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    posted a message on Weekly Card Design Competition 9.17 - Discussion Topic

    My first idea for the week.



    Works well with healing, spell damage, and of course Angry Chicken!

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Submission Topic]

    THE BATTLEMAGE

    Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
    This particular battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills him with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.

    Main themes:
    1)
    "Can't attack the turn it's equipped" on weapons.
    2) 1 durability weapons.
    3) Small but frequent armor gain.
    4) Buffing your minion's health.

    Strengths:
    1) Versatile (has a large variety of tools at their disposal).
    2) Can setup for very high power turns.
    3) Excels against decks with lots of minions such as zoo decks.

    Weaknesses:
    1) Obvious with weapons (conjuring a weapon takes time ya know?).
    2) Weapon removal.
    3) Struggles to fully utilize cards against decks with few minions.
    4) Takes a lot of damage triggering spellfury and has no big heals or armor gain.















    Keyword: Spellfury

    Spellfury changes the effect (such as a Battlecry ) it's printed after on the card, usually upgrading it. It activates if your weapon has done X or more to minions this turn, either through attacking (excess damage is counted) or card effect. So if your weapon did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.


    Example Cards

    Primal Practice: My idea behind this quest was to let you somewhat customize your own reward. You could add Lifesteal to your reward through Blood Taker (kotft), an aoe with Conflagration Cutlass (classic), and whatever other goodies you want! Note there would be a fair few training dummy cards from older sets around when this would have came out.
    Torrential Snare: This is a more versatile but arguably weaker Polymorph . If your desperate you can use it to give your own minions taunt, but if you snare something with lots of health it's probably still gonna hinder you for awhile , but at least you can get more attacks in for your quest!
    Animated Woodwaker: This resummons the dummys to whatever side of the board they died on, so you can somewhat control where they end up. If you happened to use the above card on one of your high heath minions, this guy can bring it back with all of that juicy health!
    Battleborn Direhorn: A simple adapt card that gives you more adapts depending on how high you can get your Spellfury .
    Battlemancer Anielas: Charge may seem odd on weapons but given this classes usually can't attack when played much like normal minions, it actually makes a lot of sense especially since charge is worded as "Can attack immediately".
    After playing this guy, if you only use 1 durability weapons, you can pretty much attack endlessly so long as you have mana and more weapons to equip! This can give you a lot of tempo and burst at the cost of burning through your weapons stupidly fast. The hero power helps with survivability since you'll be taking a lot of damage from attacking, and if you trigger the Spellfury effect it's pretty insane, but also easy to play around as the battlemage needs to deal 6 damage to a minion, then have something left to hero power so playing only 6ish health of stuff at a time (if you can afford to) vs this DK can hinder them. Also you wont have your hero power weapon with this card so having lots of weapons to utilize the battlecry is a good idea.




    Tokens

    The first Training Dummy is the normal one most cards spawn. It was the token produced by my challenge 2 (common practice) card last phase. I decided to really commit to it this time around! The second Training Dummy is produced solely by Torrential Snare and the base health of this dummy will be equal to what was transformed into it.
    Primal Peacemaker and Forlorn Death are the quest reward and death knight hero power.


    The Lich King Fight

    Weapons are very core to battlemages given their keyword requires them, so without them you really need you think outside the box. You can still trigger spellfury with your hero power weapon so you could focus on buffing that to use high spellpower cards, or you could take battlemage in a completely different direction unrelated to weapons and spellfury entirely.


    Remaining Cards

    Journey to Un'Goro

    Venturous Training: The perfect card to use if your worried about weapon removal, or just need some more immediate results.
    Jungle Master Voldat:
    If you hit for 3 or more you'll always get Adapt which is rather average, so to really get value out of this guy you need to have ways to deal different small amounts of weapon damage so you can choose what you need at the time.

    Knights of the Frozen Throne

    Solidify Weapon: As the classes most potent weapons to use this on have 1 durability, it means you either need to use this on the turn you play the weapon, or skip a turn of attacking, both of which slow the card down as it is pretty damn strong with some of the weapons.
    Spellsword Slayer:
    Can counter Kingsbane but his main use is to silence your own weapon to attack with it immediately.
    Bloodblade: To avoid slow conjuring just use something that's already there, your blood for instance!
    Splitting Arms: Note the class has next to no high durability weapons so this is mainly to get instant value out of weapon buffs. It does combo with Bloodblade and Primal Peacemaker but those aren't too reliable.
    Searlus the Dealmaker: Played minions means it will only applies to minions you played directly from your hand, and not minions summed by any other means. This guy would be busted in a lot of classes, but battlemages tend to be pretty hands on and don't have that many minion so getting that power with them can be tricky, but if your willing to take battlemage in a more minion heavy direction then this guy might just be one of your win conditions.



