• 2

    posted a message on Creating a Hearthstone Adventure Set - Together!

    Welcome! I've come up with a fun idea for a game. You see, I've been constantly making mini-Hearthstone sets for fun, but rather than publish one of them and ask for feedback, I've been thinking about creating a set with fellow forum posters!

    Here's how this would go:

    -I offer 2-3 starting ideas every phase. Posters can either voice support or offer their own (preferably in bold). When 3 people support 1 idea, we're sold on it.

    -Every time an idea or card is being offered, I'll edit this post to include it and it's number of supporters. Every time an idea or card is accepted, I'll also edit this post to include it.

    -Cards/ideas aren't final: Other users can always offer feedback, and you can always edit your submission.

    I plan this set to be around Adventure sized, and if it goes well perhaps up to 80 cards or even more.

    Now, the ideal phases:

    Phase 1 - The set themes. For the sake of consistency and, of course, fun, we're gonna need to choose a theme for the set. You're gonna need to offer both lore-based (not some grand story, more of a general gist like 'we're going to Gilneas' or 'let's have angry chickens fight the void') and gameplay-based (new keywords, non-keyword themes like 'opponent's turn Deathrattle', etc.) ideas, and a connection between them. I'd also like you to show 3 cards, with at least 2 being related to your gameplay themes. And of course, you can also voice your support for any ideas you prefer better, or offer feedback.. The user with 3 supporters first has their theme chosen, with the 3 cards in their example post automatically added to the set.

    Phase 2 - The cards. Once we choose a theme, I name a class (can be neutral), sometimes with an additional request like 'this has to be related to Secrets' or 'has to use the new mechanic', and then we're gonna make a card for it. The user who gets 3 supporters first has the card chosen, and also gets to pick the next class we make a card for. Keep in mind you can't choose a class that has been done in the last 7 cards, although Neutral cards of different rarities are considered different classes for this purpose. Repeat until every class has 2 cards.

    Phase 3 - Class themes. To add an extra spice to this game, once every class has 2 cards, we move onto a new phase. Like before, I start with naming a class, but now it also has to synergize with 1 or both of the other cards that has been made for them. This can be through simply curving into them, or more direct interactions. Either way, I think it would be nice to have a sort of harmony between the 3 cards we're gonna give each class. Like before, the user with 3 supporters gets to choose the next class and themes. Neutral cards cannot be chosen.

    Phase 4 - Finishing the neutrals. Now that all the class cards are done, we take care of the rest of the set. This works much like the last 2 phases, but unlike before, you have to offer a rarity and also a minor other thing (like 'has to have Taunt' or 'more than 4 Health').

    Phase 5 (Optional) - The adventure. Now that all the cards are done, we can start the 'adventure' part! Again, works like the other phases, but instead of cards, we're talking bosses. If the project goes on long enough, we'll discuss this later.

    I'd also like to ask those that create cards to please SAVE your creations. After all, I'm gonna be posting them up here, and it would be a shame to have an error show up instead of a card.

    And now, my idea: Midsummer Fire Festival! The time has come to celebrate, and Ragnaros has brought friends...

    Themes:

    -New keyword: Burn. Burning minions take 1 damage at the end of their owner's turn until they die.

    -Deck-thinning, Hemet-levels usually.

    -Tutor cards that work especially well with Ragnaros.

    My 3 cards:

    Blazing Colossus: A nice Taunt Demon that works with Bloodreaver Gul'dan and N'Zoth. In addition, it shows off the new Burn mechanic!

    Trial by Fire: A very versatile card. You can use it to summon a copy of a low-Attack minion, another copy of Shadow Word: Death in Razakus Priest, and there's always Big Priest shenanigans.

    Firewarper Devos: A reverse-Malchezaar of sorts. Rather than adding 5 minions to your deck, he removes 5. You can utilize his effect to draw into your AoE and other potential key cards, then return your late-game threats back into the fray once you're down.

    Now, you can give feedback, or offer your own!

    Posted in: Fan Creations
  • 4

    posted a message on Weekly Card Design Competition 5.07 - Submission Topic

    The Formations/Tokens:

     

    Posted in: Fan Creations
  • 47

    posted a message on Weekly Card Design Competition 5.05 - Submission Topic

    This is a very unique legendary meant to be used in classic buff decks. Thinning your deck is strong, as we all know, but this encourages you to use very specific and creative deckbuilding so it won't just be slapped on any deck, and it only pulls a single card anyways. You can give it Divine Shield, make it a 4/5, make it buff your hand, play a Secret, the possibilities are nearly endless.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #5.05 - Discussion Topic
    Quote from Donnerfausuts >>

    Frost Shock Earth Shock Lava Shock

    It is in the same leage as pre nerf Keeper of the Grove, but with offensive stats, because it is a Shock Unit.

