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    posted a message on Custom Class Competition #8 -- Submission Thread | Week Three

    The Stylist

    The Stylist is concerned with looking good.  Last week revealed the all-eyes-on-me keyword of the class, Couture - an activator that triggers after the minion has been targeted by anything, friendly spells, enemy spells, enemy minions, hero powers, and so on. A natural synergy for directing the attention of attacks, on top of just being thematically fitting, is taunt. Since the baseline of the importance of Spell Damage and these other keywords was established last week, this week I bring you cards to flesh out niches, and offer more interesting ways to utilize some of the Stylist's tools.

    Showcase

    To introduce the showcase cards:

        With the apprentice set, the Stylist has two Lifesteal spells, both of which are thematically tied to barbering. They both deal 0 damage at base (one direct, the other AoE), so they are dependent on Spell Damage, which is a major focus of the class. As such they have many opportunities to wield Spell Damage, as well as rewards for doing so. For example, Networking can be used to find more resources regardless of what your deck is built around. Cast it on a minion with Spell Damage to find a different minion with Spell Damage, or Taunt, or the class keyword Couture -- the list goes on! It takes into consideration any enhancements minions received, which the class supports as targeting your minions will activate the keyword, as does this spell.

        Warpweaver Hashom is an introduction into another side of the Stylist. Transmogrification is key to a good look. Hashom will take all your minions of the sad Common variety, and turn them into stars. As the plan for this class would be for it to have been released after Ashes of Outland, there would be a Legendary minion in Standard for the Cost of every Common minion, with Hashom himself fulfilling the 0-Cost spot. With his specifications, he could be a card either just for fun, or built around targeting specific minions. For instance, maybe you want a Reliquary of Souls seeing it would be a good target for some of your buffs that you wouldn't otherwise have, and can guarantee it with any 1-Cost common.

    The Rest of This Week's Cards!
     

    Much of this set works in tandem with previous cards. Although currently limited, the Stylist does use weapons. As well, healing enemies is a common drawback, although the class has many healing resources to begin with. Similarly to Rarity being a mechanic, Cost is also somewhat of a focus, though not as prevalent as, say, Spell Damage.

     Thanks for stopping by!

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Submission Thread | Week Two

    The Stylist

    The Stylist is a flashy class based in fashion, performance, design, and so on! They utilize a lot of healing for all characters, including the enemy as drawbacks. They can still deal massive damage with a heavy focus on Spell Damage which can be acquired in a number of unique ways, from tailors who make enchanted cloth worthy of the mightiest spellcasters. We also care about our minions looking good, which is why we utilize Couture:

    With this, a minion gets a special effect when anything targets them: Hero Powers, spells, and even minions' attacks! Everyone will be looking at them, which is why Taunt is another particular focus of the class.

    And now, onto our featured cards

     

    And the remaining cards!

     

     

     

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Two
    So I still end up being very late, but I am determined to at least give some feedback. I don't know if I'll end up posting my draft before submitting with how it looks like time will allow. Anyway,
    Quote from Laurendor>>

    JollyCroquet

    I prefer more the new version of Locked and Toaded, I do understand the tarot card but i think it's worded in the wrong way, I still think that should be worded like this but i might be wrong ("Until your next turn, whenever your opponent play a spell, add a random spell to your hand." ) :)

    Also from the lore, Fey are actually a thing in Warcraft 

    Fey

    A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped or have human-shaped portions (such as a humanoid torso and the body of a stag or other wild creature).[33] (MG 189) Humanoid fey creatures do not appear to exist in World of Warcraft World of Warcraft, at least identifiable by name. Faerie dragons are also fey, and this is reflected in the names of certain subtypes such as Fey Dragon and Fey Drake.[39][40][2] (APG 207)

    This are my final tweaks guys, if you got any feedback more than welcome otherwerise i will post it to the submission thread :)


    I decided to remove some cards related to the Blightburst and to focus more on this mechanic in the second part of the set.


     OR 

    Still unsure on which Legendary I will put forward. I prefer the second option but considering that only 2 cards generates Blightburst at this stage it might be less powerfull. Saying that if builded correctly it can still be an OTK card which is what i wanted. 

    I decided to keep the giant and I moved the Forbidden Pathogen to Epic. Both these cards fulfils the challenges.

