Maybe Da Undatakah instead of one Mortal Coil? could be fun
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29
McF4rtson posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Submission Topic]Posted in: Fan Creations
Class Overview:
The Sea Witch is a class revolving around adding cards to their deck in order to create powerful combos or to simply generate card advantage. While the primary flavour of this class is to be patient, bide your time, and eventually harness the ocean's rage to beat down your opponent, that is not to say the Sea Witch is slow. A flexible hero, Lady Vashj can just as easily play the fast game à la midrange or with elaborate combos. She can even try to rush you down with cheap, synergistic minions and direct damage.
The Sea Witch revolves around:- Adding cards into your deck
- Efficient deck cycling
- Strong healing
- Effects that occur when a card is drawn
- Multiple playstyles
Keyword: Reservoir
Reservoir is a fairly straightforward keyword that is heavily alluded to in the Basic set. While no card specifically needs a deck size, adding cards is clearly a powerful tool for the Sea Witch, and thinning your deck by drawing is also greatly promoted. These interactions gradually ease new Sea Witch players into using the future Keyword.
Example Cards:
Calm Currents is a fast and easy way to load up your deck with cards other than simple fillers. Cheap and versatile, maybe you needed that third copy of a minion for a combo , or maybe you and your opponent are nearing fatigue and you shuffle in two big threats into your deck. Or, perhaps you simply want to increase your deck size for future interactions. The possibilities are endless.
"This card makes us want to row, row, row our boat down some gentle stream."
Scry Me a River is the most obvious indication that any archetype, control, combo , or even tempo/aggro can benefit from padding your deck. It is always available for use with just a single Hero Power; 1 mana for a card draw isn't half bad after a Hero Power. But, new Sea Witch players will soon learn to combo this off after shuffling multiple cards in. After all, 1 mana to draw 3 sounds enticing.
"Boo hoo, I'm drawing a bunch of cards, oh woe is me.
Sea Elemental is another way to benefit from shuffling cards into your deck, but this time, it's a board-based interaction. Straightforward but clearly with great potential, these are the sort of minions Sea Witches can expect to see down the line. Sea Elemental is flexible and can be played in tempo or midrange decks.
"He and his fellow Giant rarely sea eye to eye."
Glintscale Stormseer is the second of only two minions in the Sea Witch's basic arsenal. It harkens back to the well-loved Azure Drake , but players must take care to notice the subtle difference. This minion does not simply draw a card, but rather draws an Ocean Depths, which then cycles itself. This means you must have previously shuffled in an Ocean Depth. Glintscale Stormseer rewards the player for upkeeping their high deck count with extremely efficient draw. This card also teaches new players how an Ocean Depths will interact when drawn outside of their opening draw. Glintscale Stormseer embodies ideal Sea Witch gameplay: efficient draws, deck thinning, and an excellent incentive for filling up your deck.
"'Go search the depths yourself, these are my treasures!'"
The final showcase card is the class' Basic hard removal. It is a more expensive Assassinate that provides 6 Health to your hero in the long run, but most important, fuels combos. It soon becomes apparent that Three Fathoms Below with Scry Me a River is an excellent combo . While a simple card on its own, it hints at how the Sea Witch has powerful two or even three-card combos in the future.
"The deep blue claims all."
Remaining Cards:
Gift of the Queen explained: The Naga are known for their longevity and this is represented in Hearthstone with powerful healing. Gift of the Queen is a step up from Darkscale Healer 's effect, but sacrifices the 4/5 for double the healing and a lower cost. It's a versatile healing tool, both able to protect a board and prolong your Hero in a pinch.
"Debatably better than a heart-shaped box of chocolates."Serpentcrest Staff explained: The Sea Witch do have access to weapons, but unlike most classes, they mainly wield staves with the occasional bow. To differentiate between a crude sword or axe and a graceful magical tool, all of the Sea Witch staves will have a battlecry . The new Sea Witch player is eased into this with the Serpentcrest Staff; it is excellent against many early game threats and even packs in some healing.
"Hail Hydra."Storm: The Sea Witches are some of the most powerful magic users on Azeroth; their spells are some of the most devastating. Storm is a controlled RNG spell that is more often than not, not RNG at all as it only targets minions. It's flexible and shines best in the early to mid game. The Sea Witch, while having some AOE, does not have access to much which can be viewed as one of their weaknesses. Storm is a card that tries to alleviate this while still retaining this weakness as part of the class' identity.
"Oh, the weather outside is frightful."Murloc Mating Call: One simply does not wade into the ocean to not find Murlocs. And if anything, Naga routinely use Murlocs as... reagents... for some of their darker magics. Perhaps rallying some willing Murloc Warriors to fit for Nazjatar would be more fitting. Murloc Mating Call cements the eventual role of a faster Sea Witch, as every class needs to be able to be played in various ways. It can either be used as simple removal, direct damage to the enemy hero (which is comparable to Kor'kron Elite ), or it can be used as a combo piece with the Grimscale Oracle in the Basic set or even with Murloc Warleader . Murlocs are synergistic and require strong card draw, two boxes the Sea Witch handily checks off, making them a perfect class for this tribe.
