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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from linkblade91 >>

    For those not in the know, I would highly recommend visiting this thread for your word-color needs (among other things). If you want the color to accurately look like real cards (Rare like Nourish, Epic like Doomsayer, etc.), copy the appropriate word from the thread, paste it where you need it, and then type out the card's name:

    https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/216675-presentation-tools-2-0

     Turkeybag

    • The Keyword's update opens up some opportunities, and shortening the text is a good thing. Keywords ideally should only be two lines of text long. Conflagration Cutlass can now trigger Spellfury with the AoE, but I would lean into that: embrace it as an enabler.
    • Enchant Weapon: Ice should have quotes around the Freeze part. "Give your weapon +2/+1 and 'Freeze any character damaged by this.'"
    • You don't have to include your Challenge #2 card in your examples if you don't want to. I would maybe switch it with a Spellfury spell, to show off a different way you can set up a big turn.
    • Personally, I would include Clone Weapon and one of the "or" cards as your other examples. I don't fully agree with the "or" cards - I think it takes away from Choose One's unique selling point - but if you're going to continue with them you might as well embrace it and show them off. They emphasize a main strength of your class: its versatility.

     Thanks for the feedback! The link is also really helpful!
    Conflagration Cutless is going to be the only weapon in classic/basic to trigger spellfury via effect. I have heaps of cool ideas with it for the future though with battlecries, deathrattles and what not.
    I was trying to avoid hitting 4 lines with Enchant Weapon: Ice so I worded it more closely to Spikeridged Steed which also avoids the quotes I assume as a means to avoid too much text (as it should read "Give a minion +2/+6, Taunt, and 'Deathrattle: Summon a 2/6 Stegodon with Taunt.'. Not sure if this is particually frowned upon though but it feels cleaner to me.
    I'm actually quite a fan of the card that challange led me to so I'm probably gonna keep it in the showcase, espesually with Conflagration Cutless being in the showcase as they combo really well together (Cutless get's an extra AoE proc by attacking the dummy).
    After much thinking and a fair bit of feedback, I'm gonna be dropping my "or" cards laregly due to similarities between Choose One but also due to those cards using a fair bit of card text which my class is already a master at. I also came up with some designs for the "or" cards that I think are still very flavorful but also more mechanically sound. They are in the spoiler below!



    Conjure: Plate Armor: Now actually has more text, whoops! It's also a bit weaker but a lot more cool mechnaically, forcing you to kill your own minions if you really need the armor.
    Conjure: Shield: New name is more fitting given the change in effect, the cards also arguably weaker although it can pseudo silence a taunt for a turn now. The main thing is it's a hell of a lot cleaner. I might change the rarity of it now but given Bestial Wrath and Ice Block, maybe it should stay epic.

     

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

    @Laurendor

    Thanks for the feedback!
    I feel like Conflagration Cutlass is probably fine where it is as it is exceptionally powerful with weapon buffs, and at worst it's a 3 mana Consecration with an extra damage and a delay.
    The legendary is largely meant to be for decks made around high spellfury cards like him. I didn't want to have that many weapons as no other class has more than 2 in classic if I remember, and this class has a weapon hero power so instead I just went with fewer spellfury cards. However I do think there should definitly be more ways to trigger spellfury. I like your idea of having a minion equip a weapon so I'm gonna think on that for a bit. In the meantime I decided to ever so slightly change my keyword:



    The only difference is that Conflagration Cutlass's aoe will now trigger spellfury. It also opens up some cool options when it comes to future weapon design. Plus the wording is cleaner!
    Choose One is exclusive to druid so I other classes can't use it, and this is also meant to use the classes 'effects changing depending on target' mechanic. I kinda feel the mechanic is mechanically a tad too similar to choose one but it just makes so much sense with conjuring something and doing different things with it (such as conjuring armor and wearing it yourself, or giving it to a minion) so I'm gonna keep it and see what I can do with it!

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

    So thinking on all of the feedback, I have changed a fair chunk of my classes classic set! I've only decided on 3 example cards so far though. My basic sets in my signiture.


    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.
    My particular version of battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills the battlemage with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.

    Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target, buffing your minion's health, small but frequent armor gain.
    Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.
    Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilize cards against decks with few minions, 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 hero has done X or more damage to minions by attacking this turn. So if your hero 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

    Tokens:


    Remaining Cards



     

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

    @CheeseEtc

    Thanks for the feedback! Spellfury is locked in at this point and I've already simplifed it since phase 1. I personally don't think it's that complex. My only option would really be to change it to if your hero attacked but I'm pretty sure that's the same as the bugs Fury keyword.
    As for my cards, I'm already in the process of changing a fair bit of my set to reduce card text. That was one big thing I missed just due to the legnthyness of the mechanic. Now onto the individual cards!

