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    posted a message on Custom Class Competition #7 -- Submission Thread | Week Two

    The Soul Master: Acolyte Set

      

    "Once again we meet, brothers. With basics of  soul mastery already trained, it's time to move on more advanced teachings.

    You may be worried about death of your companions, who did not make it to next step of knowledge.

    But, do not forget what is  the reward - an absolute power of manipulating life and death.

    We may be not numerous, but once you'll achieve mastery, we will be able to spread art of soul  mastery across the whole Azeroth!"


    Token for Hero Powers:

    This class will be about souls, life, death, monstrosities and manipulating. It will be good at swarming board with Spirits, and will have cards synergizing with them. It will sacrifice Health and minions for strong effects, and will have cards which synergize from minions death. Except for swarms, its strenghts, except for swarming, will be healing and card draw. It will have scary monsters, which serves as bigger, although rarely exceeding 6 Mana, minions. It will have some weapons, with rather more Durability than Attack, which will not be supported though, and rather used as way to clearing minions. It will use a few cards with mind control mechanic. It will also have few cards with Stealth keyword, but it will not have synergies within Basic nor Initiate sets, however it will have some unique twist for this keyword - many of cards with stealth will have ability to refresh it in some way. It won't have many board clears nor big minions, although they will happen occasionaly. Main weaknesses of this class is lack of direct face damage, as well as the fact that due to sacrifice mechanic, some cards may be situational.

    It may be good to look at Basic set of this class here.

    Showcase cards:

      

    Haunted Mist - Mass spirit card, useful with spirit/swarm synergies.

    Death Howler - Card good for death themed decks, as well as decks with a lot of tokens.

    Overfilling Knowledge - A card draw which does not conflict with other card draws. Probably best at 5-6 cards, but may be useful as well with bigger or smaller hands, because either of its low cost, or need to have more cards.

    All cards for this week:

    Common:

       

    Rare:

      

    Epic:

     

    Legendary:

    Token:

     Note: This first gives buff to Spirits you already have on board, and then summon new ones.

    Dark Matter - A cheap board clear, with a bit of self-damage.

    Shadow Warrior - One of cards with Stealth for this class. Not realy synergestic with the rest of class cards, but may be good if a deck misses 3 drops.

    Necessary Sacrifice - Allows to trigger death effects, as well as grants healing, which is especially good for class with self damage.

    Soul Warp - A good removal, has Spirit and death synergies, as well as some mind control which this class sometimes use. The idea is that you either kill a minion by attacking it's soul, or send a Spirit to haunt a minion.

    Lurking Monstrosity - A well stated minion, which may kill a weaker minion, as well as constatly gain Stealth to kill more. Many Stealth minions of this class will have an ability to regain Stealth, what makes it quite different in using Stealth than Rogue.

    Lifekeeper's Sword - Card usable in some sort of Spirit decks with limited pool of healing by limiting damage you take from Hero Power.

    Ghost Knight Kernilash - Ultimate Spirit synergy. It haunts your deck with ghosts of warriors, and enhances those which you already had on battlefield. Encourages having multiple Spirits at board through the entire game, so you will not miss the buff, however it also helps to reach that goal.

     Thanks for looking through my class! Good luck to other competitiors, and Happy New Year!

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

    Quite many new posts since my feedback, so here goes round two:

    @Shatterstar1998

    Art change is good, and Argus Poirot is pretty good. I understand your reasoning about Intensive Training, I actually think that the Self-defence training is the one a bit off the balance, but I understand you needed 0-cost cards for your Basic set. I think that wording on Scandal in Stormwind is fine, actually better than the one suggested by Ozymandias.

     @Ozymandias

    Unlike the others, I had no problem with understanding your keyword, and it was quite obvious to me you mean the same amount of minion's Health as the Mana cost. You use the same wording as Cho'gall and G'huun the Blood God. However, the other problem is that I think it's way better to use minion's Health than Mana, and cards with it are quite overpowered. 0 mana 8 damage with lifesteal, or 0 Mana +2/+2 on your minions, with the exception that one will get only Attack, are way too strong. It's also strange to make a card which have better effect if you decide to play it at lower cost (as I said, I find Mana more valuable than Health of a single minion). Of your other cards, the balance changes I could suggest is to reduce the cost of Flayed Bolt to 3, Coaugulate could be fine with targeting any minions, and maybe Blood Elemental is a bit too strong, it's not realy hard to have your hero damaged, especially in your class. Maybe with 1 less Health it would be fine. Also, for Voodoo Ritual, I would advise a little of change, because there is no currently a spell in hearthstone with if x do y, with no other effects. They are more like do a, if x, also do y. I mean, there are no cards with only conditional effects, at least not as straightforwardly conditional as yours. Of course it's only my opinion about that.

