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    posted a message on The Sapper - Custom Class (Complete through Kobolds and Catacombs)

    [b]Anvilrage Bruiser[/b]: The Sapper take on the ‘whenever damaged’ theme of Blackrock.

    [b]Rally for Numbers[/b]: I really liked using Kel’Thuzad even if he was a giant target.  The opponent can still play around this, leaving a straggler alive to finish off next turn for example, but it’s still an AOE-deterrent.

    [b]Merchandise Spotlight[/b]: Moving forward Boom Bots will help to fill out a potential Sapper Zoo deck. They give a board presence and the potential for actually dealing damage, but undirected since it’s still a Sapper weak point.

    [b]Ticket Scaler[/b]: The only direct “Hero Power” matters card for the set, this allows the Sapper to draw but also increases the opponent’s hand by 2. I made it low cost so it could be put on the board early and force the opponent to weigh whether the chance for them to draw cards is worth letting it stick around.

    [b]Scouter Droid[/b]: This used to be a Classic card, but I didn’t think it merited never rotating out.  I’ve always liked the design of Lightspawn and this is the Sapper take on that.

     

    [b]Ordnance Hawker[/b]: The (3) Cost “Summon two 1/1 if [x]” cards seem to be a sub-sub-staple.  Boom Bots are a bit more substantial than 1/1 Bats or Whelps, so I beefed up the trigger requirement.

    [b]Fizzle Vial[/b]: Counters are hard in a game without ‘instants’ but I still think they should be more spread out than just Counterspell. I got the inspiration for this from a competitor in the last Class Creation competition, and then saw another separate custom class, both of which independently cost it at (2). 

    [b]Eject[/b]: Sapper AOE with a drawback. This is useful if you’re replacing a bunch of big beefy guys or a wall of Taunts, but if it’s a bunch of 1/1 weenie tokens you’ve given your opponent an upgrade.

     

    Even the Odds Uncollectibles:

    Banes:

    Robot Guardians:

     

    [b]Take a Dive[/b]: Anti-jousting tech card. It would probably be mean to label Millhouse Manastorm as a Scourge, but if the shoe fits….

    [b]Even the Odds[/b]: This might be a just for me series of Scourges, but I liked having at least one set that was specifically tailored to the opponent class.  I tried to make them all roughly equal and something the opponent could still play around.

     

    [b]Dixink, Party Crasher[/b]: This is more of a fun legendary, although it also functions like a shuffle version of Brawl.

     

    Posted in: Fan Creations
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    posted a message on Manalock (Warlock + Mana Crystals) Card Concept - Undiscovered Potential?

    These are pretty good.  I can see Bribe the Undead becoming an instant staple in Cubelock since you now you get even more Voidlords. Of these Possessed Soulshifter is my favorite.

    I think the Quest feels a little meh, if you destroy 5 Crystals then you're probably way behind the curve, regaining 2 wouldn't even bring you above water. I think it deserves an actual reward card.

    KJ is a little unfun to play against, although I guess if it gets played late enough it's not too bad.

    Posted in: Fan Creations
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    posted a message on The Sapper - Custom Class (Complete through Kobolds and Catacombs)


    Mind Control Gas: Turn any minion into Sylvanas!  The class isn’t super big on Deathrattles, but I like that this functions as a Secret version of one.

     

    [b]Blastshadow Spy[/b]: I’ve got a personal delight in “whenever this deals damage, do that many things” type effects.  This is an early minion who will probably get picked off fast but can still gunk up the opponent’s hand, and if it manages to survive or get buffed it can really cause some frustration.

    [b]L1 Observer[/b]: As the set that plays up Mechs of course I had to step up the Mech love for the class.  This, as you might tell from the MtG art, is inspired by Affinity for Artifacts.  I don’t think it’s as broken as it would be in that game, but this should still come out as at least a (4) Mountain Yeti, with some quicker plays if you get a lucky draw of Mechwarper copies.

     

    [b]Ace Saboteur[/b]: This might be more of a neutral effect, but it’s something I wish had been printed in the actual set.  I assume there would have been at least one Twitch stream where a minion kept ‘missing’ a Taunt and hitting face until the game was won.

    [b]Boom Boom Add On[/b]: Spoiler alert, but this class will be giving a lot of love to Boom Bot in upcoming sets. This is a slight toe dip, as well as another Sapper-roundabout way of providing some AOE.  Original version gave Mechs a deathrattle where they were shuffled back into the deck, but that was too wordy. Changed to just give them extra explosions.

    [b]Degenerate Demolitionist[/b]: An extra point of Attack with a drawback.