    I totally reworked the Blight Apostle and introduce a mechanic that will be used in the future sets. Slimification is a new card that follow the same synergy with healings (edit; momentarily removed because i saw a problem on the artwork - thanks Jean! / fixed.) . Outbreak is a Blightburst generator.

    Ray of Sickness has been reworked, now has a synergy with Infect and debuff without "triggering" it. Slime Molding is now a common card, might drop the cost to 4.

        I like the mechanics you're showing. The theme of the class feels very coherent. I think the second Vezkil has a more interesting design and you could always introduce more blightbursts in the second half of the initiate set. I haven't done any referenced math for Slime Molding, but it feels like 4 would be reasonable. Feels like you've got enough so far to introduce the idea behind the class and what would set it apart from the existing ones.

    Quote from Klipce >>

    Hey everyone ! It's been a while... Sorry, I didn't have time to give feedback, I'll try to get to it this weekend. Still, I've been working a lot on my set.

    Neutrals

    Rares

    Epics

     

    Legendary

    What do y'all think ?

         I don't know if I'm missing it or misunderstanding the rule, but I don't see what past mechanic is being used here. I also feel like Twin Paradox and Statis should switch rarities, but that's kind of a minor point. Otherwise, I feel like this is a good showing of half an initiate set. There definitely feels like there's room for other nuances in direction for the second half. I do like this take on a chronomancer, though. The vibe makes a lot of sense and has interesting enough mechanics without overcomplicating anything.

    Quote from MvonTzeskagrad >>

    So, before I finally get to release my set, I wanted to hear some thoughts:

     

    Token:

    More soul remnant cards and stuff to come in the next set.

     

        Liking the set so far. I would suggest adding the stat values of the Spirit Remnant cards, like cards such as Fire Fly do. The balance seems on point. Signe could become too powerful depending on what you choose to make, though. I would also warn against becoming too reliant on the Spirit Remnant synergies. As long as the class offers tools to make a deck without them, you should be fine. I do see the other themes in minion buffing, and certainly some creative ideas among your cards.

    Quote from MrBurger >>depen

    Short recap:

    My class is a Witch Doctor. It uses Hero Power synergy, as well as swarm tactics combined with death synergy. It also excels at card generation and AoE damage. It has tools like delayed effects, card copying and a bit of Mana cheating, so it has some combo potential. It has a bit of draw, removal and survivabilty through healing, but these are rather limited. It lacks big bodies, high-cost cards, immediate face damage and buffs. It can't take advantage of big boards by area buffs, rather relying on death synergies, and instead of -late options it relies on card generation in late game.

    Witch Doctor - the Hexxer set (introduced in the Rastakhan's Rumble)

     

    Ritualist tools:

       

     Ritual works a bit like secrets, it generates a special symbol on your hero with an effect. Unlike secrets however, Ritual part doesn't have to be the only effect on the card.

    This week, I tried to focus more on Deathrattles and death synergies. It feels better to start with a bit of swarm cards:

     

    Here are a few cards with death themes:

      

    Danse Mortel is meant to complete one of the challenges, by using 'cast this again' mechanic from KotFT, used by Defile and Spreading Plague.

    Here are also 2 Ritual cards:

     

    My class also uses weapons, so I made 1 card in my whole Hexxer set to have a bit of synergy with them:

     

    And, lastly a card wich showcase a shuffle mechanic my class will sometiimes use. What makes my class special, the shuffling will be usualy a downside, more of that in second half:

     

        Great synopsis, always a huge boon to have such a well-defined vision around a class. I am also a big sucker for Hero Power mechanics. I like Smelly Souls' idea of a 0-Cost board-wide buff. The way you have deathrattle, swarm, and healing working in tandem is great thematic representation. I will point out your legendary should be using the possessive "its" -- it is a nice centerpiece, non-flashy kind of legendary other than that. Danse Mortel is also very fascinating. I would hope to see more depth for the Ritual mechanic upcoming.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One

    Hey, just wanted to pop in here cause I always love to try to be a part of these competitions. It's good to know everyone gets through the 1st phase. I hope to be able to provide feedback in the discussion for the next; this week just turned out to be way to turbulent for me to put aside the time for other reviews let alone development of my own cards, but I'm glad I was able to submit something.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Submission Thread | Week One

    Trendsetters of Azeroth,

    The Stylist!