     @JoshoPrime

    Although I already saw a very similar keyword in one custom class, I will pretend I did not, and hope you didn't mean to copy it. Your class is much different in other aspects than the class I'm talking about anyway. The keyword is pretty good anyway, but as you said it takes a bit of text on cards to make two extra effects. I actually think it is better if most of your cards have only one Warp effect, because otherwise the cards at lower rarity will use mechanic (two Warp  effects) which cards at higher rarity will not be able to use, what is quite strange. The legendary cards should be the more unique ones. Of course, there may be some cards with double Warp, but, personally, I think these cards should be in minority. That said, I wonder if the version od warp which only works if you have not enough Mana isn't the better one. Altough, it's just my opinion.

     

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

    So, I see you will also have some Taunt synergies? Generaly, your cards look pretty well, maybe Void Impenetratable is a little strong. With your class it doesn't seem realy hard to just break one weapon, so maybe you should go with an average of this summoning 1 minion, what, comparing to Animal Guardian seems like 4 Mana effect.

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

    The Soul Master: Acolyte Set

      

    "Once again we meet, brothers. With basics of  soul mastery already trained, it's time to move on more advanced teachings.

    You may be worried about death of your companions, who did not make it to next step of knowledge.

    But, do not forget what is  the reward - an absolute power of manipulating life and death.

    We may be not numerous, but once you'll achieve mastery, we will be able to spread art of soul  mastery across the whole Azeroth!"


    Upgraded Hero Power:

    This class will be about souls, life, death, monstrosities and manipulating. It will be good at swarming board with Spirits, and will have cards synergizing with them. It will sacrifice Health and minions for strong effects, and will have cards which synergize from minions death. Except for swarms, its strenghts, except for swarming, will be healing and card draw. It will have scary monsters, which serves as bigger, although rarely exceeding 6 Mana, minions. It will have some weapons, with rather more Durability than Attack, which will not be supported though, and rather used as way to clearing minions. It will use a few cards with mind control mechanic. It will also have few cards with Stealth keyword, but it will not have synergies within Basic nor Initiate sets. It won't have many board clears nor big minions, although they will happen occasionaly. Main weaknesses of this class is lack of direct face damage, as well as the fact that due to sacrifice mechanic, some cards may be situational.

    I splitted Acolyte/Initiate set in two halfs: one more about souls, life and spirit mechanics, and the other more about sacrificing minions, dark powers and monsters.

    Possible showcase cards:

      

    Conjure Spirits - Simple Spirit synergy card.

    Abandoned Doggo - Card which interacts with deaths of minions, as well as good card for faster decks.

    Reviving Aura - Healing + Card Draw - two strenghts of my class.

    Rest of cards for this week:

          

    Token:

    Sturdy Worshipper - A well stated minion which also summons a Spirit.

    Haunted Mist - Swarm + Spirits.

    Soul Warp - Spirits + Sacrifice. The idea is that you either kill a minion by attacking it's soul, or send a Spirit to haunt a minion.

    Grand Reaper - The strongest minion of Soul Master, but with quite a drawback. I'm not sure if I didn't gone a bit too crazy with stats, but it is very weak against removals.

    Lifekeeper's Sword - card usable in some sort of Spirit decks with limited pool of healing. Actualy, I had it made even before I knew the challenges.

    Overfilling Knowledge - Very strong draw, which also synergizes, or maybe do not conflict, with other card draws. The effect is stronger when you have few cards, but is cheaper if you have more of them. You want draw most when you are on 0-2 cards, but probably card is the best if you have 5-6.

    Ghost Knight Kernilash - Ultimate Spirit synergy. It haunts your deck with ghosts of warriors, and enhances those which you already had on battlefield. In case of doubt: It is meant to first give spirits you already have +1/+1, and then it summons new ones.

     

    Cards for second week (still missing a legendary):

           

     Do you think it is good to split cards this way, so you may see cards which interact together, or maybe I should mix it, so my class won't feel to have only one theme? Not saying that the cards in second half are probably less connected, but it is because I wanted to show the more important theme of the class first, so the second half may look like leftovers. I think about swapping Abandoned Dog with Soulbound Piercer, but that would leave me with no weapon for second week, as well as my first half will be even more monotonic.

