing vanilla minions on curve will forever be present. At this point in time, your class may be too reliant on your Hero Power which, in turn, makes your entire class a game of chance. At the same time, if you introduce too many cards that reduce specific cards' Cost in your hand, that's mana cheating, a problem everyone knows is rampant in the modern meta. You're in a bit of a bind, a Catch-22 here. I think you've done the best you can do though, for what it is worth, and if you have enough control tools, you can maybe leverage Graduate in the later turns.

    Here are my first five cards:

    • Xoroth Brigand, along with one more Pirate card, is the first step in introducing a new archetype. But since there are just 2 Pirates, they will simply just be used to continue the trend of seamless combining of Riftwalker's playstyles: Weapons, summoning from deck, Taunts.
    • Alliance Warpsmith is just a simple value card. Vitality is another one of those cards that have vastly different effects whether you have a weapon or not.
    • Lore-defiant Mogger is a strong 2-for-1 removal option and also reflect one of the Velf's racial talents. Also combos well if you have a 1/1 weapon equipped on the turn you play him.
    • Magister Umbric is more middlemost shenanigans and can work in almost any sort of deck. He is also deadly when combined with Taunts.

    EDIT: Rip, Seer got posted while I was typing this out...

     

     

    • Xoroth Brigand is ridiculously overpower given how easy it is for your class to fulfill its condition. I think it should be either a 2/1 or cost 3  mana 3/2.
    • Lore Defiant Mogger seems a little weak for its effect (basically deal 6 damage to a minion and summon a 6/1 because no way will this thing live next turn). I would make it 5 mana.
    • Revendreth Mystery is printed for redundancy. Combo decks love having flexible combo pieces (aka Freeze Mages) as well as face damage can stack up to each other really well in control match ups.

    Change:

    • Arthur Holmes is now a 5/1 and clarify it will "count" your card in your turn.
    • Four Little Apprentice got a mana increase from 4 to 5. The class is supposed to have good survivability but maybe 4 mana is a little too much.
    • Change the upkeep condition of Sign of the Four Types to play an Elemental last turn to make it harder to upkeep it.
    • Killing Spree got a mana nerf to 9 but still is reduced to 4 after it is revealed.
    • Sleuth Sidekick got its effect buff to reveal a card from both player's hand.
    • Write up the submission post template.

    The Detective: Apprentice's Dossiers

     

    Anticipating the dangerous mission ahead of her in order to get to the bottom of the truth at Scholomance Academy, Christie enlist a new generation of Apprentices in training to help her. Before they can venture into the darkness of the Academy, she brought out her old case files in order for these newbies to familiar themselves with her work.

    The class's Basic set & first half of the set:

    A quick rundown of the class's strength and weaknesses:

    Things the class excel at:

    • Token spawning: Margaret Christie is famous for talent of training and attracting new recruits. The Hero Power as well as a high amount of cards in the class will allow them to easily hoard and spam out tokens.
    • Survivability: Detectives don't get to the bottom of the truth by being easily taken out. The class will have excellent, cost-efficient healing and Taunt. Just look at the Hero Power itself!
    • Combos: A detective strike when they have all the evidences and can make a case undoubtable. The playstyle of revealing cards and the high amount of cheap, 0 cost cards naturally benefit a combo playstyle. And the class would have the survivability to back it up. 

    Things the class is okay at:

    • Removal: Detectives don't start fight, but they finish them. The class will have good and efficient removals, but not too much of them.
    • Board clear: Detectives work in the shadow, but sometimes they stumble across large cases that will have profound impact on the world. Board clear of the class will be efficient, if not numerous.
    • Buff: The class have powerful buff, but they are very specific and are limited to the token playstyle half of the class
    • Burst: Detectives name get made by how rapidly and quickly they can strike their cases with accurate deductions. The class will have a decent amount of burst damage in either spells or weapons.
    • Card draw and generation: With a Hero Power that generate a very useful token for both the control / combo playstyle and the token playstyle, the class will back it up with a decent amount of draw options to draw into their win condition / important buffs.

    Things the class is bad at:

    • Turn 4-6: Detectives either strike first when the criminals are still at the crime scene or they need time to gather evidences. The class have little to no active play in these mana slot. Their play in these turns are either reactive (weapon, board clear, removal) or leveraging the the token you spawned earlier to help dealing with the opponent. This translate to an inability to play a midrange deck and an extreme weakness in these turn if not played smartly and rationing out your Apprentices
    • Disruption effect: Since most important combo pieces you want to put in your deck needed (or heavily encouraged) to actively revealing cards in your hand to your opponent, you will be extra vulnerable to disruption effects. Your opponent will know a good time to play that Dirty Rat or Unseen Saboteur that can potentially destroy your entire combo.