    Previous Phases

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    So I finally finished my post for this phase, due to limited time I had to kinda rush the last of it a wee bit but overall I'm pretty happy with it. The cards do have a bit more text than I'd have liked, but I feel like there's no way around that with how I've designed the class up till now. Lessons for the future!


    THE BATTLEMAGE

      

    Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat. 
    This particular battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills him with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly. 

    Main themes: 
    1) 
    "Can't attack the turn it's equipped" on weapons. 
    2) 1 durability weapons. 
    3) Small but frequent armor gain. 
    4) Buffing your minion's health. 

    Strengths: 
    1) Versatile (has a large variety of tools at their disposal). 
    2) Can setup for very high power turns. 
    3) Excels against decks with lots of minions such as zoo decks. 

    Weaknesses: 
    1) Obvious with weapons (conjuring a weapon takes time ya know?). 
    2) Weapon removal. 
    3) Struggles to fully utilize cards against decks with few minions. 
    4) Takes a lot of damage triggering spellfury and has no big heals or armor gain.


    Keyword: Spellfury

    Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your weapon has done X or more to minions this turn, either through attacking (excess damage is counted) or card effect. So if your weapon did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.


    Example Cards

    Primal Practice: My idea behind this quest was to let you somewhat customize your own reward. You could add Lifesteal to your reward through Blood Taker (kotft), an aoe with Conflagration Cutlass (classic), and whatever other goodies you want! Note there would be a fair few training dummy cards from older sets around when this would have came out.
    Torrential Snare: This is a more versatile but arguably weaker Polymorph. If your desperate you can use it to give your own minions taunt, but if you snare something with lots of health it's probably still gonna hinder you for awhile , but at least you can get more attacks in for your quest!
    Animated Woodwaker: This resummons the dummys to whatever side of the board they died on, so you can somewhat control where they end up. If you happened to use the above card on one of your high heath minions, this guy can bring it back with all of that juicy health!
    Battleborn Direhorn: A simple adapt card that gives you more adapts depending on how high you can get your Spellfury.
    Battlemancer Anielas: Charge may seem odd on weapons but given this classes usually can't attack when played much like normal minions, it actually makes a lot of sense especially since charge is worded as "Can attack immediately".
    After playing this guy, if you only use 1 durability weapons, you can pretty much attack endlessly so long as you have mana and more weapons to equip! This can give you a lot of tempo and burst at the cost of burning through your weapons stupidly fast. The hero power helps with survivability since you'll be taking a lot of damage from attacking, and if you trigger the Spellfury effect it's pretty insane, but also easy to play around as the battlemage needs to deal 6 damage to a minion, then have something left to hero power so playing only 6ish health of stuff at a time (if you can afford to) vs this DK can hinder them. Also you wont have your hero power weapon with this card so having lots of weapons to utilize the battlecry is a good idea.

     

    Tokens

    The first Training Dummy is the normal one most cards spawn. It was the token produced by my challenge 2 (common practice) card last phase. I decided to really commit to it this time around! The second Training Dummy is produced solely by Torrential Snare and the base health of this dummy will be equal to what was transformed into it.
    Primal Peacemaker and Forlorn Death are the quest reward and death knight hero power.


    The Lich King Fight

    Weapons are very core to battlemages given their keyword requires them, so without them you really need you think outside the box. You can still trigger spellfury with your hero power weapon so you could focus on buffing that to use high spellpower cards, or you could take battlemage in a completely different direction unrelated to weapons and spellfury entirely. 


    Remaining Cards

    Journey to Un'Goro

    Venturous Training: The perfect card to use if your worried about weapon removal, or just need some more immediate results.
    Jungle Master Voldat:
     If you hit for 3 or more you'll always get Adapt which is rather average, so to really get value out of this guy you need to have ways to deal different small amounts of weapon damage so you can choose what you need at the time.

    Knights of the Frozen Throne

    Solidify Weapon: As the classes most potent weapons to use this on have 1 durability, it means you either need to use this on the turn you play the weapon, or skip a turn of attacking, both of which slow the card down as it is pretty damn strong with some of the weapons.
    Spellsword Slayer:
     Can counter Kingsbane but his main use is to silence your own weapon to attack with it immediately.
    Bloodblade: To avoid slow conjuring just use something that's already there, your blood for instance!
    Splitting Arms: Note the class has next to no high durability weapons so this is mainly to get instant value out of weapon buffs. It does combo with Bloodblade and Primal Peacemaker but those aren't too reliable.
    Searlus the Dealmaker: Played minions means it will only applies to minions you played directly from your hand, and not minions summed by any other means. This guy would be busted in a lot of classes, but battlemages tend to be pretty hands on and don't have that many minion so getting that power with them can be tricky, but if your willing to take battlemage in a more minion heavy direction then this guy might just be one of your win conditions.


    Previous Phases

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    So I've finished my first bunch of changes for Un'Goro! 





