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

    THE RESEARCHER

    The Researcher class is all about science and everything related to that. Its flavors can include artificer-like things, knowledge and information, sci-fi or steampunk themes and more. The class is good at card draw, but its cards are often situational or combo-dependent, so you'll end up needing the card advantage you get to make up for those drawbacks. The class is more focused on spells than minions, and has many cards that synergize with them, although we won't see that too much in basic yet. However, the class can play minions, and has ways of having them survive for long times and get a tempo advantage when combined with spells.

    Keyword: Study

    Study works sort of as a situational Combo, but also works if the previous card was played last turn, as long as it fits the condition. In cards, study would be formatted like " Study a Spell: X" where the word 'Spell' could be replaced with any other condition, and X is the additional effect the card gains.


    Example Cards

    • Stormbringer is a decently-sized minion with an effect that's very good with small spells or if you can get it to stick on the board for a couple turns.
    • Critterize lets you get a good trade on an enemy minion with your own, or can be used with a ping effect to kill the target easily. Good situationally or when you can combo with it, like many cards in the class.
    • Death Ray lets you kill a minion for slightly less mana than normal, but has a slight restriction on what it can target. Strong but inflexible.
    • Rummage lets you dig through your deck a bit faster. As long as you don't mind the discard too much.
    • Defensive Array lets you get good trades with your minions and keeps them safe. Even though the class doesn't focus too much on minions, it likes keeping those it has well protected and has several minions that get good value if they stay on the board long enough.

    Remaining Cards


    Previous Phase

    Phase 1

    Posted in: Fan Creations
  • 5

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

    The Researcher


    Researcher is a class that is all about knowledge, science, and everything related to those. The class can draw cards well, but to balance that out, many of its cards are combo-dependent, situational, or have drawbacks in other ways. Researcher is unlikely to have cards that can answer to a situation whenever and with no trouble. Spells are another important thing for the class, and many of its minions synergize with them.

    The class also has its own keyword, Study, which gives you a benefit if the last card you played fills a specific condition. Here I have Replicable Results, a spell which uses Study, as an example of the keywords formatting and of what could be done with it. In card text, it is written like "Study a (condition): X", and while uncommon, some cards, such as this one, might refer to the card that has been Studied. Replicable Results itself could be used to gain value by copying some big minions, or to duplicate minions for combos.

    Deduce to Reduce: Researcher gets good card draw tools, and Deduce to Reduce is one of them. Same cost and same amount of draw as Arcane Intellect, but this lets you have some control over what you specifically draw, and gets through your deck faster. In a combo or control deck, you could use this to get those combo pieces or answers you need at the moment.

    The Cost of Progress: For just two mana, this destroys a minion, but with the hefty cost of discarding two of your cards. If you can overcome that cost, it's quite strong. You could draw more cards to replace those you've lost, use the hero power to avoid having to discard valuable cards (the token goes to the right side of your hand), or you could play a tempo-like deck where the efficient way to gain board advantage is more valuable than the card advantage you lose.

    Brain Blast: A removal spell that is made more powerful by the card draw in the class. Especially strong in decks that tend to keep their hands large, like control and combo.

    Laboratory Guard: One of many spell synergy minions in the class. Could be used as a finisher in a miracle-like deck, if you can keep it alive for a turn. Buff this up with an Abusive Sergeant or something similar, then spam as many spells as you can for a large amount of burst.

    Posted in: Fan Creations
  • 1

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase II [Discussion Topic]

    @Shatterstar1998 Only taking a quick look through these cards at the moment, but here's a few things I want to say.

    Mjönir seems very strong for me, basically giving your next 3 hero powers "give your hero +3 attack" for 1 mana, and that's without considering the possibility of having armor from other sources (not rare for a warrior). I'd nerf it. 

    Many of the start of game cards seem like net positives for me, even if the effects you get for playing them are not the best, and that's not good. It's arguably fine if the thing you get from start of game effect is only good in a specific situation/deck (even then i'm not a huge fan), but some seem like they could just go in almost any deck and make it better. The biggest offenders in that regard to me are the Rogue, Druid, and Warlock ones.

    Both the rogue and druid cards guarantee that you'll have early removal in hand, and without the cost of actual card advantage, if they're just added to your hand. The warlock card gives you a strong boardclear that's also a big taunt, unless you get bursted down from above 10. To me that seems far too easy to get. 