    We have flashy plays, with shiny spell damage from specially crafted cloth. Great grooming routines and looking good will help you feel good and keep you and your minions healthy. And you can keep your minions hip on the latest trends, giving them the spotlight or a whole new look!

    The remaining cards:

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase One, Submission

    The Shrine Maiden!

        The Shrine Maidens are the ceremonial protectors of sacred places of worships. They do not seek to fight, but will defend their people and honor their ancestors at any cost. Through their worship, they are able to convene with the dead, and know their way around many rituals that guide their prowess in fighting. Through tradition, they are masters of wielding flames, manipulating them to scorch foes as well as empower their allies aura.

        Shrine Maidens have access to much card draw, but are not interested in playing fast. They deny their opponent's options with specific conditions and from there are able to benefit more from their symmetrical effects. The class supports both sides having a smaller board, with randomly applied buffs on their side, and punishes for wide boards on the enemy's side. With card draw and being able to play their pace, the class likes to set up scenarios for strong and flashy turns.

    Some example cards:

    Groundskeeper provides healing to both players keeping the game going. It also allows your discretion with the hero power to have some control on its ability. 

    Though  your Hero Power grants your opponent options, cards like Fate's Edict deny their plays and can force sub-optimal plays. It also depends on your own play order, which could also allow for combo set ups.

    Combustion is great burst, which is optimized by having a small board to mitigate the random effect. It works like Arcane Missiles, only instead of damaging enemies, it gives +1 Attack to your minions 10 times.

    The rest of the basic set!

     

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #6: Phase One, Discussion

    Kinda late, but I always love this time of the year. I've got something I'm working with right now but struggling with the last two cards. Any feedback would be appreciated :)

    The Shrine Maiden!

    Shrine Maidens are sworn to duty upholding their places of worship. They do not wish to resort to violence, but will protect the shrine and thereby their people through any means necessary. They are able to convene with the powers beyond, exiling unwanted enemies, warding, and blessing others. From their ceremonial deeds they are masters of wielding fire and do so in many ways.

    The gameplay is about denying your opponent in odd ways. It uses symmetrical effects, which may be utilized to be better for yourself than your opponent. The class favors smaller boards for both sides, with hard removal and randomly targeted buffs. The plan is to win through drawing crucial cards and spells that will set you up nicely, rather than utilizing their vast card draw for dumping your hand,

     

    Here are the basic cards I have so far:

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

    THE SAGE


     

    The Sages are tribe leaders that help their people persevere through exposure to detrimental magics, as was fel for the Lost Ones and Broken Draenei after the onslaught of Gul'Dan's Horde. Led by Akama, the Sage is a class that specializes in building a large board and manipulating the battlefield to empower your allies' attacks, or weaken the enemies.


    Example Cards

    Vorpal Blade becomes stronger with your Hero Power or other cards that increase your hero's attack, and promote controlling the board as you still get a Wrathguard effect for the opponent on any enemy minions you hit.

    As with many cards, you'll be wanting to modify attack, Timbermaw Pathfinder is a strong tempo tool that can be used to synergize with other cards that want you to have heavier hitting blows, or even offensively with cards like Chamber of Reflection (in remaining cards) that will damage the enemies.

    Since you plan on attacking a lot, Chain Heal provides some survivability, but can also provide more lethality in creating a strong board with Lightwarden.

    Telredor Defender provides a payoff in providing a burst if you've managed to secure a strong board state.

    And finally, Surge grants a large tutor that can help you rebuild or improve your board after it has been wiped or you've exhausted your resources.


    Remaining Cards


    Previous Phase

    Phase I

    Thank you for viewing my class!

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

    Alright, sorry I haven't been around. Ready to do some feedback whenever, tomorrow if not later tonight. I think I've put together a set I'm pretty happy with but there's definitely a bunch I'm up for changing.

    Also, quick question: what's the stance on "while damaged"? Seeing as Enrage isn't a keyword anymore although it was never in the basic set.

    Either way, I'm just going to lay out all the cards I have for now.