     Hopefully the flavor of my un'goro set should be solid now. There's sort of a consistent water theme running through it as well. I'm particularly curious as to what people think of putting Charge on my weapons. In game charge is worded "Can attack immediately" so I think given that that's literally what I had written beforehand charge should be a good fit for weapons in my class. Still wish I could have a Slow keyword!



    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    Really wish I could use a second keyword (Slow: Can't attack the turn it's equipped) for my weapons. Ahh well, it's easier to write out that on a card than spellfury.
    Also, I've reworked the first of my cards!
    Grown Sporestick is now Grown Tidebranch!

     I think this new version is much more interesting in terms of weapon buffs, and the quest reward.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]
    Quote from Laurendor >>
    Quote from Turkeybag >>

    I have finished my initial draft for this phase!


    Class Reminder:

    The Battlemage

      

    Tokens (Training Dummy):


    This was the token produced by my challenge 2 (common practice) card last phase. I decided to really commit to it so I'm showing it first as it comes up a lot!

    Un'goro:



    Grown Sporestick: Not super happy with the art but it'll do in the meantime. Fitting art for this class is super tricky to find D:
    Overzealous Trainee: I'm debating cutting this card due to card text and I feel it's one of the weaker designed cards of the set.
    Jungle Master Voldat: Note that Spellfury (2) is actually quite hard to get, as currently the only possible ways are by either using Conflagration Cutlass on the enemy hero while they have exactly 1 minion, or by using the quest reward if it hasn't gained effects that'll change it's damage.
    Primal Practice: You can kinda customize your reward based on what you use. It can only get each weapons effect once, but even so it's still surprisingly powerful.

    KotfT


    Spellsword Slayer: Can counter Kingsbane but his main use is to silence your own weapon to attack with it immediately.
    Animated Woodwaker: This resummons the dummys to whatever side of the board they died on, so you can somewhat control where they end up.
    Bloodblade: To avoid slow conjuring just use something that's already there, your blood for instance!
    Splitting Arms: Note the class has next to no high durability weapons so this is mainly to get instant value out of weapon buffs. It does combo with Bloodblade and Primal Peacemaker but those aren't too reliable.
    Searlus the Enticer: While this guy is out, if you only use 1 durability weapons, you can pretty much attack endlessly so long as you have mana and more weapons to equip! He also works well with the hero power
    Battlemancer Anielas: The class is rather slow, and this is definitely a slow DK as he quite literally does nothing when you play him aside from grant the normal armor. However there are some big spellfury cards out there and that can give you some pretty crazy healing. The hero power is a bit lackluster normally but with spellfury it is actually insane as you'll also heal for 6. It's easy to play around as the battlemage needs to deal 6 damage to a minion, then have something left to hero power so playing only 6ish health of stuff at a time (if you can afford to) vs this DK can hinder them. Also you wont have your hero power weapon with this card so having lots of weapons is a good idea, otherwise you might not even be able to trigger low spellfury cards.

     I'm out of time but I will give full explanations for the cards eventually!

     Just a quick feedback.

    The KFT set lack of flavour. It doesn't scream death knights at all to me and that's a major issues.

    I'm sorry I don't have time to go through each card  but I wanted to point out this quick things.

    Thanks for the feedback! Finding fitting art is proving really tricky with my class so I've kinda just had to settle with what I had but maybe death knight looking cards would be better than battlemage looking cards. I'll see what I can do!

    Quote from Pircival >
     
    Quote from Turkeybag >>
     

     Turkeybag: Still not a fan of the weapons can't attack immediately thing, and Spellfury seems like a very limited effect. I would make it on fewer cards, instead of trying to cheat around it. I don't like any of the cards that have multiple effects because they have multiple effects, detracting from the purpose of the card and making it harder to play. You don't have enough Training Dummy synergy and summoning cards to reliably finish your quest unless I missed it and it was in classic?  The Un'goro cards don't fit Un'goro very well. Tortollan Primalshell doesn't fit in with the rest of the set. Voldat should be Gain X. Primal Peacemaker is a really bad reward. Given that your entire KoFT set is about Spellfury, I'm not a fan. Solidify Weapon could just be used after your hero attacks, or if you use a weapon that can't attack immediately. Animated Woodwaker doesn't feel like it belongs in KoFT and doesn't synergise with the rest of the set. Bloodblade's () effect feels dumb. Searlus's effect should be hero's, and I don't like that it's two different effects jammed together. Your DK HP feels clunky and overcomplex, with disconnected effects. Spellsword Slayer seems like it could force you to rebalance your weapons around it. Also the Dummy summoning things should say they have Taunt. This set also has the issue of overcomplexity with multiple 4-line cards with several effects.

     Thanks for the feedback! The can't attack the turn it's equipped weapons are core to the class and having already done basic and classic, they are definitely locked in now. Spellfury is already on fewer cards than any other classes keyword so I'm reluctant to the number of cards more. The multiple effect cards for the most part only have an effect on top of a staple class effect like "Can't attack the turn it's equipped". I'll look over my stuff again though and see if I can simplify anything.

