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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Discussion Topic]
    Quote from Demonxz95 >>

    Question: If you target Jinada on yourself, do you gain +2 Attack? Evasion is an okay keyword, but it has very limited design space.

    As for the cards:

    • Phasing Strike seems slightly weak at 1 mana, but it would be stronger than Moonfire if it were 0 (although Malygos wouldn't be able to use it).
    • Chamber of Reflection is neat.
    • Blurry Defender is okay, but the name is a bit weird.
    • Reaving Kama is a really cool idea, but the effect only does anything against Priest.
    • I'm unsure how Superposition works, or how the UI would handle it. Judging by the wording, it also looks like the effect stacks if you play more than 1, which only heightens the problem.
    Quote from Zanywoop >>

    @Freddocino 7 more minions makes all Resummon Legendaries unbalanced (N'Zoth, the Corruptor is the neutral that comes to mind), as neat as the concept is. The other parts of this class are cool, but you 100% cannot put Evasion on your hero. It would be too gamebreaking.

    Quote from MurderyUnicorn >>

    I like your Hero Power. Your cards also are well designed, however Phasing Strike is a bit weak. You can increase it's cost and damage to 2. I realy like Reaving Kama and Superposition, however the second one would never be real card.

    Quote from CheeseEtc >>

    General concept

    •  This HP is identical to the previous class I've reviewed, though because I went backward, it means you came up with it first. Your wording is also better.
    • Akama isn't really a sage?
    • Evasion doesn't feel like a class keyword.

    Individual cards

    •  Alright cards overall
    • Blurry Defender has a neutral border.
    • Reaving Kama should be worded "Dealing damage to a minion with this permanently reduces Health instead"
    • Superposition -> How would it work UI-wise? It would be a nightmare to code, but I guess we can let that slide since it is never going to be in the game.

    Thanks for the responses!

    • So for the hero and power: Akama's 'class' in wc3 was called "Elder Sage;" the class is kind of working backwards from his style -- some kind of shaman/rogue type fighter. And while I do think it would be cool if the HP could target the hero, I'm can't think of how that wouldn't be strictly better than Pounce as a HP.
    • I'm getting the vibe Phasing Strike isn't particularly impressive, but the balance is intentional. The way I'm seeing it is that cards like Cobra Shot are balanced around the total damage they deal, so Phasing Strike dealing 1 and 1 gives you a one mana deal 2 spell, where the strength is in Spell Damage, but maybe it's a card to reconsider.
    • I might just scrap Evasion. 
    • I may need to find a way to make Reaving Kama less niche. I had a plan for a theme among weapons to be "If you attack a minion" condition, but the suggested wording is just more concise and the context isn't really there, and probably isn't that relevant anyway.
    • And yeah, I don't think there's any way Superposition would ever be printed, but such are the liberties with fan cards, right? Especially for a legendary spell. I might reword it so that it reads something along the lines of "your board can hold 14 minions" although I'm not sure 14 is a good number; it's mostly for theme. Anyway, I've also made a quick ms paint mock-up since it seems like a good idea for presentation. A more polished one would hopefully be in the submission:

    I was also thinking the minions you play could be on the 'back' of minions, so to speak, and they'd switch after attacking, but that seems too complex to me. If this seems too unrealistic I might have to come up with something else.

     Either way, I'll be coming with another iteration shortly.

    More importantly, onto other classes! I'm just going to go backwards to page 8. Keep posting stuff so I can look it over!

    Quote from Noah_McGrath >>

     

    Quote from Noah_McGrath >>

    Bloodburner

    Only reptilians can use the dangerous art of blood magic successfully. Since the user consumes his own blood and flesh for great power, their regenerative abilities are the only thing that lets them recover from Death's Door. Many however prefer the state of near-death, as it amplifies the strength of this terrible power. And the most popular, deadly, and easy to use form of blood magic is bloodburning, or igniting one's own veins to allow the manipulation of flames. How much will you sacrifice to fight your enemies?

    I've decided these are the 5 cards that will represent my class in this stage of the contest:

    Themes of the class:

    • Self damage for power
    • Spells benefit from low health or damage you
    • Minions heal you and protect you from self damage
    • Creates effects active during your opponent's turn, making them play around certain stuff (effects are known, they aren't secrets)
    • Uses Hero's and minions's health as a resource/condition

    Strengths/ Weaknesses:

    • Powerful removal, but low stated minions
    • benefits from low health/ easy to get bursted down
    • Many minion removal options/few direct ways to damage the enemy hero

    Here are some other cards i made:

    Changes i need to make, but i will later as these aren't for the first stage:

    • Fire master needs new art, as i now use it for the hero portrait;
    • Blood for power should damage you more
    • Enduring Sethrak should be either 0/4 and only gain attack, or 0/2 and gain both attack and health.

    If you think any of my 5 selected cards have a problem, or you think one of my reserve cards deserves a spot in the first stage, let me know. i'll probably make one final showcase tomorrow where i'll show some ideas i've been cooking, but so far this is it for my class.This doesn't mean i won't listen to feedback. if you have a good reason, i'll change whatever you complained about.

    Feedback is welcomed and encouraged!

     

     My class ^

    I just did a brainstorming for a new keyword and this is what i came up with:

    If you dealt 5 damage to yourself this turn, certain spells and minions gain bonuses. Your hero power does 2 to you, so you just need 3 damage from other cards (which means most self damaging cards would deal 3 to your hero).

    The second version is this. Every turn, the first time your hero takes damage all cards who have this keyword trigger. It can happen on your turn or during your opponent's. Thus minions could be low stated but have dangerous effects, meaning the enemy must deal with them before they attack you.

    The final option is just raising death's Door to 15 health or less, but i get the feeling people won't like a repeated keyword from last year.

    Which one of these 3 do you think it's best? Should i just continue with what i already made or is this change necessary?

     This all feels really solid to me; everything fits together well. I will say the trade-off with that is there doesn't seem to be a lot of variation. I've noticed almost every card has 'damage' somewhere in it. Granted, they all make different uses of it. It could be fine to be very focused in one area, as everything does feel like it works and is the central theme. It is really nice overall.

    For the keyword, I would personally say the second version of Fresh Blood is the one. I do like Death's Door and think it's fine being simple and not totally brand new since it's very cohesive with the class, the second Fresh Blood seems like a condition that isn't really in the game and feels more in line with things like Combo.

    I like the sample cards; I'm particularly partial to anything with Hero Power synergy. I will say the Death's Door Swamp Healer feels better to me than the Fresh Blood one. I'm not sure if there's some in between that can be found; it's up to you either way. I feel like Bloodflame Bolt takes a little bit of thinking for balance, but the balance is good. And I really like Fiery Blood, awesome card. I will say the legendary feels a little unimpressive in line with the other cards, it just feels a little predictable or redundant with the other cards you're showing although the card itself is totally fine.

    Quote from aaro54 >>

    Some themes in the class are card draw and things that synergize with it, spell synergy, solid single-target removal but limited board clears, discard but often in a more controlled way than warlock.

     I like the theme of this class. It seems nice aesthetically. The Hero Power feels solid, and I like the keyword. It adds another dimension to already existing tribal synergies as well as just the plays you can make with other cards. New Innovation feels a little bit too close to the most recent direction of Warlock to me, however. I realize there's nothing quite like it, but you might want to be cautious of not getting to close to other classes. Replicable Results feels like it could enable a combo that might be too strong but there isn't really anything that comes to mind right now, just watch out for that. I like Labratory Guard's synergy with the Hero Power, but I don't feel like attacking again is suggested to be something that works so well with the fantasy or overall gameplay of the class. I'm a little unsure. The rest of the sample cards feel solid to me; simple enough but the give a good idea of what the class is supposed to be.

    Quote from waterwaIker >>

    I came up with an idea for a DEMOLITIONIST class. It's in the middle-ground between a tinker and a sapper; basically, he's an inventor with a knack for making explosive devices and, while he takes a more careful approach to it than a sapper would, some of his inventions are still prone to fail in particularly dangerous ways.

    Mechanically, this translates to one of the most prominent themes of the class, which is effects that have an inherent randomness to them, but you can control to a certain degree (mostly positional effects, but also other forms of limited RNG). Other frequent themes will be self-damage and disruption. Of course you'll see Mechs as well, but do not expect such an emphasis on that as you should from a Tinker class. Maybe in the future, if I feel I can't milk any more flavor out of bombs.

    The idea is still in its early stages of development but it's coming to me quite easily. The class is turning out to be very control-y, with lots of damage-based removal. I thought Secrets might fit in as well.

    This Hero Power has three possible outcomes: it can hit one minion if your opponent has an odd number of minions on board, two if it's even or the enemy face if he has no minions. I'm just gonna leave the cards I thought of so far so you can get a better grasp of the concept.

    * Some insight into Jani, the Saurid: she (I think it's a she) is the Patron of Scavengers, the God of Garbage, so I thought an effect that would allow you to utilize your opponent's discarded resources would fit in really nice with her flavor, though maybe not with the overall flavor of the class.

    The biggest issue I'm facing so far is coming up with good art for the cards. As you can see, some of them don't even have one yet. I'm probably gonna have to draw from sources other than WoW TCG artwork and fanart.

    I will return later to review other people's works as well.

    I like the idea of making a tinker-sapper combination. I do have a slight problem with the Hero Power in that I feel like it's a little weak in its current state, but buffing it any would probably make it too strong. It's probably fine as it is, and I do like that there a specific outcomes (the description makes it a lot easier to understand) but it doesn't feel like the smoothest thing to me. I realize you've included cards like Fireworks and Kaboom! to give a good idea of the class, and they do, but I wouldn't go for them as sample cards. I do like that they do have slight differences from existing cards though. Parcel Bomb I absolutely love and think is a perfect card to show multiple aspects of the class. Homing Missile is a really good direction for controlled RNG; there are obviously multiple ways to go, and I like what you've done for this class particularly. I like the effect of Salvage, though I think the flavor could be used for a different card, and although it should technically be balanced, I'd suggest making it closer to Holy Fire since it is a swing of 10 Health effectively. Shockwave is really cool, but it's currently a weaker Powershot I think 2 mana would be fine. Short Fuse is beautiful, but I wish it had a different condition. Of course it's weaker if it only goes of later in the turn, I'm just not really a fan of it not really being a Secret, like Competitive Spirit. And finally, I like Jani, I think the description is super important, but more than that, I feel like this is a kind of effect -- any form of mana usage -- that you could consider just being an overall theme for the class. I feel like that fits the kind of salvaging fantasy that really makes sense to me.

