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

    Well, Mage has Freeze effects and their Classic set has Ice Barrier and Ice Block (RIP). So unless you want to literally not have any class survival tool you should give one to their Basic set.

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

    @The Skaven: Your class is lacking a healing effect that every class have. I suggest your last should be that slot. Doesn't have to be good if you don't plan it to be a strength to your class.

    Edit: The Harvester:

    • You forgot to put the cost on the Hero Power
    • Infuse is still too weak for a class strength. I suggest drop the cost to 1 mana
    • Call to Feast is way overpower. Compare with Lost in the Jungle

    Update to my cards:

    • Someone mentioned that Orc Apprentice and Bonus Payment is just too situational and rely on support for Basic cards and I agree with them. So I decided to give them better base effect while limit their power ceiling.
    • Add the final card for the set Arcane Sidekick. It's a 0 mana 0-Attack minion with a spell-related effect to tie everything together and open up a spell-synergy and maybe even tribal effect in later sets.
    • Decided that Self Defense Training do not double buff 0 mana 0 Attack minions. That would just put a limit on how much and how good of those I can print and not make this card overpower.
    • Also, I need opinion about my showcase cards and the set as a whole. Are they representative of the class so far? Are they interesting enough? Are they powerful enough? 

    Old Versions:

     Showcase cards: Bonus Payment, Forensic Intellect, Interrogate

    Theme: 0-Attack and 0-cost cards, revealing cards (yours or your opponent), tokens, spell synergy (minor)

    Strength: Cheap cards, Card generation and cards draw, stall / survivability, combo effects, tokens

    Average: Board clear, removal, buffs, bursts

    Weakness: Active plays, especially turn 4-6, translate to lack of mid range options that isn't related to spawning tokens; Disruption effects (since you actively reveal your combo pieces to your opponent)

    The rest of the set and Hero Power:

     

     

     

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

    Mad Scientist

    "Dr. Terrible, famous author of the "Building a better Flesh Giant" and creator of the hideous Nergeld, wasn't born with his love and passion for stitching parts of other fellow humans into a single abomination. He used to be an enineering passionate, and professor at Scholomance in the mech arts, but Kel'Thuzad's influence turned him into the lovely madman we know today. As the hero of the Mad Scientist class before he became an undead (undead mad scientists have become a little too stale), Dr. Terrible will overwhelm your opponents with crazy strategies and swarms of drones. Plus the occasional flesh abomination, of course!"

    Still need three more cards but I wanted to see what do you think about this, plus I'm not sure if something like this has been done before, right now the most similar thing may be the Skaven but I think the tone is different.

    Class identity:

    Strengths: Secrets, Big Spells, Cost Reductions, Removal, Mininon Swarm

    Limitations: Card Draw

    Weaknesses: Healing, Buffs, Face Damage

     I know Planification Session is kinda trash, but Card Draw is a limitation of the class.

    @Shatterstar1998

    Cool flavor with the class (and great name too!), the reveal mechanic seems interesting an a detective class has a very different flavor than any hearthstone class. Also, the 0-Cost and 0-Attack minion sinergy seems cool, hope you use it for something more than Apprentices!

     

     

    The class's name seriously need a change. There's already a widely-used card named Mad Scientist. I think Experimenter seems to fit your class.

    • There's no Deathrattle allowed. So Siren-o-bot is illegal.
    •  Pollination and Plague Vial seems weak. While I know that healing is supposed to be a weakness, the swarming aspect isn't enough to make up for it. I would increase the number of tokens to 5. Plague Vial is even worse since your class is supposed to be good at removal. So I think its cost should be 3.

    And yes. I do plan to print more 0-Attack minions in the future, most likely in the Initiate set or the expansion set or even a slot in my Basic set.

    Quote from Ozymandias >>

    I make some changes and this is what i end up so far.

     

    Missing two cards, one of those probably will be a token generator sort of. As you can see the "spells an cycle" are more flavor related to "blood elves" and the buff and use health to vampyrs. Not afraid of using mana destroy cards because clasic set will have cards that use health as resource.

     

     @Shatterstar1998

    Not sure about the hero power. Add to hand and also give you a minion with a battlecry seems too complex for what is consider basic. I get the theme tho. I don't not if you're not considering a keyword for your revealing mechanic. Reckles pursue activates if it is revealed? wording is weird. 

     

     

    First up: What is "lose health" even mean? Is it the Hero Power reduce your Health permanently? That seems a little harsh especially since your class heavily use Lifesteal. If it just mean take 1 damage then you should reword it similar to Lifetap.

