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

    Next time y'all do this, can people just use one of the 9 already designed hero powers if they wish. There are so many classes that would be better off with an existing copy of one of the hero powers already on show. Without serious hoops to jump through, you can only do basic stat boosts or a simple weapon. Some examples do that, and some ignore that entirely. And some class designs don't fit either of those parameters, so people create more than 2 mana hero powers or they are weirdly designed.

    The battle-mage(Demonx95), for example. Would be better off if the hero power didn't move minions and it just had Fireblast as the hero power.

    Having a delayed card draw attached to a minion is a little bit convoluted Cogito_ergo_sum, and yours is just one. It's not even the worst offender from all the classes, and it's not even the only class with a delayed card draw. The Magician from cL4wzHS also does this, and has the same problem. You'd both be better off if you could just have warlocks hero power and designed basic/class card(s) to fit the niche your hero powers staggered draw backs provide.

    Also, stuff like the Researcher from aaro54, The Chronicler from Hurien, The pint sized Witch from Ragnador, etc. basically gets around the 2 mana restriction of hero powers by designing a token or group of tokens that costs 1 mana to use.

    I get this is for fun for the people who get involved and at the end of the day that's all it's about. But, I guess I just have a serious disconnect to  part of this community. Lots of things aren't super appealing to me this go around, aesthetically or basic design wise. Personally speaking I can only back a few. I guess maybe my standards are too high, or I dunno.

    The Witch(Thezzy), The Archeologist(Pircival). The Lich(Linkblade 91). Lowering my 'WOW aesthetic compliant' standards I gave The Bug(SunnoxPL) a pass, too.


    I couldn't come up with anything so clearly I also couldn't do better myself. I just think of the hundreds of people who have competed in the past. Not plagiarizing while trying to carve out your own thing is hard to do, it's a rough task and this time illness, coupled with my own lack of creativity led me to avoid this competition from a competitors process.

    'We want to breed new creativity with this competition.'  Lich/Necromancer, Alchemist, Bard, Tinker/Engineer. (You can probably throw battle-mage and/or some witchdoctor variant in there too.) If you really wanted to 'breed creativity' you'd stop equally common ideas. Otherwise, remove the monk, demon hunter, death knight restriction. Seems rather arbitrary to me from my perspective. I see those other classes just as often, if not more so across the hearthstone community since everyone seems to want to restrict those 3 classes. I probably should've complained about this sooner, or before the competition even started in the feedback thread, but it just didn't occur to me until now that this is a problem. I don't see a problem with people coming up with new ideas for those classes, I don't think we need that restriction for future class competitions.

    Biggerbossman who just posted his submission while I was writing this. Not only is your class poorly balanced, I think it's offensive to Japanese mythos and culture, while also demeaning suicide and the victims there-of. 'There's nothing a good old shot of Seppuku can't solve.' YIKES. I'm sure it wasn't your intent, but that is not a good look there, bud.

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

    I guess I'm not competing this time. It occurred to me my first class from the first comp I entered, the Spellbreaker had runes as a sub theme and I've been real sick lately and sort of in a creative slump, barely able to come up with anything. I don't want to do anything that's been done before, but the problem is almost everything's been done before. But good luck y'all. I might get to some feedback later. I'll try and keep some tabs on the competition regardless.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from Giz4Gamer >>

    The Infuser

    The Infuser is all about reducing the strength of the enemy while also increasing her own strength. You can only watch helplessly as slowly whittles away your health. The Infuser class has its own unique keyword; Absorb.

    Two prime examples of this keyword can be found in the Classic Set:

    It is crucial to remember that you cannot absorb what isn't there. If Flame-Heart Disciple tries to absorb the attack of a feeble Target Dummy he will end up with 0 attack. If it doesn't have it, it cannot be taken.

    The Infuser class is also adept in the art of killing. Utilize weapons and spells to pick off the weak is a specialty of the Infuser:

    The Infuser class will sap away the strength of her foes with humiliating debuffs like the Arcane Muzzle:

    Look forward to learning more about the Infusers many ways to belittle and destroy her enemies.