    The Sage

    My biggest questions would probably Decrepify, as in I think it's too strong (Shrinkmeister), but I'm not really satisfied with other weaker ideas, and there isn't really any synergy if it lasts just a turn. Other than that, I realize there are probably a couple of cards that aren't 'basic' enough, and half of them are 1-Cost cards. I'd appreciate any feedback.

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

    Sages are wizened combatants, wielding mystic powers and battle tactics retained through generations. They however show a new prowess in the wake of fallout. For Akama, his people were desecrated by the fel magics of the Orcish Horde. Though decrepitated, the Elder Sage of the Ashtongue comes to fight, leading his people in battle.

    Introducing

    The Sage

    The Sage is a class that focusses on attacking with both the hero and minions, building up a board, and manipulating the battlefield through changes the Attack and Health of minions. They are limited in direct damage, but have cheap weak spells that that scale well with spell damage, as well as access to tutoring for cards.

    With Superposition, two minions now stand where one did before, like so:

    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 freddoccino >>

    I just want to quickly put down what I'm working with before I move any forward. I'd love to get some feedback.

    Hopefully most of the idea of the class gets across even though this will be very brief. I'll be back with more feedback for the last bunch of posts soon after.

    Akama - The Sage

    We've got, wide board favored, cheap spells, splash damage, and stat manipulation along with a whole bunch of other minor theme ideas I have in mind that I can put in place of any of these cards. In return, no direct damage, aoe, limited hard removal, large minions, armor/taunt/etc

    The fantasy behind the class is basically this mystical type figure, mostly coming from races who have dealt with some form of magic corruption, namely broken draenei or wretched elves, arakkoa, furbolgs, and not excluding the rest of the classic races. They have strength in newfound ways and are not unfamiliar with overwhelming power. Being tribal they have strength in numbers, along with being skilled combatants.

     

    I realize there's gonna be a lot of stuff about the direction of this class missing or anything else I've just omitted, but hopefully the gist is there. I'd just like to hear any thoughts about how this looks. Ghost Mushroom is definitely the biggest question mark right now. I have a good handful of other potential cards, but I'd like to know what needs changing in order to find one that would be better suiting.

     

     Alright, think I'm almost there. How does this look for a lineup? 

    Quick alternate to War Cry:

    And of course I still have other cards if there's anything else that needs switching out

     

    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 Omerqu >>

    My first ever attempt at a card creation.

    The Angel

      

    Theme: Heal, Enhancements and sacrificing friendly minion to trigger effects.

    In addition it has effects which trigger at the start of the next turn (so planning ahead with this class is important).

     Unique Keywork:

    Example Cards:

     

    I think you have a lot of good designs here, only a couple of tweaks in the balance. The Hero Power could be stronger. Since you want to be sacrificing minions I think you could just increase the heal. I think you should have a specific name for Guardian Angel as it is a legendary. Also, I assume the minion chosen by the deathrattle is random; that could probably be specified. I like the design of Divine Protection. I think Sacred Shield should cost a bit more. Overall, a lot of the cards show similar things in sacrificing minions. It's not necessarily bad here as a showcase of the class but you could consider branching out more.

     

    Quote from MightFenix >>

     

    Grim Reaper

     

       Hero Power's Weapon: 

     

    Class Traits:

    • No exclusive keyword, but Lifesteal is the main mechanic (like Paladin does with Divine Shield);
    • Health manipulation, minion-reliant and death effects (Deathrattle and "whenever/after/when ... dies"); 
    • Weapon-based and (maybe) 3-mana secrets.

     

    Cards
    (not definitive, may be changed)


                           

                                                                          

    Token:

     


    I'm not sure of these cards effects and balance, so every advice/suggestion is welcome!

     I like the idea of using lifesteal like Divine Shield. Dreadbone Skeleton seems like a weaker Flesheating Ghoul to me. Of course with Health there is a higher snowball potential. Other than that most of these seem well balanced. Essence Drain seems a little expensive and maybe Deathwisper could have more stats, but theyre definitely interesting designs. I particularly like Harvest Season as well.

     

    Quote from NiRaSt >>

    All right, final draft for my class. I have a new hero, new card boarder, and a bunch of new cards:

     

        

     

     

     The cards in the spoiler only have minor changes, such as the name, art or set.

    Turn to Resource and Living Soundwave both showcase a new aspect to the class,  where it generates cards that are guaranteed to be from it's own class. (basically the opposite of Rogue).