    @sluglo: You better not run this with Humility. 

    Interesting card! Seems pretty well balanced, a fun RNG card but the effects aren't necessarily game flipping. If you want, you could make it a 3/3, but it doesn't really matter. As for my card, yeah, it's meant to be run in classic buff decks, where you probably wouldn't use Humility.
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #5.05 - Discussion Topic

    I've been working on some fun Legendaries, turns out there's one that actually fits right into this theme! Feedback?

    Posted in: Fan Creations
  • 34

    posted a message on Weekly Card Design Competition 5.04 - Submission Topic

    A nice tool for Zoo that doesn't necessarily encourage board flooding or tribe synergy.

    Posted in: Fan Creations
  • 4

    posted a message on Weekly Card Design Competition #5.03 - Submission Topic

    So you get 2 cards: The 10-Cost minion you Discovered, and a 1 Mana 1/1 copy of it. Lots of great combos with cards like Kun the Forgotten King.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #5.03 - Submission Topic

     

    REMOVED

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition #5.02 - Submission Topic

    I'm representing Death Knights. One of the unique powers these guys have is manipulating frost, and I reflect them with Ice Pillars!

    This is an Ice Pillar:

    Bad minion, right? Well fear not, because you're supposed to give your opponent these!

    Here's the 3 cards. Since you can't show the class cards I can't reflect the whole thing, but basically you summon these pillars for your opponent and sometimes exploit them with other cards:

    To clarify on Beletha Frostheart, the Ice Pillar she summons can still be destroyed by 'destroy an Ice Pillar' cards like Coldblooded Looter.

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from Wishmaster333 >>
    Quote from sluglo >>

    I've been working on my class for about 3 days, using a nice little rating chart of about 8 categories. I'm just super tired so I don't have the energy to explain each one thoroughly, but I'll share it later. Here's what I was working on:

    The Mastermind!

    Think of The Mastermind's playstyle as a Doomsayer: They like to play slow, and sometimes predictably, but it pays off to them with some of the most powerful value in the game. You know what they're gonna do, so you need to play around it so what happens will have the least impact possible. They also have a more manipulative side: They lower enemy stats (Attack and Health) at the same time, and turn enemy minions against each other! Jerom Mindshape knows how to get people to do what he wants.

    Mastermind has a new keyword: Plot. Think of Corruption as a keyword.

    As I said earlier, Plot is predictable (I know, weird flavor, maybe a better sounding name?), but has a powerful payoff. Their Hero Power works similarly:

    Shadow Bolt for a Hero Power is pretty good, but having to pay 4 Mana for it is quite annoying. You could pile a bunch of these in your hand for a mass clear later in the game. I might make the token cost 3, just like the card it copies. Can't go face because these are just scary with Malygos.

     

    I tried to balance the cards for this class delicately, but I would appreciate feedback. Here's the 3 I intend to show off:

    Political Puppet: A Taunt minion to defend Jerom while he waits for his plots to pay off. Flavor-wise I think it's very cool, balance-wise I made it just a little over the line, but every class has staple basic cards that are clearly just a bit too strong, like Fireball. Also shows off the stat-lowering mechanic of the Mastermind.

    Burn The Heretics!: Example of Plot! Really strong AoE, but your opponent can play around it by simply not swarming their board. If you use this on a threatening board, the minions still get a chance to hit you before they're burned to ash, so you won't always be saved.

    You'll Be Replaced: Here's 1 example of how Jerom manipulates minions: through Secrets. Mastermind Secrets cost 3, just like Mage ones. How they work is that our hero whispers dark words to a minion, such as in this card, "you'll be replaced", making them paranoid for any new 'allies'. The effect is very strong for the cost, essentially a mega Snipe, but your opponent has to have a minion already on the board, plus they can just play a cheap minion to lower the card's value.

     Good luck to all! Tomorrow I'll try to share my rating chart. Of course, I couldn't show everything about my class, but those should give you a taste of what the Mastermind feels like.

    I gotta say this seems like a pretty interesting idea. An Effect that waits a turn could be pretty worthwhile and lead to some interesting scenarios for you and your opponent. I don't know if there are any cases where you would want to remove -1/-1 on your own minion with political puppet, but if you created a card that works like that, it could be worthwhile, Say, for example, a card that gains spellpower the more it's stats are reduced. I'm unsure if this could work in Hearthstone or not.
     
    Had time this morning so here are some thoughts on previous discussion entries.
     Thanks for your feedback! Yeah, Political Puppet shouldn't really affect minions, I've adjusted it. I've also detailed that it lowers Attack and Health, like Blessing of Kings, due to being a basic card:
    Also, all 3 of my cards cost 3 Mana now that I've adjusted Burn the Heretics. Maybe I should replace 1 for now?
    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
     
    (thebangzats quote)
    Updates on my own stuff (Didn't want to double-post). Tentative submission will be:



    Hero Overview

    If you got the coin, the Mercenaries get going. Grizzlek Warfizzle has the sellsword game down.