    Posted in: Fan Creations
  • 7

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

    The Year of the Mech

    Welcome to the Year of the Mech. This sets gains its name from the first two sets, which both try to revisit some of the flavor themes last seen in Goblins vs Gnomes, and bring back the Mech tribe that has received an awfully low amount of support after GvG rotated out.


    Set 1: Westfall Redemption

    In the region of Westfall, law and order have collapsed. In the already chaotic region, a valuable material used for mechs discovered underground adds more complexity to the situation. Gangs fight each other and themselves for that material, opportunistic engineers offer their services for anyone willing to pay enough, or construct their own mechanical armies to take it all for themselves, all while Stormwind struggles with bringing the region back under control.

    Westfall Redemption portrays, among other themes, the more volatile goblin side of engineering. Goblin engineers, ready to work for whoever pays the most or for no one else but themselves try to make do with what they have in the chaotic situation, Assembling impressive mechs out of nothing. Assemble is the keyword for the set. When you play a card that Assembles , you get to choose one of three mechs to summon . There's a total of four different mechs, but you will only have three to choose from each time you Assemble

    You can see each Mech created by Assemble in the following Spoiler (Credits to ThePixelDash from the r/customhearthstone discord for allowing me to use Hard Puncher for this)

    Example Cards:

    Desperate Engineer uses Assemble to create small mech tokens that help it stay alive, even if you have no other mechs for it to destroy for survival.

    Illegal Improvements is a prime example of volatile and explosive goblin engineering. Use it for a bit of burst and to make a mech that will be dangerous to leave on the board, but also potentially bad for your opponent to remove, or trade up with a mech and either get some face damage or remove another minion, if you're lucky.


    Set 2: The Battle for Gnomeregan

    From one field of battle to another, this time we join Gelbin Mekkatorque on his fight to take back Gnomeregan. Once the great capitol of the gnomish race, it fell when Sicco Thermaplugg deceived Gelbin to detonate a radiation bomb in the city against troggs, claiming that the gnomish citizens would be safe. The bomb only angered and mutated the attacking trogg force, and backfired on the gnomes, killing many of them and forcing the rest of them to flee. Now, the city is inhabited by leper gnomes, irradiated troggs, and the self-proclaimed 'King of Gnomeregan', Sicco Thermaplugg, driven mad by the radiation.

    Here, we continue to explore mechs, but in different ways than what we did with chaotic goblins in the first set. This set also contains a new keyword, Irradiated . Irradiated minions spread their sickness to others, making any minions damaged by them also become irradiated. They however are doomed to die a quick death, taking 2 damage each time they attack.

    Being damaged by Irradiated minions includes damage from other sources than attacking, so if you were to Irradiate something like Baron Geddon , it would be quite strong at spreading it to everything else.

    Example cards:

    High Inventor Mekkatorque is potentially a huge amount of value for some mech decks, filling your board with different mechs. The amount of mechs summoned is naturally limited by board size, and first summons copies of any mechs in hand, and then from your deck, starting with any at the top of your deck.

    Sicco, King of Gnomeregan can really cause quite a chain of explosions with his first effect, while his second effect makes those explosions almost certain to happen sooner than later.


    Set 3: Dalaran High

    For the final set of the year, we leave the Mech theme mostly behind and venture from Gnomeregan to another grand city, this one much more lively. In the great city of mages, Dalaran High is accepting new students! Prided not only for its high quality education on magic, technology and various other subjects, but also for it's top-tier sports team, the Dalaran Gryphons. So take out your books and your writing instruments, and make sure to not miss your lectures.

    Dalaran High has a new keyword, and a new mechanic seen in a cycle of 9 books, one for each class. The Study (X): mechanic gives you a reward if the last card you played was X, and the card could have been played on a turn before the current one. X could be many things, like card type (Minion, Spell, Weapon), specific cost, tribe or even some more specific requirements. Each class gets a Book card, which is a spell that becomes stronger as you play certain things during the game.

    Example cards:

    Field Study is a simple Study card for hunter. Being able to tutor a beast can come in handy, for example if you're playing a deck that runs mostly high cost beasts, you could play this in the late game after playing one of them to guarantee drawing another one. The part of the keyword in brackets not being bolded is intended, as with longer Study requirements, sometimes half of a card's text could end up being bolded, making it look very bad.