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

    Hey! I have not much time lately, but I think it will be nice of me to give some feedback, even if I'm not the best in this kind of stuff

    @Klipce

    I think the first version of omen is better, because the other doesn't realy feel like keyword to me. On the other hand, all class keywords are effects which trigger upon playing, but it's not strictly a rule.

     @Noah_McGrath

    Your class is so far one of my favorites in this comp, and you managed to keep it that way with your Warlord set. The only card that may be less appealing to me is Cover Fire, because it's just a bit odd for triggering damage this way, although I'm not convinced about it enough to advice you to remove it. Also, your upgraded HP may be a bit too strong, given that extra Attack makes for some extra immediate damage, making it usually just a better Mage HP.

     @Screwjank

    Altough i do not find Harvest to be bad mechanic, despite being similar to 'upgrading' cards, you should avoid cards which give face damage with it, like Fel Scythe, to avoid 1 card OTK. I think that +4 Health on HP is good.

     @ShatterStar1998

    In general, I like your set. Although, I'm not sure about wording on Bribery. Shouldn't it be 'if this was revealed'? Also, you should probably explain how Arthur Holmes work. How it will reveal a deck? Can both players just look at any card in your deck, or it is just some enabler for synergy cards? If players may look at cards in your deck, how is it done? They have to click it, and the full list of cards will show, or is it done some other way? Do the cards display in any specific order, like from lowest to highest cost, or maybe it's in the same order as they are in your deck, or maybe the order is random? Also, none card in Classic nor Demon Hunter Initiate use Discover, so maybe you should somehow rework Investigate. At last, Intensive Training looks pretty weird if put next to Self Defense Training from your Basic set. Twice the effect, and from 0 cost it goes to 4? It's almost like admitting that either one is broken, or the other useless.

     @JoshoPrime

    If I would have to choose, I'd go with first version of Warp, but neither seems realy good to me.

     @B3ckemon

    I think that Piranha Bomb might cost 5. Other than that, your cards look pretty well.

     @whatTheHeck

    I think that you gone a bit too creative with your upgraded Hero Power. Just changing the discount to (2), or making it work on two cards instead of one. Also, I could go with a few wording changes. Secrets only trigger once, so instead of 'whenever' use 'when'. In Waste Assimilation you used a term of 'creature', instead of 'minion'. Proffesor Putricide could be: 'Whenever you play a card that costs (1) or less...'. At last, if Flask Globber do not serve as challenge card, it could just use Counter: 'Counter the next spell cast by your opponent'.

     @MvonTzeskagrad

    Automated Servitor may have 3 Health, otherwise it's not realy good, even with your Hero Power. Out of your cards, the only one which I do not realy like is Illusory Storm. At last, I'd suggest some text changes: Plane Walker - 'and' should be bolded, like Toshley, as well as Deathrattle should be capitalized; Overcharge - both words in Spell Damage keyword should be capitalized. Pylon - you should use dot instead of comma after Taunt, look Smug Senior

     Also, does this work for Hero Power challenge, or it does have to produce a token?

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

    The Soul Master

      

    This class would be about souls, death, life, manipulating and monstrosities. It will be good at swarming board, healing and card draw. In later sets hie will have some Spirit synergy. It will also use sacrifice mechanics to make its cards stronger, including destroying friendly minions and self-damage. It will be bad at dealing direct damage, however, as well as due to sacrifice mechanics within its cards, some of them may be a bit situational. It will also have limited amount of board clears and big minions. It will also have acces to weapons, which would however not be quite numerous, an usually will have more Durability than Attack.

    Showcase cards:

      

    Token:

    Mistical Ritual: Swarm, spirits and self-damage are themes of this class, and this cards narrows it quite well.

    Reconstruction: Sacrificing minions, and, again, summoning minions. The first part is why I chose it as a showcase card.

    Refreshing Hand: Healing and draw, two strenghts of my class. May be a bit weak, it was balanced around Shield Block.

    Other cards:

          

    Soulhealer is a well-stated minion with heal. Soulburn makes use of cards sacrificing minions, like Reconstruction in basic. Soulkeeper and Raged Horror are minions to begin midgame, one giving you an extra token, second giving you a pretty good minion at a cost of your Health. Shadowstrike is a card from a limited pool of boardclears for this class. Empowered Wand is here to give some extra fuel, as well as an example of weapon of this class. Finally,  Possess Soul is removal which utilize mind control effect, which maybe won't be very often, but will sometimes be used in cards of this class.

     This class would come into game with Darkmoon Faire expansion. Its set resembling an 'Initiate' set of Demon Hunter will be called 'Acolyte'.

