Quote from The_Odinson >>So I my hero power becomes "draw a coin/innervate" for the rest of the game, when you pretty much never ever ever want to be drawing random coins and innervates.....That's my issue. Increasing the Tempo doesn't get me any value. I lose every game based on value and I have to win every game based on tempo, which means the whole concept of a class than can come from behind just gets the tiniest possible advantage from playing a 6 cost legendary and still never has any "value". That's exactly the response I didn't want, but it seems like that's life. /seppuku
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Asylum_Rhapsody posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV DiscussionPosted in: Fan CreationsThis might not be what you want to hear, but, like... it's totally okay if your Justicar power isn't good and nobody would want to play it. That's literally fine. There are plenty of existing classes, Rogue and Shaman coming to mind immediately, that have never and will never touch Justicar. It's not a big deal. You don't have to showcase it as an example card, and you can put it in the bottom of one of your submission topic spoilers and never worry about it again. I think you are stressing yourself out over this way too much and making it into a problem when it just doesn't have to be one.In general I think in the CCCs people get too caught up in having all of their cards and options be exciting and good. That's the reason so many people make bad Basic sets. Make some bad cards/options for your class. That's perfectly okay and gives it an element of believably, because that's what real classes are like. I say that having done it myself and gotten to the finals of our second CCC with my Agent. A lot of my cards and options were definitely bad. -
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Dxiled posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV DiscussionPosted in: Fan CreationsQuote from The_Odinson >>@Aslyum_Rhapsody
I asked about my hero power. I really need a larger number of replies. I feel like I have a very different view of it than most and even then I only got a few replies. I wish I had done this sooner but now that I need to make a Justicar Hero Power I'm in a rut.
I guess I should preface a bit. Most hero powers in the game generate some sort of value. Be it damage, health/armor, or cards/minions. My hero power doesn't do that. My hero power solely exists to generate tempo. Now, it could be used to generate some value along side Gadgetzan Auctioneer, but my class isn't full of damage spell and can't really set up any huge combo kills. The other thing is the entire Draft mechanic is not worth anything if you're only playing 1 card. You have to play at least 2 cards for the effect to mean anything. So you have to invest at least 3 mana into the hero power and then if you play 2 cards, you saved 1 mana on that turn, increasing by 1 for each card played. That means you have to play 4 cards in one turn for this to be a mana neutral effect. Also, as the game goes longer and you have more mana naturally Drafting begins to weaken slightly. Therefore with Justicar I decide it might be ok to do a drastic push and add value to my hero power. I currently have 2 major concerns. 1) Is the basic Hero Power balanced? What is the effect Valued at? Could it cost 0? 2) Is the Justicar Hero Power too strong considering what the basic hero power does? If so, what suggestion would you make.
Justicar
I believe that solely increasing the tempo value of the effect is pointless. By that stage of the game you're not likely to need that amount of extra mana/tempo. I don't know that anything besides what I chose seems fitting, and so I don't know what to do.
Ah, sorry dude. I haven't been active on this tread as much as I'd like, I've been busy with other things and this has been a lower priority ever since I lost.Anyways, I don't like the Justicar Power adding the card draw because that's what most lategame decks don't want (that's why Justicar saw no play in Warlock).I can't really think of a better solution either though. Maybe Take the Lead creates something like Hold Position which says [Draft. Gain 2 Armor] or something? -
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Asylum_Rhapsody posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV DiscussionPosted in: Fan CreationsQuote from The_Odinson >>Quote from Asylum_Rhapsody >>Quote from The_Odinson >>I asked about my hero power. I really need a larger number of replies. I feel like I have a very different view of it than most and even then I only got a few replies. I wish I had done this sooner but now that I need to make a Justicar Hero Power I'm in a rut.
Why not "Add a Chase to your hand. It cost (0)."? That seems reasonable enough to me.sigh.I'm sorry, I take it that has been brought up before? I'm sorry, there are a few pages of the topic I haven't quite caught up on, and I may need to go back and double-check, because I thought I'd picked up on everything important. Having a Chase that costs (0) just struck me as the more obvious solution, but honestly, I agree that the card draw option is perfectly balanced too. It's certainly a different approach to take with your Justicar power than existing classes have taken, but that may not be a bad thing. -
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Asylum_Rhapsody posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV DiscussionPosted in: Fan CreationsQuote from The_Odinson >>I must agree with @nobravery and @thepowrofcheese, being able to describe briefly your class, your cards, your themes or some interactions is somewhat essential. Cards alone can't convey a class concept entirely.
I don't understand this sentiment. We are 4 phases into the 3RD class contest. Why all the sudden, in this phase of this competition do we need to start adding notes for additional explanation to the poll? I just don't understand, especially changing the rules now that we are at the second poll.Yeah, I'm still not convinced that it's necessary. I mean, think about all of the existing classes in the game. Is there a place somewhere that says "Hunters are an aggro-focused class that focuses on rushing the enemy hero down early with face damage."? No, the game shows you the cards that are available and you figure it out. If this class over here has a lot of strong minion buffs and this other class has a lot of spell-synergy cards and this other class has a lot of ways to damage its own minions, it's not hard to put those things together and figure out what the unique class themes are. That's what the example cards are for. Don't tell people what you class is about. Show them. If you have designed well and have picked appropriately representative example cards, they will get it. I'm still open to being convinced otherwise, but where I stand now, that's just part of the challenge, as it has been for two past CCCs.I still am not sure what I should do for the beefcake challenge yet, so I've got nothing to show for that.