    • Infuse should have its wording change similar to Hand of Protection. Also, its cost should be reduce to 1, similar to Hand of Protection. Paladin's specialty is Divine Shield which seems to similar to your class's specialty in Lifesteal.
    • Dredger Brute's wording should be changed similar to the Warlock "take damage" effects.

     

    Quote from Artimex723 >>

    So I have finished my basic set for the class and here's the first look at my work. I would be glad to recieve some feedback.

    The Harvester

        

     

    And here's the token for the Houndkeeper:


    Now for comments on each card:

    • Anima Extraction - I know it is a powercreep on Dark Pact, but honestly this card is already powercrept by Sacrificial Pact and Warlock has more synergies for swarming the board with small minions to use these spells on. And honestly, I even forgot Dark Pact ever existed.
    • Venthyr Assassin - To be honest, this is the card I am really proud of. Even though at first glance it may appear to be overpowered, it can get awkward very easily. You can't choose which minion it kills with its battlecry (it can also be countered by Divine Shield) and then a 4/3 is extremely easy to deal with at turn 7.
    • Eternal Atonement - When making this card I tried to make something similiar to Assassinate, but also quite different. Now this card is extremely situational. It's usually just the Rogue spell I mentioned but with additional 1/1 body. The real fun starts when you steal some cards with Deathrattle or 'constant' effects (like Ras Frostwhisper).
    • Nathria Commander - Not a very exciting card, but has some nice synergies already and I'm planning on making more cards that synergise with it.
    • Sinful Harvester - Quite similar to Curse of Weakness but instead of Echo, you get a 4/3 body for 2 more mana.
    • Swarming Mist - Even though it's an ability from WoW I kinda reworked it to be a good AOE for my class. At first I wanted to do something more correct in comparison to the WoW spell - "Repeat at the start of your next turn", but in HS such an effect would be too complex for a basic card. As for the powerlevel, I think it's quite balanced and simple.
    • Revendreth Guard - In normal circumstances 3/2 is worth around 2 mana, so you get a 1 mana discount on the second one, but lose 1 card from your deck. Don't be too scared though. The card would be bunkers in Warlock or Demon Hunter, but for a control class like Harvester it's more of a tempo play for the early game, which is the main weakness of my class. Don't expect too many synergies for this one too.
    • Soul Drain - It's something JollyCroquet suggested here, for which I'm very thankful. Just like he said, it's kind of a suggestion for a miracle or combo deck. Then it is strong in dealing with big minions too, but honestly I can't imagine a control archetype finding place for it in its deck.
    • Houndkeeper - Simple but useful effect.
    • Sinful Brand - Another ability from WoW. Just like there it has a debuff effect, but I also reworked it to be a single target removal. Combining it with some other cards I have made (for future phases of the contest) and your Hero Power, it could even deal with very big threats.

     

     

    Your Hero Power is way too strong. Compare to the Mage's Hero Power (which is already considered a premium one). This one give a -1 Attack and the health cannot be healed back. Your class should seriously get a cap on not reducing attack to 0 since if I play a token decks without a buff I will just instantly lose. Adding to that is how awful it feels to have a minion on the field but you can't do anything with it since it has 0 Attack

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

    Thank you for your feedbacks. Here's what I changed:

    • Simplify the Hero Power. Now the Apprentice will not reveal anything but they will synergize with the combo / control playstyle by still having Taunt and not get in the way of revealing effects. The class's token playstyle as a whole will not change with this adjustment. With this came a name change from Investigate to Detective Training to fit with the flavor better.
    • Remove Dirty Cop, Bribery and Reckless Pursue to the Initiate set. They are very important to the class but too complex for the Basic set. Orc Apprentice and Bonus Payment is added to keep this flavor in.
    • Rework Orc Apprentice. The class need recovery to support its playstyle and find a simpler way to synergize with the Apprentice / card reveal playstyle. The card draw slot is given to Forensic Intellect
    • Add board clear and removal to the class

    Cards:

     

     

     

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

    Ok, got the first three cards done as well as my Hero Power. These three cards aren't necessarily my showcase cards, just the basis of where I want to take the class. Not 100% sure if I want a new keyword, will have to see.

    The Riftblade

    Some design notes:

    • Yes, Formless Void purposely destroys the two 3/1 weapons.
    • One major gimmick of the Riftblade is proccing effects when your weapon is destroyed. This is a very weapon-centric class *but*...
    • ...it doesn't have any actual collectible weapon cards! They are all generated from minions or spells. Just a little nod to how the Void is chaotic in nature, shapeless, and cannot be contained.

     

    Seems to be too similar to Rogue at first glance with the theme of the cheap weapon and weapon breaking. You need another theme to differentiate the class from it.