     

    [b]Rageforged[/b]: I told you I liked this kind of effect.  This functions like a reverse trample, and gives some undirected damage to minions which the Sapper has in short supply.

    [b]Kitbash Explosives[/b]: The AOE card for the set.  Note that there are no class cards to generate Spare Parts so this card requires a bit of work.  Intention with [b]Netherbomb[/b] is that the number is based directly on how many Spare Parts were discarded, it doesn’t upgrade or become a different card.

     

    [b]Shredder Carrier X[/b]: I heard you like Mechs so I put some Mechs on your Mech. Geosculpter Yip inspired.  Note that, based on my skim of the list, there are Cost (0)-(9) Mechs but this would be the first/only (10) Cost, so if your opponent has a full hand you get two!

     

    Posted in: Fan Creations
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    posted a message on Apocalypsis Wastelands! A Hearthstone Custom Expansion! (WIP) (137/215 Cards)

    There are certainly a lot of ideas and concepts floating around here. I think the topsy turviness of it all is a little disorienting so far, but I’m sure it’ll cohere when more comes into view. Mage in particular, as it stands, feels like it would require a very schizophrenic deck of tribes to work.

    Favorite card so far is Rejoining Sands, that’s just a legit clever version of the (3) Cost Draw 2. 

    Should Marsh Geneologist be “Trigger a minion’s Evolution.” Effect would be the same, but when I first read it I thought you’d be doing the Shaman version of Evolve. 

    Posted in: Fan Creations
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    posted a message on Handful of Hell - Another batch of unrelated singles.

    Ah, didn’t grok that at first. That’s novel. 

    Posted in: Fan Creations
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    posted a message on Handful of Hell - Another batch of unrelated singles.

    Of these, I really like Metalminded Dwarf (maybe after play testing the cost, since Warrior can hoard Armor so easily now) especially since you’re spending the Armor. 

    Treasure Goblin is interesting. It gives the same Deathrattle to the opponent’s minions too, correct?

    I don’t get the first sentence of Blind Hunter, beyond a Hemet buff; What was your intention? I think the GVG wording of the second part is “to attack the wrong enemy.”

    Impatient Investor would be an interesting Brawl but troll inducing in regular play. 

    Posted in: Fan Creations
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    posted a message on The Sapper - Custom Class (Complete through Kobolds and Catacombs)
    sQuote from Wailor >>

    Pretty cool ideas, it's amazing how many different ways of twisting a few effects you came up.

    Balance wise, I think the legend should have a stat reduction. Vanilla stats are way to good for an unconditional "Use your hero power for free five-ish times".

    Same could be said about Steamweedle Specialist.

     Thanks! The more I mull it over the more I agree about Rixmix. His body was in place from an earlier design where he shuffled cards into the opponent’s deck, so I figured a vanilla body was ok for a delayed effect. When I switched it to hand stuffing I kept forgetting the body. Is 5/5 still too beefy? Steamweedle I’m more comfortable with, it doesn’t have an immediate effect on its own and depends a lot on your hand composition for its power.

    Quote from Sinti >>

    Pretty decent set overall, but i dont like that brutal mill theme you have goin on there, some of the combos, especially with the secret, can burn through almost half of your opponents deck, not a fan of that.

    But one card i love so much - Grizzled Grenadier - that is such a cool way to go about it. I dont normally like direct hand/deck attacks, but this one is rly smart and kinda bypasses the issue i have with them in general. You dont destroy the card outright, but you make it damn hard to play it, not impossible, but very difficult :)

     Thanks for the feedback, and the Grizzled Grenadier love. As to the milling, I confess that I’m a bigger fan of it than the median player, so that bias is going to justifiably turn some off. Is there a specific combo or set of cards you flagged? I’m not great at seeing those sort of interlocking timebombs just from looking at (or even creating) individual cards. 

    Posted in: Fan Creations
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    posted a message on The Sapper - Custom Class (Complete through Kobolds and Catacombs)
    Quote from Atramentar >>

    Nice! One nitpick though, isn't Feint identical to Sap?

     Yep! It's meant to be similar to how Arcane Shot and Holy Smite are class copies of the same effect.

    Based on the earlier notes I'm updating two cards:

     is now  and

     is now 

    Naxx and GvG should be up later tonight or early tomorrow.

    Posted in: Fan Creations
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    posted a message on The Sapper - Custom Class (Complete through Kobolds and Catacombs)
    Quote from eScapegoat1270 >>

    Really cool ideas. I like the idea behind Scourges. Reminds me of the League of Exploreres adventure. Too bad the only collectable card we got out of that theme was Curse of Rafaam. I feel like other classes (Rogue or Druid) could have made much better use of that mechanic.