    Quote from linkblade91 >>

    Thanks :) I've tried out a couple card borders with some of the mods, and we agree that this one looks best:

    I wasn't a fan originally - hence why I didn't start with that border - but I can say it's growing on me. I like that it has purple and blue together, both very appropriate for the Scourge and a Lich/Necromancer class.

    Here are the other cards I plan to use as showcases, so they're all in one place (again):

    Edit: Keep changing my mind on the last card. Can't nail my ideas down.

    I think this class is really pretty, lol. Kind of a weird descriptor but it's something I value. The class really does just feel solid to me. It's a good interpretation of what a Lich class would look like. And I do feel like Lich is the best description; Necromancer doesn't feel mage-y enough to me, though technically that is what it is I guess. All the cards here seem good to me. I like the Baroness and Dark Resurgence. Freezing Blast may feel like it could be a little more, but really it is balanced. 

     

    Quote from Pircival >>

    Here's what I think I'll do for my showcase cards. All feedback is welcome.

    Notes:

    The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay, which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking. Additionally, Decay can affect minions and heroes.

    Current showcase cards:

    Armor Loss and Armor Gain

    One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon.  Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold Crafter Discovers, making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.

     

    Deathrattles, Deathrattles, and more Deathrattles!

    Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles. One unique thing about Divvy Digger is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.

    Decay Weapons

    The class's core mechanic, Decay, finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper. Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles

    The Big Guy

    Rejan, Arisen is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.

     An Archaelogist doesn't seem like the easiest premise to base a class around based on what previous HS expansions have shown us, so I think you've done a particularly good job of making something so unique. Playing with Armor and Durability is something so simple yet we haven't seen a whole lot done with it at all, so that's all really clever. I wasn't honestly expecting a whole lot but the design of these cards are really just super impressive to me. Divvy Digger stacking deathrattles is super cool. Decay could have been something so uninteresting or clunky even but Timesnipper provides something that's just so mechanically sound. I really can't say a whole lot for the sample cards you have, they kind of cover everything you'd want. Maybe you'd want to look toward expanding on the basic areas of the class like general design strengths and weaknesses, since these are all more of the cool or flashy things you'd be able to do that all are kind of focused in one area.

     

    Quote from Klipce >>

    Hey I'm still working on my class, very happy of the feedback I got. I see that some people don't like the idea of a class that is separate from Warcraft but it's what I want to do, sorry if it's not to your taste. I'll try to use more diverse art as this seems to be a big concern.

    Here are the cards I was thinking about for Phase 1, tell me what you think !

    THE DETECTIVE - Solving mysteries with style

    Basic infos on the class :

    The class' Hero, Hero Power and Token card that comes up often.

     

    I know most of them are Wild but I think it's ok since they exemplify the class' style. Here are 3 more that could make it instead :

    Always happy to get more feedback.

    Happy CCC to all !

     I like you've got some good ideas here. I think the Hero Power fits well. I'm not really sure how Puzzle would fit with the rules, if you were to incorporate it into a keyword or something, but I don't see any cards here that generate it anyway. I really like Interrogation. It does something unique and is a cool way to gain information on your opponent, although it is significantly weaker against zoo type decks. I would dare say it might be able to be 4-5 mana even. And I don't think you need to show off the Sword if you are showing this card. Inquiring Explorer is simple and straightforward and that's not a bad thing; it's really what the class is about. I think Jackpot Machine is brilliant but I think the balance is off. Giving your opponent a bunch of coins is a way bigger downside for you than burning a card is for them, in my opinion. I would recommend either upping the damage or decreasing the mana by a lot. Cards like Naturalizehave a tendency to value giving your opponent resource much higher. For the newer cards, I really like Flying Machine and Lurking Presence. I would recommend having those are part of your 5, but still it's your choice. I also think Flying Machine might be a little too strong as it can give you a lot of value. It could probably afford just being a 1/3 in my opinion.

    Quote from SunnoxPL >>
    Quote from SunnoxPL >>
    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

     

     

    New day, new ideas!

    Firstly, weapons, maybe the most important thing in my class. They have either low attack or low durability because of the Hero power and cards giving hero attack (coming soon).

    Examples:

    Next feature will be cards that exchange Armor for other benefits. 

    Also, reworked versions of Husk Guardian and Ice Crawler

    ==============>>>>>>>>>>>>>> 

    ===============>>>>>>>>>>>>>> 

    I am very grateful for all previous opinions and feedbacks, which are always appreciated ! :)

     Hi again !

    This time here are cards that interact with Armor, but in a diffrent way (it is not only a defensive tool)

    Examples:

     

    Basically, the idea is to exchange Armor for another benefits, whether you spend all your Armor or juts a few points. Also, there are examples of cards generating Armor. This creates another archetype (besides face-attacking/weapons and aggro/midrange) - Armor Bug (sounds stupid ik). With quest coming later, it is more defensive oriented archetype.

    Slowly running out of time, but I want share my ideas for cards supporting aggro/midrange.

    Changed Training:

    ========>>>>>>>> 

    Feedback always welcome ! :)

    Edit: Which version of the Ice Crawler is better in your opinion ?

        OR 

     You have a lot of ideas here. I think others have said the same of being careful of attacking and armor being the focuses where Druid already has those, but the direction you're taking seems to be unique enough in having direct armor gain, and in bursts with manipulation, etc. Just be sure to keep that going to really make it feel like its own unique class. I think balance should be a concern because I see you have a few cards like Parry being stronger than Moonfire, or Training being card draw for 1 mana with no condition. I would say the 4/7 Ice Crawler is probably better since Freezing your hero in general shouldn't be a huge drawback, though for this class it would be more than in others. Either way it requires you to plan out your turn, which is always nice design. Overall you have nice designs, it's mostly just balance that could be tweaked.

     

    Quote from Shatterstar1998 >>

    It seems like most people like Astromancer more. I myself feel more inspired by it as well as not being pain in the butt to find good cover art. So that's the class I think I will stick with:

    • Mark of Scorpio has it cost raise from 1 to 2.
    • Starscryer Sera #3 now damage all characters

    Class: The Astromancer

    Hero: Rishi Sterling (terrible name, I know)

    With people of Azeroth sleeping or fighting, astronomers study the star, the sun, the moon and planet surrounding the world. They try their best to make prediction to the future based on the pattern. Unfortunately, let just say that their prediction often backfire to the people of Azeroth as much as it helps them.

    Class Keyword:

    That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!

    This is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as risk / reward accordingly when they don't draw or can't afford to play the Gaze cards.

    Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze synergizes with the Ogres.

    Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.

    Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will activate with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed, the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed target.

    Flavor:

    • High RNG that is balanced by cards that grant Gaze.
    • Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
    • Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
    • Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.

    Cards:

    Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect.

    Weaponized Telescrope and Starscryer Sera are two examples of cards that grant and synergize with Gaze. They are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. I'm still deciding to which version of Sera to post

    Mark of Scorpio and Mark of Leo are the "planning ahead" and disruption flavor of this class. Both of them reward anticipating what do you and your opponent plans and power turns are. Mark of Scorpio became more powerful if you can plan ahead which minions you plan to play in your next turn while Mark of Leo force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller.

    Other cards:

    I really love the theme of astronomy in general so of course I'm pretty drawn to this class. I like the strategy of having RNG that's controlled by gaze, I think that's really smart. I think gaze might be stronger if you made it so that all random effects targeted the minion rather than the next, but this would mostly be for Sera, where this now is the case (I do like the first the best) and you seem to be pretty far in the set design, doing nice things with it like Endless Curiosity, so you're making it work. I do feel like there is more that we could be seeing from the class; good to see the planning ahead cards, secrets, random buffs, and the random attacks are also a smart direction.

    Quote from thepowrofcheese >>

    Time for an update! Here's a few more cards and some explanations. Will do some reviews tomorrow.

    My class is the Tinker, a crafty hero who is never satisfied with his creations. His hero power ensures he has a full hand and no end of token minions, and help fuels his unique keywork, Synchronize

    Synchronize is similar to Combo, in that you get a bonus when the effect is triggered. When you play a Synchronize card, you generally want it to be your last that turn and you want it to use up all your Mana Crystals. Synchronize cards will be balanced more than just 'play this on-curve and win' which was the biggest concern from my previous feedback,

    The class has a bunch of themes, which include:

    • Mechs! 
    • Weapons!
    • 1-Cost Secrets!
    • Disruption!
    • Tokens! including replacing Hero Power tokens!
    • Hand size!

    I'm still picking my 5 cards for submission, so any direction with that would be great. Thanks for viewing!

    My personal choices for example cards would be:

    • Lab Archivist -- I think this shows off Synchronize well in more than an on curve way
    • Auto-Loader 3000 -- This is really just my favorite design of all the cards here. It fits the theme, shows off secrets, and feels like a good 1-mana secret, and like an epic as well.
    • Clockroach -- There isn't much that shows playing around mana in the rest of the cards so this does make this feel like a bit of an outlier seeing as KFT had a lot of deck destruction type cards, but though it isn't obvious, I feel like this fits the class's gameplan well, and it's good to give an idea of how it the gameplay would work.
    • Rocket Barrage -- Incoming! Good as a basic type card. I will say there are quite a few cards here that work towards value, in generating resources and having a large hand size, then playing around that. And while they all show that off in a different way such that they all work together, there might be a redundancy problem in what you do end up showing off.
    • Spark of Genius -- There seem to be a couple "shuffle then draw" ideas going around, but this works with Scrapbots specifically that I think it would be a good showcase. You could go for Tinker-Tailored as well (love the pun) but it does look like an atypical card here, like it might be more something that has its own deck, not that that's a bad idea or anything.