Idea: Remember this card? Doppelgangster. This card would be pretty awesome for your class just because you only pay 5 but end up with three 5-cost minions on the battlefield. Your earlier idea was a spell that summoned tokens, but you could easily convert it into a minion similar to Doppelgangster, could you not? One that summons copies of itself? -
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ZardozSpeaks posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II SubmissionPosted in: Fan CreationsTHE BLOOD MAGE
What are Blood Mages and Who is Ral'thon Morningstar?
CLASS: The Blood Mage
When the Sunwell of Daralan was destroyed by the Scourge, the elven magi of the Kirin Tor were forced to look elsewhere to sate their addiction to arcane energy. While many believe Prince Kael'thas Sunstrider to be the first blood mage, the art of siphoning arcane energy from living beings was first perfected by the Burning Legion. Little did the demons know that by teaching this art to the Blood Elves, it would be turned against the Legion. Today, it is not just the Blood Elves who practice blood magic, many Naga, Fel Orcs and Satyr's have also turned to this technique to free themselves from the Burning Legion. While many traditional mages consider blood magic to be no different than the infernal shadow magics of warlocks, the blood mage knows better: a demon is much more useful dead than alive.
NEW HERO: Ral'thon Morningstar
Ral'thon was a disciple of Prince Kael'thas and followed him into Outland where he learned the art of blood magic and how to harness the arcane energy within demons and other creatures. When he learned his prince had betrayed the blood elves and was conspiring with the Burning Legion, Ral'thon was among the heroes who assaulted Tempest Keep to slay the treacherous prince. Ral'thon now wanders Azeroth, seeking to unite his fractured people and rebuild the broken alliance with the Naga.
How does the Blood Mage play in Hearthstone? How does the Hero Power work? How does the Siphon Keyword Work?
NEW CLASS: Blood Mage
Blood Mages favor control and attrition decks. Blood Mages use a wide repertoire of removal spells and stall cards, to wear their opponent down and eventually seize control of the board. While other classes, excel at these archetypes, the Blood Mage is especially designed for reactive counter plays, utilizing the Siphon Keyword and Spell Flood Hero Power to cause disruptive turns for their opponents.
HERO POWER: Spell Flood/Mana Leak
Mana Leak helps slow down your opponent's tempo by unexpectedly increasing their card cost. While this power starts off weak, with each additional use and each passing turn, your opponent becomes more likely to draw into a Mana Leak. Just like Ambush! or Burrowing Mine, when Mana Leak is drawn, it is revealed and effects immediately take place. Just like those previously mentioned cards, if it is drawn when you have 10 cards in hand, it is discarded and has no effect. Multiple Mana Leaks do not stack.
NEW KEYWORD: Siphon
Siphon works similarly to Overload. You spend mana crystals you do not have, but in this case you spend the mana left over from your opponent's turn. If a card has Siphon (2), you may discount that card by 2 if your opponent has 2 unused crystals, or by just 1 if they have only one unused crystal. These discounts would appear in the usual fashion, as a green number in card's mana crystal in the upper left corner. Once you play a siphon card, you expend the appropriate amount of your opponent's crystals. You can always play Siphon cards at their full cost, if your foe has no unspent mana.
Three Example Cards from the Basic Set
- Blood Pact: This zero cost draw spell helps accelerate the blood mage in early turns and increases the chances that their opponent draws into a Mana Leak. A staple of Mill Blood Mage decks.
- Communion: This spell will be a cornerstone of many slow, control oriented decks, allowing you to stall in the early game, or achieve a big tempo swing after trading your minions favorably.
- Outland Visionary: This minion allows you to see your opponent's hand for the rest of the turn. While costly at 4 mana, this card allows you to use your precious removal spells and tempo plays when they matter most.
The Full Basic Set
The Challenge Cards
- Xavius, the Dreameater (Whipsers of the Old Gods): This legendary exemplifies the counterplay control style of the Blood Mage. Xavius is a greed card. How long can you sit on it, hoping for the perfect spell to mirror back at your opponent? While this card rewards patience, it punishes an overly greedy player who waits too long, hoping to counter their opponent's biggest spells.
- Immortal Phoenix (Classic/Expert): Immortal Phoenix is only immortal if you want it to be. On your own turn, you can trade it and guarantee it resummons. Alternatively, you save 4 mana every turn to resummon it during your opponent's turn. Works great in conjunction with Defender of Argus. This is a great attrition card, that allows you outlast your opponent, well into fatigue.
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BoomShroom posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II SubmissionPosted in: Fan CreationsTHE EXPLORER
Hero Basics
Class Mechanic: Anticipate: If this is the first card you've drawn this turn, do something.
Indie Jackson is the younger and waaaaay more sensible sister of the infamous capitalist Reno. Her tendency for planning things down to a T and her aptitude for problem solving and strategy has attracted the attention of the League of Explorers, who sends her all across Azeroth to further the knowledge of the League.
She uses the SpyGlass to spot answers and on curve plays as well as using their potential to set up huge combos. The playstyle is usually quite reactive as you search for responses, but once your opponent has an off turn you can begin to gain the initative and snowball by using your hero power to further your advantage by looking for even more dangerous threats. Of course, there is always the combo potential with her hero power. The class identity is based around drawing cards and shuffling other cards into the deck to be discovered, but just general explorer flavored themes!
Showcased Cards
Explanations for these guys:
Reckless Mountaineer: A perfect example of the class. Weak body, but prepares for a big advantage next turn.
Consult the Map: Card draw, which synergises with the SpyGlasses.
Ancient Torch: For picking off midgame minions with pretty basic battlecry. Pretty standard weapon.
Gem Hoarder: Sableye is a Pokemon that robs its fallen enemies and I thought it'd be cool to employ a Cutpurse style mechanic into this card as in something that hoards treasures.