     

     @Giz4Gamer. I like the flavor of this class. Master Enchanter Ravius feels pretty strong, Given he basically silences away effects from a group of targeted keywords and gains them himself. Cool idea, I think I'd bump it up to an 8 at least with the same stat-line.  Corrupt infusion feels a bit more like a warlock card, but since all nine classes are so diverse and basic there's bound to be crossover, right. Plus, with how many competitions that have been run? It can be hard to find something unique. I like it, nice card. Arcane Muzzle is my favorite card here. Simple, glorious card.

     
     

     

    Quote from Shatterstar1998 >>

    I've been stewing this idea for quite sometime now. So, here's it go:

    Class: The Ethereal

    Hero:

    Hero Power:

    Class Keyword:

    Here's an example for a card with Deal:

    When you play it, there's two option appear like the Druid Choose One, except now they have different Mana Cost and always have the same name (A Deal! option and a No Deal! option). The Deal (higher Mana cost) will always appear on the left. If you can't afford the Mana Cost, the Deal option won't appear:

     

    The class for now has three major focus: Spell Damage synergy, Deal management and managing your Basic Contract for advantage. The class's flavor is trading, merchant and minions infusing with Spell Damage. The class will have little to no cheap direct damage print except those obtained the Contract of Protection.

    Basic set:

    Classic Set:

     

     

     @Shatterstar, I am all about them etherals. Last time I tried(And failed to make it past round 1) with an etheral inspired class I dubbed the Aethermancer. Etherals are cool. Your hero power and class however, is complicated and overblown. I'd scrap it entirely and go with something else. Remember, hero powers are basic (0 cost mana spell worthy) effects that your class has. What you got does not fit that bill at all. Cheap, easy access to spell damage is dangerous and I think you are overplaying yourself with it here, heavily. The deal keyword definitely could work. There's no way that Nexus-King Salhadar is remotely balanced nor would it feel intuitive to play. Vir'aani trader is the only card that works for me right now. Good usage of your keyword while not being exploitable. Collapsing void should be 4 mana. Especially if you really want to continue on the path of cheap access spell damage. (Which, again, I urge you to not do.) I think I'd go back to the drawing board on this one.

    Quote from SunnoxPL >>
    Quote from SunnoxPL >>

    Hi !

    In the previous CCC i made a class based on game called Ori and the Blind Forest. Now it's time for another game, Hollow Knight :D

    My class, 'The Bug' has synergy with hero attacking, aggro - midrange playstyle and with weak AoE/board clears. It uses armor and Taunt minions, but in a diffrent way than Warrior. Mainly to protect your hero, which is attacking a lot and loses much Health.

    Example cards:

    Feedback would be very appreciated. Thank you and good luck everyone !

    Edit: I think I'll make more cards tommorow if concept turnes out to be good.

     

     Featuring new keyword, Fury !

    And more cards:

    There are going to be a lot of cards allowing your hero to attack (including weapons),  also you have hero power. 

    Feedback still appreciated ! :D

     

     I'm known for not being a big fan of things that don't really fit hearthstone. What can I say. I love my wow lore. That being said, I do like hollow-knight so I'm not 100% opposed as I normally am. Bias, eh. Lol. Anyway more so about your cards. 5 mana 3/7 is a straight up bad stat-line for the downside. Beef that card up or make it 4 mana. Hive Knight needs a name change. Legendaries don't have generic sounding names for a reason! They are supposed to sound cool and powerful, or unique. The added cards definitely added more insight into your class design. The fury cards seem pretty balanced to me.

    Quote from Muddler >>

     

    Hi everybody!

    Here I'd like to share my ideas for the CCC:

    The Gambler

    The Gambler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking.
    And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well.
    So many of his classcards will have a combination of positive and negative effects.

    His Hero-Power grants him the ability to adapt flexibly to the situation, but also shortens his resources. I'm not quite sure yet, if the Power is too strong or too restrictive, but I just liked the concept.

    Regarding the overall flavor, I'm thinking of the travelling entertainers of the middleages (I don't like the term "gipsy", but I guess you'll get the idea). So it's about entertaining and manipulating people. Card-themes could be related to shows, acting, fortune-telling - but also selling useless junk or snatching something from your opponent.