    I like the direction of this class a lot. I think it really fulfills the fantasy you're going for and honestly maybe just seeing more cards would give a better set of 5, though you can definitely pick anything from what you've got so far. 

     

    Quote from Demonxz95 >>

    Bump with second update.

    • Icewielder now replaced by Rain of Ice in the showcase.
    • Icewielder is also now a 3 mana 4/3 instead of a 2 mana 2/3.
    • Flaming War Axe art and name changed (now called Flame Rune Sword).
    • Hero has changed artwork. Original artwork will be used for the DK.
    • Hero now has a name (Markus Dragonheart).
    • New card: Conjured Arbiter.
    • Tar Monster is now called Tar Fiend.

    And I'm the only class in this entire competition without a new keyword.

    Notes:

    • Your right is your opponent's right as well. Otherwise stuff like the Dorothee Brawl wouldn't work. You may think an enemy Battlemage Hero Power will hit your left-most minion, but this isn't the case.
    • If your opponent has no minions, the Hero Power will hit their hero. If they have one minion, it will hit that minion.

    This competition is in many ways a combination of Mage and Warrior. Spell synergy, spells, AND Armor and weapons.

    Current showcase cards:

    Minion Position Matters

    Where you place your minions is the name of the game. One of the big things in Battlemage is minion placement. Stuff like the Hero Power and some of the cards interact with the placement of minions. When you play against Battlemage, it may be a good idea to think about where you place your minions. Tokens in particular as they are usually summoned to the far-right. But are you playing against someone smart enough to play around it? Not a problem. Play Arcane Force to move minions to the spot you want to combo with positioning cards, which this class will have a lot of. It's a cheap spell with Echo, so there's the spell synergy. The importance of minion positioning is upscaled with Split the Ground tenfold.

    Some classes play spells. Some classes play with weapons...

    Battlemage plays with both! You're a caster who's not afraid to use his face. We've all heard of spell synergy and weapon synergy, but what about weapons with spell synergy. Flame Rune Sword does exactly that! Swing in with the sword, AND you gain a benefit to your spells.

    Elements and Armor

    Burn it up, AND tank it up! In addition to the spells, you've also got the Armor and the synergy. But we've also got Elementals, which play a larger role in Un'Goro. Should Elemental Battlemage become a thing, Molten Chase is definitely a card to watch out for.

    Freeze in place!

    But Battlemage isn't all about fire and burning. We've got a "Hailfire Peaks" situation going on, with fire AND frost. Freeze Battlemage is a much more natural archetype than Freeze Shaman, with some actually prior support. Rain of Ice is a Classic Freeze card for Battlemage that also plays into the positioning theme.

    Additional cards:

    I'm considering moving Purge of Flames to Classic with minion positioning now a prominent theme.

     You definitely have a cool-feeling class here. I'dd say it's important to keep positioning as a theme rather than a gimmick. I think cards like Char do this well for example. The combination of fiery and icy spells feel solid to me as well. I'm sure it's been asked, but does Split the Ground remove the middle position from the battlefield? Otherwise is one side with 3 minions and the other with 4? Also I would agree Purge of Flames should be a classic card. There's certainly a wealth of options here, it looks like you have a lot figured out, and it does feel like a Battlemage to me, with weapons and spells being so prominent. 

     

    Quote from cL4wzHS >>

    Magician Class - Updates + First Draft of Showcase Cards

    Changes Made:

    •  'Faceless Stunt Man' - Removed Deathrattle and added the effect to Battlecy.
    •  'Street Magician' - Changed from 2/2/2 to 2/2/3.
    •  'Splitting Image' - Changed from "Random card" to "Left-most card".
    •  'Splitting Image' - Changed from Classic Set to Boomsday Set.
    •  'Splitting Image' - Name changed to 'Magic Mirror'.

    Still want some feedback on:

    This new Discard mechanic that was suggested. Basically when you discard a card, it checks if it was a minion or a spell. Depending on the card that caused the discard it will have bonuses if the card was one of those. I feel like that makes discard a bit more usefull if you build your deck around it. For example you could run Exhibit B in a minion heavy control deck as a board-clear or Exhibit A in a spell-based Combo deck that wants to keep control of board.

    First Showcase Draft

    Take into account that this is the first draft and I wanted to get some opinions. I will also make more cards and depending on how well the discard mechanic is take for the class, there will be more or less of those cards. The reason I picked the cards I did is as follows:

    • Tommy Kruz - Feel like a legendary should be featured and compared to the only other legendary I made (Lady Reine) this is much more   impactful and fits the other Classic Legendaries in the sense that it can turn the tides in your favor quite quickly.
    • Bribed Dealer - This shows a very simple card that can put things at the back of your deck. Being simple and effective, I feel like it fits in the showcase cards.
    • Magic Trick: Dissappear - Demonstrates that the class can deal with minions using single target spells.
    • Science Show! - This not only shows that the class can also deal with many minions so it compliments the previous card, but it also demonstrates the Script Mechanic.
    • Change Script - This demonstrates a way to proc your Scripts even after you already drew your card, so any Script cards don't become dead incase you want them for Combos.

    The rest of the cards (Let me know if you feel like any of them are better to show in the showcase):

    Basic Set:

    Others:

     For the discard ideas, I think there's an advantage to going in favor of either spell or minion since that would promote both spell-heavy decks, minion-heavy decks or either with a discard theme. You might want to consider having two different effects depending on if the discarded card was a spell or minion, although that might get a little wordy. I feel like either case would still promote these three different kinds of decks. Really simple way to give a lot of deck diversity, I think it's something you could easily expand upon. Other than that I think you could show off more card generation, or just showing off a card that draws (possibly from the top/bottom of your deck since that's something pretty neat you have going on) to show more synergy with Script

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

    Whew, so many posts already! I'm gonna try to go over everyone else's posts/bumps in a bit, I just want to make sure I get down what I have at the moment so I can build upon my own stuff.

    The Sage

     

    This class is a sort of assassin that focuses on weaker spells for damage (cheap spells overall), playing a lot of minions, and modifying Attack and Health values to manipulate the battlefield. Some of the ideas I'm considering for this phase are older, and some are newer; I came up with the keyword (which I'm sure has been done, but it fits the synergy of the class) last night, and only finalized the hero power just now.

    Anyway, the keyword:

       

    A strong theme is combat, and you can take advantage of this with changing Attack values.

    Or alternatively

          This is not as strong, as it only applies to incoming damage, but perhaps necessary for balance

     And the basic cards I'm considering:

    (ignore the fact I forgot the border on the taunt minion)

    So, I don't know. I'd like to hear some opinions, dunno if this is a good selection of basic cards, or how the class seems overall. Thanks.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 8.17 - Discussion Topic
    Quote from acegamerperson >>

    does this look better?

     

    I like the idea but I don't think the theme really holds up in its current state. Small thing as well, I think a better phrasing for the reward would but "costs (2) but (1) less for..." Mechanically it is really interesting. The way the reward enters your hand seems kinda clunky but I don't think there's a much better workaround than the current iteration.

    Quote from Noah_McGrath >>

    Modified stuff a bit:

    Fake Coin:

     

    Soulcast allows you to discard a specific card in your hand, or play a spell with greatly reduced cost. It would still count as a discard for discard-related interactions if the left-most card is a spell.

    Shady trader is hand disruption that doesn't completely ruin your opponent's combo. It just asks them to pay 1 mana and 1 health to get whatever you stole back. If you manage to draw and play said card, they don't get anything from playing the fake coin.

    Added a bit more flavour to Shadow Codes. If you just want a third or fourth copy of a card, then you have to pay 1 more mana, but you could just play the original itself for a reduced cost.

    I don't know if i can say anything that hasn't already been told by others, so sorry for no feedback.

     

    Out of these I think Shadow Codex is the most interesting, with the interaction of the original card and copy.  

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 8.17 - Discussion Topic

    Just something I quickly came up with:

    Any thoughts?

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

    Er... was the Hall of Fame part necessary? Because I just realized I forgot to include it in my submission.

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

    Hello, and welcome to

    The Year of the Salamander

    The salamander is an amphibious beast of the forest, known in olden days for appearing from fires, as they would live in rotting wood, from which they would escape when used as firewood. This year touches on all that, the fire, the water, the hearth, the woods, as we journey to the different places and events Azeroth has to offer us!

    Moving to the Hall of Fame:

    Questing Adventurer Gadgetzan Auctioneer Divine Favor

    Although I actually think Gadgetzan Auctioneer could create unique decks for other classes, I plan on adding a lot of coins and that sort, which makes this card a large design constraint. The same goes for Questing Adventurer. Divine Favor is a huge source of card draw that holds back a lot of Paladin's potential because of how easy it allows them to 'reload'

    —————————————————————————————————————————————

    The Firelord's Call

    THE FIRST EXPANSION

    To start of the year, Ragnaros once again returns, scouring Black Rock mountain, since the original adventure left us with only so much, and there is much more to Hearthstone now! Featuring all new sorts of Elemental support, as well as full-on and focussed Dragon synergy, the likes of which have never been so prevalent since their introduction. With the power of the dragonflights and perhaps some of Nefarion's chromatic experimentation, the expansion features all new mechanics, like syngery based on class-specific cards.

    —————————————————————————————————————————————

    Summer in Booty Bay

    The Second Expansion

    Every summer, Azeroth observes the Midsummer Fire Festival, with great bonfires, torch tossing, and plenty of fun summer activities, to end it all with a fireworks display most prominently on Booty Bay. And where else better to enjoy the summer weather? This expansion features two new keywords: Resurgent and Bounty !

    With so much by the water, a whole lot floats around, sinks down and bounces about. Resurgent cards have gotten a bit too waterlogged, they need to be played twice to stick on the board. This can be a good thing though, as it can let you pay some mana upfront and get the card cheaper later, or if it has a battlecry , you can activate that battlecry twice, maybe with different targets in mind the second time around. And of course, Booty Bay is notorious for its Bounties . During the Fire Festival, there there are so many treasures to be found. Some cards will allow you to uncover these goods if you can put the pieces together — simply play two cards that Cost the same in a row, and you'll unlock these Bounties ! It can be chained further too, any other cards of the same Cost counts as well, as long as it's one after the other. The two keywords happen to work particularly well together, indeed!