    This war-savvy businessman is a hero that knows board control is important. Mobilize may seem like Reinforce with extra steps, but the 1/1 in hand allows you to place the unit freely instead of always being summoned on the right. You can hold a bunch of 1/1s in hand until it’s time to swarm the board. It procs Mountain Giant, Twilight Drake, it even procs our old pal Hobgoblin. Just take note of that little catch. They cost (1) the first turn it's in your hand. They don't like to be rushed.

    These ugly goblin mugs ain’t The Silver Hand.

    Card Spotlight

    The Mercenaries don't just want control of the battlefield, they value good positioning.

    The three cards below demonstrate some of the Mercenaries core mechanics, the "soul of the class" as some have put it.


    ADJACENCY BONUS


    This mechanic can take many forms, but the simplest way to demonstrate is with this Basic class 1-drop. On it's own, it's a vanilla 1-drop. With an ally on either side of it, it's a 3/2. 3-attack means it has the firepower to trade up. Adjacency bonuses also encourage enemies to contest the board instead of going face.




    COMMAND SPELLS

    Like the Word spells for Priests, it's a subcategory of spells other cards can specifically reference. (e.g. Discover a Command"

    Command spells require a friendly minion on the board. You're not just magically conjuring flames to engulf the field, you're commanding your troops to OPEN FIRE! Or in this case, create two 2/2s. Targeting a Forward Scout for example, nets you a 2/2, 3/2 and 2/2.
    HOLDING CARDS IN HAND

    Not the best example, but I'm saving any would-be Handlock cards for the future. For now, I'll substitute it with strong draw options.

    At 1-less mana, this spell's drawback is that you can't use the card you draw right away (not efficiently, anyway). You're encouraged to use it as a hand refilling tool, rather than an emergency dig for answers.

     

    Hey thebangzats, I think this concept is very cool! I remember a few card concepts I tinkered with a while back around positioning, having a class based around that is great! Just 1 things: I like Command: Backup!, but I don't think you'd be able to submit it, because tokens aren't allowed this phase. Maybe another Command spell that shows off the mechanic, just without tokens? Also, messed up the quote a bit, sorry.
    Posted in: Fan Creations
  • 0

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

    OK, couple of things. First off, changed Burn the Heretics after some kind feedback to 3 Mana:

    Second, wanted to share a little rating chart that helped me while making my class. I hope it will help you too! There's 7 parts:

    Card Draw: How does your class draw cards? Can it do it reliably? This is one of the most important things to consider when making a class. One of the main reasons Warlock always finds a way to become viable is due to always being able to draw cards, whereas Hunter has trouble with drawing cards, but makes up for it in other categories.
    Removal: How does your class deal with single, likely large, minions? Some classes gloss over good removal and AoE, instead hoping to beat the opponent before it becomes a problem or getting good trades in on the board. Priest has conditional removal, Rogue and Warrior have cheap and efficient removal. Very important for Control classes.
    AoE: How does your class deal with multiple minions at once? Does it do it for cheap? If it can, it makes it so much more powerful as a Midrange or Control class, but don't feel forced to do this: Only a few classes have cheap AoE, in reality. This is Druid's weakness, for example.
    Sustain: How does your class survive? Does it have good ways to heal? Druid, for example, survives by ramping up to big Taunt minions that are hard to deal with, whereas Priests and Warriors use a combination of healing and removal to outlast your opponent. Once again, it's very important for control decks to have this: Why don't you see any control Rogues or Hunters on ladder?
    Win Condition: How does your class win? Think about this one quite a bit. Don't feel obligated to make a big, threatening card as a win condition: In fact, it's not even really necessary. Classes like Priest don't have a real 'wincon' card at all, instead focusing on outlasting and out-valuing the enemy.
    Board Presence: How does your class stay relevant on the board? If your class has a lot of AoE focus, you can focus on this one a little less, but your cheap minions are going to be some of the most important cards in this big batch of cards you're about to make.

    The final one is Versatility: Does your class try to do a bunch of different things? How do they do it different from the rest of the classes? What are they gonna be better at, what are they gonna be worse at? Do they play Aggro, Midrange, Control, Combo? How do they fit in the meta? Look at this category after all the other ones, then make judgement.

    Lastly, there's sure been a lot of posts since I went to sleep! My current favorites are the Ninja and the Hexxer. Good job, guys!

    Oh, and since I've posted early, I have gotten not a lot of feedback, so if you'd like to leave some, my class is all the way at Page 2, The Mastermind! It's the first class posted there. I would really appreciate it! Hope my chart will help you guys at making your classes!