    How Sound Amplifier: let's say you have 4 minions on board, two of those in the middle, and play Defender of Argus between them. They will gain +1/+1 and Taunt, and then give +1/+1 and taunt to the other two minions and twice for Argus. And the target of its Battlecry is the same as the one you chose with the minion you played (if it doesn't exist anymore, it does nothing.)

    I'd like to add one of those new cards to the roster, so I'd like you to tell me which to choose. It's basically mandatory to pick between Turn to Resource and Living Soundwave to showcase the class. I'm also thinking of adding weak early game to the list of weaknesses for the class

    I think Turn to Resource is the more appealing one for me. I think it could potentially replace the weapon, since it doesn't really show off a whole lot about the class. I think there's a good identity here and you're working off of it well.

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

    I just want to quickly put down what I'm working with before I move any forward. I'd love to get some feedback.

    Hopefully most of the idea of the class gets across even though this will be very brief. I'll be back with more feedback for the last bunch of posts soon after.

    Akama - The Sage

    We've got, wide board favored, cheap spells, splash damage, and stat manipulation along with a whole bunch of other minor theme ideas I have in mind that I can put in place of any of these cards. In return, no direct damage, aoe, limited hard removal, large minions, armor/taunt/etc

    The fantasy behind the class is basically this mystical type figure, mostly coming from races who have dealt with some form of magic corruption, namely broken draenei or wretched elves, arakkoa, furbolgs, and not excluding the rest of the classic races. They have strength in newfound ways and are not unfamiliar with overwhelming power. Being tribal they have strength in numbers, along with being skilled combatants.

     

    I realize there's gonna be a lot of stuff about the direction of this class missing or anything else I've just omitted, but hopefully the gist is there. I'd just like to hear any thoughts about how this looks. Ghost Mushroom is definitely the biggest question mark right now. I have a good handful of other potential cards, but I'd like to know what needs changing in order to find one that would be better suiting.

     

    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 Samswize >>

    The Lich Class

     

    Hello, hello! Welcome to my Lich class entry, which is absolutely not a Death Knight class in disguise! ...Seriously. It's not. It's not a DK class. Please understand.

    Moving on - The Lich is a very minion-focused class. Whether it summons masses of small, easily removable minions, or singular large ones that can be almost impossible to take down, the Lich can do it all. It supports this playstyle with a variety of AoE damage, single target removal, sacrificial effects, self-healing, and a whole lot of value.

     And, as fitting for a Lich, the class has a special keyword: Sacrifice!

    "But Mr. Samswize, doesn't this effect already exist in-ga"
    Yes.
    Yes it is.

    Anyways, Sacrifice is quite self-explanatory - sacrifice a minion to benefit your others. It DOES NOT trigger off of itself, as some people like to believe. This effect works quite well with some Lich cards.

    Speaking of Lich cards, let's take a look at the special 5!

    This isn't a DK class I hope you all enjoyed this pile of garbage, feedback and questions are... the point of the comp. So... uh...

                                         

                                                                    

    VOILA! I feel that these five cards represent the main themes of the Lich class quite well. Let's go over each one in detail.

    Shambling Horror - A simple but powerful minion, the Horror is a force to be reckoned with. It has reasonably good stats for the cost, and comes with the ability to shut down an entire archetype of decks! How cool is that?

    Eternally Bound - This card is a great example of value within the Lich class - it provides a simple effect that can bring back any minion you desire - be it a wincon later in the game, or your Ghoul that just died for hidden lethal. 

    Phylactery - Death is eternal, unyielding... and this card proves it. It provides a powerful heal, letting you ignore that pesky Zoolock for a turn while letting you draw, giving you a chance to make a comeback.

    Corpse Explosion - A powerful AoE that can be used early on - the perfect counter to aggressive decks, it DOES require you to kill off one of your own servants to use however, so don't get too hasty.

    Plague Dog - The Sacrifice keyword makes an appearance on this early game minion! The Plague Dog is rather underwhelming by itself. Under-statted, and most removal is available by turn 3. But don't be deceived. This effect is very powerful, and if the Dog is protected, you can recover lots of health with your tokens swarming the board. 