    —————————————————————————————————————————————

    Tales from the Wildhammers

    The Third Expansion

    Finally, we return to the calm of the woods. Here are the quaint Wildhammer Clan, the stormy dwarves who live for the highlands and the open air. Sit by their hearth, as they tell you of the legends and folklore of heroic battles years ago. Perhaps you yourself may be a bit inspired too. With this expansion, you can modify your Hero Power to give it additional effects. Alone they may not do much, but as you build up your tale, you can be a mighty powerful hero who can change the tide of battle with your unique ability. But the highlands are vast, filled with adventurers, and your party will need to slow down at parts. Take the time to Rest , a new keyword that will end your turn when you play it, so like your hero power, your timing and order is critical.

    Any minions you control who could have attacked will instead Rest as well, by going dormant for one turn. This is the same state seen from other cards, and while it is strong, you must forego attacking, and you won't be able to interact with your dormant minions since your turn will end. With the struggle of factions from Alterac Valley to the Arathi Basin, your plan of attack must be strategized to gain the edge of battle.

    And that concludes my year! I hope you enjoy.

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

    Quick update of what I'm thinking of for reworking my Rest keyword:

    So for instance

    This should make it more immediate and actually feel like it does something. It's way more powerful, like a strong Conceal but there is a trade off. Unsure if the power is reasonable though.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Wishmaster333 >>

    Okay so I'm going through a bit of a rough patch at the moment, so sorry that I haven't gone through others posts and responded, been more active the past couple days. I'll go back and see what I missed after I get past writing this all up here.  I have pretty much entirely replaced every single card in my set for the showcase and we're almost out of time so I'm trying to get this out here to get some much appreciated feedback. Again, thanks in advance to anyone who helps me out. I think I will avoid putting my Hall of Fame cards in my post this time, largely because those are already set in stone.

    Introducing: The year of the Lion! 

    For my year I have pretty big goals. 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's my goal here, to try and not only nail the mechanics of the cards, but the aesthetics for expansions as a whole well. So, why choose a Lion? I developed a set of key words that I wanted to use to design sets around, and therefore chose an animal that closely fits that. Strength, Honor, Wisdom, and Courage, are all things the Lion can represent. As a result my year as a whole will carry those themes. 

     

    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.

    EcheyakeeKolkar Battlemaster

    Echeyakee: This is the proposed hunter legendary for the set. I happen to like the idea Recruit being in hunter so this card continues that tradition. Great midrange card I feel. Conveniently just outside of Deathstalker Rexxar's hero power range. Bit unsure on the balance of this one.

    Kolkar Battlemaster: Likewise, I rather enjoy the Rush package from Warrior that we got in the latest expansion. Again, this continues that idea while also bringing back a mechanic that hasn't been used very often. Very much a good control card as well.

     

    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 Airships battling Goblin Zepplins. 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. 

    DueliestPlagued gargoyeGnomish Gunner

    Duelist:  It gives minions a new dimension and fits the theme of Honor that I was going for. A duel is only between two people after-all, so it makes sense it can only fight one minion. I think this would be a welcome addition to the Hearthstone key-word roster.

    Plagued Gargoyle: Putting Duelist on a Poisonous minion means that you can no longer sack the cheap guys into this on one turn. It will eat a big minion if you do not have the capabilities of dealing with this threat immediately. I'm worried its current iteration might be too powerful but I've been told it's better to be too much than too little so you can correct that much easier. 

    Gnomish Gunner: In the same vein, I'm not sure if this card is properly statted for the effect. I really think it needs some tweaking myself, but I'm not sure what I should drop in terms of stats, or go up 1 mana. (Or maybe I'm wrong, I dunno.) Anyway, I thought this was just a really neat design capturing the feel of the set. It's a gnome airplane, so it does a flyby on the field and then can ignore any taunt minions. Just felt right. 

     

    Third Expansion, Beneath The Veil: 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. I really think this brings a good rounding out of the set. 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.

    PriestGeostorm

    Zandalari Bishop: I 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. Not too strong, not too weak. Just a great card. 

    Geostorm:  I just really like this card. I'm not sure where to balance it fully, but the idea of Earth Shock getting this big AOE upgrade feels pretty nice. It messed up a little when I was creating it and I haven't fixed the wording issue yet, but don't worry I will. I'm just throwing it out here to get some feedback since it is still able to be read in its current state.

     

     

    Barren Wildlands has a really good sense regarding flavor, and the example cards show it. One thing to look out for is that it doesn't give as great a notion as to what is in store for the expansion as the other two do. Independently the cards are interesting, they just feel like there isn't so much context supporting them mechanically speaking. I don't think anything about the cards need to change though. Without thinking too hard about it, Echeyakee seems strong, but on a 6-drop legendary kind of level. Also worth noting is it promotes Recruit in general more than the 'big' kind of recruit hunter has right now. If there's anything terribly broken from 3- beasts, there's always HoF too. Duelist is a really inspired design, I feel. Potentially very strong but Gargoyle is reasonable. It does a good job of being simplistic enough yet in the combination of the two mechanics, pretty unique. Gnomish Gunner seems a little to strong to me, looking at Primordial Drake. The Ignores Taunt part, however feels new enough for it to be an interesting example. Lastly, I'm for the idea of switching up class keywords for an expansion, I think in places it actually adds flavor especially concerning Heroes whose class isn't entirely what they're repping (Tyrande, Maeiv). Other classes of course also have ample opportunities to make use of these, like the Zalandari Bishop shows. I could see this putting some people off, as it does kind of break rules, but I mean, that's kind of what's happened in every Year of the Mammoth xpac. I don't know if it was part of the wording issue you mentioned, but I think it's fine to not start a new line for Combo. As well I feel like you could show something else off rather than two cards with switched up keywords, just an idea. The cards themselves are all pretty interesting I just feel like we could do with seeing a little more. 

    Quote from NiRaSt >>

    So I want to get some final feedback on the vessel card, since i've made some changes on how it works:

    • This is NOT a minions, so cards that affect minions, even randomly, will NOT affect this.
    • Howver, cards that affect all characters (Explosive Trap, Hellfire etc.) will.
    • Vessels can ONLY attack other vessels.
    • It can be attacked by other minions and the enemy hero, and will deal damage to them.
    • The number bellow the mana represents how many spaces a ship occupies on the board. You can only play cards that have the new Crewman keyword on those spaces.
    • Carefull: if your vessel dies, so does your hero. After all, the captain must go down with the ship. The only exception to this rule is when you play another vessel, in which case it will replace the old one, but keep its health.
    • Every class will only get ONE vessel.

    Here's how the vessel looks on the board:

    And the new Crewman keyword an exemple of a card with it:

    I'd also like some feedback on my Hall Of Fame cards:

    Sorcerer's Apprentice. I don't think i have to tell you what this card did in quest Mage. It's quite restrictive when it comes to card design, especially if you want t make cheap spells for mage.

    Devine Favour. Auto-include in any aggro deck. While not always a good card, it's sill really strong an I feel it deserves to go into the Hall Of Fame.

    Auchenai Soulpriest. Interesting inclusion, I know. The problem with this card is that you can't have cards that have a high board heal or a high heal card that can also target enemies simply because it can immediately turn into an AoE or large damage effect.

     

     

     I think Crewman is a solid idea that works elegantly with the vessel idea. However, it is a keyword that depends on you having a specific legendary in your deck, and I haven't seen it mentioned, so I think it would be important if as part of the set players would be given a vessel, like with Death Knights or more equivocally C'Thun. The Rogue card is good for an example, but I don't think it's particularly strong enough for the condition. It might be a consideration to lower the swing as well, i.e. more base Attack and less bonus Attack, unless of course Crewman is supposed to be that level of a bonus in which case maybe just a slight buff. Up to you. The Vessel idea is coming along really nicely, all the information you've put down on it does it well.

    Quote from aaro54 >>

    Here's a draft for my submission, the Year of the Mech. Probably going to post it very soon, just writing it here first so I can have a look at how it looks before posting.

    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.

     

     I really like the idea of Assemble, but I'm not as convinced on the available choices. Since you only pick three, a pool of four to choose from seems kinda strange; it would be rather unlucky if you're looking for a specific one and it's the only one that doesn't show up. In general I think you could have a slightly larger selection, like adapt, though not necessarily as many choices. The available effects are similar enough that the RNG should still feel fair in the current case, so that's well done. There's a lot of good thematic stuff going on with all the mechanics and I think you have a lot of balanced and interesting examples. I think the wording for the mage spell could simply be "Deal 1 damage for each spell..." it does the same thing: if you've cast none, it deals 0 damage. Overall I think everything looks pretty solid, maybe just make sure the first two expansions are feel different enough from each other to justify their own set -- it looks like that's on track as is.

    Quote from TheProgenitor >>

    Thanks again to everyone who gave feedback! I made a couple changes based off of what was said and just want to run them through here before I submit.

    First, the Iterate reword. Is it still clear what it does? Does it look weird?

    Example that will be in my submission (hopefully it's not necessary):

    You play a minion with ‘Iterate: draw a card.’ You draw a card. Next turn, you play Archmage Modera: you summon a 3/3 Elemental, then draw a card. Then you play a second minion with ‘Iterate: draw a card.’: you draw a card, then summon a 3/3 Elemental, then draw a card.

     Second, which of these would be best as an example? For reference, this set is about the Third War for Azeroth, and each class is getting a Legendary spell with a drawback representing an important event of the war. Thanks in advance for any help!

     

     I think the tooltip for Iterate is a clear and consistent with the rest as it can be. I think your legendary gives a good sense as to the build up and power of the mechanic, without having to show other ones. For what it's worth, I didn't even see the short description in the spoiler the first time over. For the spells, personally I feel like druid has the most unique one right now. It's pretty interesting to me, and it makes you think.

    Sorry this was all rather brief, I am trying to get everything together myself but I'll still be going over everything as always.