    Class-defining focusses shall be positioning of minions (aura-effects and changing positions on the battlefield), as well as ambivalent effects.

    example:

     

    I've been playing around with two different keywords I couldn't decide upon:

         

     

                 

    Both effects should work similar to the "Choose one" effects of Druid. So when playing a card, you might get something like this to choose from:

      or   

    Both keywords could grant more flexibility, though bribe is a little harder to balance (but also more interesting imo).

    As the hero power might burn down the deck quite fast, flexibility is the main benefit this class could grant you.  Finding the right balance might be challenging - but I'll surely try!

    Eager to hear your comments!

     

     @Muddler Honestly your heroes card art unsettles me. Something about the coloring I think, I can't explain it. I just hate it. Your hero power is a little complicated and I'm not sure really fits the class you've presented so far. Seductive minion, I like positioning effects and its a good card. Stunning waitress seems good to me. All in is the better keyword I think. It'll provide more open design as you can do some cool effects with it. The card you show is good for it.

    Quote from Pircival >>

    Fine, I'll present my class the usual way.
    Introducing... (thanks Cogito!)

    The Archaeologist cares about weapons. It is a weapon class through and through. What makes an Archeologist different from all of the other Blademasters? Well, it's more about exploration. The class will have plenty of card generation through Discover effects and token pools. Additionally, Izzy's weapons are more magical then swingy. It's new, unique keyword, Decay, makes all of this possible. Decay will find it's home mostly on weapons, but minions that give Decay will be found in Archaeologist too. My five showcase cards will show different archetypes of Archaeologist. DeathrattleWeaponControlArmor, and Discover are these unique archetypes.

     

     

    As you can see, Archeologist takes old and new concepts and revitalizes them in new and interesting ways. (explanation for each of the cards coming soon).

    I actually finished Archaeologist's Basic and Classic set, with 10 or so extra cards. Tell me what you think, the cards are all down below!

    Basic: 

    Link: https://imgur.com/a/sUl5fAA

    Fossils: (will be changed later)

     

     Classic:

    Extras:

     

    Additionally, I made a roadmap of what I'm going to support in Archaeologist. Here's what I have so far (up to change)!

    • Classic: Weapon focus
    • Un'goro: Elemental focus, Discover
    • KnC: Weapon focus + buffing, armor
    • KoFT: Armor focus (decaying armor), taunt
    • Boomsday: Board manipulation, mechs
    • Witchwood: Shuffling, heal
    • RR: Discover, Miracle

    Tell me if you dislike any of these archetypes and if you think of any that could fit the class! I would love all of your feedback.

     

     @Pircival. WOW, you put in a lot of work early huh. Man I wish I had your levels of dedication. I tend to only focus on the task at hand and that's it. Now I'm sure you know you can't show off token generating cards like the quest, but I do appreciate it being here to look at. Seems you like weapons, neat, it works. Uncover, I don't believe there are any random basic cards at all. They are called basic for a reason. Don't believe it should be here. Mystery Depths also feels a slight bit out of element, however since we won't be visiting GVG or other sets with a lot of heavy random effects you could sneak it into your core. I think you are way too heavy on weapon focus and too many things do Decay. There aren't a lot of classic cards with class specific keywords for a reason.

    I do like the flavor and the general feel of the class, but I think it's a slight bit too cluttered at the moment.

    Quote from Wailor >>

    After giving some feedback, I'll post my stuff.

    The Alchemist

    One of the core mechanics of the class is Transmute, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. An example of this is the Ratsearcher, which helps you to curve out.

    (I'll admit this pun made more sense when the card was a 1/1/1 that drew a 2-cost minion, as 3 mana is definitively too big for a rat)

    In order to support Transmute, the Alchemist has in-hand and shuffle effects:

    Lastly, another running theme the Alchemist has is enchantments. However, unlike Paladin and Priest, who focus on stat-buffs, the Alchemist will provide more wild effects, such as the one feratured in Essence of Frost:

     

     @Wailor. Hero power shouldn't have a keyword. It needs to be simple and support your whole aesthetic. I know you want it to do that, but maybe add that effect to a hero card later down the road! Otherwise, I do really like this keyword. I think your other cards are solidly balanced. Mr. Clyde I imagine would be really useful in a deck that spawns a lot of lil dudes.

    Quote from McF4rtson >>.

    K, here's a mockup of my submission post.