    Spellslicer: "Can't attack the turn it's equipped" is a key part of the classes flavor so I don't wanna remove it. Plus I really like it on this card as it gives your opponent a turn to try do something with whatever they think you wanna silence. Plus having up to 4 turns with this weapon and probably few decent targets, it becomes a bit tricky over weather you should just swap the weapon for something with more damage, or try keep this till you can get some value out of it.

    Conjure Armor: The health option is definitlyly weak, it's not terrible as 6 stats for 3 mana but as it's all health it isn't the greatest but I'm fine with that since the card has more versatility. I think more health makes attack/health swapping cards worrying.

    Splitting Arms: This card is actually a lot better than it seems. For 1 you need no weapon, and since all your weapons can't attack the turn they are played, you need to have no weapon the turn before you play this. Otherwise if you use it after attacking you'll only get 1 swing. It's definitly a strong card, but it requires careful thinking about when you use it, and your opponent will probably be onto you if you make having no weapon obvious. Wait I see what you mean, you can use this then a weapon to give the weapon windfury. I honestly don't know how I missed that. I'll see if I can reword it to work, otherwise I'll have to scrap it D:

    Clone Weapon: I don't get what you mean with this one. If you use a weapon after this the card pretty much fizzles, and there isn't really a need to. The best you can do vs face with this is 12 damage over 2 turns with Summoned Battleaxe (4 mana 6/1, can't attack the turn it's equipped) and I think that's fine compared to Doomhammer and Rockbiter Weapon.


    I should have some time later today to finally get around to doing feedback!

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]
    Quote from linkblade91 >>

     Turkeybag

    • IIRC Immune did not exist back then; I would change Conjure: Impediment.
    • Conjure: Plate Armor has what appears to be a Choose One effect on it, with the "or". I would be hesitant to keep the card functioning as it does.
    • I was going to say something like "it feels like you have a lot of Spellfury cards", but the Shaman's Classic set has NINE Overload cards so...carry on lol
    • You have no cards with 2 or fewer lines of text. Spellfury takes up a lot of space, as does "Can't attack the turn it's equipped", but even then I wonder if your cards on the whole are a little overly complicated.
    • That being said, I still like the direction you're going with the magical weapon effects and the Spellfury "upgrading". It's complicated, but if you can the find the sweet-spot it can go a long way.

    Thanks for the feedback!

    • I don't get what you mean by IIRC Immune? I balanced Conjure: Impediment off of Bestial Wrath and they seem to have very similar immune effects.
    • Conjure: Plate Armor (and Conjure: Impediment) are using one of the classes non-keyword mechanics. At a glance it may seem close to choose one but it's quite different both mechanically, and flavor wise. Mechanically the card is targeted. There is no choose one option that pops up. The effect changes depending on your target. For instance, targeting your hero with Conjure: Plate Armor would give you armor (that's why it's worded differently than other armor gain effects), while targeting a minion would give them health. Flavor wise, choose one is along the lines of deciding between turning into a bear, or a panther. While this mechanic is pretty much you've conjured something, armor for example, and could now either wear it yourself, or give it to a minion. Conjure: Impediment is pretty much you've created a giant floating shield thing which you can use to shield someone, or to really inconvenience an enemy by throwing it in their face. Death Coil was kinda my inspiration for the idea given it already uses the mechanic, just to a less dramatic extent. Hopefully that novel has convinced you the mechanic isn't too bad :P
    • I was actually really worried my lack of Spellfury cards would be a problem given I think shaman uses the least of it's class keyword out of all of them. I guess given your initial thoughts it might be a good thing, especially since my keyword is more specific than other classic ones.
    • That's actually something I completely missed and thinking about it, it will probably be a bit of a "feature" of my class as cards made with both the mechanics you mentioned and the effects changing based on targets mechanic are all almost guaranteed to be at least 3 lines. Given that's pretty much all of my classes main mechanics, I've gonna have to think really carefully about how I approach things, and finding the balance between enough cards with each mechanic and enough short and simple cards. I'll go over my classic set and reevaluate with this in mind.
    • Thanks! This'll definitely be the most difficult class I've made when it comes to getting the right balance between things.
    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase III [Discussion Topic]

    @NiRaSt

    I don't think an 8 mana 9/9 would work as with 2 boars and 10 you can do 18 damage. Hmm. Maybe 9 Mana 9/9. It'd be used to push damage on exisiting boards and would still be pretty good imo.