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

    Here's an update:

    Year of the Salamander

    The Firelord's Call

    (other fancy titles coming... hopefully)

    This expansion brings us to the Firelands, back to Blackrock to expand upon the adventure since Hearthstone's got a lot of new stuff since its release. There will be plenty of Dragons, as well as Elemental synergy now that it's been implemented. There are no new Keywords (hey, Old Gods didn't have any...) but new mechanics as a focus on top of the reiterated tribal synergy. Particularly there will be synergy with Class-specific cards, in light of Nefarion's chromatic experimentation, or just simply the different Dragonflights. My examples:

    The idea here is the show the new mechanics from Ysera, the Dreamer, and kind of Dragon stuff. The stats have been upped for fringe cases (also supports the theory of Reno Jackson secretly being dragon), but I kept the same wording as several classes will have similar things going, and there are Neutral counters such as The Darkness. As well I want to make it a point across the whole Year to shore up different archetypes for classes that tend to fall off and get forgotten without sturdy support.

    Potential alternate to Molten Core:

    This shows off Elemental synergy as well as support for Battlecry Shaman decks.

    Something Something Booty Bay Summer

    Working on the title... a lot of people are going for this location, but the focus here is more on the Summer theme than anything (hence it being the summer expansion, also the previous would be April, like BRM). The expansion brings two(!) new keywords:

    Basically, Resurgent cards 'bounce' back to your hand when you first try to play one, and then it will no longer have the Keyword. I'm not sure if I should reword the tooltip. The power of this is that you can bank mana, paying more for it before to get a cheaper card later (like Primordial Glyph) and notably, Battlecries will activate each time they are played, so you get to have the battlecry twice, and in some cases target multiple characters which no card currently allows, yet this would still be consistent with that. 

    Bounty I haven't introduced before. I have reworked the effect a lot since I came up with it, and as a result I'm not certain that the flavor is still there, but I have yet to come up with a more fitting word. With Bounty you can get potentially significant value if you are able to play two cards with the same Cost consecutively. And this is every two cards, so playing three cards with the same Cost, one after the other, would activate any Bounties twice. This synergizes particularly well with Resurgent, since you can activate any Bounty by playing one Resurgent card twice.

    The cards:

    Sunken Blade has a lot of different things going on. The point of it exemplifying Resurgent is basically in it having a lot of different uses. I think it's best to just let it sink in (haha). Dancing Flame (where's the purple?) I think provides more of a sense of the Summer-y theme, going of off the Brazier of the Dancing Flame, from WoW's Midsummer Fire Festival — speaking of, this is why it's not an Elemental, but if people feel like it should be, that's a change I can make. Although in this instance, Bounty does not make as much thematic sense.

    Other Bounty cards:

    Tales from the Wildhammers(/Wildhammer Clan?)

    I just want the abbreviation to be TFW, to be honest. Sleep has since been totally just scrapped I wasn't really sure where to go with Rest, but for now I think I'm just going to stick with it.

    There's a lot I could do about this. I was considering them just not being keywords (i.e. one card having 'Your turn ends' and another having '...every minion that did not attack last turn...') but I think it's mechanically unique enough to justify it. I'm not sure if they could have clearer wording—Rested is simply just a Status effect that doesn't affect anything other than cards that will have effects based on Rested minions. effect. Rest makes it so that the order of your turn must be particular, and as well if you choose not to attack with a minion, you could get a bonus on the following turn.

    On top of these I'm thinking on emphasizing Hero Power synergy, outside of Inspire effects (probably), rather building upon your Hero Power. This would hopefully give slower decks a win condition beyond using their Death Knight cards, or really just a reason not to play them—having alternatives is nice. As well I was thinking of adding more Quests just for some mechanical diversity, or just interesting stuff, building upon other things, like Hagatha. I'm not sure if there's much point in bringing this up, however, since I would not be able to showcase one.

    Current examples:

    Counting Sheep is now a hunter card, cause sheep, duh. Really thought, it was mentioned it's a good way to give hunters draw since they lack it, but it doesn't give it out for free. I was going to remove Rest from the card and only have the Rested synergy, but I still think it would be best to have a card with both on it. Hopefully the balance is there. I was also looking at having it be "minions that Rested last turn" but I'm not sure how clear that was, and there is a mechanical difference. 

    Aerie Mountaineer is what I'm thinking about when I say building upon your Hero Power. Some cards would have kind of an aura effect, adding something passive to your Hero Power, but it is still mechanically different as once you activate your HP any passives wouldn't apply until the next turn, and of course your Hero Power can be replaced.

     

    So this is mostly what I'm thinking of right now, please any thoughts. Thanks for everything that's been said so far, it has really shaped where I am taking this, and of course I'll be still looking at what you guys are posting.

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

    Resurgent has the battlecry go off both times, I think there's some more explanation I need to do for the mechanic. The expansion watermarks come from Hearthcards.net, next to the box for card text you'll see it has the Classic set Swirl. If you click on that and go all the way to the bottom of the list, there are a bunch of custom watermarks that you can use for your cards.

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

    @anyone, please review my year. It's below, in its nearly-final form, only before a few minor corrections (if they would be needed). Also PLEASE WRITE IF IT'S NOT TOO LONG AND IF IT  ISN'T TOO HARD TO READ IT. That's important for me

    Reminder!!! I'm writing from phone, so i can't paste any images, bold text or even change font.

    YEAR OF THE ORC

    Y'er been on a journey for the whole year. Relax. Stay a while and listen!

    Hundred years ago, somewhere in the dark Universe there was a land called Draenor. Hundreds of Orcs lived there, forming small, and then bigger clans. Clans were meeting each other one time a year, during their sacred fest, Kosh'harg. During one of this fests began a story which lasts until today. Story of the mighty Horde...

    1st Expansion: RISE OF THE HORDE

    (...)

    In this world there was someone another. Someone mysterious. Draenei. They were trading resources with orcs, but they weren't friends (or enemies) Ner'zhul, supported by Gul'Dan called every single clan to fight together and destroy their "deadly enemy". They didn't know that Kil'Jaeden deceived them, offering unlimited power. Gul'Dan realised it too late, when he was left with nothing...

    When the war began, orcs were only winning. One day, elements stopped listening to Shamans. They needed another help, and they got it. They got Warlocks, but not only them. Also creatures five times bigger then orcs joined their army. Oh, look how strong are they!

    (Druid card)

    Me Smash! (4) - Choose one: Take control of an enemy Orc until the end of your turn or give a friendly Orc to your opponent and Curse him. 

    Oooh! Curse! What's this? And why would you give a friend to your enemy? Wait a while... 

    These green creatures were unstoppable. Oh, wait. My memory is not that good as when i was young. Yes, green. They drank blood of a demon, also awakening unstoppable rage inside them. They destroyed everything belonging to draenei on their path. So fast. Let's take a look, why

    (Warrior card)

    Grommash, the Posessed. (6) 4/5 - Cleave. Rush. After this attacks and kills a minion, gain +1/+1

    Now you see why did they won so fast. They could Cleave and also damage adjacent minions. But Cleave was only for mighty ones. Others were just drunk

    (Warlock card)

    Drunk Orc (1) 0/5 - at the start of your give this minion to your opponent. It loses 1 health and deals 2 damage to your hero.

    But after draenei were defeated, rage was still inside orcs. They started to attack each other.

    Now look at this new archetype of minions. If your enemy controls an orc, they do something special. Isn't it simple? And what's that Curse? Well, there wasn't enough food for all orcs on Draenor, because the planet was dying. During the war, crops didn't grow because noone could take care of them. Orcs were dying too. So this Curse destroys minions at the end of your next turn. Not at the start, it would be too complicated. And not that powerful

     

    Orcs had to run away from Draenor. But someone who drank the blood was going to free them from it's power, and rebuild the mighty Horde. And his son was going to nearly destroy it. Once again.

    2nd expansion: RISES AND FALLS OF HELLSCREAMS

    The Portal was opened on both sides. A wave of Orcs flooded Azeroth. They had their new home. But they found other, strange creatures here. They were smaller than orcs, thinner and white. Orcs began to fight with them. Every single person could become their victim for powers, which Orcs believed in. Look how strong is this mechanic

    Victim - minion can deal (X) damage to himself to gain a special bonus (also for other minions)

    Example - (4) 4/4 - Victim (3): Give your minions +1 attack

    After Stormwind fell down, humans started fighting brutally and stronger. They finally defeated Orcs and put them into special camps. Orgrimm Doomhammer sacrified his life to free Orcs from these camps, like Grommash did to free Orcs from Mannoroth's blood. That's what Heroes can do to make your minions stronger

    Sacrifice: Deal (X) damage to your Hero for a special bonus

    Example: (6) 5/7 -Taunt. Sacrifice (3): Gain +3 Health

    (...)

    After the Cataclysm began, Thrall had to save Azeroth, becoming new Aspect of Earth (together with other Shamans. He couldn't lead the Horde so he had to choose a new leader. Choice wasn't simple, but he finally chose Garrosh Hellscream. It probably wasn't the best choice possible...

    3rd expansion: LOST SECRETS OF DALARAN

    If Horde wasn't enough, next problem appeared soon. The Plague. Kel'Thuzad needed one of Medivh's tomes to summon his overlord, Archimonde. Defense of Dalaran fell down fast and Archimonde destroyed the city after he was summoned. Small pieces of mighty towers and arcane tomes got spread to nearby places. 

    After a few years an expedition found a cave. They got very deep into it and they found light. They came closer, curious what might it be. And they saw exactly 45 bright runes, 5 of each from 9 light colours. There were Runes of Fire, Ice, Arcanity, Forest, Wild, Blood and probably everything possible. What were this Runes? Probably pieces of Dalaran towers and fragments of knowledge from books stored in this city. 

    How did they get there? I don't know. But i know how can they get into your deck and how do they work. Each class gets a legendary which shuffles 5 Runes (with this class's colour) into your deck. Each class has a different cost of these Runes, but they all cost the same for a single class.

    Many minions can feel their Magic Power or even control it, basing on their own power.

    For example, Khadgar can control it

    Khadgar, Mayor of Dalaran - (6) 5/5 - Battlecry: Draw and cast two runes from your deck (targets chosen randomly).