    The Spiritwalkers are mystical, highly experienced tauren casters. They are in constant contact with their ancestors in the spirit realm, and the burden of this slowly turns their fur white. While most Spiritwalkers are indeed Tauren, some shamans of other races can achieve a state similar to this. No matter their race, a Spiritwalker maintains the balance between the living and spirit worlds.

    This is an extremely draw heavy class, which experiments with tutoring as well. Due to my class design philosophy, this class is geared towards... nothing. There is no one playstyle it focuses on. Just the Hero Power alone can be used aggressively, or to gain an edge in combo-related matchups.


     


    To counteract the inherent power of the Spiritwalker's Hero Power, I have a negative keyword. Willpower is a collectible Basic Card and is like the Silver Hand Recruit of Paladin, the Treant of Druid, or even The Coin for Rogues. Some of the best cards have this keyword attached to it, forcing you to be careful when drawing too much, as this class can draw a *lot*. 

    Other themes, or cycles, the Spiritwalker focuses on (the ones listed start from the Basic set and stretch throughout the class) are "At the start of your turn" effects, Taunt, and draw power/tutoring. Willpower, of course, is also a recurring theme just like Silver Hand Recruits are. Each expansion also brings new, sometimes admittedly a little out-of-the-box, archetypes.

    • The Classic Set introduces Spectral, the class' unique keyword, and Immune, a secondary keyword that is used, much like Windfury for Shaman and Divine Shield for Paladin.
    • Far later in Boomsday, the Spiritwalkers research dreaming, and the dream, of course, is having a board full of 10-Cost minions. Their archetype will revolve around them cheating out 10-Cost minions and being rewarded for doing so.
    • In Rastakhan's Rumble, they call upon Rhunok the Bear to grant them great strength. They revolve around Overkill, a mechanic that admittedly has fallen flat, but the Spiritwalkers try to prove otherwise.

    Here are my example cards

    The showcase cards aren't set in stone, of course. Might even swap a card out entirely. I'll also add in-depth card analyses for all of them as well.

     

     @mcf4rtson. Passive hero powers are a no go for me and as an added bonus this one is directly stronger than Warlock's Hero Power. I would go back to the drawing board for that. But of course, that also destroys your willpower mechanic that you balanced around your hero power. I think a cheap damaging spell that cycles is also too strong. Especially one that cycles itself, even at the cost of other cards. Maylygos would love your 'downside'. I'm not really feeling this and I don't think a class should be balanced so heavily on the hero power.

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

    Well, Howdy y'all. Hope you're having a good day, evening, whatever out there. There's some pretty neat stuff so far in this thread when I skimmed it. I'll get to looking through fully and giving some feedback once I get my stuff posted. I wasn't sure if I was going to jump into this because I kept drawing blanks and scrapping my ideas. (This is like, my 6th different class I brainstormed for. Each other one felt more restrictive, or I didn't fall in love in the flavor. Etc.) No keyword, not a lot of flash to show right now. I am not quite sure where I'm going fully with the class but I do feel I got a good base that I have eked out here. I'm open to any and all suggestions, direction, criticisms, whatever, lay it all on me. So, without further spiel from me let's get into it!

    Introducing, The Runemaster. Runemasters, arcane barbarians, punch wizards, whatever you wanna call em, are a bit like a battle mages and monks love child with a cool name as an added bonus. More lone wanderers and wardens of the world. They harness arcane power to improve their own fighting prowess. Capable brawlers in their own right, they seek out battle and are prone to putting themselves in dangerous situations for nothing more than the thrill of the engagement.

    AelithraHero Power (Masters Rune)

    Calming WaveCorrupted InciterStrike From Within

    Arcane MonkGushing Blow

    I think the cards kind of speak for themselves right now. Outside of Gushing Blow they all mostly have synergies with each other. Clearly a class that wants to try and mow you down with sword and sorcery abound. I thought Gushing Blow would be a pretty cool control/tempo card to force your opponent to go from a bad situation to worse. Not part of the base/classic set but something to add to one of the expansions down the line as power levels increase. I really like the 'Enrage' type effect. Not everything is solely designed around that, but it's a main core component. I'm not sure if this is fully balanced or not. I feel most of it is pretty on target though.