    With the training dummys there would be cards from older sets not in the comp that'd help, although with just 2 Overzealous Trainee, you can complete the quest. Tortollan Primalshell is for the classes occasional health buffs, it's a one off in the set sort of like Glacial Mysteries, Twilight's Call, etc. I'm not to sure what you mean about Voldat. You can only get one of the effects so the tricky part is getting the exact amount of damage for what you need (3 or more will just be adapt).

    Primal Peacemaker is surprisingly strong. Here's an example: Grown Spawnstick (Un'Goro) + Practice Sword (Un'Goro) + Bound Soulstealer (Kotft) + Conflagration Cutlass (Classic) + Spellslicer (Classic)
    That would give your Primal Peacemaker text like this:
    "Windfury. Lifesteal. Can't attack heroes or the turn it's equipped. Whenever your hero attacks, Silence the target and deal 2 damage to all enemy minions. After your hero attacks, deal 4 damage to a random enemy"
    On turns it can attack (you can use Impatient Training to attack immediately currently, but there will be more cards to combo with!), you could deal 4 weapon damage, 8 random damage, and 4 damage to all enemy minions, with Lifesteal. Plus if you use Enchant Weapon: Ice (Classic), each attack would also Freeze all enemy minions and possibly their hero. Sure that's a lot of weapons to use but you can see how it can get pretty insane, and there'd also be more weapons in older sets that'd probably combo even better with this. If you still think it's weak, I shall consider buffing it but atm I'm leaning to it being game winning.

    That's intended with Solidify Weapon. As the classes most potent weapons to use this on have 1 durability, it means you either need to use this on the turn you plan the weaponing, or skip a turn of attacking, both of which slow the card down as it is pretty damn strong with some of the weapons. For my training dummy cards, I plan to have 1 per set excluding basic and un'goro (as it has the TD quest). The frozen throne version brings training dummys back from the dead so to speak so I feel he's a pretty good fit. I like Bloodblade as it's a pretty big risk reward card that can help with some aspects the class is weak at, and also be used for some cool combos (like with Splitting Arms).

    I actually quite like the idea of swapping Searlus's effect to the DK, I'll think on it! It may be two different effects but they are two sides of the same coin in the sense that without one, the other weakened or completely useless. Plus he's legendary so it's less of an issue. I'll think on changing the DK hero power, especially if I change the DK effect. Spellsword Slayer isn't too much of an issue as at beast he can let your weapon attack immediately, while something like Clone Weapon (Classic) essentially doubles the damage of your weapon on a turn and that's something I have to keep my eye on a lot more. I can't fit in the Taunt so I'm pulling a Spikeridged Steed and fitting in what I can. I'm gonna try make it more consistent across all the cards though, but given the first Training Dummy was in Classic and it would have seen play at the time, I think shorting the text in future sets is fine.

    The biggest issue with my sets I think is flavor and once again card text. I'll go over all my cards and see what I can do to improve things.
    Currently I'm really low on time hence the late replies but I'll get there eventually!


    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    I have finished my initial draft for this phase!


    Class Reminder:

    The Battlemage

      

    Tokens (Training Dummy):


    This was the token produced by my challenge 2 (common practice) card last phase. I decided to really commit to it so I'm showing it first as it comes up a lot!

    Un'goro:



    Grown Sporestick: Not super happy with the art but it'll do in the meantime. Fitting art for this class is super tricky to find D:
    Overzealous Trainee: I'm debating cutting this card due to card text and I feel it's one of the weaker designed cards of the set.
    Jungle Master Voldat: Note that Spellfury (2) is actually quite hard to get, as currently the only possible ways are by either using Conflagration Cutlass on the enemy hero while they have exactly 1 minion, or by using the quest reward if it hasn't gained effects that'll change it's damage.
    Primal Practice: You can kinda customize your reward based on what you use. It can only get each weapons effect once, but even so it's still surprisingly powerful.

    KotfT


    Spellsword Slayer: Can counter Kingsbane but his main use is to silence your own weapon to attack with it immediately.
    Animated Woodwaker: This resummons the dummys to whatever side of the board they died on, so you can somewhat control where they end up.
    Bloodblade: To avoid slow conjuring just use something that's already there, your blood for instance!
    Splitting Arms: Note the class has next to no high durability weapons so this is mainly to get instant value out of weapon buffs. It does combo with Bloodblade and Primal Peacemaker but those aren't too reliable.
    Searlus the Enticer: While this guy is out, if you only use 1 durability weapons, you can pretty much attack endlessly so long as you have mana and more weapons to equip! He also works well with the hero power
    Battlemancer Anielas: The class is rather slow, and this is definitely a slow DK as he quite literally does nothing when you play him aside from grant the normal armor. However there are some big spellfury cards out there and that can give you some pretty crazy healing. The hero power is a bit lackluster normally but with spellfury it is actually insane as you'll also heal for 6. It's easy to play around as the battlemage needs to deal 6 damage to a minion, then have something left to hero power so playing only 6ish health of stuff at a time (if you can afford to) vs this DK can hinder them. Also you wont have your hero power weapon with this card so having lots of weapons is a good idea, otherwise you might not even be able to trigger low spellfury cards.

