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


    Apprentice Set part 2


    *Commune can be used without minions on the board, and it will restore 1 Health to your hero.
    Basic Set (for reference)

    First half of Apprentice Set (for reference)

    Capable of channeling ancestral spirits through their body, spirit walkers are revered in tauren and orc societies for the history and wisdom they carry within them.
    More Lore:

    The eyes of a spirit walker are ancient and shine with the light of a thousand souls. Their bodies are vessels, conduits from the realm of the dead to the world of the living. A spirit walker strong enough to bear the weight of so many souls achieves a mystical transcendence, embodying the collective will and experience of the generations that are reaching out to him.

    A spirit walker lives only partially in the mortal world. His mind roams freely, and countless personalities enter his memories and his thoughts. When speaking to a spirit walker one can never be entirely certain that only the spirit walker responds, for they speak with the voices of the ancient ancestors.

      Keyword & Class Strengths 



    Kin and Kin (X) are on a basic level the same keyword. Kin is simply used as shorthand. Example: If Kin (Minion) is listed on a spell, it is written like that. If it is on a minion, it's just Kin. The same applies for weapons and spells.

    The loyalty a spirit walker feels for his community is zealous. The spirits of countless ancestors fill his mind, impressing a powerful need upon their host to guide and safeguard the tribe.

    In not so many words, the kin and kindred of a Spiritwalker are of the upmost importance to them, and empower them to do amazing things, gaining new powers through playing minions or spells in sequence, playing cards of the same or different Cost, or even Attack, Health, and spell school. For the Apprentice set, Kin cards focus on the most essential forms: KinKin (Minion)Kin (Spell), and Kin (Weapon).



    Class Strengths and Mechanics

    Strengths

    1. Single target/lone minions. Handbuffs and board buffs like Power of the Wild or Bloodlust are few and far between for the Spiritwalker. However, this class excels at buffing powerful single minions, keeping them alive, and bringing them back from their untimely demise.

    2. Dormancy and Immunity. A sleeper mechanic that saw more attention in Ashes of Outland, Dormant, is a key focus for the Spiritwalker class. Not all 'dead' things are really dead, and in truth, the spirits are merely waiting to be called upon. At some points, minions under the Spiritwalker's control may phase in and out of the corporeal plane, while still being able to attack, gaining Immune temporarily.

    3. Card draw/generation. To keep up with your opponent, Spiritwalkers need every opportunity they can get to level the playing field, and that means card draw/generation.

    4. Health Restore/Addition. Health restoration and addition is vital for the Spiritwalker to maintain board presence and keep themselves in the game.

    5. Death-based effects. There will be a lot more minion demise related cards (not necessarily deathrattles) in initiate/core sets.

    6. Taunt, and other keywords that significantly obstruct your opponent as you build a tall board.

    Limitations

    1. Low AOE potential. Board clears will usually be conditional and expensive, but they create swing turns to build up big minions.

    2. Limited hard removal. As with AOE, Spiritwalkers don't carry Twisting Nether or Assassinate with them, but under the right circumstances, they can get good value removal.

    Weaknesses

    1. Low burst damage. Spiritwalker isn't inherently a class that rushes to the finish line (even though there is potential for early game snowball), so don't expect much in the way of face damage.

     Showcase 

    Tokens:

    Farseer Ba'kora's Prophecies:

    (Upgraded Hero Power) ^

    Themes

    Totems

    Totems are explicitly a Shaman-specific tribe, but they've made limited use of them and have basically been a gimmick throughout the class' existence. Spiritwalker will have more powerful specific synergies with totems (nothing about basic Totems), and they will also have more powerful immediate effects.


    Deathrattle and Resummon

    Possessed Totem may not seem like the best target for deathrattles, seeing as it would continuously reequip a weapon, but it can be summoned from hand with Kindred Spirit, as well as be added back to hand with Soulbind TotemFree Spirits, and Roots of the Weald.

    Summoning/Only minion

    In previous sets, cards like Barrens Wanderer and Rite of Solitude were the only specific cards that dealt with 'only-minion' mechanics. The first two examples here allow you to keep a minion in reserve, either without summoning it or having summoned it. In the first half of the class's Apprentice set, I focused (rather heavily) on the Dormant keyword. Lost in the Veil, Shadowlands Guide, and Talar Ghostmane all explicitly use Dormant in their card text. Those cards allow you to set up big minions or preserve them when you're under some other pressure. Other synergies, like Dormant totems, will be set up in the future.

    Healing and Health

    In the basic and first half of the Apprentice set, cards like Anima InfusionSoul SeekerUnyielding Chieftain, and Gift to the Shu'halo were the main health granting and health restoring cards for the class. The three in this half of the Apprentice set further expand on that archetype, specifically for keeping minions on the board and your hero in the game.

    Weapons

    In this half of the Apprentice set, there's only one weapon-related card. In previous sets, Ghost Iron Halberd and Ethereal Form account for more. Weaponry is not a fixture of the Spiritwalker class, but it offers flexibility for removal that it lacks in other card types.

    Card Draw

    This was mostly explored in the Basic set. Soul SeekerSoul SunderThunder Bluff Walker, and Truesight Saber all synergize with card draw. In the Core set, this will not necessarily be a focus, but many of those cards will be included.