    Class Keywords:

    What better ways for the Apprentices to learn is to look through a few of the most famous cases solves by Christie and her other students or fellow Detectives? Cases are basically reverse Secrets where you will activate a powerful spell that will last until you or your opponent can satisfy the Solve requirement. Cases are designed so that your opponent will have to quickly solve them before they snowball out of control. However, you have to play carefully or else you'll end up solving the Cases yourself and lose the advantage. Of course, if the Cases are also hurting you, you can Solve them yourself. Cases took the place of the Secret slots, which mean you can only have 5 Case with different names active. All of the Cases and their supporting cards are named after detective novels and short stories.

    Showcase cards:

    • Arthur Holmes is one of Margaret's Christie brightest and most famous apprentice. He has the uncanny ability to reveal every single detail about a person just by taking one look at them. His effect is a Deathrattle because in this universe, he unfortunately didn't make it after the infamous counter with Professor Doyle Moriaty at Elrendar Fall since Moriaty a Worgen in this universe. He is an important activator for all the "reveal" cards that are present in this and later sets. His name is of course a reference to the famous detective Sherlock Holmes created by Arthur Conan Doyle.
    • Draconic Partner introduce the class's most prominent tribal synergy: Menarie synergy. And not just focus on three minion types like Warrior, the class is encouraged to run as many types as possible to get the best outcome for this cards. Other solid stand alones minions from different types will be printed in this and later sets to assist this card.
    • Four Little Apprentice cover the 0-Attack / 0-cost card theme covered previously as well as the class's most prominent card with Case / Solve in it. This isn't only a very potent survival tool but also gives the class's token decks some anti-board clear / recovery options. The card's name is a reference to the novel Five Little Pigs by Agatha Christie.

    The rest:

      

     

     Explanation:

    • Amalgam Sidekick is another of the class's excellent 0-cost minion as well as being an important minion to trigger the class's Menagerie synergy.
    • Sleuth Sidekick is a good stand alone card in the Beast minion type for the class's Menagerie deck as well as just being a decent enabler for the class's "reveal" card. 
    • Find the Weapon! is another one of the class's "reveal" card pay off. When something isn't suspected to be a weapon, it is overlook and utilized poorly (being a worse Fireball) but when it is revealed by Detectives, its danger is recognized and we can use that knowledge for later cases.
    • A Revendreth Mystery is one of the spell that the wants to cheat out with Kael'thas Sunstrider or got the Spell Damage +5 with Malygos. The card not only give the class's redundancy in its combo decks (so that they can draw into these spells more frequently as well as having the edge in control match ups) it is also a powerful survival tool to assist the deck. The name is a reference to the novel A Caribbean Mystery by Agatha Christie. Revendreth is the newly-introduced land of the Vampyre in WoW.
    • Sign of the Four Types is one the class's premiere reason to play the Menagerie deck. Your opponent can pressure you accordingly so you cannot afford to play an Elemental and Solve this card. The name is reference to the Sherlock Holmes short story Sign of the Four.
    • Killing Spree is one of the class's powerful "reveal" card pay off. Its flavor is pretty obvious: A killing spree is revealed and stopped by the Detective, thus only claiming less victim.
    • Murloc in the Brown Suit is one of the class's Case support as well as being a solid 0-Attack minion as well as a Murloc for the Menagerie deck. The card is Discover is added to your hand and NOT in play. The name is a reference to the novel The Man the Brown Suit by Agatha Christie.
    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Three
    Quote from Noah_McGrath >>
    • I am sorry for my absence, i had exams this week.

      Skaven Warlord set part 2:

      Warpstone cards and Big Monsters:

       Ratty shenanigans:

      The mad scientist, Master Mutator of Clan Moulder:

      Lab Rat options:

      Augments:

      You will choose one of the Lab Rats and then discover 2 augments similar to how Kazacus works.

      I know i am missing 1 common but i'm too tired to think of one right now. 

    • Someone noticed before that you printed too many Warpstone cards. This might led to the problem of "force feeding" a playstyle. Look at the Soul Fragment Warlock and Demon Hunter. Each of them only print around 6-7 cards and that is enough to make them playable decks. I would at least cut out Council Scheme because it is way too gimmicky and clunky to run in what I assume is an aggro / mid-range deck that you want these to fit in.
    • Brood Horror is way too overpower with the stat addition effect. Compare to Vilespine Slayer, a card that is widely considered extremely good in Rogue. I would increase its base stat but remove the stat addition effect.
    • Moulder Packmaster's wording should be "whenever a friendly character attacks"
    • Throt the Unclean's condition seems way easy to activate compare to Kazakus. I would increase either its cost or discard condition. Maybe even both.