Sylvanas Ranger General: Redeemed Sylv to curb early game aggro and to maintain board control. This kills most 1-2 drops so you can repair an early game tempo disaster or maintain that beautifully curved out board.
The Less Fortunate Cards
Jungle Retreat: Healing to consolidate early game board but can also be very useful in the late game to punish opponents for letting some large threats live.
Exhaustion: An almost removal. I feel destroying a minion is not very flavourful so I decided to lock it down this way instead. The minion is just too damn tired!!
Explorer's Whip: To curb early game aggression, but can also be used aggressively for 5 damage burst.
Rune Tap: Late Game card to find tools to win the value game.
Wandering Satyr: Succubus like effect to reduce your card advantage but instead provides a big body.
Experienced Guide: Your late game Thaurissan equivalent to give you more value by making removals and win cons more accessible.
Falling Rocks: Just pretty general AoE that is also reminiscent of the collapsing temple scenes in Indiana Jones movies XD.
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waterwaIker posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II SubmissionPosted in: Fan CreationsTHE VARANGIAN
His story starts back at the time when the Lich King's forces were still ravaging the lands of Azeroth. Inside the walls of Jotunheim, vrykul warriors were fighting for the privilege of serving in Arthas' dark army in the afterlife, almost like a perversion of their ancestrals' faith and wish to join Odyn in the Halls of Valor. The winners are turned into Ymirjar by the Val'kyr and join the ranks of the undead legion, while the losers become Vargul and are forced into manual labor. Meet Floki: he's one of the latter.
Be sure to check the rest of Floki's backstory inside the spoiler:
Fast forward to when the threat of the Lich King has been finally neutralized. Floki is among what's left of the Scourge. He has the choice to join the Forsaken and serve their master, Sylvannas Windrunner. He refuses.
Seeking to reconnect with his kin (or what's left of it) and make use of his new masonry skills, he willingly joins the Kvaldir society. He feels he is closer to them, former vrykul like him, than to the skeletons and ghouls he's been forced to work with for the past years. He pledges allegiance to Helya, but with her he strikes no pact, for now he serves none but himself.
With the Kvaldir, he goes into raids to hone his combat techniques (which were, by the way, never his forte) and learns how to build and repair longships. Time passes and his companions, having realized how good he was at making boats, start calling him "the Boatbuilder".
One day, he goes missing. While looking for him, his companions realize a small boat and also some of the loot they had in stash, gathered over the course of countless raids he took part in, are also gone.
Some months later, an enormous longship, manned by vrykul, vargul and forsaken alike begins terrorizing the seas of northern Azeroth.
OVERVIEW
THE VARANGIAN is a class that borrows elements mainly from Druid, Paladin and Rogue, and would play mostly as an aggressive, midrange or combo deck. Buffs of all kinds (single-target, random, temporary, aura, AoE, and subsequently, board presence), are a very strong theme of the class, inspired by the kvaldir and vrykul which already exist in the game and deal with these effects, along with "cheating" during deckbuilding (you'll see what I mean) and attacking with your hero, but without weapons (to differentiate them from the other sea-raiders in game, Pirates). Other minor themes include unconventional hard removal and board clears, spells that generate minions, Freeze and Armor, etc.
THE SHOWCASE
The Iron Vrykul token:
Commentary on each card can be found inside the spoiler:
Sharpen Edge is one of the many cheap ways available for the Varangian to buff its minions and make effective trades, but the real power of the card is not on the buff: it's on the cycle. Much like Power Word: Shield, it requires you to have something on board, balancing the low cost draw.
Combining the buff theme with the spell-minion theme, Forge Will is just like a bigger version of your Hero Power. This versatility is really important so the card doesn't just stay in your hand 'cus you don't have something to play it on. (Note: "If you can't" means if you don't have a minion on which you can play the card i.e. your board is empty or the only minions you have can't be targeted by spells.)
You guys probably already realized I like History Vikings, and if you've ever watched the show, I'm sure you'll recognize this formation immediately. Shield Wall combines a temporary buff and burst potential with a permanent, defensive buff that can help you mitigate the damage you take from using your face to clear your opponent's minions.
Now things are starting to get interesting. At first, Prehistoric Thresher (which you might have noticed is not one, but TWO pokémon: a Lapras with a Staryu in its back) may seem like a bad card, but if you put some more thought into it, you'll realize you're paying 5 mana for a vanilla 5-drop that also DRAWS YOU TWO CARDS (sorta). This is a pretty cool way of thinning your deck and getting closer to your combo, and it might be even better than running weak minions for cycle, like Loot Hoarder.
The final card in the showcase is the corrupted version of the renowned explorer, Brann Bronzebeard. His mind was twisted by the constant exposure to the forces of the Old Gods and he left the League to become a sea-raider, dyed his beard and adopted the name Blackbeard. Like with the Thresher, you're making a trade when you put this card in your deck: you'll be forced to run a vanilla body and, in exchange, you can put another Bloodmage Thalnos or Sylvanas into your deck. Ever imagined playing against someone with two Twin Emps or Yoggs? Now you can,
though you probably won't like it.THE (REST OF THE) BASIC SET
The actual cards:
Murloc token:
And of course, more commentary:
Starting with the Varangian's 2-drop of choice: Raiding Party is a pretty sticky early game option which allows you to establish board control from the beginning of the game so you can benefit from your buffs and synergy. The tokens summoned are the same as your Hero Power's.
Claw and Heroic Strike had a baby, and her name is Lagertha.Shield and Sword is the closest the Varangian will ever get to a "2 mana deal 3" spell.Combo decks need a bit of healing, removal and stall. Stranded on Ice fills the last role. On smaller boards, it's virtually a cheaper Frost Nova.