    I've done a similar thing designing a custom class with 4 mana secrets and it's tough. You've done a good job. I feel like Reroute Gambit is a bit too specific, it's almost useless outside of the Paladin matchup, but maybe it's ok to have as a hate card or an unexpected play from a randomly generated spell.

    The wording on "Commit the Unthinkable" is a little weird. I assume that it means your opponent takes fatigue dmg even if they have cards in their deck and that they don't actually draw a card. If that's what you mean then replacing "Draw a Fatigue card" with "take Fatigue damage" might be cleaner text.

    Overall: Good stuff. If you want to keep making more I'd like to see them.

     Thanks for the feedback. 

    Definitely agree on Reroute Gambit. My original trigger was “When an enemy minion is enchanted...” to cover buff spells, Battlecries, auras et al. But then I scared myself off that wording because I wasn’t sure how it would interact if the enemy had an ongoing buff, like Stormwind Champion, on the board at the start of their turn. Then I tried “When an enemy minion is targeted by a spell or Battlecry...” but it pushed it to five lines. I think I might just make it “when enchanted” and assume that the theoretical code would delineate and trigger only on a new enchantment. 

    Yes, intent of Commit the Unthinkable is that they start taking Fatigue damage even with a full deck, with the escalation that Fatigue naturally entails. I’ll be honest, I thought the Fatigue damage were their own cards, but looking over the wiki it appears that it’s just a way to show the damage. 

    More coming soon as I lock down art and names. Thanks again!

    Posted in: Fan Creations
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    posted a message on The Sapper - Custom Class (Complete through Kobolds and Catacombs)

    The Sapper

    Hello everyone, and thanks in advance for taking a look at my custom class! This class was inspired by my early days of playing Priest and loving the way the class’s primary removal wasn’t damage based.  When I saw the Merchant class (one of the finalists of the first class design competition) and how it created a class without any damage I decided I wanted to take a stab at it.  The Sapper is my attempt, and along with those two initial sources it includes my personal obsession with non-discard based ways of messing with your opponent’s hand, non-destroy based removal, and various other things.  I hope you like it.  Without further ado, onto to the cards!

    First, if you saw the hero power and wondered what a ‘Basic Scourge’ is, let’s take a look at what the Hero Power creates:

     As the tooltip implies, Scourges are sort of the anti-Spare Parts and represent uncollectable spells that hinder the caster or benefit the caster’s opponent.  From a power perspective these Basic Scourges have an increased effect compared to a normal hero power (for instance, gaining 3 Armor compared to the Warrior HP) but are balanced by the fact that they are both randomly generated and at the discretion of your opponent.  While it would be nice to have a quick and easy (2) Cost card draw, sometimes your opponent will be willing to live with a slightly higher mana cost if it means they can deny you.

    BASIC SET

    Outland Scout: The Sapper class doesn’t have reliable removal tools so I wanted to make sure they had a few core minions to help maintain board presence. The drawback is steep in most classes, and may even be detrimental in the early game, but Sapper’s want their opponent to have big hands.  Initially I thought about making the drawback “Battlecry: Your opponent draws a card” but I think this current version entices your opponent to let it live longer.

    Feint: A reprint, but also one of the main forms of ‘removal’ available to the class. My only regret is that Sap already claimed the name.

    Lock Down: Another vital ‘removal’ tool.  I keep going back and forth on this cost, but I think it makes the most sense here as the (2) Cost spell that takes care of a threat.

     

    Reconnaissance: Sapper card draw is almost exclusively mutual, both because they want there opponent to have a lot of cards in hand but also because it allows them to draw more for less.  The second part introduces how much the Sapper likes copies and shuffling, and helps to pad out a deck against a self-mill.

    Cease Hostilities: The Sapper version of an AoE.  Originally had this costing more and giving “Can’t Attack” but I reworked it to the current version.  This won’t protect your minions but can give your hero some extra breathing room.

    Divert: More removal, or maybe just delayal.  This is the Sapper version of the (4) cost silence and put away spell ala Polymorph, although this version is more about putting off headaches until you can deal with them later.

     

    Snare Mana: For when you want to make it as hard as possible for a problem to appear so you don’t have to actually solve it.  Balanced around Loatheb, although now Rebuke has me questioning whether lowering it is possible (but not questioning it enough to actually change).

    Cobalt Guardian: Our first Mech (as a note, Cost 1-5 minions will usually be goblins or otherwise humanoid level, while 6-10 will be Mechs), just a nice big basic body. Intended to get across that Mechs are there to help finish out the game as the big finishers. 