     As it was said, just watch out because Sacrifice will be way more powerful than normal in your class. The theme here is really together and I like that you have overlapping themes like Health restoration in Phylactery and then also with Sacrifice, on top of other minion death related cards in other ways. I would just suggest having a different card than Shambling Horror. I think it would be good to have something that fulfills a similar role, but this is just very basic, and while that's fine, I don't think it's really what you'd want to showcase. Other than that it looks good, it's straightforward and everything seems to work.

    Quote from Phoenixfeather >>
     

    Strengths: Value, Card Draw, Anti-Combo

    Weaknesses: Slow, Unresponsive, Low Healing

    Archetype: Tempo, Control, Combo

    When X reaches 0, the Coundown is destroyed.

    Countdowns are only for spells. Some minions may cast or generate a Countdowns as well. This takes the place off a Secret/Quest slot, so no more than 5 (in any combination) can be simultaneously active. In addition, some cards may have effects that occur while a Countdown is active. Like Secrets and Quests, you may not have multiple copies of the same Cooldown active at the same time.

    Plan for Phase 1:

    (Not a collectable card.)

    Which gal shall I choose?

    Note: Sibyl may be too consistent.

                                                                                                 Level Grind + Leeroy = Broken. Will nerf.

    Feedback not required.

     I'm a big fan of the end your turn mechanic. And while I will say I've seen a lot of similar keywords to Countdown before, I feel like the class uses it particularly well. Timekeeper is just a really smart design in multiple regards with that. I would just recommend not getting too countdown-heavy. Having enough to make archetypes around it would be cool, but I feel like with too much it becomes less interesting, and it does add a few other dimensions to balancing. Still cool to imagine everything going off at once rather than a delay. 

    Quote from cL4wzHS >>An

    I know I have been slacking with feedback these past couple days due to exams, but today is pretty much my last important one so I'll get to giving some of the newer posts feedback in the coming couple days. I've pretty much decided on which cards I'm using for my showcase cards, so I'd like an opinion on if these cards provide a good identity of what the class is.

    A quick reminder of what the magician class is:

     The Showcase cards:

    Apart from that I'd also like some feedback on how balanced Tommy Kruz is, UP? OP? He is meant to act as a board swing with cards like Science Show! as well as a finisher with Script cards that will provide Charge and Minion Attack/HP Buffs.

     

     I think this is a great selection of cards; they all help explain one another. I would say the legendary could probably have a bit higher stats, just going off of similar designs in the game where you really only need to have played one or two cards to get significant value. That being said, the shown scripts are rather powerful but still not the easiest to activate, so maybe just a couple more stats.

    Quote from Turkeybag >>

    I've finished my first draft for my class idea!


    The Battlemage


    Info:

    Battle mages are pretty much a fusion between warrior and mage. They use magic to create weapons, armor, and to do other things that'll help them in melee combat.

    Strengths: Versatile (Has a large Variety of tools at their disposal).

    Weaknesses: Obvious (Conjuring a weapon takes time, time which your opponent can use to prepare for said weapon)

    Cards:

     


    Conjure: Divine Armor is an example of one of the classes themes, targeted cards that's effect changes depending on the target.
    I've gotta head off to work so I'll update this with more info, my thoughts and what not later.

     

     I like the thematic direction of this class, with conjuring at all; also a theme rather unique to Hearthstone itself. The Hero Power seems rather weak to me but I understand making it different from giving your Hero +2 Attack this turn, and the value from having a weapon in this class, although you're only showing one card that synergizes. I don't think the aspect of timing and planning is bad in the slightest though, it does draw the fantasy well. I really like the concept of the different targeting from Divine Armor. I'm not sure if there's any possible clearer wording though, since there isn't really anything like it (I think not saying 'gain armor' is different enough from relative cards). I'm not sure I totally understand Spellfury; does the damage increase by 1 or also by X? Regardless I think it's a good tie-in to pull together the fighter and spellcaster aspects. And Axeman is a really clever way to achieve this as well.

    Quote from OttawaCloset >>

    The Dragoon (Going off of Kain from final fantasy)
    A more aggressive class with a dragon tribe, minions would have synergies off of your hero power such as "This happens when the minion is damaged or dies by your hero power" Class would not have taunts so it can be punished for its aggressive nature.