     I'm out of time but I will give full explanations for the cards eventually!

    Posted in: Fan Creations
  • 2

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    I personally think that given the warning being so close to the end of the comp, that IceKing16 is active and would've changed the card if they knew sooner, and since everyone kinda passed anyway, an exception should be made to allow IceKing16 to the next phase.
    Plus the more the merrier! And we are somewhat lacking in consistent participants atm.

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    @Noah_McGrath

    Crimson Spell Ring: This card seems like it could a bit of a problem With Cards like Un'Goro Pack, Anti-Magic Shell, Zarog's Crown and so on. Those cards can be a pain to get but I can see this being devastating in control vs control games. If you want to keep it I'd probably make it cost 5 but it might be better to scrap it. Plus as is it massivly reduces your design space.
    Warm Up: This is an example of a card you can't really have with Crimson Spell Ring in your class. Those 2 cards alone give you 20 damage over time (with 4 draws!) and are a lot more versatile than say Pyroblast. The card is fine on it's own so I'd definitly recommend just scrapping the spell ring.
    Molten Wave: This seems a bit strong as there are a number of token decks, plus you could run Wisp as a terrible example. In a way it's kinda like a more versatile, somewhat controllable Hellfire. As such I think it should probably deal 4-5 damage or maybe cost 6.
    Inferno: The maximum damage on this is a bit worring. I'd probably make it cost 8.
    Atraki Defender: I personally think you should scrap this as it can single handly kick certain spell heavy decks out of the meta and that's not really ideal. If you want to keep it I'd make it a 5/5. That way it acts only as a tech card in certain metas as it'd be too bad to play all around.

    Other than that everything looks sweet. I quite like the direction your taking the class in too!

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from NiRaSt >>

    I know everyone is busy with the new year, but can I get some feedback on some new cards?

       

    The rest of the cards:

    Final lineup:

    • Commons:

    Rares:

    Epics:

    Legendary:

    Patch notes:

    • Lighting Fist now a 2/3, down from 2/4.
    • Argus Wargolem now costs 3, down from 4, and only gives Taunt to Metamorph. No more Divine Shield
    • Unstable Stormstriker now an epic and a 6/7, down from 7/7/.
    • Removed Turn to Metal and Soulbound Blacksmith, reworked Bludgeoner into the version above.

     As for the cards I'm showcasing, I'm thinking of:

    • Terron Earthshaker
    • At the Feet of Giants
    • Ironthorn Whip
    • Infernal Storm
    • Fireland Hound

    Finally, I'd like to know if I can add a lore paragraph and/or an explanation on the difference between a Metamorph and a MetamorphER in my submission.

     Magmatic Faery Dragon: Seems a fair bit better than Bearshark and that was already a really good card. I'd probably make it a 2/3 or 3/3 if you wanna push it.
    Firelands Hound: It's just too similar too Dire Wolf Alpha imo. Maybe make it a 1/3 or even maybe a 1/2 since it is pretty strong.

    Aside from that everything is looking good!

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from IceKing16 >>

    Godborn

     


     Servant is a new tribe which has several synergies within the class. There are a few Servant generators including the hero power, the legendary god and  Violet Teacher's long lost sister.

    Class Identity

    Challenge #1 - The Godborn focuses on three core mechanics: flooding the board with weak but numerous minions, clearing the enemy board as quick as possible and gathering Favor. This branches the class in two directions: aggro and control. 

    For now, the aggresive decks include Servant and Favor generators which grant access to strong buffs, combined with cards like Stormwind Champion and Raid Leader. On the other hand, the control decks use powerful removals and boardclears to keep the enemy minions at a minimum while building a strategy to end the game.

    Weaknesses - The class is struggling with drawing cards reliably, most draw mechanics having a requirement that needs to be fulfilled. It also lacks strong minions, the biggest one being a 6-6 at the moment, and defensive options. The class is also susceptible to area of effect abilities, due to the low stated minions it possesses, without reliable ways to buff their health.

    Example Cards

    Demonic Bargain (Challenge #2) - This card hints towards a Demon archetype, which will focus on generating servants and buffing them with the help of powerful Demons. This card's strength lies in the certainty of drawing a Demon, which is not very likely at the moment.

    Scorching Temptress - A seductive succubus which empowers your Servants with her fiery whip.

    Cauterize - A high cost removal which creates a couple of defensive Servants from the ashes of your enemy.