    Hope you like it!

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

    The Soul Master

      

    This class would be about souls, death, life, manipulating and monstrosities. It will be good at swarming board, healing and card draw. In later sets hie will have some Spirit synergy. It will also use sacrifice mechanics to make its cards stronger, including destroying friendly minions and self-damage. It will be bad at dealing direct damage, however, as well as due to sacrifice mechanics within its cards, some of them may be a bit situational. It will also have limited amount of board clears and big minions. It will also have acces to weapons, which would however not be quite numerous, an usually will have more Durability than Attack.

    I actualy changed few things since the last comp, like removing keyword which this class used to have. Here is the stuff:

    Showcase cards:

      

    Token:

    Mistical Ritual: Swarm, spirits and self-damage are themes of this class, and this cards narrows it quite well.

    Reconstruction: Sacrificing minions, and, again, summoning minions. The first part is why I chose it as a showcase card.

    Refreshing Hand: Healing and draw, two strenghts of my class. May be a bit weak, it was balanced around Shield Block.

    Other cards:

          

    Soulhealer is a well-stated minion with heal. Soulburn makes use of cards sacrificing minions, like Reconstruction in basic. Soulkeeper and Raged Horror are minions to begin midgame, one giving you an extra token, second giving you a pretty good minion at a cost of your Health. Possessed Mind is removal which utilize mind control effect, which maybe won't be very often, but will sometimes be used in cards of this class. Shadowstrike is a card from a limited pool of boardclears for this class. Finally, Empowered Wand is here to give some extra fuel, as well as an example of weapon of this class.

     This class would come into game with Darkmoon Faire expansion. Its set resembling an 'Initiate' set of Demon Hunter will be called 'Acolyte'.

    Hope you like it!

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

    I was about to join last class competition, but ultimately didn't, although I posted my class in discussion. May I use it for this comp?

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase One, Discussion
    Quote from McF4rtson >>

     Thanks for review! I think I will keep Soulfire, and Shadowstrike in current state, but I appreciate your opinion. For your class the cards looks realy good. I only wonder if the Hero Power is not slightly unfair comparing to other classes. I mean, without the refresh part it would be balanced as well as Druid, Warrior and Priest. Even if it's not realy big addition, the refresh part is a bit odd, even if it fits your class mechanics.

    Quote from Granduroi >>
     

     I like the idea of your hero power. Most of your cards are rather balanced, but Plume of Corruption may be a bit to weak. Maybe if it would cost 6 it would be better.

    Quote from Klipce >>
     

     I realy like your class. I don't have much to advise here, i like the cuurent basic set.

    Quote from Reizarion >>
     

     Your class is ok, I think. Things I would change is Hero Power, which is a bit too weak, and Extract Power which is definitely too strong comparing to Overgrowth

    I also made a more simple version of Dread Reaper.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase One, Discussion

    Hi, it's my pleasure to show my class as well. I'd like to get some opinion, I will give some opinion too.

    Soulmaster

    Soulmaster is an expert in summoning minions to help him in battle. His Basic set was meant to show simple mechanics which my class use. The ones I assume to be my showcase cards are as follow:

    Mistical Ritual: This card, as well as Hero Power are simple designs which shows Soulmaster's ability to flood board with small minions (especially Spirits) and self-damage mechanic similar to Warlock's.

    Refreshing Hand: Unlike Warlock, however, Soulmaster has ability to not put his life at risk in order to play more powerful cards thanks to his healing cards. But, other than that, he wouldn't have cards which benefit from healing, so it's arguable if his healing is more valuable than Priest's. Card draw also isn't the class weakness.

    Reconstruction: Soulmaster may as well sacrifice his minions over his health. Many of his cards will benefit from minions dying, yet none of them is in Basic set.

    Token for Reconstruction:

    In further sets Soulmaster will also use his special Keyword:

    Rest of cards (will be in spoiler on submission topic):

       

    My main concers are:

    Soulburn is exactly the same as Dark BombEmpowered Wand may need to be in showcase cards, because it shows that my class uses weapons. But, weapons in my class are not among main mechanics, while the ones on the cards I plan to showcase are the most important. Dread Reaper has quite long text despite its simple mechanic.

    I will surely give my opinions on other classes soon, but it's quite late in my timezone, so i better end now.

    Posted in: Fan Creations
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    posted a message on Custom Class Contest: The Preliminary Thread

    If that's possible, I'd like to compete too.

    Posted in: Fan Creations
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