"'MMGLLGLGLG,' said one.
'MGGGGLRLRLRL,' replied the other, blushing.
'MMMGRRRRLL!"'
'MMGRGLL MRGL!'
And the two lived happily ever after."Frostfire: Once again, the Sea Witches demonstrate their magical prowess. Though mutated, one must not forget they were once Night Elves who drew their power from the Well of Eternity itself, and their leader was undisputedly the most powerful mage of her era. Sea Witches are still able to draw upon powerful magics to rival even the mages themselves.
"True fact #2254: Freezer-burned meat is still OK to eat. It just tastes weird."
Thank you for reading.
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SunnoxPL posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Submission Topic]Posted in: Fan CreationsTHE SPIRIT
Hero Power: The Spirit class is based on full Health minions. Soul link helps them to stay at high health and prevent from dying.
NOTE: You can use Hero Power even if there aren't any minions on your side. It heals only your hero then.
CARDS
Explanation:
Suffering Spirit: This class has got many small minions. This is nice 1 drop , because you can use even Hero Power to buff it (by restoring to full Health). When it grows up, it becomes a problem for your opponent.
Life Cell: The Spirit has got many ways to heal. One of them is Life Cell , which is small, but effective. A cheap heal is always needed.
Scared Owlet: An interesting card draw for 3 mana. It allows you to control a little bit more your card draw. Is this better than Novice Engineer or worse than Gnomish Inventor ? Evaluate !
Smaller Explosion: Small damage to a minion, also helps controlling the board. Fast way to kill almost every 3 drop.
Blessing of Light: The Spirit is based on full Health minions. This card restores to full Health, but also buffs a minion, so it becomes harder to kill it. This activates also Alleviation (a new keyword fot this class).
OTHER CARDS
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NecroaV posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Submission Topic]Posted in: Fan Creations<Geomancer Class: Basic!>
Example Card Explanation:
Geomancer's Disciple is the first card that I choose to showcase in this set which shows the class identity mentioned in Phase 1, Durable. It's lost of stats compared to a normal 2-drop but gaining 3 Armor with no real big condition is great!
Crushing Arms is the greatest card I've made so far in the whole entire basic set, it being a generally a better Flanking Strike but with a small condition that is usually ignored. It being able to hit face is also a very flexible card but your not likely to get a minion that way, so this makes players not always want to go face. The card helps with control slightly and gives a nice amount of board presence.
Break is the hard removal card of the basic set and for geomancer class. It is the most flavourful card, I've done during the process of making the other basics, the second last card to be made amount the ten cards. The idea of it is just as simple as Assassinate and Whirlwind combined but the flavour show makes it so that the debris of the destroyed minion scatters and hits everything else.
Rain Boulders , the card i showed in phase 1 will most likely be a recurring idea in the geomancer class (Deal x damage, Y number of times). It having the damage deal twice separately and spell damage synergy makes up for it being a weaker version of Consecration .
Cursed Monolith , the big bomb of the set which is based of Radioactive Bombs and Uranium itself. Having being able to deal high amounts of damage to the board to clean out left over weak enemies and maybe some casualties but in the end you'll get two mutations that shall be in your service, wonder how that works thou. Maybe the Monolith has some kind of Mind Controlling properties? Spooky~ ~
Other Cards:
Ps Nuts//Bolts challenge is "Break" the "Mold
Tokens:
Token for Mold and Crushing Arms Token for Cursed Monolith
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B1ackC1pher posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Submission Topic]The Predator Class , as represented by Alalirith is thematically focused on targeting the right prey, and hunting down your victims.
- Hunt the Weak is the Hero Power and essentially sidekick to the Predator. It is simple and sweet where it acts as a ping that finishes off weakened enemies (following that predator theme). It is better than Reinforce in terms of removal and trading, but weaker in terms of aggressive face pressure where it cannot attack heroes.
- Hunt is the new exclusive Keyword for Predator in which is core to the mechanics of the class. It essentially acts as if the card was "hunting" another target and is waiting patiently for the right time to strike. This tempo-oriented, skill focused Keyword would separate players in their decision making; "Should I reveal this minion and deny the Hunt effect, or should I decline to attack and use the effect's value instead?"
EXCELS AT:
- Tons of removal
- Huge tempo swing cards
- New way to play!
FALLS FLAT:
- Very limited direct damage
- Low amount of Taunts
- No healing options
Drumhunter (Minion) is one of the Predator's best and few card draws, accessible in the Basic set. It is meant to be a strong draw effect with a strong early game statline because the Predator will lack a lot of those resources. It uses a hunting theme to scavenge for more cards.