Curse of the Sea is a fun, weird spell. It's a bit less effective than Polymorph or Hex, and comparable to Deadly Shot.
A very defensive tool, Iron Flesh can be played even when you don't have any board, just for the heal, but if you do, can also put a big Taunt in the way of your opponent's minions.
Floki's crew get all their weapons from the same manufacturer. The Dwarven Coldsmith is always there to help when the heat starts to rise.
To wrap it up, we have a big AoE buff in the form of Berserking Rage. Think of this as burst damage that remains after the turn you cast it.
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kamanchee1 posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II SubmissionPosted in: Fan CreationsThe Titan
LoreChronos was once a powerful King who sought out higher power. He reached a higher level of being. Chronos surpassed his mortal limits and was reborn as a Titan. Anyone, be they orcs, humans, elves, elementals, even dwarfs can ascend to become titans. Even the weakest in the world can unlock their hidden potential! Titans welcome any and all who strive for true greatness.
What the Titan is all about
Hero Power, Ascension - To become a Titan, you must ascend. This power gives your cards a chance to enter the Realm of Titans. Realm of TItans has a unique effect of increasing the costs of cards in your hand. Unlike most cards, Titans love increasing their mana cost! The bigger they are, the more powerful they can be. Since Realm of Titans only increases the cost of adjacent cards it will take careful planning and positioning cards in your hand to utilize properly. And if you don't need to increase the costs of cards in your hand you can always play it out to heal up your minions and even save yourself.
Keyword, Ascended: X - The Titan keyword. For example, a 3 mana card with "Ascended: (2)" would only trigger it's Ascended effect when it costs 5 or more. Many cards in the Titan class gain additional bonuses when they are cost more than their original mana cost. While cards may be decent on their own, getting them to Ascend increases their power dramatically!
Although no cards in the basic set have Ascended, as is with all class keywords, the set shows the multifaceted aspects and themes of the Titan class.
Healing
Titan's tend to have high health to deal with powerful enemies. After battles they tend to heal up.
Buffing Minions
Titans just love getting bigger and bigger, both in cost and stats!
Weapons
Titan's are fighters so they tend to wield powerful weapons.
Cost Mechanics
The key factor that separates this class from other buffing classes like Paladin or Priest. These guys love to cost more and tend to have insanely high valued cards that cost a lot of mana.
An example of Titan's never ending quest for higher power. Ascended cards gain a flat bonus when they cost a certain amount more but cards like Rising Power can soar to insane heights.
Although this card can potentially be a 5 mana Pyroblast, increasing cards costs by more than 1 or 2 will be very difficult for this class.
This powerful leader inspires his troops to keep on fighting! Every time an allied minion attacks, they gain an additional point of Health to live on in this battle and all battles to come!
This spell judges any minion and sets its stats to the cost that was paid for them. This card serves as psuedo-removal of pesky cards like Flamewreathed Faceless, Doomsayer, and any overstatted or buffed up cards.
But wait, there's more! 7 More Basic cards below :)
Radiant Warrior is a powerful 1 cost minion that gives his allies a boost! He is a powerful early game card with an impactful effect but unlike cards like Tunnel Trogg, Northshire Cleric, and Mana Wyrm you don't get to use his effect if you want to play him turn 1. Since he only costs 1 mana you can fit him in on curve to buff up your valuable minions. At worst you can still play him on turn 1 as a respectably statted 1/3.
An ancient weapon with mysterious runes engraved upon it. This weapon serves as a powerful early game removal dealing 2 damage total and having the potential of drawing 2 cards! Two Mortal Coils in 1 card with the downside of paying health to use. Unlike Coil if you want to kill that enemy 5/1 you're gonna have to take some hefty damage.
This Titan aims for the heart and as the saying goes, the bigger they are the harder they fall. Most minions have less health than their cost so in most situations this is a 4 mana Execute! The only downside is cards like Ysera, Drakonid Operative, Deathwing, and cards with Divine Shield or Buffs don't die to it.
Titans use their weapons often and without caution, using their weapons until they break. When their hammers break they reforge them with their own two hands. This reforged hammer can take down 3 minions for 4 mana! This card trades off the 1 attack and 4 healing offered by Truesilver Champion for 1 durability.
Powerful and straight to the point. This titan comes charging at enemies while simultaneously defending his allies. The best defense is a great offense!
Titan's gain power from ascending but even without ascending it is possible to harness a small portion of that power to unleash upon your enemies!
Potentially the most powerful buff in all of hearthstone history! At a whopping 6 mana however this card requires a strong investment in a single minion. You can turn 5 play your Fearless Defender and then turn 6 play The Chosen One effectively making a 6/10 taunt if he wasn't damaged in the previous turn.
Challenge Cards
Zygarde: The Classic LegendaryZygarde is the classic set Titan Legendary. He is an insane powerhouse of value but takes time and, like all Titans, a ton of mana. The Wanderer is a 1/1 charge that adds the Earthbound to the top of your deck when he dies. A great turn 1 card to draw which lets you have a powerful turn 5 later. Earthbound is a 5/5 taunt which is good tempo on turn 5. When he dies you get the Ruler added to the top of your deck. The Ruler is a 10 mana powerhouse! For 10 mana you get to destroy an an enemy minion completely and the bigger they are the more you heal for! For a total of 16 mana over 3 turns you get 16/16 worth of taunts, deal 1 damage, partial taunt, destroy a minion, and a powerful heal. This minion does a lot but takes a lot of time and a lot of mana. I feel like this powerhouse helps solidify the identity of the Titan class.
Zygarde began his life as a wandering beast, charging into battles and often losing. Despite the countless defeats, his quest for greatness continued unabated.