    Book on Magical History is the mage card of the cycle of Book cards. As with all other Book cards, the text first states what the card does, and then in brackets and italics, the thing you need to do this game to empower it. The number on the card increases whenever you play a card that improves it, so there's no need to track how many of those card you have played so far. This one could be used in some deck that happens to run many different cost spells as a decent amount of damage later in the game, or one could build a deck around getting the most out of it and using it as very powerful burst.


    Hall of Fame

    Mana Wyrm : Mana Wyrm is an extremely powerful 1-drop, and can snowball out of control very easily. Because Mage is likely going to get a spell synergy theme in Dalaran High, this could get even more insane there, so it is being rotated out. As a replacement, Arcane Artificer is rotated into the Classic set so that Mage still has a cheap spell synergy card there, but not one that is good on its own and snowballs out of control easily.

    Cold Blood : Cold Blood is both a very strong tool for aggressive decks and a cheap piece for combos. Rogue has a very strong Basic and Classic set that could do with removing one of their powerful cards. Gang Up is moved to Standard to replace it, as it is a much less powerful card that can be key to some really interesting decks. For example, it could be used in some combo with High Tinker Mekkatorque in a Mech Rogue.

    Cabal Shadow Priest ; This might seem like an odd choice, as this has hardly been a problematic card at any point. That is true, and the main reason for this rotation is really the card brought to Classic to replace it, Lightbomb . With this rotation, Priest will finally have a good board clear in Classic, which means that they won't be so reliant on expansions now, and that Blizzard won't need to print more and more board clears to help the class. Cabal Shadow Priest was chosen as the card to go because like Lightbomb , it is a tool for control decks. Having so many good cards for Control Priest in Classic could make the archetype far too good, and removing one might bring it to balance.


    And that is all. I hope you enjoyed reading it.

    Posted in: Fan Creations
  • 1

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

     

    Quote from Tomerick88 >>

    The more I look to design cards for this competition the more it is bothering me about the ambiguity around when the year is set.  If this was a real year it would not be treating un'goro, knights of the frozen throne and kobolds as standard because witchwood and the year of the raven exists but we don't have the full year of the raven to work with either.

    personally I'm just going to be designing cards that work in synergy with all standard expansions unless mods confirm otherwise but it really is a niggle.

     

    I think it's best to design the sets as if they were fairly far into the future with none of the current standard sets. And anyways I think it's best to design the sets of one year as existing together, without outside set influence, as it's a bit bad when half of the synergy cards of some theme rotate out, leaving the other half as useless.

     

    Here's two keywords I'll use in sets in my year, which will be Year of the Mech. Here's the list of Mechs that Assemble can summon. It works like Adapt, you get three choices and get to summon one of them. The X in Celebrate can be a lot of things. For example, it could be Celebrate (A Spell), Celebrate (A 1-cost minion), Celebrate (A Mech) and so on.

    Posted in: Fan Creations
  • 17

    posted a message on Hallazeal the Ascended

    That works differently and is a nerf if you have two hallazeals on the board at once.

    Posted in: Hallazeal the Ascended
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase IV Submission

    Storyteller

    Quick Summary:

    Basically how this works, is that after you cast a card with Fate, the next card will have the card text or extra stats stated in the card with fate. So if you have a card that says "Fate: +2/+2" and then play a minion, that minion has +2/+2 extra stats that can be silenced. This is applied before battlecry. If it adds a keyword like Deathrattle or Battlecry, it's worded like "Fate (Battlecry):" and that effect is added to the card text. When minion gives a fate, it's given when you summon the minion, as if it was a battlecry.

    Lore: Behind every famous hero or villain of Azeroth, there are countless storytellers spreading their name and telling stories of their deeds, like old Theodore here. He's one of the most well-known storytellers in the world, travelling across the world telling stories to whoever wants to listen and also collecting and writing new ones. Some say that while he speaks, the characters and worlds from his stories almost seem to appear out of thin air...

    Some themes: Buff cards, Fates and Fate synergy, conditional/possible to play around AoE and removal, tokens.

    Thematically, flavor is that the Storyteller writes stories and creates characters to fight for him instead of fighting mostly by himself. A lot of the cards are books doing different kinds of effects, storytelling tropes or summoning characters from stories to fight for you.