Strike (Spell) becomes one of the Predator's best removal cards that can easily deal with his opponent's early drops. As a 0-cost Spell, it can make for incredibly high tempo plays much like Backstab can do. Removal? Tempo? 0-COST??? What more could a class ask for?
Splinter (Weapon) is one of many weapons that the Predator will be able to use. It is again, another reactionary card much like the rest of cards he has. Dealing double damage to minions essentially makes it a crazy removal card without the ability to deal face damage well-- a central theme for this class. It also utilizes the last minion played mechanic so your opponent really needs to think about the order to play their minions in.
Strategize (Spell) is one of few card draw options that Predator has, thus making it so strong. On top of that, many cards in the class are extremely reactionary, so playing it next turn because of the discount won't necessarily be the right play. It purely depends on the player's ability to use the cards strategically ( ooh, like the name of the card ) and play accordingly. Although purposefully overpowered (much like Fire Elemental ), it is a strongly needed card for the class that also boosts the need for the player's ability to play well.
Feast (Spell)* showcases the "last played" mechanic in an interesting way. Thematically, Feast depicts a spider who devours three unsuspecting victims as if he just, well, feasted. It is a strong removal card that also requires you to play correctly (this Spell could kill your own minions if you aren't careful and attentive!) to make the most of it. It's expensive, it's reactionary, but it'll be oh-so satisfying when you pull it off.
* played, not summoned
THE REST:
...Join the Predator, or Become the Pray...
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27
Wrought posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Submission Topic]Posted in: Fan CreationsThe Jewelcrafter: Basic!
Hello, everyone! This time around, we'll be showcasing the cards in the Jewelcrafter's Basic set. As with any other class, the cards in Alistra's basic set are designed to give her a strong starting point for new players to build decks off of, but also to remain relevant to current decks and metas! While the Jewelcrafter is based off of strong minion buffs, which will be appearing in the Basic set, there are also enough different kinds of spells, such as removal, to build a foundation for the Jewelcrafter to thrive with different deck archetypes. These cards will also demonstrate the variation of flavour you can expect from the Jewelcrafter class. Crystals, gems, and ores often hold great power on Azeroth, and whether it be Fel, Light, or Arcane energy held within, the Jewelcrafter can harness that power to devastating effect (in style)! Without further ado, here are five of the cards that no apprentice Jewelcrafter can leave home without!
Light's Heart: There's no stronger start than a ten Mana board clear and minion buff inspired by the power of the Prime Naaru! Yes, this card can be truly devastating under the right circumstances, and serves as the perfect finisher for any Jewelcrafter with enough minions! It also serves as a very strong board clear that also strengthens your minions. If you cast this under the right circumstances, it can pave the way to a radiant victory! However, ten Mana is ten Mana, and there is no reward without a little risk...
Diamond Czar : This sinister member of the Dark Iron clan is an expert on gems, namely diamonds. If you can manage to keep him alive, you can get a bit of value out of him by having him retrieve spells from your deck! Mechanics concerning spells, as you'll see in later cards, are a core aspect of the Jewelcrafter experience, whether it be drawing them, discarding them, or reducing their cost.
A Girl's Best Friend : (Get it?) Remember, Jewelcrafting isn't just about winning games. Any meathead Warrior or Hunter can manage that. Jewelcrafting is about winning games in style . This spell will help you do just that. With a similar effect to Animal Companion , this card offers a randomly statted minion that can help you in either an offensive or defensive position. A smart Jewelcrafter can manage to secure the board and use this card to strengthen it. A lucky Jewelcrafter will secure the board with this card.
Crystallized Fel : This powerful source of energy left in the wake of the Burning Legion gives power enough to make your minion a conqueror, but what must you give in return? Just a spell. Whether you run this in a midrange deck, hoping not to discard anything you'll miss or run it in an aggro deck with very few spells to discard, this can give great power at a terrible price. Or, more accurately, great tempo at a forgivable price.
Crystallize: Finally, we come to what is probably the most infinitely useful card in the entire basic collection, Crystallize! While Crystallized Fel might be more useful in aggro situations, Crystallize is a powerful control card that offers both removal and strong armor gain. What more is there to say? It's just a super strong card, and no Jewelcrafter deck would be complete without it.
Designer Insights:
Hello all! Thank you so much for your support during phase one of the competition, I really appreciate it. I never could have anticipated the reception I received! Basic, as any of my fellow entrants will know, is a very difficult set to design cards for. You have to make a card strong without being too high value, unique without being too complex, focused in its design without being restrictive and overall something that suits your class perfectly. While the challenges in place made this difficult for me (especially Simply Perfect---My cards were always JUST over two lines!), I hope you all consider the cards I present to you here as enjoyable indicators of what the Jewelcrafter is capable of. Thank you all so much for reading this, and I hope you enjoy the Basic set!