As he matured he learned from his countless defeats. He grew to be more powerful! Tales of his greatness grew! He no longer had to look for enemies to defeat, foes sought after him and he accepted all challenges.
After countless victories, Zygarde's strength became unparalleled. Zygarde ascended to new heights! Zygarde crushes all who stand in his path and absorbs their power. Many still challenge him to this day but none live to tell the tale...
Jupiter, a powerful new God that aspires to be as great as the Titans. Upon Discovering the secrets to Ascension Jupiter began to quest to unlock his own hidden power.
Jupiter is a strong thematic legendary minion that lets you discover an Ascended card. Most times the 1 mana increase activates the Ascended effect! Even if it doesn't it brings the card 1 mana closer to activating their powerful effects. -
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nurgling13 posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II SubmissionPosted in: Fan CreationsThe Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
Reminder about how the class works:
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
Example cards:
Hunted - This is one removal option for Worgen, similar to Hunter's Mark. You play this and follow it up with another source of damage that normally would not have killed your target. The effect is permanent, so all damage from then on is doubled for that minion.
Gilnean Reinforcements - This is Worgen’s card draw. A number of classes have variations of this spell (Arcane Intellect, Ancestral Knowledge, Burgle, Thoughtsteal). This take reflects Worgen’s focus on class cards. This makes the spell both more restrictive, since it can only draw certain cards in your deck, and is useless if you have too few class cards, and more reliable, since you have a better idea of what it will give you.
Leap - This represents leaping into the midst of the enemy's ranks to attack, so they are forced to attack you. Direct damage spells are going to be very limited for Worgen, since the class focuses more on dealing damage with weapons and buffing your hero’s attack. This card can be used both for removal, and to protect your minions. When you play this, your hero has Taunt during your opponent’s next turn, which means your minions can’t be attacked. It’s like half of a Conceal, because your minions can still be targeted by spells and Battlecries.
Basic Set:
Alpine Wolf - With Champion of Alterac, it’s important that there’s a 1-Cost class minion as a potential target. This is basically just the same as Enchanted Raven. “Cannot be Frozen” is not worth anything, because it’s almost never relevant. There will be at least one source of Freezing allies in later sets, so it will have some relevance.
Grievous Wounds - This is the Basic direct removal card. It’s a cheap card, but with a very restrictive limitation. While Execute can be paired with any source of damage, and it is often paired with spell damage or minion AOEs, you can only play this after attacking a minion. Execute was too strong at 1, but this would not be. It does combine well with the Worgen Form hero power.
Champion of Alterac - This card is reflective of the Worgen class’ support side, which represents Howe Hark’s human side. It’s a mana-efficient buff spell, but you can only cast it on a class minion. That’s more restrictive than you might initially think. The only way to play it on turn 2 is if you played Alpine Wolf on Turn 1. I don’t plan on making any other 1-Cost minions.
Frost’s Bite - Worgen is a weapon class. Howe Hark is not just all about tearing things up with his claws. I mean, he doesn’t have any when he’s in human form, anyway. Weapons will not be as strong a focus as in Warrior. It will be more like in Shaman. You can see that here, as this is not as strong a weapon as Fiery War Axe, but it has more utility in being able to Freeze, which is a secondary theme of the class, based on Howe Hark’s Alterac homeland.
Krennan’s Potion - Worgen focuses on using their Hero Power to switch forms regularly, so they need some support for that. This card can both help you recover health, which you may lose from attacking minions, and switch forms more easily, either on this turn or the next.
Winter Has Come - This is Worgen’s AOE option. It’s pretty efficient for its cost, because it will damage any neutral minions you have in play. This also reflects Worgen’s focus on class minions. It represents the hardiness of your Worgen and Alterac followers.
Worgen Assassin - With the lack of direct damage spells, Worgen needs a card like this. Similar to Fire Elemental, you can play this later in the game as a removal option, although it lacks Fire Elemental’s ability as a finisher. There was a lot of debate about this card, and I think we reached the consensus that, in its current form, it is as powerful as Fire Elemental. It’s a strong card, but Worgen needs this as a substitute for damage spells.
To keep my Basic set realistic, I tried to keep card text to under three lines. If you look at real Basic sets, you can see that there are only a few Basic cards with 3 or 4 lines of text. When someone presents you a Basic set where almost everything has 3 or 4 lines of text, it isn't really a Basic set.
Here are my other Challenge cards:
Stout Hound - This is based off of some nice artwork of the Pokemon Herdier. Herdiers are known to be very loyal with thick fur that protects them, so I think this fits with protecting your minions from damage. It fits in well with my class because of both the canine theme and Howe Hark’s noble Alterac background. This card exemplifies the support theme of Howe Hark’s Human side. You can play this card similarly to Argent Protector to help trade efficiently. You can also just drop this on turn 2 by itself and it will prevent your opponent from trading into it on their turn.
Krennan Aranas - This is the guy that invented the partial Worgen cure. This fits well with the Worgen hero power, which represents you changing forms between a Human and Worgen. Because regularly using your hero power to take advantage of the Human/Worgen keyword is a central mechanic of the class, a card like this is very useful to the class. It’s worded differently from Coldarra Drake because of the unique way the Worgen hero power works. Every time you use the hero power, you get a different one. Also, Coldarra Drake’s wording is too long.
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ZardozSpeaks posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II DiscussionPosted in: Fan CreationsQuote from Dracossack >>OK I've finally refined the basic set & legendary, these are the cards I'll be submitting.
Class reference:
The Faerie Dragon, Alysia. Her name means "captivating power" and she is from deep within Ashenvale. She was Brightwing's best friend in childhood but they grew distant when Brightwing left to fight in the Nexus while Alysia stayed in Ashenvale to protect the Emerald Dream. Unlike most Faerie Dragons, Alysia has an uncanny bond with other Dragons and acts as an emissary for Ysera when necessary.