     

    Posted in: Fan Creations
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    posted a message on WCDC Season 8 Finale - Mini Comp #7 (Final Poll)

    Legendaries are flashy, that's probably why.

    Posted in: Fan Creations
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    posted a message on WCDC Season 8 Finale - Mini Comp #5 (Discussion)
    Quote from Turkeybag >>

    @Wailor

    Thanks for the help! I ended up going with the below art I found as I think it has some really cool Gilneas flavor, especially with the shadow.

     

     Alright. So it's Prince Liam meets Elise kind of. It doesn't seem too terribly powerful. Interesting card, looks good to me.

    Quote from Noah_McGrath >>

    I hope i didn't make this too complex.

     

     

    I would say this is a very complicated card and would be too complicated. Compare it to Rin the Disciple which basically has the same end goal  effect for a much more straightfoward card.

     

    Posted in: Fan Creations
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    posted a message on WCDC Season 8 Finale - Mini Comp #5 (Discussion)

    Hey y'all. Murder mystery sounds like a fun concept. Receiving knowledge from the deceased is something that happens, so why not a rogue spell that fits that flavor?

    Second-Hand Knowledge

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition - Season 8 Feedback
    Quote from Sinti >>
    Quote from Wailor >>

     This is the first season I'm actually active at Fan Creations, and I must say it has been a blast. Thinking of a different requirement every week is pretty good creative gymnastics, and I really enjoyed the feeling of getting better at this every week.

    The only thing I don't like is that most people tend to be a bit too selfish in the Discussion thread: they just go there, drop their cards and expect to get feedback without giving none. Of course, there are exceptions (linkblade91, Sinti, TheProgenitor and a few others). I don't know how to fix this without enforcing more severe rules, which wouldn't be good for WCDC either :(

    We dont want to force ppl to give feedback in order to receive it. But they will find quite fast that if they dont give feedback back or if they r being entitled about it, others will just ignore their cards in the future. Yes, we would all like if more ppl gave feedback on average, but it is quite time consuming, if you dedicate yourself to it, so i can understand if ppl dont want to do it. But they should return feedback to at least one or two persons (preferably those who gave them feedback in a first place), they dont have to give feedback to all ppl in the thread.

    Quote from TheProgenitor >>

    I thought the requirement to choose cards for the Hall of Fame in the Big Comp was interesting. It allowed for people to expand their design space for cool ideas that wouldn't otherwise be possible. Even though I didn't take advantage of that, others did, and I think it would be a cool feature to include in future Big Comps at least as an option. As more and more sets get released, design space gets smaller and smaller, and coming up with ideas that are both interesting and balanced gets harder and harder. Being able to retroactively remove or alter problematic cards could open up a lot of options. I think this applies especially to a class comp; in the imaginary world where our class exists, I presume it'd have been around from the beginning, and problematic cards wouldn't have been made in the first place. The feature would have to be limited, of course, else people could make whatever broken garbage they want, but something like we had this Season could be fun.

    To be honest, i absolutely hated that ppl did this. It felt incredibly unfair to me, since the cards some ppl HoF'ed were the cards many players want that to happen in the real game and it was a pretty cheap way to garner votes.

    With that said, this reminded me of something i keep saying each big comp: I would want to see a standardized format for a submission in each phase. Ppl who can use this forum's tools better, can format their post nicely and/or can make a nice banner etc. tend to get a big advantage over others. Yes, some ppl r plain lazy and will submit whatever no matter what, but it shouldnt be that hard to make a standardized layout and help them with that and bring everyone on the same level - presentation wise. So it would be more about the actual cards and not about the fact that you wont even bother looking at some submissions due to their formatting.

     A standardized template or something everyone could use for those competitions would be absolutely fantastic. I support that entirely.

    Quote from Wailor >>

     This is the first season I'm actually active at Fan Creations, and I must say it has been a blast. Thinking of a different requirement every week is pretty good creative gymnastics, and I really enjoyed the feeling of getting better at this every week.

    The only thing I don't like is that most people tend to be a bit too selfish in the Discussion thread: they just go there, drop their cards and expect to get feedback without giving none. Of course, there are exceptions (linkblade91, Sinti, TheProgenitor and a few others). I don't know how to fix this without enforcing more severe rules, which wouldn't be good for WCDC either :(

     When I participate I do give feedback. I should probably start participating instead of just lurking like I am at the moment. (Speaking of which, hey y'all. Hows it going. This lore stickler still exists.) I just need to remind myself to come back here each day and get back into that card creation mood ya know.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]

    And I miss out again.