     Example Cards:

     

    Blackrock Mountain and The Grand Tournament:

    BRM:

    TGT Commons:

    TGT Rares:

    TGT Epics:

    Justicar Hero Power:

    Basic Set:

     and it's token and it's token

    Classic Set:

     Heroes of Azeroth tokens: 

     

     

     

    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Poll #2 of 2

    Silver Tongued Bard on my storyteller class is missing a " on the start of the flavor text.

    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase III Submission

    Storyteller


     

    Quick Summary:

     

    Basically how this works, is that after you cast a card with Fate, the next card will have the card text or extra stats stated in the card with fate. So if you have a card that says "Fate: +2/+2" and then play a minion, that minion has +2/+2 extra stats that can be silenced. 

    Lore: Behind every famous hero or villain of Azeroth, there are countless storytellers spreading their name and telling stories of their deeds, like old Theodore here. He's one of the most well-known storytellers in the world, travelling across the world telling stories to whoever wants to listen and also collecting and writing new ones. Some say that while he speaks, the characters and worlds from his stories almost seem to appear out of thin air...

    Some themes: Buff cards, Fates and Fate synergy, conditional/possible to play around AoE and removal, tokens.

    Thematically, flavor is that the Storyteller writes stories and creates characters to fight for him instead of fighting mostly by himself. A lot of the cards are books doing different kinds of effects, storytelling tropes or summoning characters from stories to fight for you.

    Example Cards:

    Silver Tongued Bard is a really simple Fate card. It has slightly higher total stats than Shattered Sun Cleric, but instant buffs are in some cases superior to Fates. For example, you can't buff an old minion with any Fates to be able to attack with it instantly. This is my card for Challenge #2. Flavor text: "He's the best bard in all of Azeroth. That's what he says, at least."

    Forgotten Monster is my card for Challenge #1, requiring me to make a common minion that costs 7 or more. It has higher stats than an average, but needs a buff for it to activate. One easy way to make it have 7 attack is use your hero power before playing it, which makes the Fate give it +1 Attack. Flavor text: "He might seem all big and tough, but all he really wants is attention."

    Deus Rex Machina is really strong if you can get the effect to trigger, but it's also really easy to play around, just stay at 6 minions. Might be a bit weak just because of how easy it is to play around. Flavor text: "Goblin storytellers tell okay stories, but they put Deus Rex Machina in almost all stories. You can't just add a giant robot dinosaur to A Hero's Journey from the First War, even though it's totally radical and cool!"

    Iloes, Fate Keeper can make all your fates so much stronger. The way this works is that if you play a card with Fate while you control this minion, the fate will apply twice to the next minion you summon. For example, with Unending Tale, you can play this, Unending Tale and some minion for 6 healing and two Unending Tales. Flavor text: "Keeping track of all fates is a tough job, but it had always been her fate to do this. No, really, it says so in these books."

    Remaining Cards:

     

    Common card explanations:

    Great Encyclopedia is a bit like Velens Chosen, but sacrifices some health buff for 1 extra spell damage and is a fate.

    Cliffhanger is a decent spell for removing minions, but your opponent can play around it with proper placement. If this kills the minion on the first 3 damage, it will do the second 3 to the next leftmost minions.

    Unending Tale is a card to push a slower Storyteller archetype. You can use this for basically infinite healing if you can summon a minion between each cast. 

    Book of the World was one of my example cards in Phase I. It's good against aggro, as you can play this turn 1 and play a 2-drop on turn 2 for a taunt.

    Plot Armor is basically Redemtion, but you have some more control on what minion it will target and your opponent knows that you have it.

     

    Rare card explanations:

    Alignment Shift is an AoE your opponent can kind of choose when to trigger. 

    Plot Twist was one of my Phase I example cards. Possibly very powerful, but your opponent can play around it. To clarify, this forces the minion to attack, so both the chosen minion and the one to the left of it take damage.

    Sword in the Stone makes one of your minions a Frostwolf Warlord. It's a bit different, though, as this is an aura effect and changes if you gain or lose minions.

     

    Epic card explanations

    Writer's Block is inspired by my complete lack of ideas on what to make for several days while working on these. He's an above the average statline taunt, but has a severe drawback if he stays alive. 

    Hero of Legends can get really strong with some of the Fates and especially with the classic legendary, Iloes, Fate Keeper. To clafiry, with that, any fate that would apply to this would be activated three times.