    Quote from CakeEater >>

    Well, I have no idea what I'm doing here.  I've created single card, but this is my first attempt at hero/class design, so I'll accept any ctricism you guys may have.    My class is:

     THE MAGICIAN

                

     

    Basically, as you can probably tell, this class's identity revolves around drawing and shuffling cards.  Not completely set on a direction for where to go from here, so I'm open to suggestions.  I'll have more time tomorrow to leave some feedback for some of the other ideas on here, but generally I can say everyone is doing a great job so far! 

     

     

    The class is shaping up well. A few things:

    • As mentioned before, the name Magician seems to be too similar to Mage. Maybe change the class's name to Illusionist? Seems fitting with the swapping cards theme you have going on.
    • Breath of Knowledge's wording need work. Double space behind Draw a card. And the wording should be similar to Baku and Genn: "If it's an even-cost card..."
    Quote from JoshoPrime >>
    Quote from JoshoPrime >>

    Well, Here is my Fisrt Attempt, the Warper :D, i have some issues with the unique Keyword, but is not a thing to discuss for this week. While Druid Ramps, and tries to get tokens to buff them with its own stuff, the Warper Cheats mana by reducing its own stuff cost gambling, and its more annoying, stealing attack and buffing  friendly minions with the stolen stats.

    Here are the Hero, the Hero Power, and some of the basic Cards, (i Still have doubst on some of them, so any feedback would be apreciated :D )

    That Said, here it is

     

     

    Tokens

     

     

     

     I was thinking on giving Lifesteal to the class, but only in weapons and some high cost minions, like in the  Control orb for example.

     Well, here is the second attempt, i  corrected the typo errors, and made some buffs here and there, i have 2  ways to go in the basic set, i have token cards, and big cards slowr cards. The weapon would go in the second gtoup of cards. And i think i overdid the Angry Boss buff just a bit, maybe a 1/3 would be better cause rigth now is a 4/5 on curve for 3 mana accros 2 bodies.

    And i forgot to change Power Warping text, my bad

     

     

    Your class have very strong flavor. Congrats. A few thing to be adjusted:

    • All the mana-modifying cost need to drop the "mana" part. It should be something like "cost (1) less" similar to Preparation
    • Control Orb wording should be "Give a random enemy minion -2 Attack" similar to Shrinkmeister
    • Ladybug need a different name to reflect that it is a Mech. Mechanical Ladybug maybe?
    Quote from B3ckemon >>

    Ok, my idea is taking its first steps, and gaining some form. There probably won't be any new keyword, perhaps a new mechanic (for the advanced sets). Some feedback will be gadly appreciated : )

    Ok, say hello to THE FISHERMAN!

    Nat Pagle Go Fishing

    Nat Pagle is here to give us a nice and relaxing time in front of the water. Just like fishing, the idea behind the class is a slow game. Gain tempo for later turns and control the board. I'm looking mostly for paladin and priest cards as comparison (and hunter, kind of).

    Go Fishing is the Hero power that adds a minion to your deck and is summoned later on, for a small tempo. The deck of the fisherman is like the 'bucket' into which he stores his fish, rather than the sea/river where he ACTUALLY fishes. This will be the board and the cards themselves. Obviously there will be cards that synergize with the hero power later on.

    (Tokens soon) The fishes created with the HP will be 2-cost minions, like a plain 2/2, a 1/3 with taunt, a 2/1 with Rush and a 1/2 with spell damage. 

    Some cards so far:

    Yes, there will be some beast synergy as well. ^^

    General characteristics of the class: beasts, board control, healing and minion buff (paladin like), not that much card draw, because of the hero power, and not aggro friendly.

    One last thing, for the english natives: as I googled for the terms "Fisher" and "Fisherman", both were acceptable. But what is the most common? 'Fisherman' sounds a little formal, but sounds right to me.

     

     

    Really nice flavor. However, you really need to think out your Beast synergy to help differentiated the class with Hunter if you want to incorporate it into your class. Premium Bait for example is something I can see to be too similar with Hunter. 

     

    Quote from Noah_McGrath >>

    "WELCOME SLAVES AND-AND GENTLERATS!

    I-I am Ikit Claw, Skavenblight's greatest, BEST inventor! The stupid slaves dug-mined the wrong way-way and we are-are on weird planet now! But no matter, this-this place is ripe-ready for the picking! No-no other skaven here so-so, IKIT will take-steal this land for Clan Skryre! Stupid man-things and elf-things and orc-things around but we kill-kill them all yes-yes!"