    And Blue Wyrm only feels it

    Blue Wyrm - (5) 1/1 - Battlecry: Gain +1/+1 for each Rune you cast this game

    Edit: i'll finish it later because now i have no time (and i also want to rest a while)

     Technical notes:

    Sacrifice and Victim are NOT considered battlecries so cards like Brann Bronzebeard or Blubber Baron don't work with those mechanics.

    Curse lasts until the END of your next turn to improve synergies with Orcs

     

     You've really done a great job going into the description for everything. I imagine with the images it would be a lot more digestible, and make the story bits stand out more prominently. As of now they flow into the revelation of the cards very well. Something you might want to be careful of is the thematic similarity between the first two expansions. The mechanics are different enough, but it's important to be able to tell one card comes from one expansion vs the other. I don't know if you plan on the Orc tag being retroactively applied, for instance Warsong Commander would have it, when the syngery seems pretty specific and unique to your expansion, as well as Orcs being a pretty big race in general. If it's not the case, I would suggest something like "Chaos Orc" which goes well with the theme of them having drank the blood. I would say all your example cards seem simple enough, and give a good idea of the value of these effects. This may be an instance of there not yet being images, but some of the class cards don't feel particularly connected to their class, except for the mechanics of the card. Sometimes it's enough, but it's something to think about. I like the flavor of the third expansion. It feels like a good direction behind the other two expansions. And finally, on the choice of Orc for the year's 'animal', I don't really have a problem with it, but if you're looking for other suggestions you could have an animal tied closely to orcs, such as kodos or dire wolves. I'd like to see how this turns out with everything finalized.

    Quote from Wailor >>

    YEAR OF THE TORTOISE

    The Year of the Tortoise has come to the tavern! And with it, three expansions (loosely) related to this ancient reptile.

     

    THE ALIGNMENT

    Something unsual is happening in the skies: Azeroth, Draenor and many other planets are forming a perfect line. This strange phenomenon has made several constellations take a physicall form, and they are ready to join the battle! 

    But that's not all! At the very same time, the few Eredar that did not succumb to the mischeavous forces of Sargeras, now known as Draenei, are escaping Argus to find a new home. Will they succeed?

    Of course, if not positioned correctly, constellations are just stars. So, in this expansion, positioning will be really important. Both adjacent minions and opposing ones will be important, so be careful!

    What does this expansion have to do with tortoises, you ask? Well, ancient cosmologies used to believe that the Earth was resting over an infinite pile of turtles. So, expect a Tortoise with a planet in her back to be in this expansion.

     

    DEPTHS OF THE GREAT SEA

    There's an old Tauren saying: "Only by looking at the infinite calm of the Great Sea you can know who you really are".

    It's not as calm as they say, however! Countless dangers lie in the bottom of this huge mass of salty water: enormous beasts whose weird aspect is only matched by their ferocity, sunken temples with ancient curses waiting to be awaken, fearsome nagas plotting to get their revenge and, well... there are murlocs too.

    This expansion features the keyword Dive. When you Dive, your hero will be covered in bubbles until the start of your next turn. By itself, this does nothing, but you can use it to activate certain effects.

     

    Tortoises live underwater. Pretty obvious in this case.

     

    PATHS OF DESTINY

    The astronomers of Azeroth discovered something terrible: a great Fel Meteor was leading directly towards their world. The Horde and the Alliance stoped their fights, and the best socerers of both factions worked together in order to stop the catastrophe. All their work was sterile, as the deadly comet finally fell over the planet.

    Its impact was so great that it broke the space-time continuum and generated multiple timelines. In some of them, all life in Azeroth was forever extinguished. In others, the few survivors were devoured by the countless hordes of Felhounds that emerged of the meteor. In a bunch of timelines, however, some heroes met their Fate and assured that Azeroth had a Future.

    This expansion features two keyword that are closely related: Fate and Future. It works similar to Quests: when a minion mets the requirement indicated by their Fate, they transform into the minion described by their Future.

    It also works for Hero cards: when you play a Hero with Fate, it does nothing. It's only after you meet the requirements that you transform. So, it's kind of a Quest with a Hero card as reward, except that you play the reward right away and doesn't start in your hand.

    Tortoises live very long and this expansion is about future. 

     

    Nice job connecting everything to your animal.  I think the first expansion has a lot going for it thematically, to support its lack of a keyword (which is totally fine, a good thing even imo). I would say make sure the specific mechanics, like positioning, get enough support. Your example cards reflect this. I like both of them and I think they give a good idea of what's coming. You may want to consider talking about them briefly just because I feel like the use of their abilities could be easy to miss. Diving is cool, good examples. And I think the little blurb about the theme of the expansion goes a long way considering both example cards show off the keyword in its two uses. I would say Hammerhead could be a 5/5 because of its condition. Hero cards from a different time — very cool, although Hero cards technically break the no unique tokens rule, with their Hero Power. I think it would be fine to just mention your plan with them and how fate could be used with them as well as minions, since your other example also shows Fate/Future. Also, it was not immediately clear to me that Charge was significant on the Apprentice because Future means they transform. It's clear enough in the description, but maybe a little reiteration here after the cards are shown. Overall some really neat mechanics and a good diversity of plans.

    Quote from CheeseEtc >

     Thanks for feedback! For the recipes, it's indeed the former. I guess I should make it clearer on the keyword.

    As for Structures, I have others in store.

    Are those any better? There's some kind of buildaround required for them

     The Dark Portal is pretty iconic, but as mentioned it feels a little to close to what's already in the game. Since the effect is repeated and the thing's permanent I imagine the deck would look different as you'd want more demons, but if you don't have plans for changing it maybe just touch a little on it since I think most people will have that association. That being said, I don't personally feel like the structure you had before was a bad example; it gave a good idea of the power level which I think for something as unique as structures is particularly important to show. Coming out with the big flashier example might not have the same effect, even though it's scaled appropriately. 

    Quote from ThisOtherGuyTox >>

    Made in Cooperation with @Cogito_Ergo_Sum and @Otovent.


    Year of the Chimera

    Feedback plz.

    Set Fire to the Rain

    Everything was fine on Azeroth. Ahune the Frostlord was chilling in the hail, and Neptulon the Tidehunter was cooling in the rain. But everything changed when the fire Elementals attacked! They didn't want none of those weird weather types, with weak arguments such as "It's literally killing us" and "We're already at the borderline of extinction after the many times' adventures murdered us". Truly pathetic.

    The expansion includes two new Weather Keywords. Weathers are basically "aura effects" that lasts for an amount of turns that is descriped on the cards that summon the weathers. At the end of each players turn, this counter goes down by 1, and does its special effects. Those include:

    Rain works as a Board preserving effect, that will likely see play in faster decks than Hail, as it enforces Board control, instead of destroying it.

    Hail works as a control effect, that diminishes board control, at the cost of a bit of Health, and some trouble keeping board control yourself.

    The Fire Elementals want none of those tho, so they remove the Weather, and gains a bonus when they do. It functions both as tech cards against weather decks, but also as a quick strong effect for Weather decks.

    War of the Continents

    Everyone are at war. The Eastern Kingdoms, Kalimdor, Northend and even Pandaria! Why? Why not! We don't have anyone else to fight really.

    The expansion features a new keyword, and a new type of cards. Stitched cards! For those that does not know what this is, then it is basically a card that is available to two classes. A lot like the gang cards from MsoG, but they will be more prominent here!

    Basically, when you play your first War/Peace card, you get to choose one of them. That choice is from here locked for the rest of the game, and all your War/Peace choices will always only use that choice.

    Goldshire Pictures

    From the creators of movies such as "They came from beyond the moon" and "Six-Gun Killer", comes a hearthstone expansion unlike any other. The studio, that originally came from Overwatch invites YOU! to come see everything behind the scenes.

    We'll bring it to life with a brand new keyword, that will be featured in a most legendary of manners.

    Script is the new one type of keyword. You get a sequence of effects, where they trigger at the start of your turn, one after one. Those effects are super powerful, but slow as hell.

    Another prominent feature for the expansion, is hand positioning cards. Some cards will care about being left-most in your hand (Basically your oldest cards), and Right-Most in hand (Which is basically your latest drawn cards).

     

    Thanks for reading through this all.

    Feedback would be most apperciated, and will be returned.


    Also a big thanks to everyone who reviewed our stuff so far, and especially Vilegloom for your awesome designs for the competion and your invaluable feedback.

     

    A Chimaera's pretty clever, although I'm compelled to point out that chimaeras in WoW are kinda different. Not a huge deal. I think Weathers are a good direction of aura effects, seeing as the implementation could go in any of many ways. I'm not sure if it's mentioned, but does on cancel the other? As for the examples, Hailmaker does a good job showing the value, although it is specific to the three turns as well as Hail. I don't think the power level is something that's critical to display in this case. I like that Weather Wrecker actually has subtle synergy with weather effects. War/Peace is a cool duality effect. I think Border Patrol is actually a really strong example in this case to suggest its use is more "what do I need in this match-up?" vs "I want to play a peace deck," if that makes any sense. Just shores up what could make a big difference in the design of the keyword. Cervidae looks like good value, makes sense thematically as well as mechanically. But not a beast? Goldshire is a fun idea. There are a couple of ways I think you could go about selling it. It might just be me but bringing up the Overwatch connection puts it a little out of place, rather than something like the two movie titles and being able to go "I see what you're doing." Kind of a small thing, totally up to you guys. Script works out well for something that could easily have been too complex. And the example shows it well — it seems really, really strong. Maybe it even makes Savagery work. Both examples show Worgens! I don't know if that's an issue, but it might make the theme a little unclear. And as pointed out, the first thing I thought of with Sharpshooter was Explosive Trap. If it gets spell damage on play, it might be something to clarify, thought this also kind telecasts what secret you just played, unless non-damaging spells aren't affected. Also, I'm impressed by the use of the Alliance watermark. Looks like a good collaborative effort, the thought behind everything shows.

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

    Just a few quick things

    Quote from uReds >>
    Quote from uReds >>

    Hi everyone, I'm working on a new mechanic: Rituals.