-Wrought
Other Cards:
Note: All art used in these custom hearthstone cards was found on the internet. I do not own the rights to, nor did I create, any of it. Additionally, all custom cards were made using the card generator at hearthcards.com, using the "Sorcerer King" custom class border by Xervian. Thank you for reading!
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Cogito_Ergo_Sum posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Submission Topic]Posted in: Fan Creations
This is the Submission Topic. The Discussion Topic is here .
Hello, puny mortals, this is Shadows checking in again. For those of you who missed out on the Challenge voting, welcome to this insanity, and for those of you who voted, I hope you got what you wanted!
To recap, Deathwing, Destroyer of Worlds, Big Scary Dragon Dude, has been captured by Alexstrasza and her glamorous assistant Cogito, who have decided that what he really needs to go from burning to bonding is a nice friend. However, since this is all a convoluted way to get you all to compete against each other, they've decided that the best way to find his new best bud is with a game show, where potential friends are put forward to be judged.
Like previous class competitions, over the course of the event you'll show us more and more cards from your class, following a basic guideline of rules. However, before each phase Cogito will spin her Comically Oversized Multicoloured Wheel of Destiny, on which six extra challenges will be featured. Since this is a Hearthstone competition, though, and we all know how you guys feel about random, unexpected outcomes, you'll be voting on which three of the challenges to follow. We've already done that for this phase, and you can see them below!
Have fun, play fair, and I hope to see some fantastically imaginative ideas in our fourth Class Creation Competition!
GENERAL RULES
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only. If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
* You are allowed only one submission , consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I.
* You may make only minor edits to your entry once you have submitted it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
* You may not delete any posts you make in this topic. No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that.
* You may not create your own topics on this forum for competition-related material. If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with a class that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. You also may not reference or link to your topic in official competition topics.* You must host your card somewhere other than Hearthcards. We encourage you to create your entry material using Hearthcards.net , but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to Imgur , Photobucket , or some other similar site. We understand that there are some Hearthcards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
* You may not submit any Gold cards or animated cards, nor may you include any images in your post other than the requested submission materials. A single banner or border, to introduce the class, is allowed. We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners.
* You must insert your images into your post using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good.
* Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified. How should you size your cards? Well...- Adjust cards to a width of 250 , and you should be able to get three in a row!
- Adjust cards to a width of 180 , and you should be able to get four in a row!
- Adjust cards to a width of 150 , and you should be able to get five in a row!
Hey, look! Some cards!
Open the Waygate : Look at how nice this is.
Frost Lich Jaina : All neat, organized, and concise.
Aluneth : What a great post.Wait, what are you doing?
Seriously, please don't.
This is painful. Why are you doing this?
You are a monster.
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE I: The Concept
SUBMISSION REQUIREMENTSBefore you get to creating dozens of cards for your class, we want to hear your proposals. Here are the requirements for your Phase I Entry:
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THE CLASS'S NAME
Obviously, you have to tell everybody the name of your new Class. - Your may not submit a Death Knight, Monk, or Demon Hunter. I know, I know, those are the three classes in WoW that haven't made it to Hearthstone, so they're the most logical places to go, right? Well that's actually the problem. These three classes have already been created and speculated about dozens of times over by countless people already, from popular streamers to many different members of this forum. We want to breed new creativity with this competition.
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A HERO PORTRAIT
Your class must be represented by a specific Hero, and that Hero should have a name. - Your Hero's starting/maximum Health must be 30 , just like every existing hero. If it's not included explicitly on your Hero Portrait, it will be assumed.
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A HERO POWER
Every Hero needs their own unique Hero Power, and so does yours. - Like all existing basic Hero Powers, yours must cost (2) .
- Your Hero Power must also contain the words " Hero Power " at the top of the card text (e.g. Fireblast ).
- Note: A common mistake some folks make with their Hero Power is making it unusable without certain class-exclusive interactions like a new keyword. In addition to making the power useless to other classes when obtained by Sir Finley Mrrgglton , it may also be useless to the class itself when a player only has access to the class's Basic Set, which does not allow class-exclusive keywords.
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EXAMPLE CARDS
We do not want to see your Class's entire collection, just enough for us to get a good idea of its concept. - You are allowed up to five (5) example cards. What kinds of cards? That's entirely up to you and what you believe would best showcase what makes your Class unique. You might decide to show off a Basic card that would find its home in any deck your class could make, or you might decide to showcase a card that plays a major role in one of your Class's win conditions, or you might decide to show us an example of a card that uses a new Class-exclusive keyword. Tell us a little something about these cards and how they fit into the grand scheme of things.
- Your example cards may not produce any unique token elements. The only exception to this would be if the only unique token cards they produce are one that are already produced by your Hero Power.