     

    Quote from whatTheHeck >>

    I've got already 10 cards, not sure if I'll use them though. The challenge didn't really affect me because I've already planned the second legendary to be Nergeld, Dr. Terrible's flesh beast from WoW. In this second half I've tried to add some more Graduate cards and a few cost reduction suport, plus two more secrets.

    I've got 4 Secrets in total like Paladin's Classic Set and 6 Graduate cards, which I consider it's a good number of cards for a new mechanic, specially if we take into account that cost reduction is rewarded via other cards (Nergeld for example isn't intended to be casted without being reduced a lot). Also Replicating Abomination serves as a win condition, not sure if it's too broken.

     

     

    • Aberration Father's wording should be "your highest cost card". There's no "expansive" in any of the effect text in HS.
    •  Replicating Abomination is extremely unfun. Put this in a mid-range or control deck and you will win the fatigue game given that it has Rush to avoid being silenced. I would replace the Rush keyword with Taunt so that the enemy react with Silence / transform effect. The fact that it's an Epic and not Legendary just made this worse.
    • Flow Change seems horribly weak compare to Oh My Yogg!. I would remove the cost reduction or even make it a cost increase (that don't exceed 10 of course)

     

    Quote from MvonTzeskagrad >>

    @Shatterstar1998

    Well, my question was, if the murloc discovers the case and it is in play inmediately, or you have to play the case as well.

     The Case is added to your hand and not in play immediately. The wording is similar to all the other Discover cards.

    Repost my cards and decided on showcase cards:

    Showcase cards:

    • Arthur Holmes represent the "reveal card" theme that will include him, Killing Spree, Sleuth Sidekick and Find the Weapon!
    • Draconic Partner represent the "menagerie" tribal synergy of Sign of the Four Type and Amalgam Sidekick as well as "generalist" card that can fit into the deck include Sleuth Sidekick and Murloc in a Brown Suit
    • Four Little Apprentice cove the 0-Attack / 0-cost card theme covered previously that also have Amalgam Sidekick as well as the class's keyword Case / Solve.

    The rest:

      

     

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Three
    Quote from MvonTzeskagrad >>

    After some thought, today I managed to give in my first idea of what this week's Journeyman set could be.

    As you can see, this time the idea revolves around faster gameplay, big spells, and elementals. Thus, most of these are designed towards getting early advantage, bring in elementals, or make synergies that allow a deck full of strong expensive spells to be competitive. Funny thing, Navigator synergise with Ethereum Stalker even if the affected spell costed less than (5) to begin with.

     

     

    • Dimensional Anomaly is incredibly unfun. Just the possibility of buffing the enemy minion is enough to not making want to run this card or it will became an extremely unfun card that will either win you the game or horrible backfire. I would increase its cost and make the effect buffing only friendly minion.
    • Captured Aether Vortex is again extremely unfun. Dropping this card when you're ahead or just even will basically win you the game against mid-range decks since you can ping off their mid-range threat. And your class has a healing Hero Power just make this thing worse.
    • Aether Corsair Baggrund is ridiculously overpower. Every deck will run this card just for the effect of playing with a 29 card deck, not to mention it is a decent turn 1 play. Remember how overpower Patches the Pirate were? This card is like that but on steroid with no tribal requirement and less chance to dead draw it.
    • Aether Portal seems to run into the problem of not having enough Elemental in your class to give good result.
    • Your Big Spells package seem to be on a good path although it's going to need more support in a future set as it is now.
    • Yes, Murloc in the Brown Suit will only work with the Case you Discover. Its wording is exactly like Stasis Elemental.
    Quote from Ozymandias >>

    I appreciate all the feedback, it has been quite a dry week in creativity and the artwork for blood trolls was hard to find, only wow ingame stuff that look horrible.

    @MvonTzeskagrad Dimensional anomaly has a typo (minions). Captured aether should have less damage for that effect, but over that think should have an effect more like Wrathspike Brute to simplify it. Navigator should say "change the cost". "Set" is used for minions. I don't see the reason for the legendary to be a Pirate, maybe if it was a wow character that fit in your class, but if is not the case why don't use an elemental.

    And yes, the names and effects similarity are on purpose, i have "Crimson waves - Crimson tides and now Crimson surge" and "Blood fury - blood boil and now blood frenzy". There are supposed to mean sub themes and increase the rarity and effect complexity as they go.

    Also, anyone know have to submit a custom emblem to hearthcards? About my cards, I make changes in wording, rarity and effects. Remember Sanguinate allow  me to use a minion health instead of mana. I thinking on change stoneborn cost to 4. 

     

     

     

    • Nazmani Ritualist is ridiculously overpower. When Flare was 1 mana every Hunter deck run it. This card is even better than that because the upside is guaranteed 100% of the time instead of just situational like Flare was. I would increase the cost to 2.
    • Your set need more Sanguinate representation. Only 1/10 cards have the class keyword is kind of neglecting.