       Upgraded hero power would be +2/-1

         

     

     I think the Hero Power is a bit too weak seeing as it requires you to have a friendly minion on the board in the first place. Since it has synergy with damaging / reducing your minions' Health, I think it would be fine to make the upgraded version the basic version -- this also makes it close to Inner Rage, and the goal of the Hero Power should be to be worth around 0 Mana. Other than that the three cards you have look interesting. There are some minor things like keeping capitalization consistent with other cards, (i.e. having Hero Power be capitalized) and I imagine Highwind Dragonling should have the Dragon tribe. I also think Jump could use a slight buff since bypassing taunt is probably niche enough to not make the card too much more valuable than just gaining 5 Attack, so maybe 6 damage or 3 mana in my opinion, although it's up to you. Promising stuff, dragons are cool.

    Quote from Zanywoop >>

    Here's the full first post....

    Alright buckaroos, here's the basic set and a few others for my entry. With any luck I can get some more reviews up soon, though university is kicking into gear.

    Basic Set:

    Rift Dance: An alternate take on Shadowstep, where instead of a cost reduction, you instead just resummon the minion at the start of your next turn. You can either replay them at full cost for the battlecry trigger or let it reappear at the start of your turn.

    Zero Point: In the same sense that Radiant Elemental is a simple retrain of Sorcerer's Apprentice, and is targetable AoE which works well in the class.

    Astral Incineration: As you can see from the Hero Power, this class trades having easy kills on the opponent for strong removal. The armor is always before the damage so that there's no abuse with Maly effects. There are quite a few cards which also USE the opponent's armor as a resource.

    Dissipation: Let's start playing 4d chess! This card puts a minion on a removal clock for both players turns. It's costed at two, and isn't the fastest removal, but it does put both players in a spot where they need to be aware how many cards they're playing.

    Nether Breeze: The hand bouncing cards mentioned earlier have support in the form of Nether Breeze, a simple elemental which deals the same 2 damage that Bluegill Warrior deals, but provides more versatility to bounce and play around with. 

    Grip from Beyond: Here's some soft removal that becomes more interesting with combo pieces. For much of the game, Grip from beyond doesn't do much but a slower sap, denying your opponent a minion for a solid turn. And then, later in the game you can replay any minion that costs 7 or less, as the void takes all...

    Twisted Heartbeat: While not as 4d chess as Dissipation, Twisted Heartbeat gives you your basic AoE. Notably this turns your hand-dancing minions into deadly blowouts.

    Research the Beyond: Strong draw, slight drawback. This is a simplistic card to start your deck up.

    Deepstar Bulwark: +2 health on a large taunt was good enough Nesting Roc in Arena that I don't think it's out of place here. It's a decent defense and works both with your enemy's minions and yours.

    Warp Allegiance: Halfway between Mind control and entomb, this is the hardest removal. I needs to be rephrased from "add" to "put" but hey. 

     Classic Set:

     Hero:

    I'll post the classics explanations and showcases soon, but this is what I have time to post.

    Also: How the hell would I word this...? 

     

    I want to ask about y'all's opinions on Singularity as both a keyword and a balancing factor. I did a whole bunch of niche facts about how Singularity would work, for all you mechanics junkies...

    The game simply has a checkmark for whether or not a Singularity has been played or is on your board per turn.
    Singularity cards in interesting situations....

    - For all intents an purposes the Singularity secrets are more or less minions; They only tick as being on the battlefield, not take your singularity playing counter on any turn past when you first play it. If you SOMEHOW remove it from the board, you're free to play warplords, more secrets or spells.

    - All those secret casting effects on minions cannot overlap singularity minions

    - If a Warplord is attempting to return to a board from the affect of Rift Dance to a board with, (for example) Alleria on it, it won't go through. The warplord will remain in your hand.

    - If you have no singularities currently, deck of wonders CAN cast one, and subsequently you will not be able to play any. same goes for things piloted shredder into portal baron. But hey, RNG fucks people all the time, no need to retailor the cards around it.

    - Yogg'saron cannot cast more than one Singularity spell, and will not attempt to.

    - Evolve cannot turn two 3-manas into warplords.

    - Zul'jin will only cast the first singularity spell it casts. The other spells will not show up at all

    - A Death's Shadow on a Singularity card cannot be played. Oof?