    Rituals are Legendary Spells, these Rituals need Deck Pre-construction in order to unlock its full potential. You must have certain cards in your hand or deck at the moment that you use the Ritual, those cards will be discarded. If you don't have them the Ritual will have a less powerful effect. Some examples:

    R1Jar

    If Lord Jaraxxus and Sacrificial Pact are in your hand or deck at the moment you use this Ritual, both cards will be discarded and you will get the reward (although you won't draw a demon).

    R2R3

    These are other Rituals. For now I think I'm going to use just classic and basic card for Rituals, but not all of them will require a class legendary.

    Tell me your thoughts, I think the text on the Priest and Shaman's Rituals are a bit long.

     

     I've managed to put the text in 4 lines. Now I still missing the cards names, I'll start working on that.

    Any thoughts?

    I think this is a really cool mechanic, the flavor works well with the mechanics and I think the trade-off in power is pretty exciting. Something that is a concern is that these all require you to have other legendary minions -- which Hearthstone has only done in cases where you're guaranteed to have them: C'Thun, and Stalagg and Feugen. It would feel pretty bad to open one of these, and not have the respective legendary or even epic in the priest case. Also, I think it's good that they still do something in case something happens to either of them, but it seems like a bit much right now considering you don't get them if you do have the ritual. I think they could be closer to some combo cards in this respect.

     

    Quote from WhiteKitsune >>

    Here are a few edits of some of my cards. I gave Freya a bit more durability and shifted her ability to end of turn to “guarantee” activation. I (hopefully) cleared up Naj’entus a bit, and gave him a little more health. I redid the Shift text box for some clarity. Finally, I did a full rework on Shattrath Preserver, hoping to make her a bit more distinct. Thoughts?

     

                                                       

          

     Welcome to the club! You've got some pretty solid concepts for your expansions. Relentless is pretty unique considering how there are effects close to it but nothing quite exactly like it. I think the tooltip box for it could be condensed, for instance maybe something like 'if the enemy minion this attacks survives' and it could end with 'do something' like battlecry or deathrattle. Freya still seems a little weak to me, compared to Darkscale Healer, you pay 1 more for more healing and it to be repeated, but it has protocol. Do whatever with it, I just think it could be just a little stronger. Naj'entus seems good, the wording is clear but it feels like it could still be condensed in someway, maybe closer to Cave Hydra. Really cool effect though, that's pretty clever. I like the theme of Shattrath Preserver, it feels really fitting in pretty much every way. I would also say it could use a slight buff however. It should be relatively easy to play around and it doesn't get that much value until it proc's around twice or more. Overall really cool themes. You're touching on some really interesting mechanics and flavor that I don't see around a whole lot.

     

    And wow, people are posting a lot very quickly. I'm going to try to go over a whole bunch more later so keep it coming.

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

    Just wanna put down my current ideas with Resurgent, and see if any of these are interesting enough / example material.

    (and alternatively)

    I'm not entirely sure because I think what makes battlecries particularly interesting with this mechanic is when there's something targeted, since this would allow it to work like some sort of 'multi-targeting' feature.

     

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

    Alright, could I get some opinions on a keyword idea?

    I'm going for Rest/ed

    So the idea is a Rest card immediately ends your turn, so order is important. To be more than "Your turn ends," if you had any minions that could have attacked (green circle) but didn't before you played the Rest card, they gain a status effects, 'Rested,' for the next turn, which could have further card interactions.

    So for example:

    The idea being, you get to buff a minion for very cheap, because you won't be able to attack with them after you play Roost. As well, you could attack with the minion and then cast Roost on it, and it would still gain Rested since Windfury grants it a second attack.

    Counting Sheep I'm thinking for an example card because it demonstrates both. You get to conditionally draw several cards for very little, but you can't play them that turn because of Rest. I'm not so sure about the balance because it is rather specific rather than something like 4-Mana Draw Three, Rest

     Also, for the Resurgent minion, where you play the card twice with a battlecry, I was thinking

    I had the idea initially, but kept reconsidering the balance. Particularly, if it were a 1/1, I can't think of a situation where you would play Elven Archer over this minion.

    And of course, thanks for all the words I've received on my previous post!

    Posted in: Fan Creations
  • 1

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

    welp, i'm kinda late to the party, but better late than never. Without further ado, ladies and gentleorcs, i present to you

    this year, we have 3 very (i hope) interesting expansions, with mechanics unlike any this game has seen, to the point where we even break the way hearthstone works.

    for appetizer, we have 

    THE SCOURGE OF IRON

    Because someone who shall not be named *cough Toki cough* decided to mess with the timeline, The Iron Horde came to Azeroth smack dab when The Scourge decided to leave the Burning Legion and do their own thing. Sensing that Azeroth might be torn to pieces if the the factions went to war, Malfurion decided to use the Cenarion Circle to stop both players in their tracks, leading to a 3-way war.

    The three factions work similarly to the one in Gagetzan, each having their unique play style, as well as a tri-class general to lead them. On top of that, cards within each faction share the card text among them. For exemple:

    Any other minion that has Iron Horde written on the card text will be untargetable by spells or hero powers as long as Gromm remains on the field.

    If your opponent doesn't kill the Keeper of the enclave, you will gain a mana crystal every time you play a card that is part of the Cenarion Circle.

    This spell will basically be cast again for every friendly minion on the board that is part of the Scourge.

    the three factions are as follows:

    Scourge: Mage, Hunter, Shaman

    Iron Horde: Warlock, Warrior, Rogue

    Cenarion Circle: Priest, Paladin, Druid

    Those faction will also be taken into consideration for future expansions. Also, there might or might not be a minion that will allow you to play cards form the other classes in your faction.

     For the main course, we have

    CLEANSING THE CURSE OF FLESH

    You become a Mech, and you become a Mech, EVERYONE BECOMES A MECH! Lots and loths of mech synergy, as well as creating mech versions of existing cards, and a new keyword to top it all off.

    In this exemple, in order to activatethe Stormwind Sentinel, the minion on his left must have a base health of 7 (e. g. Mossy Horror), and the one on his right must have a base attack of 7 (e. g. Stalagg). this keyword can also be a battlecry, deathrattle, end of turn affect etc.

     and for desert, i give you

    PRIMAL BREAK

    This is where we break the deck building. This expansion would have 2 types of minions, Primals and Breaker. The thing is, you must have an equal number of each in your deck, and each of them only counts for half a card during deck building, so you can technically  go over 30 cards. (for example, you can have 10 Primals, 10 Breaker, and 20 other cards in your deck) Then, at the start of the game, the player that goes first chooses which of the two types of minions he wants to keep, and the other player only keeps minions from the other faction. (If he keeps, for example, the Primals, all Breakers from their deck are destroyed, and all Primals from YOUR deck are destroyed as well, leaving each with 30 cards; if any cards from either hands is destroyed, you draw that many cards).

    Each Primal will have a Breaker counterpart, and vice versa. While the Primals are more focused on healing and defense, the breakers are more agressive and focused on dealing damage. I'm not sue how crafting, disenchanting and getting from packs would work, i'd make it so that you get or loose both at the same time, but are not restricted to this when making your deck. 

     Hall of fame:

    oh... oh, my... this is awkward... i haven't decided on those just yet... uhm... come back later?

     And this is my year so far. Please tell me what you think, what you find too complicated or hard to understand, and why i should change the mechanic on my final expansion :P

     

    I'm digging the ideas for these expansions. Alternate Universe stuff is totally something that Hearthstone has plenty of room to explore. I like the concept of the three factions. I would the way it's formatted on the cards seems kind of off to me. I don't know if there's a better way to do it, but it feels a little un-intuitive to me.

    The idea of chaining minions is cool, but I think the complexity is definitely a concern. For one thing, I'm wondering how that would be presented in-game. I assume if you put a 2 Health minion next to a 2 Attack minion, there would have to be some visual indicator, however the chain would mean nothing if there's no Linked minion. Among other things, it is something that is pretty simple even though it takes a lengthy explanation. Thematically though it is something I'm interested in. I think the Curse of Flesh is a good place to expand upon mechs without making GvG 2.

    Finally, I'm all for the Primal/Breaker idea. It's totally out-there and unique in a good way. I can definitely see this being something that people might not be as on board for, with that in mind. I think I would prefer a different example for a Breaker, just Magnaron being a Neutral Consecration + 1/2 sticks out. The downside of the deckbuilding restrictions, or the fact it might just be deleted from the game, doesn't immediately come to mind. Kind of a minor thing though, you could also just explain the given power level.

    I'm sure this is just the start of what you have but I think saying more about the expansions themselves and the kind of themes around them could go a long way.

    Quote from Soulbattle >>

    Thanks for the feedback so far, fixed all of the major issues addressed.

     

    First Set

    Based around the Trolls and the Loa gods.

    Main Mechanics would include

    •  Non Deathrattle, minion death synergy.
    • Powerful Loa Gods for each class.
    • New Deck Types for classes.
    • Lots of Beasts
    • Health as a resource
    • Introduction of the "Invoke" Keyword.

    Second Set 

    The Fun set of the year, based less around deck building and more about having fun and trying weird thing. Based around the war between the different types of magic.

    The Main Mechanics would include.

    • The three schools of magic for Mage
    • Potentially more schools for other classes.
    • Expansion on the "Invoke" Keyword.
    • A massive 10 Mana Legendary Spell for each class.
    • Some good old RNG (In controlled amounts)

     

    Third and Final Set

    The huge and most likely the most powerful of the three set (considering it will have the shortest lifespan). Based around the Blood Elves more specifically the Sunwell Plateau Raid and Quel'Danas. Will feature some massive wow lore characters including Kil'Jaeden and Kael'Thas.

    The Main Mechanics would include

    • Late game high Mana cost cards with massive effects.
    • Deck-building challenges for each class, similar to Reno Jackson, Baku the Mooneater and the Princes.
    • Demons and Demonic influences.
    • "Positioning matters" cards.
    • Reinforcement of new and old deck types.