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

    So I completely finished my classic set during phase 2!
    One card has to get cut for challenge 2 though.

    Cards:



     Currently I'm leaning towards cutting Stormstriker since it's somewhat similar to Gerrart. I also need to change some rarities around. Any feedback would be appreciated!

     Why is Polymorph: Armor when there is no actual transformation in the card? I would change the name.

    Stormstriker seems like the right card to cut. It is both too similar to Hotheaded Disciple as well as too similar to Gerrat.


    I somehow lost my place to reply... again! So I'll reply here :P

    The idea behind Polymorph: Armor was meant to be you could transform a rock or other nearby object into armor, or if you were feeling a bit more furious you could transform an enemy into armor. There is no way to word it with a transform effect so I went with Silence and destroy instead as that's basically the same thing. "Transform a minion into 10 Armor" just doesn't sound right.

    And yeah, Stormstriker shall get the chop!

    Quote from Ragnador >>
    Quote from Turkeybag>>

    So I completely finished my classic set during phase 2!
    One card has to get cut for challenge 2 though.

    Cards:



     Currently I'm leaning towards cutting Stormstriker since it's somewhat similar to Gerrart. I also need to change some rarities around. Any feedback would be appreciated!

    I'm mostly going to give you wording suggestions, because those are a lot of cards and it is kinda late here, sorry dude

    • Arcane Rush could read "Draw 2 cards. Next turn, skip your normal draw."
    • Conjure: Plate Armor should probably read "Gain 8 armor or give a minion +6 Health" (I would change the 6 to a 4, just for aesthetics)
    • Enchant Weapon: Ice I think that you could remove the Spellfury requirement and outright make it a "Give your weapon +1/+1 and "Freeze any character damaged by this weapon." 
    • I'm not a big fan of Polymorph: Armor it's too wordy for my taste, you should probably keep it as the Spellfury version 8 mana "Silence and destroy a minion. Gain 10 amor" I would personally make it gain 8 armor tho, for the flavour stuff.
    • Conjure: Impediment, "...change an enemy minion's attack to 1" 

     Thanks for the wording advice! It definitely helps lol.
    Conjure: Plate Armor is worded that way as it's a targeted card so you target your hero to give them armor. It's kinda to distinguish it from a choose one card.
    As for Enchant Weapon: Ice, I like the idea of needing to attack with a weapon to then buff it, especially in a class with mostly 1 durability weapons. Plus my classic set is somewhat lacking in Spellfury cards which is fine as it is a versatile class so it should have options for non-weapon decks, but even so I'm reluctant to remove anymore Spellfury keywords from my classic set.
    I agree with you on Polymorth: Armor, I shall change it! It originally was like that anyway but I kinda shoehorned the keyword in to try get more of it in the set haha. Probably not the best idea though.

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

    This is my current idea for challenge 2!
    Strictly weaker than Swipe.

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

    Quick question, would making a weaker epic version of a classic legendary meet challenge 2? Or would being epic instead of legendary count as it being not strictly worse?

    Random example: An epic 7 mana 4/6 with "Whenever you cast a spell, add a 'Frostball' spell to your hand",
    Frostball: 4 mana "Deal 4 damage to a minion".

    Would that meet challenge 2 compared to Archmage Antonidas?

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

    So I completely finished my classic set during phase 2!
    One card has to get cut for challenge 2 though.

    Cards:



     Currently I'm leaning towards cutting Stormstriker since it's somewhat similar to Gerrart. I also need to change some rarities around. Any feedback would be appreciated!

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Discussion Topic]
    Quote from ilja615 >>

    Im a bit sad i only got 0 upvotes.. i waited a whole year for this competition. Do you have tips for next time?

     I personally think it's due to your hero power. It somewhat fails the Sir Finley Mrrgglton test in the sense that half of the hero powers effect can only be utilized by your class. Same thing if your class was playing a deck that didn't use positioning, or had a random deck from a tavern brawl. the movement part would of the hero power would become a bit tedious when it bassically does nothing.

    So I guess the tip is to always do the Sir Finley Mrrgglton test!

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

    @Ashkrell

    Many people say the basic set is the hardest to make :P
    I like your changes! I'd probably go with the first Encryption but make it cost 5 mana so it's not that much better than Recycle. You've always got room for better cards later after all. I actually do think I was a bit harsh on the weapon removal. Your class also fits having it more than others so it's probably fine. That's all I've really got to add, your class is looking good!