    THE SKAVEN

    Basic Set

    • Warlock Engineer: "Winds of magic weak-weak here, stupid spells cost too much-much! Get help, more-more mages! More power!"
    • Menace Bellow: "Can't win war-war without soldiers! Overrun them! Protect me-me!"
    • Meat Shields: "Weak slaves dug the-the wrong way-way! Put them-them in the front! Slow-top the enemy! Protect important things!"
    • Bell's Toll: "Horned Rat's bell rings the-the doom of the enemy! Skaven weak-weak, they die-die too fast. But the Horned one aids us today yes-yes! Kill them fast-quick before they heal-heal!"
    • Skaven Chieftan: "Stupid clan Mors may be useful-helpful for once. Rally-Encourage the troops! Kill-kill their forces before they can react!"
    • Accidents Happen: "Acceptable losses. I-I have more of them-them anyway."
    • Artillery Support: "The enemy staggers! Bring-bring more troops! More spells!"
    • Scorch: "Kill-Kill them all! No one outnumbers the skaven!"
    • Research: "This-this world has it's secrets yes-yes. I will find them all-all! Be the best-greatest mage!"
    • Poison Wind Globadier: "Stupid thing thinks he can block-stop my troops yes-yes. Only is bigger target, easier to hit-kill!"

    Tokens:

     

     

     

    Your Hero Power is not really a fun and interactive one, similar to Shaman. It either a 2 mana deal 2 or deal basically nothing to the enemy. I think this need a redesign.

    Artillery Support seems weak. Deal 4 damage worth about 3 mana. I would reduce it to 4 mana. Unless that is a deliberate weakness for your class.

     

    Some other cards I made since the initial post:

    One major weakness of the class is that it lack proactive play in the mid-game, thus vulnerable to be overwhelm by midrange decks. Its token stuff need to be played early or combo them so they can actually do something since they have 0 Attack a lot of the time. On the plus side, the class have powerful card draw and card generation to set up and draw into their combos.

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

    I've been dealing with a crazy semester. Now with the expansion and Battleground settle down and going into winter break, now I have some time to join the competition.

    The Detective:

    Showcase cards:

    Hidden card: A card that wasn't already been shown to your opponent.

    The theme of the class, as obvious shown, is revealing cards from both your and your enemy's hand, representing detectives uncovering clues. Another theme of the class is 0-cost cards and minions with 0 Attack (which goes well with the class's Hero Power generating 0-Attack minions. I am tempted to give the minion 0-cost to also synegrizing with the class more, but the 1 Mana Hero Power is more useful to generating more minions.

    The class is a control - combo class with elements of token playstyle with a theme of 0 Attack minions that can be developed later in an expansion to add some variety into the class as an aggressive playstyle.

    Posted in: Fan Creations
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    posted a message on Custom Class - The Astromancer (Updated until Galakrond's Awakening)

    Descent of Dragons and Galakrond's Awakening set is up.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.20 - Submission Topic

    Xe'ra is here to force the enemy to submit and Turalyon is here to help her to recover and unleash her full strength by spreading the word of the Army of the Light.

    Token:

    Upgraded Versions:

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.15 - Submission Topic

    An overstat minion that allow you to keep her healthy by casting spell in exchange for the Decay downside. The keyword is used to signify the Nightborne magical addiction.

    Posted in: Fan Creations
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    posted a message on Battlegrounds Balance Changes - 4 New Heroes - 4 Old Heroes Removed

    You severely underestimate the consistency of getting only the minion of that tier. Especially in high rank where the minion pool is much smaller.

    Posted in: News
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    posted a message on Weekly Card Design Competition 10.15 - Discussion Topic

    Plague of Decay and Plaguemaster Rancel are straightforward board using the keyword. Suramar Nightfallen using the keyword to justify her overstat status but can be reduced by casting spells, signify the Nightfallen magic addiction.

    Posted in: Fan Creations
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    posted a message on Original 9 Heroes as Battleground Heroes

    Like many players, I was excited when Battleground was announced. However, my initial excitement was dampen when seeing the selection of heroes. Where are the iconic 9 starting heroes we are familiar with? I am intending to rectify that situation.

    Things to keep in mind:

    • Each heroes will have multiple hero powers with the intend to represent different aspect of the class.
    • The Hero Power reference BASIC and CLASSIC Set only. This is because I think these are the cards that represent these heroes best. It wouldn't be Ragnaros if he doesn't deal 8 damage randomly.
    • Each hero will each get at least one "generic" hero power - that is, Hero Power that mainly offer board advantage and one "utility" Hero Power - a hero power help them in the game in a unique way. However, be warn that sometime the category can have some overlap.