- Your example cards are not required to show up in any future Phases as part of your final product. They are just examples and may be modified or even abandoned entirely as the competition progresses.
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KEYWORD
Your class is required to have a unique keyword (as per the challenges), and you should tell us about it!- You can generate a keyword tooltip definition image here on Hearthcards . Just remember to host the image elsewhere, like any other.
- Your class may not use the Choose One , Combo , or Overload keywords during this or any other phase.
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EXPLANATION
Tell us a little bit about all of the above. Remember, the point of having different Classes in Hearthstone is that each of them plays differently, so consider telling us how your Hero Power and Example cards lend to or exemplify your class's unique features. You can also let us know, is your class more focused on aggressive, control, or combo decks? Does it place particular focus on minions, spells, or weapons? Is it fairly straightforward or does it have multiple different viable deck archetypes? Does it have a unique win condition? You can even tell us a little bit about where your Class's concept came from.
You voted furiously to determine what extra challenges entrants would have to follow, and here they are! As a reminder, all entries must also meet these requirements . Don't get disqualified over a simple fix!
For our first challenge, we want to see that your class can be friends with all sorts of creatures - after all, Deathwing's new friend is going to have to deal with all sorts of fiery rages, so having a great recommendation from a Fire Elemental or Soot Spewer will go a long way towards getting you in.
Deathwing's new friend must also be highly intelligent, so our second challenge is to show off your brains and dazzle us with a fantastic new keyword! You can be as pervasive as Choose One or as picky as Enrage with your keyword, so long as it isn't already in the game.
Finally, Deathwing will want a friend who has traveled all across the land, bringing back tales of adventure and intrigue to keep him occupied and not burning people alive. As such, we'll need to see that each of your example cards comes from a different card set. Standard only, too, nobody wants to hear about those crazy Wild places; you'll be picking from Basic, Classic, TOG, ONiK, MSG, JtU, KFT and KnC.
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase II of the competition be determined? The answers to these questions and more can be found below...
PHASE I: CLASS CONCEPT
Challenges Poll: 27/December - 30/December
Submission: 30/December - 7/January
Up-Voting: 7/January - 10/JanuaryPHASE II: BASIC SET
Challenges Poll: 10/January - 13/January
Submission: 13/January - 21/January
Up-Voting: 21/January - 24/JanuaryPHASE III: CLASSIC SET
Challenges Poll: TBD
Submission: TBD
Poll #1: TBD
Poll #2: TBDPHASE IV: Whispers of the Old Gods + One Night In Karazhan
Challenges Poll: TBD
Submission: TBD
Poll #1: TBD
Poll #2: TBDPHASE V: Mean Streets of Gadgetzan + Journey to Un'Goro
Challenges Poll: TBD
Submission: TBD
Poll: TBDPHASE VI: Knights of the Frozen Throne + Kobolds & Catacombs
Challenges Poll: TBD
Submission: TBD
Poll: TBDNOTE: All stages of the competition begin and end at 22:00 UTC.
ALSO NOTE: This timetable is subject to change at any time, even after the competition begins, if it seems like too many folks are struggling.
* During Submission stages, Submission Topics will be unlocked and (remaining) participants may submit their entries. During Phases I-II, you may also use this time to go ahead and up-vote submissions that you like.
* During Up-Voting stages for Phases I-II, Submission Topics will be locked. Use this time to up-vote submissions that you like. Note that advancement during these Phases depends entirely on up-votes.
* During Polling stages for Phases III-VI, Submission Topics will be locked, and all eligible remaining participants will have their submission material included in a separate Poll Topic to determine advancement. Phases III-IV include two Poll Topics because I anticipate we will have enough participants remaining that we will not be able to fit everybody in one Poll Topic. Note that up-votes in the Submission Topics are irrelevant to advancement during these Phases.How will eliminations be done, and how many competitors will advance from each phase to the next?
I'm glad you asked! We will be taking a equal proportion of competitors from each Phase of the competition to the next, and we will be ending with exactly four finalists. That being the case and their being five total eliminations before the final round, that proportion can be found by solving for x:
[# of valid Phase I entries] * x^5 = 4
The higher the number of valid Phase I entries, the lower that proportion becomes. Just so you have an idea, the proportion hits 50% when we hit 128 entries, which is likely, but it only hits 33.3% when we hit 972 entries, which is less likely.As mentioned above, advancement to Phases II and III will be determined by up-votes only. However, these up-votes are weighted using a formula identical to the process used by our Weekly Card Design Competitions:
( ab ) / ( c ) = x
(Where a is the total number of up-votes that your submission received, b is the total number of valid submissions on the same page as your submission, c is the total number of up-votes on valid submissions on the same page as your submission, and x is your submission's final weighted up-vote score.)