    INFERNO! - A devastating board clear which generates both mayhem and Favor. Maximum cost, maximum destruction.

    Ra, the Sun (Challenge #3) - This card gives you two options: you either wake up Servants from beneath the sands to aid you in conquering the world, or you burn them, along with everything else.

    Notes: I know both INFERNO! and Ra, the Sun represent powerful boardclears and may result in a lot of power for the class, but both aggro and tempo oriented decks will end the game by the time you play two 10 cost cards and then one 9 cost card. These cards will be played in a control deck which will stall the game enough for you to gather the necessary tools to win.

    Tokens 

    Remaining Cards

    Spark in the Dark - A very cheap way to earn some Favor when you are close but not close enough.

    Blazing Bolt - A simple damaging spell that can act as a removal or as a finisher. Spell Damage effects are particularly good with this card. Mark my words.

    Praise the Flame - The easiest way to build a board and earn Favor. By fire be purged. The Firelord agrees.

    Breath of Life - Alexstrasza was just passing by and decided to heal you. What a generous queen.

    Triple Toss - As the name suggest, there is a slight chance your head will be next. Spell Damage hurts.

    Wildfire Berserker - Fire makes people angry and spells powerful. Cool.

    Phoenix of Ra - 1,2,3,4, 4 DAMAGE!? Ra trained them well. (could be a little to powerful effect, maybe 3 damage sounds better)

    Rain of Embers - When Dragons start falling from the sky you know Beasts have no chance. 

    Crimson Teacher - There were once two sisters. One was a Violet Teacher and the other was definitely not a Violet Teacher.

    Crimson Hellion - An ancestral Demon who enjoys wearing red and making bargains. It will only cost your soul.... and a few lives. ( this card seems a bit problematic to balance, a few tips will be great)

    A teacher and a demon walked into a bar. It was hot.

    Archetypes

    1. Aggro - Praise the Flames, Scorching Temptress, Crimson Hellion, Crimson Teacher.

    2. Control - INFERNO!, Ra, the Sun, Rain of Embers, Phoenix of Ra, Breath of Life.

    Upcoming

    3. Tribal ( Beast/Elemental ) Synergy - Un'Goro

    4. Demon Synergy - Kotft

    Previous Phases

    Phase I - https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229303-trials-and-errors-class-creation-competition-5?comment=3
    Phase II - https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228747-trials-and-errors-class-creation-competition-5?comment=44

     Thank you for reading and if you have any feedback I would be happy to hear it.

     EDIT: Scorching Temptress is now a Rare
    Crimson Hellion is 8 mana ( might change name)


    Phoenix of Ra has been replaced with Crimson Wizard. Phoenix of Ra will return in Un'Goro.

     I guess the first thing I have to say is that I'm not really a fan of having a class keyword on a hero power token seeing as basic cards can't have it. The hero power also kinda fails the Sir Finley Mrrgglton test. Aside from that, I do like the flavor and style of the class. Excluding the Favor cards, the balance of everything seems pretty sweet. A lot of the Favor cards are just way too weak, especially Spark in the Dark. Using two of them you still wouldn't even have enough Favor to get an extra 2 attack from Scorching Temptress. The changes I'd suggest:
    Scorching Temptress: Reduce the Favor cost to 4.
    Spark in the Dark: Gain Favor (5).
    Crimson Hellion: Reduce the Favor cost to 7.

    Also a keyword box thing would really help. I'm assuming Favor is consumed when the card is played atm.


    I will give more feedback to people when I have time.
    I have submitted my battlemage class but feedback is still welcome!

    Posted in: Fan Creations
  • 3

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Submission Topic]

    THE BATTLEMAGE

    Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
    This particular battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills him with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.

    Main themes:
    1)
    "Can't attack the turn it's equipped" on weapons.
    2) 1 durability weapons.
    3) Small but frequent armor gain.
    4) Buffing your minion's health.

    Strengths:
    1) Versatile (has a large variety of tools at their disposal).
    2) Can setup for very high power turns.
    3) Excels against decks with lots of minions such as zoo decks.

    Weaknesses:
    1) Obvious with weapons (conjuring a weapon takes time ya know?).
    2) Weapon removal.
    3) Struggles to fully utilize cards against decks with few minions.
    4) Takes a lot of damage triggering spellfury and has no big heals or armor gain.


    Keyword: Spellfury

    Spellfury changes the effect (such as a Battlecry ) it's printed after on the card, usually upgrading it. It activates if your weapon has done X or more to minions this turn, either through attacking (excess damage is counted) or card effect. So if your weapon did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.