    Call in the Mechalvary: Meched up Animal Companion.  H3-LM and LR-G3 are essentially (9) cost or beefed up (8) cost minions to serve as defense or a big target, while FR-3Z is more quirky and introduces the tertiary Freeze element of the class.

    Brain Strain: I think every class should have a (10) Cost iconic spell, and this is my version for the Sapper.  This would usually work out less than a card draw tool and more as a final milling attack.  I keep switching between setting it at 6 or 7 cards, but ultimately settled on 7 as it’s a flashy jump over the current max of 5 cards.

     

    Boombasket Recruit: Another cheap body with a drawback to help get a board set up.  I could be talked into making this a Battlecry, but I like that as is it encourages ways to work around the Deathrattle.

    See Ya!:  I started off putting this at (1) but then worked out the Cost for this from both ends.  Sap is worth two, but make it random and you get a (2) Cost reduction (although in this case the cost is actually needing a minion on the board you can return). On the other side, returning a friendly minion to your hand costs less than (0), so the random enemy return is a freebie.

    Overclock Gambit: Out first (4) Cost Secret. Initially had this at both drawing 3 cards for the longest time, but I think 4 feels more correct, both for the cost and as a milling attack.

    Reserves Gambit: The Sapper version of Duplicate, except you don’t get the extra copies until you draw them.

    Chill Out: I believe I stole this from a Death Knight custom class (or maybe I stole it from every Death Knight class). Helpful for giving more breathing room, although more temporary.

    Dread-Not: A take on Guardian of Kings and another reminder that Sappers like their opponents to have full hands. Armor gain isn’t a huge part of the Sapper identity, with the Basic Scourge being the main way, but it’s sprinkled throughout.

     

    War Drums: The Sapper version of a board clear.  Originally started off just as a single minion buff (with Immune and +1 Attack per card, but could still attack heroes) but changed to affect the whole board.  Can’t attack heroes was added to emphasize what its intended for and to stop it from being too lolbroken.

    Reroute Gambit: Sappers have an undercurrent of enchanted creature hate that will bloom more fully later, but the seeds are here.  One sided Vanish with setup and a catch required.

    Grizzled Grenadier: I firmly believe that forcing discards of things already in hand isn’t fun, but messing with Costs is.  This maybe just forces them to wait a few more turns for their big Legendary, but could screw up a combo or leave them with a dead (10) cost early drop they didn’t play in time.

    Arcanobot: Solid defense with a way to cheat it out a little early. 6/10 Taunt seems to be worth around (8), so if you have a Secret you get it for a little cheaper, and any more on the board allows for a real treat.

    Juice Up: Sapper version of Blessing of Kings.

     

    Decoy Gambit: My take on preventing imminent death ala Ice Block. I always got kind of annoyed that Ice Block essentially ended the turn, and I think this version gives some more opponent interaction.

    Steamweedle Specialist: I’ve always liked giving minions in your hand Battlecries and Deathrattles, and this helps stuff your opponent with chaff they need to deal with.  Note that the intention is that if you play this multiple times the effect on the other minions would stack.

    Disrupt Logistics: Our introduction to Advanced Scourges.  My initial drafts of the class had some very limited hard removal (mostly centered on enchanted minion hate) but didn’t feel right.  Making it a Scourge allows it to be a little more powerful, but at your opponent’s discretion. You could also use this if your opponent has nothing on the board as a mill attack.

     

    Rixmix Boomwizzle: I wanted the Classic Legendary to be something that, while maybe not a game-ender on its own, would find a welcome spot in most decks. This allows your effects that key off the opponent’s hand to have maximum punch and will mill one card on its own. Body should maybe be a 5/5?

     

    Mind Control Gas: Turn any minion into Sylvanas!  The class isn’t super big on Deathrattles, but I like that this functions as a Secret version of one.

     

    [b]Blastshadow Spy[/b]: I’ve got a personal delight in “whenever this deals damage, do that many things” type effects.  This is an early minion who will probably get picked off fast but can still gunk up the opponent’s hand, and if it manages to survive or get buffed it can really cause some frustration.

    [b]L1 Observer[/b]: As the set that plays up Mechs of course I had to step up the Mech love for the class.  This, as you might tell from the MtG art, is inspired by Affinity for Artifacts.  I don’t think it’s as broken as it would be in that game, but this should still come out as at least a (4) Mountain Yeti, with some quicker plays if you get a lucky draw of Mechwarper copies.

     

    [b]Ace Saboteur[/b]: This might be more of a neutral effect, but it’s something I wish had been printed in the actual set.  I assume there would have been at least one Twitch stream where a minion kept ‘missing’ a Taunt and hitting face until the game was won.