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

    @Ashkrell

    I probably wouldn't use reveal in basic. I also decided not to use my cards with different effects depending on their target due to it being a bizarre thing a player shouldn't really need to know in basic, as in my mind the basic set is basic hearthstone even for class cards, and those effects felt too specific to my class.

    As for your class, I don't wanna be harsh but the majority of your set doesn't really feel basic to me. With Encryption for instance, the only time we've ever seen a card that destroys enemy mana crystals is Mojomaster Zihi and she's a legendary that came out years after the games release. That's not to say you shouldn't use effects like that in classic if you want, but stuff like that just feels out of place in basic.

    The cards that seem particularly off to me are:
    Encryption: For reasons explained above!
    Decryption: Weapon destruction is a bit too specific in basic, new players shouldn't get a card that only fully works against some classes, and they'd have no idea which.
    Scarlet Inquisitor: We've never seen a card that reduces enemy minions attack 'permanently', largely due to not wanting players to be stuck with unusable minions on board, Blizzard really doesn't want games where someone has lots of cards and minions but can't do anything. Just look at how much freeze mage has been nurfed over the years. For this particular effect I'd probably avoid it completely, even in future sets.

    And here are some cards that aren't really a big issue but I find them questionable:
    Cipher: Stopping your opponents hero power just feels out of place on a card designed for players who will hardly know what hero powers are. 
    Deauthorize: The effect just feels too specific to your class for basic as no other classes use similar mechanics.
    Disguise Kit: Similar reasoning to the above card. 

    I will say however that I really like the unique flavor and style you've got going for the class. I think with a few changes mainly to those top 3 cards I mentioned and you'll be good to go! On a side note, Clean is really strong. It's not an issue but try not have too many cards that are that strong.

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

    I submitted my Battlemage class the other day incase anyone missed it! I have also finished my first draft of my class set for it which can be found in the link in my signture if anyone's curious! I shall try do some more feedback later tonight or tomorrow when I have time!

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [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.
    My particular version of battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills the battlemage with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.

    Main themes: "Can't attack the turn it's equipped" on weapons, 1 durability weapons, effects that change depending on the target (not shown in basic) , buffing your minion's health, small but frequent armor gain.
    Strengths: Versatile (has a large variety of tools at their disposal), can setup for very high power turns, excels against decks with lots of minions such as zoo decks.
    Weaknesses: Obvious with weapons (conjuring a weapon takes time ya know?), weapon removal, struggles to fully utilize cards against decks with few minions, 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 hero has done X or more damage to minions by attacking this turn. So if your hero 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. Note that class keywords do not appear on basic cards.


    Example Cards



    Cauterize: Solid removal if your willing to take some damage. You do get less value with a better weapon so don't overdo it. You can only kill them so much after all... (unfortunately)
    Enchant Weapon: Fury: Your angry, your swords angry, your enemies minions are dead. It's a good time! This is an example of the classes cards that are only effective against minions, and the "Enchant Weapon:" card type that will appear occasionally.
    Reinvigorate: After a hard days work, taking time to relax can do wonders. However it does seem to be less effective while the enemies minions are trying to murder you. I'm frankly shocked.
    Summoned Battleaxe: The perfect card to show off the class at a glance. It may seem somewhat weak but it's a cheap way to trigger big spellfury cards and it has excellent synergy with weapon durability buffs (which the class has in classic).
    Fire Tornado: The classes signature aoe. It's quite powerful, and an example of the classes armor gain which is often a small amount added onto another effect.




    Remaining Cards



    Flame Bowman: Another example of the classes cards that are only effective against minions.
    Icecrafter: She has solid stats, and you can definitely get your monies worth out of her using windfury (which the class can get from a couple of classic cards).
    Frozen Fist: Having no weapon equipped is another minor card theme so this gets players used to thinking about it early. A fairly strong card as early when it's best you likely wont have a weapon.
    Conjure: Barriers: The class is great at conjuring armor, shields, etc, so the classe's minions are often well protected with high health! The class's weapons are a bit too complex for the average warrior to use so attack buffs aren't common.
    Spellspeed: Using magic induced speed, you can strike down multiple foes before they have time to react! This card is paralytically good against big boards (less chance of 'losing' a hit to face), and with spell damage.




    Previous Phase

    If you like the class, check out my Phase 1 submission!
    (Note: The hero power and keyword have been tweaked since then)

    Posted in: Fan Creations
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