    Let's begin. Each heroes are sorted alphabetically by the name of their class:

    Malfurion:

    • Savage Roar and Mark of the Wild are "generic" Hero Power of Malfurion. They benefit different board state and strategy for him: One allow him to go wide with high attack minions to win the early game or possibly go for low attack high health minions and then buff them up, while the second one create big beatstick to protect your valuable targets.
    • Wild Growth is the "utility" Hero Power for Malfurion. It allows you to be very creative with your Gold curve and create interesting break points. Fall off pretty hard in the late game just like Wild Growth.

    Rexxar

    • Animal Companion is the "generic" Hero Power for Rexxar. Pigeonhole you into a Beast build, so Misha was chosen to give it some utility over the Curator's Hero Power
    • Steady Shot is the "utility" Hero Power for Rexxar. Get extremely aggressive in the mid and early game to smorc down the enemy. Good for punishing late game oriented heroes like AFK or Lich Baz'hial

    Jaina Proudmore

    • Ice Lance is the "generic" Hero Power of Jaina. Most similar (but significantly better) than Pyramad given that the Freezing only take 0 Coin. Of course, you have to have some strategic think on which minion you really want the Health buff to land on.
    • Blizzard is the "utility" Hero Power of Jaina. A better version of Nefarian's Hero Power at double the cost.

    Uther:

     

    • Blessing of Kings is the "generic" Hero Power of Uther. Suitable for a mid-range playstyle
    • Lay on Hands is the "utility" Hero Power. Heal you up, Discover a minion of your choice depend on your Tavern Tier

    Anduin:

    • Inner Fire is the "generic" Hero Power for Anduin. This allow for strategies that value high health low attack minions to thrive.
    • Radiance is the "utility" Hero Power for Anduin. Allow you for more durability during the mid and late game when you're near death

    Valeera

    • Edwin's Assisstance and Conceal iare the "Generic" Hero Power for Valeera. It allows her to have an interesting playstyle of keeping control of her board space and which minions considered to be disposable to activate the Hero Power. Conceal help protect your squish minions and allow you not to draft as many Taunt and protect them from minions like the Zapp Slywix since Stealth will prevent him from choosing them as a attack targets.
    • Shadowstep is the "utility" Hero Power for Valeera. Allows her to easily get a double / triple minions and combine them together.

    Thrall:

    • Lightning Storm is the "generic" Hero Power for Thrall. Similar to Nefarian, this allow him to ping off Divine Shield and remove those pesky small minions (like that dangerous Khadgar) all while dealing some serious face damage. In exchange, this will Overload Thrall for 1 going in the Tavern.
    • Ancestral Spirit is the "utility" Hero Power for Thrall. Allow Deathrattle, Poisonous or just generic big upgraded minions to resummon themselves.

    Gul'dan:

    • Corruption is the "generic" Hero Power for Gul'dan. This force your opponent to buy weak / understat unit unless they want to be sniped off by your Hero Power.
    • Sense Demons is the "utility" Hero Power for Gul'dan. This ensure you will have Demon synergy right off the bat.

    Garrosh

     

    • Inner Rage is the "generic" Hero Power for Garrosh. A 0 mana version of Putricide's Hero Power in exchange for the minion to take damage.
    • Brawl is the "utility" Hero Power for Garrosh. This allow him to reduce significantly the damage taken if he lost the combat round.
    Posted in: Fan Creations
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    posted a message on Custom Class - The Astromancer (Updated until Galakrond's Awakening)
    Quote from McF4rtson >>
    Quote from Shatterstar1998 >>
    Quote from McF4rtson >>

    Couple of things.

    Your choice of images... I don't want to sound mean but has declined. Some of the alternative heroes look rather low-effort.

    Furthermore, your quest may not be as difficult to complete as you think. Nightmare Amalgam and Hench-Clan Hag, especially the latter, will make this quest not too difficult, assuming they fulfill just one tribe each time. Throw in a brewmaster or two, and maybe focus on just one tribe with the rest of your deck.

    The image stuff I think is subjective. I chose the two images because I personally like them, but I understand if you don't 

    The Quest stuff is easily completed with the two cards, but that also require you having to putting the two lackluster cards in your deck. No one play Nightmare Amalgam and Hench Clan Hag for a reason.

    Yes, the reason being that quest doesn't exist in-game. No one played Rampage since Worgen OTK so many years ago. Now we have Bloodsworn Mercenary.

    As for the images. I just feel that way since Eldron has an empty grey background and a copyright still there, and Hawken's image is... basically  incomplete. It's more objective than subjective, honestly.

     I mean, is Gathering the Natives that much different from Fire Plume's Heart? It basically deal the same amount of damage attach with the Discover effect in compensation for the more specific activation condition.

    Posted in: Fan Creations
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