    [b]Boom Boom Add On[/b]: Spoiler alert, but this class will be giving a lot of love to Boom Bot in upcoming sets. This is a slight toe dip, as well as another Sapper-roundabout way of providing some AOE.  Original version gave Mechs a deathrattle where they were shuffled back into the deck, but that was too wordy. Changed to just give them extra explosions.

    [b]Degenerate Demolitionist[/b]: An extra point of Attack with a drawback.

     

    [b]Rageforged[/b]: I told you I liked this kind of effect.  This functions like a reverse trample, and gives some undirected damage to minions which the Sapper has in short supply.

    [b]Kitbash Explosives[/b]: The AOE card for the set.  Note that there are no class cards to generate Spare Parts so this card requires a bit of work.  Intention with [b]Netherbomb[/b] is that the number is based directly on how many Spare Parts were discarded, it doesn’t upgrade or become a different card.

     

    [b]Shredder Carrier X[/b]: I heard you like Mechs so I put some Mechs on your Mech. Geosculpter Yip inspired.  Note that, based on my skim of the list, there are Cost (0)-(9) Mechs but this would be the first/only (10) Cost, so if your opponent has a full hand you get two!

     

     

    Posted in: Fan Creations
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    posted a message on Immune to [x] - Is this a thing?

    Was letting my mind wander and I started mulling over Immune, a mechanic that really excites me whenever I see it pop up even though its rare. Specifically, I got to wondering if rather than requiring Immune to be either temporary, "while attacking," or hero-limited, what if you limited it to specific classes of damage.  What follows are my rough card ideas, plus some thinking on how they'd word/could be expanded.

    First, spell immunity.  I envision this being like an upgraded version of the Elusive/can't be targeted by spells or hero powers ability.  Only, now not only can you not target the creature, but even untargetted damage like Magic Missiles or Flamestrike will just be no-sold.  Minions and spells with destroy effects would still be useable and deadly.

    And if we're doing Immune to spell damage, why not mirror it with immunity to minion damage.  In practice, I imagine that a blanket "Immune to minions" would work the same as if the minion had "Immune while attacking minions" and "Immune while being attacked by minions" going at the same time. 

     Ethereal Drake is also my quick and dirty attempt to show how Immune can be further broken down or remixed.  In this case, anything with 4 or less Attack wouldn't be able to hurt it, but a 5 Attack minion would still be able to take it down.  You could then go on to give specific tribe Immunities, like "Immune to Beasts" or whatnot.  For spell immunity, this could be stuff like "Immune to spells which Cost more" or other esoteric distinctions.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.11 - Discussion Topic

     

    Quote from WUBRGWUBRG >>

    Feedback highly appreciated...

     

     I like it as something simple but attention grabby. I think based on Murmuring Elemental it might be better as a 1/1 and only apply to the current turn.  Can probably keep it at (1) Cost, Choose Ones are less common than Battlecries.
    Quote from Warmingbird >>

     

    Note: the fact that "Gift to the Fallen" can re-summon enemy minions is intentional, make it more tricky and interesting  to use. Edit: I just realised that the way it's worded, it would re-summon the enemy minions on your side, which is not what I intended.. will have to change the text if it's the idea I choose.

     

      You probably already know this/are just using the card images you already have, but the prompt says that the submissions should be in the Basic frames.

    Gift to the Fallen: My favorite of the three, although I guess I'll have to see what the final wording ends up being.  Mass death board reset could be fun, or a Kel'Thuzad effect for one turn just for you.
    Call out the Guardians: Decent, if a bit underwhelming in wow factor.  I would suggest making it Cost (10) with a (5) reduction if you're at 10 or less Health. As written it's unusable/has no effect unless you're below 10 Health, which might be intended but isn't as fun.
    Divine Confinement: An interesting take on removal, although I'm torn between it being too good (on big vanilla creatures it's basically a two-mana Polymorph) and underpowered.  That situationality might be a plus though since it encourages actual decision making.
     
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.11 - Discussion Topic

    I had a similar idea to this for a custom class, but I think it might fit here?

    Posted in: Fan Creations
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    posted a message on Straights in Hearthstone

    Was brainstorming for something else and wondered if there was a way to incorporate poker straights ( a series of sequential cards) into Hearthstone.  Apologies if this has been done before, and better, but here were my first few ideas.  Fair warning, not completely sure the wording is right, but hopefully it's grokkable.

    This would be the Wish spell you can get in Dungeon Runs.

    Posted in: Fan Creations
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