Why bother with this formula rather than just taking each submissions up-votes directly? Because earlier pages simply get a lot more views that later pages do, and we do not want rushed, early submissions to have an advantage over later submissions that took more time to get their entries just right. The formula basically measures which submissions stood out the most, with the necessary assumption that each page is about equal in overall submission quality.
The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible, because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.As mentioned above, advancement to Phases IV, V, and VI will be determined by polls. These polls will be multi-choice, meaning that voters can vote for every entry that they like. Whenever we have to split a Phase's poll into two to make it more manageable for voters, advancement will be determined by looking at each class's final percentage scores, not by looking at the direct number of votes they received, since we can't guarantee that the same number of voters will vote each day. Poll results will always be hidden until the poll has concluded, and for polls split in two, this does also mean that the results of the first poll will not be revealed until the second poll has concluded as well.
The winner of Phase VI, and thus the entire competition, will be determined by a poll much like the ones before, except that it will be single-choice, requiring voters to pick their single favorite class, and will have a much longer polling phase than usual to give us plenty of opportunity for promotion and such.
In the event of a tie during Phases I-IV for the last possible advancing position, all entries involved in the tie will be allowed to advance; the more the merrier, I say. We will absolutely not have more than four finalists, however, and so in the event of a tie during Phase V, the three Fan Creation Forum moderators (that is, Cogito_Ergo_Sum, ShadowsOfSense, and PupleMD) will vote to break the tie. In the event of a tie during Phase VI to determine the competition's winner, the title will simply be shared unless both finalists request and agree to a tie-breaking round.
But wait, there's more! During Phases I-IV of the Competition, each Fan Creation Forum moderator (ShadowsOfSense, PupleMD, Phoenixfeather, ThisOtherGuyTox, Cogito_Ergo_Sum, Otovent, linkblade91) will have a Wild Card , which we may (though are not required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
Are you curious what will be required for future phases of the competition? The challenges will remain a secret , but I'm happy to tell you the general submission requirements.
PHASE II: The Basic Set
In this Phase, you will each construct your class's Basic Set . Here are the requirements for your Class Creation Competition Phase II Entry (And these may vary due to certain challenges)
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CLASS, HERO, AND HERO POWER
There are just a few elements of your class that you will repeat from your Phase I entry to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.- Note that it is okay if you've decided to make some minor alteration to your Hero Power since Phase I.
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EXAMPLE BASIC CARDS
We do not want to see your Class's entire Basic Set out in the open. - You are allowed up to five (5) example Basic cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
- As these are Basic cards, they should have no expansion watermark and no rarity gem.
- If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
- There are many keywords that do not appear on any existing Basic Card, and they may not appear on any of your Basic Cards either: Counter , Deathrattle , Enrage , Immune , Secret , Silence , Stealth , and any other keyword that has been introduced in future expansions (e.g. Adapt ). In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Spellstones and C'Thun synergy, and so on. Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elemental or Dragons.
- Just as Choose One , Combo , and Overload do not appear on any Basic cards, neither may any of your class's unique keywords appear on any of its Basic cards.
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REMAINING BASIC SET
The remaining five (5) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
PHASE III: The Classic Set
In this Phase, you will each construct your class's Classic Set . Here are the requirements for your Class Creation Competition Phase III Entry:
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CLASS, HERO, AND HERO POWER
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief. -
EXAMPLE CLASSIC CARDS
We do not want to see your Class's entire Classic Set out in the open. - You are allowed up to five (5) example Classic cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
- As these are Classic cards, they should have the Classic watermark, and you should include 6 Common cards, 5 Rare cards, 3 Epic cards, and 1 Legendary minion.
- If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
- There are many keywords that do not appear on any existing Classic Card, and they may not appear on any of your Basic Cards either: Discover , Adapt , Lifesteal , Recruit , or any other keyword that has been introduced in future expansions. In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Spellstone and C'Thun synergy, and so on. Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elementals or Dragons.
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REMAINING CLASSIC SET
The remaining ten (10) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use. -
BASIC SET
You should include your completed Basic Set from Phase II behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Classic Set material. It is fine if these cards have undergone some minor modification since the end of Phase II, but thy must still adhere to all of Phase II's requirements.
PHASE IV: Whispers of the Old Gods and One Night in Karazhan
By having your class's Classic Set approved of, you've shown that you can make a completely functional class. But functional isn't good enough. Your class must also have room to grow beyond that. For this phase, you'll be proving that it can by giving your class Whispers of the Old Gods and One Night in Karazhan cards. Here are the requirements for your Class Creation Competition Phase IV Entry:
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CLASS, HERO, AND HERO POWER
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief. -
EXAMPLE WOG & ONiK CARDS
We do not want to see your Class's entire WOG and ONiK Sets out in the open. - You are allowed up to five (5) example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
- For this phase, you should have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion with the Whispers of the Old Gods watermark. These may not have Adapt , Spellstone Upgrades, Quest , etc., as those mechanics did not exist until later expansions.