    Example Cards

    • Training Trial is my challenge 2 card! It's a great way to trigger Spellfury while not using your weapons durability. Also getting an extra ability proc from weapons such as Conflagration Cutlass can be quite strong. For challenge 2, in future there will be more Training Dummy cards and synergies!
    • Clone Weapon is excellent for triggering Spellfury , getting more ability procs out of your weapons, or even getting in some good old face damage! This is definitely one of the battlemages strongest cards so consider it whenever a battlemage plays a weapon against you, as you'll at least have a turn to prepare!
    • Conflagration Cutlass this card is devastating against zoo decks as you can cheat out more AoE procs through the above two cards, and your AoE will probably always give you massive spellfury turns.
    • Menacing Platemage Is a strong anti-aggro card. If you can trigger Spellfury (4) and don't mind missing out on a bit of armor, you can get Spell Damage +1 ! He'll also keep Taunt as Spellfury only replaces the above effect, in this case, the Battlecry .
    • Gerrart the Swordslinger is for decks going all out with Spellfury . The most tricky part about this guy is triggering Spellfury (10) while leaving as many enemy minions alive as possible so you can get the most value out of him.

    Tokens


    Remaining Cards

    Common

    Portal Traverser: A strong and simple Spellfury card that any weapon damage will trigger. Note the Spellfury effect triggers when the card is played, so it wont get Taunt back after getting Charge .
    Arcane Rush: Don't think of this as a draw 2 with a downside, but as a draw 1 with an upside (you can play your next draw immediately). If you play multiple of these in a turn you'll still only skip a single draw!
    Conjure: Armor: This card has a bit of versatility and that armor can be super important to the point where you might even need to consider killing off your own minions to get it!
    Arcane's Fury: Another simple but powerful Spellfury card.
    Expunge Mind: Being in the front line, Anielas is no stranger to mental attacks. As such he developed this spell while training to withstand them. It's a very versatile card and the hero damage it can deal is pretty scary, but you can only get that damage by damaging minions with a weapon that probably could've gone face! Decisions decisions!

    Rare

    Spellslicer: The Silence triggers before the damage so it's great against buffed minions. Another weapon to put your opponent in a panic! They might try trade off their buffed minions, and not play their strong effect cards. With 3 charges you can keep their effects at bay for awhile but they might not play any, and holding this really hinders your Spellfury cards!
    Enchant Weapon: Ice: A fairly strong weapon buff, it synergies really well with Conflagration Cutlass and is great for triggering high Spellfury cards!
    Illusionary Axeman: This guy is largely just a fairly stated minion with an upside. He works really well with Windfury cards. Currently their's only 1 but there will be more, and this guy will get his time to shine!

    Epic

    Conjure: Shield: This card can work as a pseudo heal by giving your hero Immune before attacking, it can give you an awesome trade, or even allow you to bypass a Taunt minion for a turn ( Immune cancels Taunt ).
    Polymorph: Armor: The battlemages most powerful single target removal, turning their enemy into armor! Powerful but costly.


    Previous Phase

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from Laurendor >>

    Hey i like all your cards, nothing to say about them! The only thing because the Spellfury effects are supposed to be an upgrade I would swap the stats of the portal traverser the get the most out of the charge effect.

     Thanks for the feedback! I think Charge is substantially better than Taunt to the point I was almost gonna make this guy a 2/2. I think a 3/2 would be too good but a 2/3 should be fine.

    Quote from CheeseEtc >>

    @TurkeyBag

    Overall

    • Your cards aren't as complicated as before, so gj on that.
    • I really think you should drop that "can't attack the turn it's equipped" theme. It's making your cards complicated.
    • Has Spellfury changed? The new version seems super restrictive. I mean, you can't easily activate any of those...
    • BTW, spellfury replacing an effect means it's even weaker this way.

    Individual cards

    • The Spellfury effect of Menacing Platemage is super weak compared to the condition.
    • Given the cards you've shown, I don't know how you will trigger Gerrart's effect.
    • Still think Conjure Armor is weak
    • Spellslicer can be worded as "Silence any minion damaged by this weapon"
    • Conjure Shield is a Time Out! powercreep. Is it volontary?

     Thanks for the feedback! Can't attack the turn it's equipped is key part of the class so despite being lengthy I'm definitely keeping it, for better or worse. Spellfury changed to include weapon abilities. The hero power can trigger a fair few spellfury cards, and Conflagration Cutlass can trigger Gerrart with 5 enemy minions on board. Plus with the 6/1 weapon in basic, weapon buffs, and what not most spellfury cards can be triggered fairly reliably if your deck is made well. The reason spellfury replaces effects is so to make it stand out more from combo, and also so I don't have to write "instead." at the end of a bulk of the cards.

    Menacing Platemage has most of his power in his stats so the battlecry and spellfury version are weak as a result, but I imagine he'd see play just due to being a 2/6 with taunt alone so this just adds in a bit extra and makes the card more skillful.
    My above explanation of spellfury should explain how Gerrart can work. A good Conflagration Cutlass, the 6/1 basic weapon + Clone Weapon and so on. Spellslicer is worded like Truesilver Champion as it silences before damage rather than after which makes it a lot stronger against minion buffs. Conjure: Shield only works the turn you play it, so it's more comparable to Bestial Wrath. I mainly think of it a a way to kind of heal yourself by giving yourself immune before attacking something big!