     

    Hall of Fame

    At the moment I am think Stonetusk Boar (because it restricts design being so cheap with Charge), Divine Favour (Means Paladin can never get good aggro cards) and Alexstrasza (since she limits the design of a lot of cost reduction cards and late game cards)

     

     You have a great set-up here, it really gives a good idea of what you're planning things to look like. I like the idea behind Invoke, but I can't get over one thing: you need to click on a minion to attack with it. I'm just not sure how that's supposed to work out with invoke minions. Hethiss is just such a cool concept. I think it shows off the death syngery well.

    Celestial Downfall seems really strong, but I think compared to Kun the power-level should be okay. I'm honestly just not sure what to think of Ethereal Merchant. It's interesting to say the least.

    Sunwell expansions seems solid. I think it has a lot of generally liked themes. The important thing is to explore those areas deeper since they have, in some sense, been touched in game -- I think the example cards do a good job of this. Brutallus is just really cool.

    Quote from CheeseEtc >>

    YEAR OF THE INFERNAL

    The Craft of War

    [Wacraft-RTS-themed expansion]

    Some of you may recognize an old concept I posted on the CCC#4 disc thread. The expansion will feature two intertwined mechanics:

    • Structures: The HS equivalent of WC1/2/3 buildings. Structures are dormant cards with a "structure" tribe and permanent or on-trigger than can't be played using normal mana but can only be played using...
    • Resources: Resources are an alternative... resource, different from mana that is used to play structures. Unlike mana, it is non-renewable and must be acquired through special cards.

    Structures will of course be based on the actual RTS structures. It will be mostly WC3 but I hope to include some WC2 and WC1 as well. Flavor-wise, the expansion will feature all four "races" from WC3, with each race being assiged to a class.

    • ALLIANCE -> Paladin, Mage, Warrior
    • HORDE -> Shaman, Warlock, Warrior (Warrior is split between A&H)
    • SCOURGE -> Priest, Rogue
    • NIGHT ELVES -> Druid, Hunter

    (Races are just flavor unlike Gadgetzan gangs and my next concept)

    EXAMPLE CARDS


    Scramble for Shattrath

    Draenor. Decades ago, this world was ravaged. A power-hungry orc named Gul'dan made a pact with the Burning Legion to create the Horde. The Horde decimated this once-verdant world, transforming it into the barren wasteland we now call Outland. However, in this ocean of despair, one beacon of hope still shines for its inhabitants: Shattrath. But the city is disputed between rival factions, each of which wants to gain power over the luminous city...

    The expansion will feature two intertwined mechanics:

    1. Shattrath factions: Some neutral and class minions (maybe even all of them, given the size of the expansion) will belong to one of the four factions fighting for Shattrath (see below). However UNLIKE GADGETZAN GANGS, FACTION MINIONS CAN BE USED BY ALL CLASSES, HOWEVER YOU CAN ONLY USE ONE FACTIONS PERT DECK (i.e. you can't have two minions from two different factions in your deck). Each faction has its leader, which will be a neutral hero card.
    2. Gems: Gems are a special type of spell cards, like Secrets and Quests, and are placed in the same spots (around your hero portrait). Gems give you either an aura or an on-trigger effect that lasts for a certain amount of turns or actions. Each faction will have its own uncollectible Gem associated to it, with different ways of equipping them. In addition, each class will have its own collectible Gem.

    Presentation of each faction:

    THE ALDOR

    The Aldor are an ancient order of draenei priests who revere the naaru and assist the Sha'tar in their battle against Illidan and the Burning Legion. They are found primarily in Shattrath City and Shadowmoon Valley. Though they have suffered much at the hands of the blood elves who later became the Scryers, they have put aside open warfare for the sake of the Sha'tar. The Aldor's most holy temple lies on the Aldor Rise, overlooking the city from the west.

    • Leader: High Priestess Ishanah.
    • General theme: Healing.
    • Gem: At the end of your turn, restore 2 Health to all friendly characters. Breaks after 3 turns.

    THE SCRYERS

    The Scryers are blood elves who reside in Shattrath City led by Voren'thal the Seer. The group broke away from Prince Kael'thas and offered to assist the Naaru at Shattrath City. They are at odds with the Aldor, and compete with them for power within Shattrath and the Naaru's favor.

    • Leader: Voren'thal the seer.
    • General theme: Spell damage.
    • Gem: Spell Damage +1. Breaks after 3 spells cast.

    THE CONSORTIUM

    Led by Nexus-Prince Haramad, the Consortium is a loosely affiliated cartel of ethereal smugglers, traders, and thieves that have come to Outland to benefit from its riches. Their main base of operations and biggest settlement is the Stormspire, but they can be found at Midrealm Post, Aeris Landing, within the Mana-Tombs of Auchindoun, and various other places.

    • Leader: Nexus-Prince Haramad.
    • General theme: Hero attack.
    • Gem: Your hero has +1 Attack. Breaks after 3 attacks.

    THE SHADOW COUNCIL

    The Shadow Council is not merely a Warlock organization, it is THE Warlock organization. Originally set up by Gul'Dan to secretly supervise the Old Horde, the Council was decimanted after Orgrim Doomhammer and then Thrall took over it. As of today, the Shadow Council has split into several small groups on both Azeroth and Outland. But the biggest of those group is still stationed in one of the Shadow Council's historical stronghold: Auchindoun. Led by Grandmaster Vorpil, who overtook Gul'dan's place after the latter was killed, the Shadow Council only wish to retake their former glory and re-build the Old Horde.

    • Leader: Grandmaster Vorpil (technically Gul'dan in Warcraft's lore, but he's busy being a hero).
    • General theme: Tokens.
    • Gem: Whenever you play a spell, summon a 1/1 Imp. Breaks after 3 spells cast.

    The expansion will of course feature "cult" Shattrath NPCs such as Griftah, Haris Pilton, Cro Threadstrong, etc...

    EXAMPLE CARDS


    Gordo's Gargantuous Feast

    No clear idea what I'll do here, but it's gonna be cooking themed!


    CARDS I WANT TO ROTATE

    1. Inner Fire: We can't make cost-effect high-health minions while this is in standard.
    2. Mana Wyrm: Second most OPest 1-drop of all times after Tunnel Trogg, but at least the latter rotated out. In many cases you know you can autoconcede if you can"t answer a turn 1 wyrm.
    3. Archmage Antonidas: Uninteractive.

    Trying to think of mage cards to put into the core set.

    Will post global feedback when I can!

     

    Do you have a better name than "Craft of War"? lol. I guess it's actually kind of perfect. I mean for a theme, the RTS throwback stuff is something I'm really into. The resource mechanic looks simple enough yet still interesting. I do question Structures being totally permanent though. Power-wise I think that's fine, it just seems a little off to me. Like mechanically I think them being Immune might make more sense, even though that makes no sense at all flavor-wise.

    Shattrath has a whole lot going on, with reason. It isn't too much I don't think, but it's something to keep in mind. I don't know how much there is to say on the examples, as it's been pointed out, the token generation is an issue regarding the rules. A collectible class gem for one would probably be a safe bet. For the rest of the expansions, I like the way you've done the factions. The flavor is certainly very rich here.

    And I'm sure you won't have any problem with a cooking themed expansion.

    Quote from Vilegloom >>

    Aight, so I guess I need to start posting something to get myself on track. So, here it is. It's...

    The Year of the Ram

     

    But why the year of the Ram? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.

    Expansion 1

    The breaking of time has made everyone go wild! Alliances are made and broken, betrayals letf and right, unlikely friends and expected foes! And all this at a blinding pace! It's a free-for-all; and you're in the middle of it! 

    This expansion's main theme is tribe wars! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?

    • Dual-tribe cards! Think of all those weird card combinations... Murloc-Demons, Mech-Beasts, Dragon-Elemental, and more!
    • New keyword: Muster. A card with Muster will gain a bonus effect when played if you control a minion with an x tribe tag!
    • New Keyword: Draft. When a minion is Drafted, you will be able to choose (from 4 random choices out of all tribes) a new tribe tag for it!
    • New build-around cards that will lead to some new wacky tribe-combination decks!

    Expansion 2

    Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? I heard they make great funnel ca- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.

    In WoW, the Scholomance is a vile academy for prospective necromancers of the Scourge. But now that the scourge is kinda gone, it now lies under the hand of Principal Darkmaster Gandling. It features a huge array of Necromancers in training, one of which could be you! Yes, you! How's that sound? How would you like to take a tour round' the academy? There's much to see

    • New Keyword: Sacrifice. Cards with this keyword allow you to destroy a friendly minion of your choice, if you wish, to give you further power in exchange.
    • New mechanic: Blight. Blighted minions are marked with Blight, and whatever minion is played next to them will also be marked! Several cards interact with Blight and Blighted minions.
    • Some mechanic related to Necromancy. Maybe something like a hero card or special necromancer cards. Still in development.

     Expansion 3: In development

    Like I said, this is just to get started with it. Though, the main idea I'm trying to go for is magic. Meaning it will relate to spells and Spell Damage.

    Hall of Fame contenders

    Still trying to figure these out. I've got some things going, though. Malygos is definetely one of them as it doesn't allow for cool Spell Damage interactions. Same goes for Bloodmage Thalnos. Another one is Cult Master, as it has a way too powerful interaction with Sacrifice.

    Thoughts? Feedback is appreciated! I'll be trying to give feedback back when possible.

     

    A tribe centered expansion definitely sounds interesting in the way you could make interactions, particularly with the keywords. Thematically though, I question Friendly Recruiter potentially being a Murloc or Beast or whatever, just looking at the guy. Muster is cool and I think it gives you a lot of options as well as diverse gameplay. I just think you should watch out for potentially clunky worded cards with this. Also something to consider might be how Elementals and Dragons, for instance, generally have unique tribe synergy, rather than requiring one to be on board, but I can see how Muster would be different enough.

    Blight seems really fun and fitting, theme-wise. Infected Apprentice does seem a little too weak to me, considering you need to play 2 other minions for it to be a Spider Tank. Academy Steward does give a very good idea of how Sacrifice is meant to work, and its power level and all. Scholomance too is a nice idea for an expansion.

    I will say I think your Hall of Fame choices are really smart, as they aren't devastatingly OP but they constrain design space, particularly for what you're designing. Although I'm not so sure if Thalnos is so much of an offender in this case.

    Posted in: Fan Creations
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