    Heroes of Azeroth basically summons you a small raiding party. A bit comparable to Call of the Wild, but you need to play all of the tokens, which are in the spoiler below. They work pretty well together, but you can also play them separated if it's good for your current board state.

     

     

     Basic Set:

      Tokens: 

     

     

    Posted in: Fan Creations
  • 11

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Submission

    The Storyteller

    Quick Summary

    Lore: Behind every famous hero or villain of Azeroth, there are countless storytellers spreading their name and telling stories of their deeds, like old Theodore here. He's one of the most well-known storytellers in the world, travelling across the world telling stories to whoever wants to listen and also collecting and writing new ones. Some say that while he speaks, the characters and worlds from his stories almost seem to appear out of thin air...

    Uses the Fate mechanic, which can be seen on the hero power Not seen much in this phase, because of how you can't use it in basic cards. All Fate bonuses are applied before the minion's battlecry.

    Some themes that can be seen in this phase: Buff cards, powerful AoE and removal your opponent can play around, tokens.

    Flavor is that the Storyteller writes stories and creates characters to fight for him instead of fighting mostly by himself. A lot of the cards are books doing different kinds of effects, storytelling tropes or summoning characters from stories to fight for you.

     

     Example Basic Cards

    Book of Power is a really simple buff card, possibly useful in aggressive decks to make their small minions a bit bigger and to deal 4 extra damage. A bit like a reverse Velen's Chosen. 

    Death of a Mentor is one of the classes removal spells that can be powerful but can also be weak if your opponent plays around them. In this case, if your opponent plays their weakest minion first, they'll mostly avoid this effect and you'll have to trade into their older minions to be able to kill the bigger ones with this.

    Magician's Book is a potentially powerful AoE for the class. It's a bit like a Doomsayer, but your opponent can't do much to counter it, apart from not playing minions that'd die to it.

    Example Challenge Cards

    Lost Letter is for Challenge #2, which required me to use a Pokemon as art for a card. It summons basically four 4/4 minions for 6 mana, which is really strong, but killing one of them weakens all of the others, making it easier to kill the rest. 

    L. R. Warcreat is for Challenge #3 and is my legendary card for Whispers of the Old Gods. He's a pretty obvious Lovecraft parody, I just had to use him for WotOG, it just fits so well. Old God's Fates are 2-mana spells based around the old gods. You can see them in the spoiler below.

     

    Yogg-Saron's Madness can force your opponent to play a bit awkwardly, but also affects you. However, you can trigger the silence with your hero power if you really need to play something.

    C'Thun's Gaze can be really strong with a big minion, essentially giving them a C'Thun battlecry. Strongest minion for this is probably Deathwing, which clears the board and then does 12 damage to the opponent's face. Also, this card showcases that Fates can give minions Battlecries. They of course only work when you play the card from your hand.

    N'zoth's Corruption can be really strong in the right kind of a deck. You can summon a Sylvanas or other big deathrattle minion with this if you run any of them.

    Y'Shaarj's Wrath is basically the Madam Goya effect but on the next minion you summon and as a Deathrattle. 

    Other Basic Cards

     (and token  (and token 

    Tale of War is one of the few unconditional AoE cards in this class. Also summons a decent-sized minion.

    Reading Ahead is an interesting card draw spell that generates a bit of extra value if you draw some good card. Can also be a bit bad if you draw some card you don't really need two of at the moment.

    Spellbook is potentially good early removal that you set up before your opponent plays a minion. A bit like snipe, it can backfire if your opponent plays around it.

    Book Rain is really simple, just a two-cost spell that summons some small minions. Total stats is 3/3, which is a bit above the normal 2-drop, but I think that statline is worse when it's split between 3 small bodies.

    Find Page is a fairly simple card draw spell. Only draws spells, which can be good if you need an answer to a minion but can also be bad if you'd rather have a big minion to play yourself.

    Lil' Bookkeeper is a small buff on a small minion. I didn't use the (+2 Attack/+1 Health) thing I used in Book of Power in this, because this would be unlocked later as you level up the class and new players can probably understand buff spells from the first one.

    Scribbled Notes can generate some really good value if you get a copy of a big spell with it, but it'll cost a bit more.

    Posted in: Fan Creations
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