    - Shudderwock can cast multiple Singularity battlecries, however; The singularity counter is not tripped by effects. Same for Undatakah.

    - Counterspell takes your count if it counters a Singularity spell. Move carefully

    - Your opponent's singularities do not affect you.

    - If you control a singularity minion, you cannot mind control any opponent Singularity minions. They are Sylvanas and MC tech safe. They do still count for MC tech's count, though. Same goes for if you cast a Singularity spell. If you take control of a singularity minion, that is your singularity counter for the turn.

    - Silence a warplord, and you can play another warplord as a start. (I will probably do some purify bullshit later)

    - Electra Stormsurge fizzles. Brann and that elemental are fine.

    - You can't evolve two minions into singularities at once, however... You can unstable as many singularity minions as you want, as long as they aren't on the board at the same. Time. The counter is only checked if there's a S on the board or played that turn, so plenty can summoned in one turn if they don't overlap.

    - Zentimo, naaaaaah. He and Void Might are designed to not trigger multiple singularities as a balance measure.

    - I'll add to this if anything crosses my mind...

     Long story short; You can only have 1 Singularity card on the battlefield and you may only play one Singularity card per turn.

    With that, here's the current Singularity cards I'm interested in getting opinions on 

    I wanted to do some 0-mana secret concepts, balanced around having only one on the board at the time (And it takes up your entire Singularity spot, so no Warplord+Secret combos.) Also, Alleria is basically just a slow Krush with a turn of immunity. I've got another whole section about nuances surrounding her effect.

    Yes, the ENTIRE HERO is removed from the board. It's a thematic form of Immune. Your hero has no cost and is therefore unable to be played, it's Health is not restored, and your Hero Power cannot be used... But for the avergae player most of those will not matter as this cost will preclude you from HPing or even attempting to play the Hero. Also, I literally can't think of a single way to summon this minion and draw a card before the battlecry goes off, so I don't think you can, but...

    If your hand is full you will destroy your hero and lose.

    Whoops.

    (Shudderwock can kill you, I did the numbers. Nothing else jumps to mind)

     

    (No Sorceror King Hero background, I'm sad). I do need to ask... Is there any way I can get away with a Start of The Game hero? I.e, you equip him around when Genn or Baku would trigger, and since it shares a cost spot with Baku, baku's effect wouldn't matter. I've been toying with start of the game heroes for months now but this is the first time I'm showing one of them off and asking for opinions.

    Anyway, have a great day, and I wish I could contribute more, but y'all know what universities like.

     

    You've got a really cool theme here. I think Singularity is neat but could have much simpler wording. Maybe something along the lines of 'You can only have one singularity in play at a time, other singularities are unplayable [or cannot enter the battlefield] if one is already on the battlefield.' I think it's particularly smart to put Singularity on all of your secrets, and also have 0 Mana secrets, because it would allow you to design for them while avoiding having them being busted with Secretkeeper. For other things:

    My take for Astral confluence: "The difference between the highest and lowest Cost of minions in play determines this card's Cost" (Or this card's Cost is determined by...)

    I don't know about Start of Game heroes. I believe the original design of the Old Gods was supposed to be similar to this, but it ended up not feeling very special when every game started with it (I might have to check the reasoning) but of course this is fan creations, so if you like it and others like it, then why not? What you have does seem pretty cool.

    And finally, I absolutely love Alleria. It's unique, it's wild, it's hilarious. What a card. Really adds to the feel of the class.

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

    Hey just looking to see if I could get any quick opinions between some card designs I've been between.

    And of course any possible combination of them, not to mention a whole bunch of other ideas I've had that I think I'll just put in the books and save for another card. I realize by the end there are basically two entirely different cards here, so I will probably be using more than one in the future, but the goals of the showcase are mainly to show some spell synergy (Spell Damage isn't really a cornerstone of the class but many of the spells should work well with it, like in Shaman), and then there's also the minion/token buffing, as well as minor themes of tutoring and recursion that I've been hoping to fit in (the idea of the last column is that it's potentially infinite, of course this will be the trickiest to balance).

    Hopefully it shouldn't be hard for me to boil down from here, but I was hoping to hear what seems the most appealing.

    Posted in: Fan Creations
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