The class focuses on controlling both sides of the board, including summoning weak minions to the opponent's side as a drawback but also using them to your advantage. The hero power has obvious synergy with Dragon support, providing you with a means to always have a Dragon in hand guaranteeing value from those cards. Despite there being other classes with a Dragon focus (Priest in particular) this will be the only class which actually supports Dragons on the battlefield (all other Dragon support only involves Dragons in hand) so don't worry, that 2/1 Faerie Whelp could end up quite a threat.
Here's a draft of what I'll be showing off.
The rest of the basic set
The Legendary is of course Brightwing which I'm happy with. The final card is all I really have left to clarify, I'm torn between a few different Dragon Pokemon and effects, here's what I currently have
Your Fairie Dragon is looking good! I do have some criticisms though. First, and I kind of thought about saying this last round. I don't really like the hero portrait. It doesn't strike me as particularly well drawn, and I don't like how dark it is. I bet there are better fairy dragons, something with more character, more personality, something with a face with a good facial expression. Just my 2 cents, go with what you like.I like your class identity being based around summoning whelps for your opponent. To keep it simpler, I'd consider summoning 2/1 whelps, identical to the hero power tokens. They'll be just as easy to kill, but more of a problem and require you clean them up quick. 1/1s don't present much of a drawback. Of course, you'd rebalance the cards that summon them.Whelp Laid and Overpower are good cards, but might be better in the expert set. The rest of your basic set looks great though.Brightwing: I'd reword this to, "This minion cannot be targeted by spells, hero powers and battlecries". I think that'd cover all forms of targetting you're looking to ignore, without preventing attacks which are also targeted.Moonlight Sentinel: I like this, fun synergy with killing off whelps.Quote from The_Odinson >>Quote from ZardozSpeaks >>Quote from The_Odinson >>Quote from ZardozSpeaks >>Quote from The_Odinson >>Hey guys, I have posted my submission, and while I've had my basic cards reviewed a bit, I'm interested in people opinions on my Challenge cards. I know one of them isn't very exciting, but its not meant to be. If you have any feedback on any of my basic cards that is also appreciated, but not necessary. The entire submission is in the spoiler.
Welcome back to Mirage Raceway, and boy do we have a treat for you. Today you'll have a chance to explore our track, meet our racers and learn what it takes to make it as a real competitor. Our latest winner is here to be your guide.
The Racer
As I talked about last time, my focus for this competition is to try to examine Tempo. This is the hardest to do in the basic set, where things have to remain fairly simple and we have to avoid our keyword, as well as others. I do think its probably slightly problematic that my keyword actually appears on my hero power token, but its such a vital part of the classes identity and a much cleaner way to represent the effect without tons of text.
Luckily there are some great things I can focus on, and hopefully you can see some of the potential a class with this sort of "dangerous" hero power can do when balanced and properly.
The Basics of Racing
(Examples and explanation)Last Ditch Effort - Ok, let's start spicy. Its true, Deadly Shot is a common, however I felt like this was almost more like Soulfire. It gives you a bit tempo play, but it costs you something. In this case a bit of health, or maybe a lot of health. Now, its true that one of our other themes is being behind on life, and this helps trigger that even against non-aggressive opponents, but it is also a potentially huge liability against aggro. I think this was one of the first cards I came up with, because it really had the full flavor I wanted. It plays into Racing, and competition in general. It plays into the recklessness or self sacrificing theme it takes to make it to the top.
Caution - I chose this as my second showcase card because wide buffs are a major idea I came up with. Since I can't put too much focus on damaging spells without watering down my class or making it too busted. Caution shows a side to design we haven't seen much in HS, which is not only large controlled affects but also symmetric buffs. We've seen a lot of AoE damage, but not a lot of AoE buffing. Now, obviously I don't plan to go too ham on the symmetric buff, but its a cool design space, and of course buffing your side of the board will be somewhat common. Now, this also brings up something else. Many classes have some sort of theme, Paladins and Divine Shield, Shaman and Windfury, Warriors and Engrage, Rogues and Stealth. I choose again to go very wide on these basic ideas, because I think it also fits well with the idea of Power-ups without using pure stat buffs which can also be dangerous with cost reduction.
Speed Freak - I chose to highlight this card for a few reasons. One of which is that it isn't a great card. It doesn't appear like the sort of card most people look for, but it does something very important. It sets a precedent for out class. One of the other features I want to focus on is high value minions. This has an above average stat allocation but no ability because we have many cards that provide buffs. If we slam a bunch of text on everything and make a bunch of non-stat related buffs we're going to over saturate our complexity, that allows us to use vanilla (text free minions) with flavor. I also want to point out how much better this card would have been at launch as a basic compared to how we perceive many cards now.
Beyond Basics
(Challenge met!)Masterful Engineer - I thought about going really crazy with my Pokemon themed card, but then I realised that wasn't where I wanted to be. I don't want to be over zealous with my design. Therefore I went with a Classic minion, with very basic design. The key here to is show where we are heading with Classic while also fulfilling the Challenge. Deoxys, was my initial choice just because it was the Fastest potential Pokemon, but when I also found this insane fan art I was sold. This guy fits right in. Drafting, will be something that shows up, but it won't be slammed onto a bunch of cheap minions or spells. That isn't to say it won't show up on a few, but mostly I'm trying to make playing on curve a good thing but saving up and playing a bit later, or just having a slightly off tempo draw can instead lead to big tempo swings. Having to fit in a hero power early (turn 2-4) could lead to a turn 5 like this: Chase, Masterful Engineer, Rocket Jockey....oh wait, You haven't seen Rocket Jockey yet.....well, maybe you'll find out what that would be like later.