- You should also have 2 Common cards and 1 Rare card with the One Night in Karazhan watermark. These may not have Quest , Lifesteal , Jade Golems , etc., as those mechanics did not exist until later expansions.
- If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
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REMAINING WOG & ONiK CARDS
The remaining seven (7) cards of your class's WOG and ONiK Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use. -
BASIC AND CLASSIC SETS
You should include your completed Basic and Classic Sets from Phases II and III behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase IV material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE V: Mean Streets of Gadgetzan and Journey to Un'Goro
Congratulations on being a semi-finalist! With positively received Whispers of the Old Gods and One Night in Karazhan sets, you've proven that your class's concept and mechanics have room for expansion. Now, there's only one last thing to do: narrow down the best of the best. For this phase, you'll be giving your class Mean Streets of Gadgetzan and Journey to Un'Goro cards. Here are the requirements for your Class Creation Competition Phase V Entry:
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CLASS, HERO, AND HERO POWER
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief. -
EXAMPLE MSG & JtU CARDS
We do not want to see your Class's entire MSG and JtU Sets out in the open. - You are allowed up to five (5) example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
- For this phase, you should have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion with the Mean Streets of Gadgetzan watermark. These may not have Adapt , Recruit , or other mechanics that did not exist until later expansions.
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Your class must belong to a crime family, but it is up to you to determine how you want to go about that!
- You may have it join one of the existing Crime Families (Grimy Goons, Kabal, or Jade Lotus). You would not make any Tri-class cards as they already exist.
- You may invent an entirely new crime family with its own unique mechanical gimmick(s). This new Crime Family would be comprised of your class and two other classes, which can either be official Hearthstone classes (e.g. Mage) or other fan-made classes within this competition. You would then need to create 3 tri-class cards for this new Crime Family ( 1 Common minion, 1 Rare minion, and 1 Legendary minion) , and like the existing crime families, your family's Rare minion should just have the card text "Battlecry: Discover a ______, ______, or ______ card.". To be clear, you would not need to make any class-specific cards for the other two classes you select to be in your class's crime family if you choose to go that route.
- You should also have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Quest with the Journey to Un'Goro watermark. These may not have Lifesteal , Death Knight cards, or other mechanics that did not exist until later expansions.
- If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
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REMAINING MSG & JtU CARDS
The remaining cards of your class's MSG and JtU Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use. -
BASIC, CLASSIC, WOG, and ONiK SETS
You should include your completed Basic, Classic, WOG, and ONiK Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE VI: Knights of the Frozen Throne and Kobolds & Catacombs
Here we are, finalists! In the last phase of our competition, you'll be giving us your class's Knights of the Frozen Throne and Kobolds & Catacombs sets, as well as constructing your own custom Finale Topics:
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FINALE TOPIC
There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such:
[Class Competition Finalist] DEATHWING
(Replace DEATHWING with your own class's name, of course.)
Then, bring it to our attention, and we'll link to it from this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Class however you think is best. -
KFT & KnC CARDS
In addition to including the required material from all previous phases, you must add the following:- 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Hero card with the Knights of the Frozen Throne watermark. These may not have Recruit , Spellstone Upgrades, or other mechanics that did not exist until later expansions.
- 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Weapon with the Kobolds and Catacombs watermark.
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And of course, it wouldn't be a Game Show if your Finalist Topic didn't have...
P R E S E N T A T I O N !
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EXAMPLE CARDS
These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send ShadowsOfSense 8 example cards from your completed collection, preferably via PM, to be included in the Final Poll Topic. The Final Poll topic will look very similar to this one from our first CCC, except that no token cards will be included.
REWARDS
In addition to truly epic bragging rights, ALL finalists will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 7 competition themed around their winning class!
ARCHIVES
Want to see how things went during our first three Class Creation Competitions? Want to see what the winners and other finalists did during each phase? Then check out the links below!
Note, that some competition rules, especially formatting rules, may have been different for past competition.
Class Creation Competition #1 - Class Design Competition
Phase I: Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion
Phase II: Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion , Poll
Phase III : Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion , Poll
Phase IV: Discussion ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Final PollClass Creation Competition #2 - Worlds Beyond Warcraft
Phase I: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion
Phase II: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion
Phase III: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion , Poll 1 , Poll 2
Phase IV: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion , Poll
Phase V: Discussion ( Bard , Agent , Nightmare , Pokemon Trainer ), Final PollClass Creation Competition #3 - Asylum's Gauntlet
Phase I: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion
Phase II: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion
Phase III: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll 1 , Poll 2
Phase IV: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll 1 , Poll 2
Phase V: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Phase V Discussion , Poll
Grande Finale: Discussion ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Final Poll -
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NecroaV posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Submission Topic]Posted in: Fan CreationsMy Greetings to the Bringer of Death and Flames. It is I, Gailyn Goldheart, the Geomancer! Now now you may think I'm just another shaman but one thing is for sure, I do not need the weight of my ancestors to aid me, I shall use Science! and multiple elements I can conjure up. So behold! My power!< Geomancer Class >
The Keyword!