    Oh, and while I'm the last post, @waterwalker: Cool mechanic! Thinning your deck is actually pretty good as Patches has shown us, so I'd make the Ogre a 5/5, but deck manipulation is for sure a very cool mechanic for a class! Especially copy-wise.

    Posted in: Fan Creations
  • 0

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

    I've been working on my class for about 3 days, using a nice little rating chart of about 8 categories. I'm just super tired so I don't have the energy to explain each one thoroughly, but I'll share it later. Here's what I was working on:

    The Mastermind!

    Think of The Mastermind's playstyle as a Doomsayer: They like to play slow, and sometimes predictably, but it pays off to them with some of the most powerful value in the game. You know what they're gonna do, so you need to play around it so what happens will have the least impact possible. They also have a more manipulative side: They lower enemy stats (Attack and Health) at the same time, and turn enemy minions against each other! Jerom Mindshape knows how to get people to do what he wants.

    Mastermind has a new keyword: Plot. Think of Corruption as a keyword.

    As I said earlier, Plot is predictable (I know, weird flavor, maybe a better sounding name?), but has a powerful payoff. Their Hero Power works similarly:

    Shadow Bolt for a Hero Power is pretty good, but having to pay 4 Mana for it is quite annoying. You could pile a bunch of these in your hand for a mass clear later in the game. I might make the token cost 3, just like the card it copies. Can't go face because these are just scary with Malygos.

     

    I tried to balance the cards for this class delicately, but I would appreciate feedback. Here's the 3 I intend to show off:

    Political Puppet: A Taunt minion to defend Jerom while he waits for his plots to pay off. Flavor-wise I think it's very cool, balance-wise I made it just a little over the line, but every class has staple basic cards that are clearly just a bit too strong, like Fireball. Also shows off the stat-lowering mechanic of the Mastermind.

    Burn The Heretics!: Example of Plot! Really strong AoE, but your opponent can play around it by simply not swarming their board. If you use this on a threatening board, the minions still get a chance to hit you before they're burned to ash, so you won't always be saved.

    You'll Be Replaced: Here's 1 example of how Jerom manipulates minions: through Secrets. Mastermind Secrets cost 3, just like Mage ones. How they work is that our hero whispers dark words to a minion, such as in this card, "you'll be replaced", making them paranoid for any new 'allies'. The effect is very strong for the cost, essentially a mega Snipe, but your opponent has to have a minion already on the board, plus they can just play a cheap minion to lower the card's value.

     Good luck to all! Tomorrow I'll try to share my rating chart. Of course, I couldn't show everything about my class, but those should give you a taste of what the Mastermind feels like.

    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Preview Discussion
    Quote from sluglo>>

    Hey, I've been reading over the rules, and just one thing I don't really understand: Do you have to follow all 3 challenges when the time comes to make the cards, or only 1 or 2? I think following all 3 could be a little limiting in design.

    Yes, all three challenges must be followed. Limiting design is exactly the point, so people can't get attached to what they plan ahead and so that every CCC using this model is inherently different and has different entries. We've already had two CCCs that were basically free-for-all, so people just submitting whatever they want has been done, and we don't need to do it again.
    Think of it like our Weekly Card Design Competitions. If we have a week where the restriction is to make a Warrior Legendary minion, you don't reply that that's too limiting because you wanted to create a Warlock spell this week. Likewise, if I say one of your example cards in the first phase must be a Legendary with no keywords, the reply shouldn't that's too limiting because you've already decided on your class's Legendaries and they all have keywords. The reply should be to change what you're doing or do something new to fit the challenges, because that's the point of having the challenges.
    If already at this point you are worried about the first phase challenges messing with your class's identity, then you are more attached to a class concept than you should be. As noted earlier, after phase I, most of the challenges should be ones that I don't believe should interfere with class concepts, so don't worry about needing to force your class to do any 180s once we've started, but Phase I challenges may very well set up thematic or mechanic directions.
     
     Ah, thank you. I wasn't working too much on my class yet, just wanted to make sure how many challenges you need to do.
    Posted in: Fan Creations
  • 0

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Preview Discussion

    Hey, I've been reading over the rules, and just one thing I don't really understand: Do you have to follow all 3 challenges when the time comes to make the cards, or only 1 or 2? I think following all 3 could be a little limiting in design. For example, in the examples (hah), you force the Hero Power to be a damaging one. Sure, you could be clever and do something like Life Tap, but what if damage is less of a part of your class identity? You could choose to instead take on the challenge of a legendary with no keywords and also make the hero a female instead. A 'Skip' option that a player can use once in the competition to avoid a limiting rule, for example? Then again, this is only assuming if you have to do all 3 challenges.

    Posted in: Fan Creations
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