Norman Gobsborn - On the other hand, I went and had a bit of fun with my bonus legendary. Cheap legendaries can be very difficult to design and even harder to keep in check. I feel The Green Goblin here does that well. I went with Old Gods to help enhance this nutjobs flavor. Now, his bonus abilities do combo. Playing him for 0 mana typically results in an 8/5, pretty impressive, but it means while he cost 2 mana he may not be his best on turn 2. There is another bonus though. Drafting only reduced the cost temporarily, so you can Draft his cost down to 1 or even 0 a few times before deciding to pull the trigger and make him a real monster. Its all about how it fits your gameplan.
Everything you need to win a race!
(Basics and explanation)Fall Back - One of our other wide buffs. This felt kind of medium. Its great at making a bunch of walls, but less good at protecting specific minions. The concept is obviously letting yourself get behind in the race so others are targeting you.
Clumsy Mechanic - The Mechanic is a decent body with a medium downside that could turn into an upside. I chose to let this be random and hit face because I thought that had a bit more HS feel. Normally I'm not a huge Random guy, but I also realise that's a huge part of this game, and not solely as a negative. Mechanics as well as Racers make up the majority of our minions, and I almost thought about giving them a Race or Subtype, but I decided that names and art would give enough there without making things messy.
Start Your Engines - Our last wide buff is the most interesting. Charge is a card that has changed a lot over time, and its funny that it ended up where it did, because I've had an idea for a card like this before Blizzard came out with an official wording. I think Charge is great when its restricted to minion combat, and I like the idea of being able to set up a turn where you get to make a bunch of good trades. There is also a bit of learning to do about the functionality of this card, since it will help teach attack sequencing, since this looks out all face attacking after its played you have to make sure you go face with the minions you want to before trading.
Eliminate the Competition - This was one of my previews from the first round. Our basic AoE. Simple design, simple flavor.
Tactical Maneuver - I've gotten a lot of flack over this card during development. Without the trigger, its a worse Flame Lance, a card people only sometimes play in Reno decks, with the trigger its kind of a better Starfire, but its notable that it can't go face. This can't finish the game off, which is a big deal IMO. Also, its 7 damage notably kills almost every basic minion, but doesn't kill many popular large minions from Classic and beyond.
Crowd's Favor - This was my final buff, and the first stat buff we've seen. I went with a slightly lower efficiency and increased cost to help prevent easy exploitation. Also, because our class with have some nice high stat minions naturally I think the restore effect might actually be good enough.
Fan Favorite - Lastly we have another key minion. I think any major "tempo" class needs a good taunt. Here, we hit a flavor point in making it the coolest, most popular guy on the track, our Fonzie inpsired, Fan Favorite. He's got a big statline because he's a great competitor. He's a grizzled vet of the Raceway, but he's got a target on his back (Taunt), after winning so many times. He helps build both a great minion base and a lot of flavor.
What the future holds!
I hope you've enjoyed checking out the Basics of the Racer, and I hope you're interested in Classic Cars, Raceway Racial Warfare, Motorised Jousting, Racing's Seedy Underbelly, and all the other places and things to explore. I've got a lot more ideas, and I hope you're interested in seeing more.
Thanks again for taking the time to check out anything and any comments.
The legendary is pretty busted. On turn 2/3, a 0 mana 8/5 is going to win the game unless your opponent's class has a cheap option of hard removal. Turn 2 or 3, the only counters I can think of are Corruption, Naturalize, Mulch, Silence, Execute, Power Word: Death and Hex. That only 5 of the 9 classes can counter this is on curve troublesome.
Beyond that, its a "win more" card. Reducing a card's cost is already good tempo, so rewarding it with extra tempo is tricky to balance. That we're talking turn 2, 3, 4 is the other problem. Whether or not you can combo this out early depends entirely on whether you got it in your mulligan. And its not a difficult combo, since its just the legendary and hero power.You really feel like an 8/5 is unbeatable? I mean you talk like 5 health is unkillable. That's 2 standard early drop minions or 1 minion and one standard early removal. Plus, my class isn't focused on being super aggressive, this was kind of my idea of them finally pushing aggro. If you decide to go all in your lower on life cards won't be efficient. And I figured its not as insane as Edwin VanCleef, its slightly easier to trigger sure, but it has stricter limitations. Also, its impossible to get this on turn 2, its gated to turn 3, and there is plenty of stuff that can deal with this at or around that point in the game.At least and Edwin requires you to burn a big chunk of your deck. An early edwin on turn 1, 2 or 3 costs a bunch of preps, counterfeit coins, coin, backstab, etc. If you're going to pull off an 8 damage edwin, you're probably spending useful spells without getting much value.