First up! The keyword, Crumble, encourages players to play their cards quickly or wait for the wondrous rewards that shall await them Many of the other have also done something similar but I think my approach on this might be slightly better, who knows.
Example CardsCard Explanations
Rain Boulders at first glance looks like a weaker Consecration but with spell damage , this card turns into a Flamestrike for 4 mana. This deal x, y times theme will come up often in this class in the near future so don't be too surprised.
Rocky Elemental is very simple 1 drop that gives the class the little more durability it needs, giving the class more sustain. Hey, it's also an elemental!
Sulphorus Potion is the potion in MsoG of the class, some of you may think Geomancers belong in Lotus but there are some points that make it a Kabal too. The potion is a very reliable board clear in the early game against aggro or when you draw it when you need it, keeping it longer it your hand has a small drawback that in control matchups would kinda be bad for you. This is also a good way of showing the Crumble keyword as it encourages players to try and play their cards rather than keeping them.
Growstone Elemental is another Crumble card example where this time instead of a draw back, it has a benefit for keeping it in your hand. Drawing this on turn 1 against aggro will give you a 3/6 taunt on turn 3, the card cant be coined out either so that makes it slightly less annoying. This card just tries to encourage players to be patient and give them a consideration of waiting or just playing a plain old 2/3.
Swamp Master Marshgon , the legendary of the Ungoro set, that might be slightly out of place in the current cards shown but it's a cool concept that should be shown. I have other supports for this cards waiting in line but on it's own it can be powerful as in that anything that dies to it will be resummon for you!
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PanterA posted a message on Kaotic's CubelockPosted in: Kaotic's CubelockWell.. Another time.
:X
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kiwiinbacon posted a message on Kaotic's CubelockPosted in: Kaotic's Cubelockyeah to be honest he can literally bring you back in the game. sometimes you are going to need to wipe the entire board, but having something to bring back a full board a second time is really good. that's what makes this deck different than other cubelocks
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Ok here's the one I decided on
Note: I meant it to be plays a minion just like Swamp King Dred Card Name , otherwise it would not be that good. I think this card would be really fun and interesting to play with.
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my cubelockop
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Ok, time for mine.
It does NOT inform your opponent what you drew, so they have to assume that you drew a spell and proceed with caution. And even if you don't draw one, they don't know and will still use a spell to activate the effect just in case. I think this could be a really fun card and quite balanced as well. Stats wise, if you consider that a "Draw a Card" effect has a 2 Mana 1/1 Ratio, so 6 Mana 5/5 or 4/6, then you add the Counter effect, 3/6 is quite reasonable. Please enjoy!
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Hi Deathwing, I am but a humble Tinker by the name of Click Spansnap who thinks he can give you what you are after. I am skilled in engineering, but also explosives, lots of fire for you. Here are some of my creations.
Class Explanation
So basically what Tinker is all about is messing with minions. Whether buffing, silencing, or even changing their tribe it's about changing them, for better or worse. Also to a lesser extent, they like dealing small amounts of damage either over time or to all enemies, hence the new keyword.
New Keyword
For Starters, I have a special Keyword of my own called Burn.
How it works is after the minion attacks or a spell is cast with burn, the same amount of damage is dealt with the target(s) for X amount of turns. And also, it doesn't stack. So if you attack with burn 3, then next turn attack the same target, the burn counter will simply reset to 3, instead of stacking up to 5 or 6.
Hero and Hero Power
Next, here is my special skill.
Example Cards
And lastly, here are some of my creations that I think will please you.
Steamsuit: (Gadgetzan) An example of the Tinker's signature tweaking, in this case changing the tribe. In case it wasn't obvious, he's part of the Goons.
Goblin Rocket: (K&C) Yes they have secrets! This one is a nice example of the Burn effect.
Tomb Golem: (Frozen Throne) A very powerful Deathrattle , yet also justified because it could trigger an enemy's Battlecry . I think it could be really interesting to play around with.
Ashran Portal: (Karazhan) A portal card. Pretty simple.
Mekkatorque's Suit: A powerful legendary with an awesome burn effect. P.S. It doesn't get much higher than that Burn Damage wise.
Thank you so much, Deathwing and please consider my submission.
All Images were found on Google.
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aggrodin is op rn. also i added call to arms
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its workingreal well so far
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Holy crap guys thanks so much for 50 upvotes!!! and number two on frontpage!!!
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ya it's either or i prefer twisting tho
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currently working on an anti cubelock paladin