    Fix the wording on Draconic Partner:

     

    Posted in: Fan Creations
  • 0

    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Three

    Looking back at Dawnbreaker, I think it just isn't a good card. The idea is unoriginal, the wording is overly long, the condition though clever is hard to activate and clunky as well as just not seems to fit with what I already established with my class. I redesigned it to version #2:

    Old version:

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Three
    Quote from Ozymandias >>

    Made 7 cards so far, don't mind the rarity on some of them, probably will change it later. Remaining three will be some Sanguinate stuff.

    @Shatterstar1998  Why isn't dawnbreaker work for any dragon in hand. It would make the wording more simple and is not like your class is dragon sinergic, so it wouldn't be a easy condition (counting that amalgam). That conditional fireball seems ok to me at 6-3. If you're going to cut a common, yes the pistol is the less interesting.

    @MvonTzeskagrad Constellars are space elementals, maybe you should go with that. Demons could fit also as voids. The wording and cost of the first version on the legendary is better, i think you can give it Divine Shield or Spell Damage +1.

     

     

    • Vampiric Aura seems weak compare to Preparation. I would raise the discount cost to 4.
    • Stoneborn Watcher seems awfully weak. Nesting Roc is a 5 mana 4/7 with very likely have Taunt and a less conditional activation and still doesn't see play. I would lower the cost of this minion to 5.
    • Your class need AoE small damage. A whole lot of these cards would sit in your hand without a damaged minion. Blood Frenzy is fine because it's a "win more" card, Ateena and Crimson Surge are meant to be combo and comeback cards and they really need some activation. I'd focus on printing more class high health minion and small AoE to support these cards.

    I simplified Dawnbreaker's card text by Ozymandia's suggestion and make the payoff for revealed the holding Dragon more powerful, with changing its cost to 5. And I finally managed to find a suitable reference for Seasoned Detective:

    Name is a reference to The Man in the Brown Suit novel by Agatha Christie.

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Three
    Quote from MvonTzeskagrad >>

    Congratulations to all of you!

    I must say, I'm rather impressed so far, even if I often find these competitions charming by the sheer inventive brought to plate.

    Although I haven't made much yet, I have a pair of things to bring on...

    First of all is this, intended to highlight a big spell deck, something I promised earlier on.

    Second one is a bit trickier. This week's challenge kind of prevents me from using Algalon the Observer, as I had in mind for now. Therefore, I made two versions of a card I was brewing for faster deck archetypes, and want you to tell me which one of those, if any, is best.

    Also, I was thinking on releasing some sort of tribal minion, or even synergy, although so far my first guess was pirates and this class lacks weapons. Any advice on how good an idea is that? I want this set to focus both on big spell decks and midrange playstyles.

     

    @Shatterstar1998

    On the name thing perhaps... "Homicide Weapon"? It'd be like detective searching for the weapon the murderer used and after finding it it kinda makes more sense how to solve the case and it's easy to use it for further investigations.

     

     

    Being an Ethereal class that travel through space and time, I honestly think Demon is a natural fit since they also traveling and conquering worlds. But given that Demon Hunter, a recently added class, has heavy Demon synergy, I think you'd be best avoid it. Maybe Elemental? Or a mix of Elemental and Demons?

    Quote from MrBurger >>

    Haha, I would be so pissed about this challenge if I would get to this phase, I planned a big mech as a legendary, but it was meant for second half, first legendary would be a gnome which in my mind settled perfectly at 6 Mana. Anyway, sorry for no feedback last week, I'm quite busy, and it is possible I wouldn't be able to post feedback this week too. Will try my best now:

    @starshatter1998

    As someone already mentioned in previous disscusion topic, you will need a good clarification on how Arthur Holmes work. ??? should have 2 or 3 discount imo, 1 Mana Fireball is a bit too much. I'd say 2 discount is better, because Fireball is a pretty good spell, and even for 5 Mana wouldn't be useless probably. Also, is Dawnbreaker meant to deal damage to itself? It's not worded like Duskbreaker, so technically it looks like it does.

    @MvonTzeskagrad

    Wording on Artificer Krono is better, because it does not interrupt with attack, but I like first version more. That said, it is not a big difference, so if you find another 2 epic cards, it is not a big deal. Although, if you stick with legendary, you may change it to 1/3 imo.

    Edit: Ok, now when I think about it I think I could handle doing small mech as well.

     

     

    Thank you for your feedback.

    Update to the cards:

    • People seem really confused about how Arthur Holmes work. I decided to just simplify it to just reveal all cards in your hand. And "all cards in your hand" means that all cards that you'll draw for the next 3 turns.
    • Rewording Dawnbreaker.
    • Find a good name for the ??? card. Thank you so much Mvon. Reduce its cost reduction to 3

    Posted in: Fan Creations
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