Your card can reach those heights with no card sacrifice, or a lucky opening hand. And it can be played turn 2. Coin+hero power, hero power+draft+draft+legendary. That's an amazing open, I'd mulligan for it every time, coin or not.Your hero power cost 2 mana and the Chase costs 1, so its impossible to do on turn 2. And again, its a 5 toughness minion, and it means you did nothing but hero power for no effect on turn 2. You can coin, counterfeit coin, backstab + edwin at little cost, and that's an 8/8 on turn 1. You can coin, prep, eviscerate, backstab, + edwin for a 10/10 on turn 2, you can counterfeit coin, backstab for a 6/6 edwin on the play turn 2, I can keep going about how easy it is to get a just as nasty if not harder to deal with edwin on turn 1 or 2 and super crazy stuff, yes at a high cost, on turn 3. Literal game ending stuff. My card is gated to an 8/5 on turn 3, and forces a hero power the turn before.My mistake, I forgot the token spell cost 1 more mana. It's less broken that I was saying then. You might consider doing some breakdowns and posting them in this thread, a chart with the possible maxium drafts by each turn and what the stats turn out to be, and then an "average amount of drafts" and what those stats look like. Of course, if you've already done this and are convinced it's fine, then go for it.I'm still not a huge fan of this card, because of it's "win more" nature. Drafting is already really great, does it need extra rewards? Also, I'd still do a hard mulligan for this card every match, if it sits in your hand from turn 1, building buffs, that's pretty great. Drawing it turn 10? not so great. While I'll concede this isn't as "busted" as I initially claimed, I'm not a big fan of it's hyper synergy with your hero power. Like I said with Edwin, at least it requires you to sacrifice cards on low cost spells. When edwin gets countered, that's a win condition destroyed. This card doesn't require as much dedicated deck space.Alright, finished my basic set! I'd like feedback on the cards, and I'll gladly give feedback in return upon request. Personally, I found it hard to single out the cards I wanted to showcase, so they'll be subject to change.
Your Ninja class is feeling too complex for me. Merge is too complex of a mechanic for your basic set. I'd instead build the basic set around things that will synergize with the Merge mechanic cards in your expert set, but don't require merging themselves. Beyond that' I'd avoid some of the more obscure Japanese terms like Ninken and Fuma. Ninken are Ninja Dogs? Just call them Ninja Dogs, that feels more Warcraft. Red Herring and Red Jinyu are great because we get that a Jinyu is a fish, and people into WoW lore will know what a Jinyu is. Cards like Onion Cutting Ninja have that quintesseintial goofy WoW feel. Words like Shuriken, Shinobi, Sensei and Ninja are common enough in english to not feel to anime.Any thoughts on my cards before I submit? Is Channeling too strong? Should I include a card that has the 'If this card's cost was reduced' effect?Class: The Medium
Channeling and Demon Mentor seem like bad ideas for a basic set, and probably bad ideas for your class in general. I'm already not into the hero power, but I guess that's set in stone. Given the hero power and existing neutral cost reduction cards (Thaurisan being the big one), I'd avoid putting any other cost reductions into your set. The whole class being based around reductions seems like a bad focus. The typical Medium strategy would be to stall the game until turn 6 or 7, then play out cards whose combined original costs might range from 10 to 20 mana. If your opponent doesn't have a hard counter ready, its too much tempo to hope to counter. The RNG aspect of Guidance is also really irritating, when combined with the RNG of card draw. This class will either hit it's OTK combo or it won't.
One of the biggest complaints people have about OTK combo decks is that they aren't "Interactive". There is very little the opponent can do to prevent them. Your opponent gets the OTK and wins, or they don't get it and you win. While I love Freeze Mage, I understand why it's no fun to play against, and it is just a small part of the Mage class identity and has been overshadowed by Control and Tempo decks for a few years now.
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Why is adding people such a fucking fiesta? I add people, to be nice, and they either go, "What?' or "Yeah?" or flame me because I guess they think I'm about to flame them, but I always just say GG. They then proceed to tell me how they expect to be flamed. To which I can't help but think, "Really? Maybe its how you greet people?" Things like GG or just waiting to see what they say before spewing off like a fucking moron could actually lead to positive interactions. IDK how triggered I get when someone says What or Yeah. Fucking grow up. If we were playing face to face after the game and I stuck my hand out to shake your hand, IE a show of friendship/respect, would you stare at me like a moron and say What or Yeah; or would you shake my hand and say Good Game? HS has no fucking respect for itself and its players have no respect for themselves or each other. Its a joke.
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Ok, gonna rant a bit about Bargain Hunter. Yes, it has Hunter in the name, but the art is a Gnome Rogue, 100%. The effect also makes almost no sense in Hunter. Its driving me crazy! Why do people like this card? Sure, clever name, but everything else about it is a out of whack. WHY?!?! Can anyone explain it to me?
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Designed to fit any Druid deck, while also maintaining some of that flavor from Raven Idol, affecting minions or spells. Hope you like it.
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@nurgling13
Here's the deal. The card isn't bad. Its not glaringly over or under powered, but it is very flavorful. Did the creator go in with this idea in the giant lore related epiphany? Probably not. Did he take time to research a character and create a flavorful card that would appeal to people? Yes. Is that bad? Hell no!!! He put in the work to make the card attractive. That's called development. Its not a bad thing or a fault. Its smart and well done. Had the execution been bad in any way I would have faulted it. You know me. I faulted the Fintastic Four, and I'm the guy who made all my Racer legendaries tied to comic books. But that execution wasn't good and I didn't vote for it. Yes, he used brand recognition, but he did it well. That's only worthy of praise if you ask me. Not disrespect.
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I don't really get all the hype around Arrow of Polymorph. Its incredibly unreliable. Its not going to be bad enough often enough to make it better against enemy minions than Polymorph, and its not going to be good enough enough of the time to used to upgrade your cheaper minions. I just don't understand why this card appeals to people. I do think the design is very interesting, and again, does meld the two classes well, but I feel like the cost is completely wrong and the effect is too broad, even with discover to be good. The art isn't super HS related, or that well indicative of the effect in question either. So its missing flavor there.
This was a cool week, and there are some cool cards, but there are also a lot of what I would consider wording and functionality errors in the finals. As someone who has made a Ner'Zhul in the past I have to say its my personal favorite this week. The flavor is killer, the class combo is perfect. Its really just a cool card. Honorable mention to The Fintasic Four, just because I love comics hahaha. There were some missed opportunities and balance issues with it though, so I couldn't quite vote for it.
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