    I guess I just suck.

    Good luck to the rest of you guys. 

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]

    That's fair to say yeah. Quests do tend to offer board wide or deck wide effects. Not every quest does but some, yeah. Either way I still feel Red mana and 'tide' which you have to manage definitely crosses the line for me in terms of mechanical design. But again, I'm just one person and people must clearly enjoy it since plenty of votes have been thrown your way. Red Mana feels like that one step above Even/Odd. It's more about managing your mana in different ways that thinking of building your deck in different ways. Even/Odd is like Reno. It forces a different archetype with a benefit for the drawbacks. I reckon red mana can be considered the same, but still I'm not the biggest fan. Too much micro-management style for me. I don't play Hearthstone to do that. There are plenty of other card games with more intensive rule sets.

    I'm only introducing 1 keyword myself and that's enough for me. I had another that got scrapped which was basically the Delay from that other guys post, but limited to one turn, which I realized if I did want to push that kind of card I can just say Battlecry: at the start of your next turn then follow with whatever I needed. 

    I do like the custom UI thing you put in your presentation, that was good stuff. And for Tide from Giz4s  post I also thought about how that could potentially be cleanly put in the UI with water going up and down your Mana bar. Goes past 1 at 1, 2 at 2 etc. Like a non-invasive light blue color when you play those kind of cards. Alternatively you could go the C'thun route of just showing it each and every time. But again I felt like I was managing resources.

    Anyway, I wish all my competitors the best. I didn't hand out as many votes as I usually did this time. Not enough stuff was appealing to me, but maybe I can go re-look at folks posts again in a few days with a different perspective.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]

     

    There are so many...complicated sets or mechanics that I just don't enjoy, but I guess I'm alone on that.  I still think stuff like Red mana is way too much for Hearthstone. It just breaks the spirit of the game in my opinion. The core mechanics of hearthstone has...never changed. 30 card decks, you start with 30 health, Mana is spent on resources and you only get 10 of them, ramping up each turn naturally or through cards in druid largely. 

    Any board effect states or, stuff like Tide I just am not a fan of at all. Hearthstone likes to keep itself simple and asking players to construct decks with red mana, or remember their 'Dive' status,  Or how many Tide ticks they are on just isn't feasible in my opinion. At least, not in the current state of the game as it is. There are some really cool designs in those sets but I just can't in good faith vote for something like that. 

    I know it's fan creations, I know we're allowed more freedom. We don't have to abide by hearthstones rules. But it still seems out of place to me. I just try and think of things we could reasonably see the team doing and unfortunately for me none of those fit the bill. We're ideally designing things for Hearthstone y'all. 

    As a whole we seem to have gotten a lot fewer entries than the last few competitions I was a part of. Perhaps because it's bigger, but I feel like we're missing out on some neat stuff. We got some clear favorites early on that definitely I can see why they get what they get. 

    @CheeseEtc. Interesting statistics. I only swapped in divine favor because a ton of people absolutely did not like me unnerfing innervate and including it in the hall of fame for some reason. 

     

     

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]

    Strangely they didn't give a time warning as they have with each other big event. At least, I thought they did each past event but maybe I'm wrong here, but I thought I remembered them at least giving 24 hour warnings and I don't notice that here. 

    *Unless they did and I just read past it like a derp*

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Submission Topic]

    YEAR OF THE LION! rawr INTRODUCING! THE YEAR OF THE LION!

    Courage, Honor, Strength, Wisdom, Royalty. These are the kind of things you might attach to the mighty king of the jungle. One of the things I appreciate most about Hearthstone is how many cards are incredibly flavorful and how even a simple Silverback Patriarch can tell a story, that is my goal with the year. That is my goal, to attach my expansions to the figurehead of my year and tell a story throughout. We will visit the Barren Wildlands, Siege Stormwind, and Journey through the mists of Pandaria.

    But First! What are we rotating?