    Posted in: Fan Creations
  • 0

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    I'm almost ready to submit! Just need descriptions for my remaining cards.
    PS: "Battlemage! You shall break as easily as your pathetic weapons!"


    THE BATTLEMAGE

    Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
    This particular battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills him with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.

    Main themes:
       1)
    "Can't attack the turn it's equipped" on weapons.
       2) 1 durability weapons.
       3) Small but frequent armor gain.
       4) Buffing your minion's health.

    Strengths: 
       1) Versatile (has a large variety of tools at their disposal).
       2) Can setup for very high power turns.
       3) Excels against decks with lots of minions such as zoo decks.

    Weaknesses: 
       1) Obvious with weapons (conjuring a weapon takes time ya know?).
       2) Weapon removal.
       3) Struggles to fully utilize cards against decks with few minions.
       4) Takes a lot of damage triggering spellfury and has no big heals or armor gain.


    Keyword: Spellfury

    Spellfury changes the effect (such as a Battlecry) it's printed after on the card, usually upgrading it. It activates if your weapon has done X or more to minions this turn, either through attacking (excess damage is counted) or card effect. So if your weapon did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.


    Example Cards

    • Training Trial is my challenge 2 card! It's a great way to trigger Spellfury while not using your weapons durability. Also getting an extra ability proc from weapons such as Conflagration Cutlass can be quite strong. For challenge 2, in future there will be more Training Dummy cards and synergies!
    • Clone Weapon is excellent for triggering Spellfury, getting more ability procs out of your weapons, or even getting in some good old face damage! This is definitely one of the battlemages strongest cards so consider it whenever a battlemage plays a weapon against you, as you'll at least have a turn to prepare!
    • Conflagration Cutlass this card is devastating against zoo decks as you can cheat out more AoE procs through the above two cards, and your AoE will probably always give you massive spellfury turns.
    • Menacing Platemage Is a strong anti-aggro card. If you can trigger Spellfury (4) and don't mind missing out on a bit of armor, you can get Spell Damage +1! He'll also keep Taunt as Spellfury only replaces the above effect, in this case, the Battlecry.
    • Gerrart the Swordslinger is for decks going all out with Spellfury. The most tricky part about this guy is triggering Spellfury (10) while leaving as many enemy minions alive as possible so you can get the most value out of him.

    Tokens


    Remaining Cards

    Commons

    Portal Traverser: A strong and simple Spellfury card that any weapon damage will trigger. Note the Spellfury effect triggers when the card is played, so it wont get Taunt back after getting Charge.
    Arcane Rush: Don't think of this as a draw 2 with a downside, but as a draw 1 with an upside (you can play your next draw immediately). If you play multiple of these in a turn you'll still only skip a single draw!
    Conjure: Armor: This card has a bit of versatility and that armor can be super important to the point where you might even need to consider killing off your own minions to get it!
    Arcane's Fury: Another simple but powerful Spellfury card.
    Expunge Mind: Being in the front line, Anielas is no stranger to mental attacks. As such he developed this spell while training to withstand them. It's a very versatile card and the hero damage it can deal is pretty scary, but you can only get that damage by damaging minions with a weapon that probably could've gone face! Decisions decisions!

    Rares

    Spellslicer: Another weapon to put your opponent in a panic! They might try trade off their buffed minions, and not play their strong effect cards. With 3 charges you can keep their effects at bay for awhile but they might not play any, and holding this really hinders your Spellfury cards!
    Enchant Weapon: Ice: A fairly strong weapon buff, it synergies really well with Conflagration Cutlass and is great for triggering high Spellfury cards!
    Illusionary Axeman: This guy is largely just a fairly stated minion with an upside. He works really well with Windfury cards. Currently their's only 1 but there will be more, and this guy will get his time to shine!

    Epics



    Conjure: Shield: This card can work as a pseudo heal by giving your hero Immune before attacking, it can give you an awesome trade, or even allow you to bypass a Taunt minion for a turn (Immune cancels Taunt).
    Polymorph: Armor: The battlemages most powerful single target removal, turning their enemy into armor! Powerful but costly.

    Posted in: Fan Creations
  • 1

    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    @NiRaSt

    I think Unstable Stormstriker is a bit too strong. It's just too good when it comes to trades, letting your other minions go face. 6/7 would be strong but fair.
    Lightning Fist is slightly too strong as it's like half of Doomhammer (which costs 7 total mana) for 3 mana and coming out sooner is a strength. I think it'd be fair at 4 mana, or as a 3 mana 2/3 (choosing the turn you get the second attack would be cool).

    Other than that I think everything looks pretty sweet!

    Posted in: Fan Creations
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