    1. Divine Favor: Paladins have had a long history of being able to rush minions out onto the board only for this card to keep them up in pace and card advantage. It's too strong of a draw tool in the current state of the game where it's easy to use. I think this is the number one card that needs to be removed from the game in the current state, as much as I do enjoy playing my weenie decks. It's just too good for aggro.

    2. Doomsayer: I love this card, but I think having it around will hurt design space in the long run for standard. Doomsayer has had a long history of usage in a variety of control and combo decks. Often used powerfully in a combo or to stall your opponent's early game, it's a card that has a pretty varied but oppressive at times history for Hearthstone. I think it's past due for this card to receive the treatment to go to wild.

    3. Gadgetzan Auctioneer: Miracle Rogue has been one of the longest standing decks in the entirety of Hearthstone, and while it has changed throughout the years, it still exists in some form even to this day. I do not want to change Auctioneer but I think this has been a long-time coming for this guy to visit the wild.

    And now, onto the expansions.

    First Expansion, The Barren Wildlands: The Barrens is a tough place to live. It's a place where everything and everyone wants to kill you. If the tough savanna  conditions don't get to you, surely the numerous wild creatures and inhabitants will. It has everything from centaur, quillboar, wild elementals, beasts, pirates, to even the horde and Alliance skirmishing all inhabiting the same space in these massive swaths of land. You'll certainly need every bit of your resolve to survive out there.

    Disarm Trap Echeyakee

    Disarm Trap: Pesky secrets got you down? Well fear no more, because do I have the deal, ahem, card for you! A valuable, but niche rogue tool.

    Echeyakee: Where would the year of the lion be without the reclusive white lion of the Savanna. Although be prepared, he comes with a few friends! Ideally built for mid-range hunter decks or a fringe control deck.

    Second Expansion, Siege of Stormwind: Time to head on out to war! What if there was an expansion where the modern version of Stormwind, the capital of the Alliance, is sacked by the Horde. Gnomish Airplanes battling Goblin Bombers. Tauren charging through the gates as Night Elf rangers defend from afar. Etc, etc. The set will focus on the battle of the two nations and provide a variety of cards relating to this theme of honorable and dishonorable warfare. It also introduces a new keyword, Duelist. Only one enemy minion may attack a minion with Duelist per turn.

    Dueliest Putrid Gargoyle Gnomish Gunner

    Duelist: What better way to add dimensions to hearthstone than through an honorable duel. It's a rather unique keyword that can provide for some interesting card ideals.

    Plagued Gargoyle: From the skies comes true horror! This slow killer isn't afraid to take it's time with its prey. A slower control card for rogue.

    Gnomish Gunner: This pesky little gnome swoops in on the battle-field doing a fly-by on the board before settling in the skies above. A strong neutral AOE card, plus it's a gnome! Who doesn't love gnomes. Ignores Taunt is pretty unique and won't be on too many cards.

    Third Expansion, Veiled Mists of Pandaria : For our third and final expansion we travel the ancient lands of Pandaria. There are plenty of mysteries to uncover, adventures to be had, and lessons to be taught. . After both factions have been at war, it's time for them to learn about the balance of the world they are in. One of the more unique mechanics is of the classes learning from one-another, and as a result there may be a few cards with keywords they otherwise don't have access to.

    Zandalari Bishop Lorewalker Cho

    Zandalari Bishop: Ey, Mon! You be needin healin' or you need ta shut up.  just think this is a real well rounded card that fits priest. Has the option of heal synergy or silence synergy allowing it a wide use in a variety of decks

    Lorewalker Cho, Enlightened : Cho has seen the error of his ways allowing both you and your opponents access to the spells you play. This is a pretty strong neutral minion. Could make for some enjoyable times.

    In Conlusion: I'm here to give you a different kind of experience from most, I hope. I don't have any cards shown but one idea I do have is cards that tell the story of a say an orc grunt in the Barrens becoming a commander in the Siege of Stormwind or other ideals. I also wanted to give a big thanks to Vilegloom for the icon and to everyone in the discussion thread who helped me out on this.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]

    Oh dude. I thought secrets were labeled as Secrets, but apparently not. Here's the correct version. It's supposed to be a secret itself lol. My bad, I formatted that card wrong.

     disarm trap

     

     

    Posted in: Fan Creations
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