    All Cards 


                        Token:

    More about Commons:
    Kindred Spirit
    : Similar in some ways to Shadow Essence, but without resurrection synergy in the same way. It is effectively meant to activate deathrattles, as well as to create board presence even when your hand is too expensive.

    Possessed Totem: This merges two themes in my class; weapons and totems. I think it’s a nice fun card, kind of like Felsteel Elemental that turns into a weapon.

    Spirit Link: Can be compared to the new version of Paladin’s Holy Light. This can be used on enemy minions to potentially stop one from trading (since it would heal you, which they don’t want!)

    Spirit Link Totem: There will be more synergy for cards like this in the future, but for now it’s a pretty reasonable buff in the uncommon but potentially viable Spiritwalker ‘wide board’ deck. There will be ways to make this work with an only-minion archetype though!

    More about Rares:

    Natural Reflection: This card gives you plenty to think about when playing it; what do you want out of it? It’s a very good tutor, but you need to have played the opposite type of card to do it. If you’ve been playing minions, you’ll likely want some buff spells to cast on them. Conversely, if you have spells at hand, you’ll want some board presence.

    Skyfury Exile: Punish those aggro decks! I hate tokens, don’t you? In a lone-minion Spiritwalker deck, this is a prime target for health buffs (as well as giving it Taunt).

    Soulbind Totem: Keep that Skyfury Exile going! A positional, friendly, recurring Seance on a stick.

     



    More about Epics:

    Anima Giant: A really good reason to play lone-minion Spiritwalker. Recovery, removal, board presence all in one amazing minion.

    Earth Mother's Blessing: If your opponent is chipping away at your minions(s) turn after turn, or if you’re developing a tall or wide board, this ”Trispell” is for you. 

     

    More about the Legendary:

    Farseer Ba’kora: Much like Demon Hunter, Spiritwalker has a limited-impact hero power that costs 1 mana. With minimal direct synergy in at least this set (healing synergy in the basic set), upgrading your hero power is a powerful effect that fits right into the apprentice set - one that won’t of course remain in the core set. Paying the full 12 mana to upgrade your hero power allows you to:
    • Restore 6 health to a minion and your hero per turn, for 0 mana;
    • Deal 6 damage to an enemy minion and restore 6 Health to your hero per turn, for 0 mana.





     

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

    I guess I'm having a bit of trouble seeing how this set coheres together? Here are the themes I detect:

    • Granting, interacting, discovering deathrattles: A problem here is you only have 1 actual deathrattle minion on display - the Legendary, and you've made sure to avoid (somewhat) overpowered combos with Decrepit Necromancer. There should be more deathrattle minions in this half to justify the synergy.
    • Things that died: This is something I suppose we can't avoid with our classes (overlap). Fate Denied feels a bit swingy, seeing as you can pair this with a board clear to 'mind control' 3 enemies that you just cleared. It's a somewhat binary card though - you can't play it on an empty board - so I think it'll a) stay dead in your hand or b) be a game winner. Particularly egregious with Anima Overflow, which in itself seems quite powerful with its cast-again effect - it shouldn't be too difficult to set up a godfrey-friendly board for this to work with. Feels like it could cost 1 more imo.
    • Splitting Souls is like a subjectively better Flanking Strike. Good card, but quite aggressive - not sure if that's what you're going for.
    • Ascended Judicator is a good implementation of your mechanic - vanilla stats so it doesn't feel bad to play on an empty board, but with an upside based on how you trade.
    • Essence Harvest: What are Spirit Remnants again? Reminds me of Spirit Echo and cards like it in Shaman
    • Soul Form: Discover in initiate set is a no-no in my view, just like in basic. Even though it's evergreen. I'd say move this to core
    • Last Breath: It's an alright Deathrattle activator / pseudo windfury, but it just feels weird to have it on a 0-mana spell for this class, especially because it seems so... aggressive. It's essentially a hunter/warrior mechanic.
    • Aggramar: Seems like putting a titan straight into the initiate set sets a pretty high bar for making any legendary beyond that lol... I would tone it down a bit. Also, Plague of Death on a stick used to be a legendary effect for custom cards, but I don't think it quite cuts it anymore (also negative synergy with your deathrattle cards).

    So I wanted to get some opinions on which one of these iterations is more balanced for one of my epics:

    I'm trying to compare it to Echo/Twinspell spells, as well as health granting spells - Power Word: Shield, Witch's Brew.
    Also comparing to one of my basics:

     

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

    So... Reflecting on the poll, I think my showcase cards many not have shown what I want to achieve with the initiate set - and perhaps that the initiate set itself has so far been quite complicated mechanically. I have a lot of ideas to brainstorm here, particularly when it comes to iterating on individual cards. Here is the basic set. The full Apprentice set is not finished by any means, but the cards up to the first legendary are the ones I submitted in the last phase. I'm going to try and get less complicated with this batch of 10, and hopefully more elegant and compelling - but I don't seem to be very adept at simplifying my cards.

    The main mechanic of the apprentice is the Dormant keyword, which is something I've sort of fixated on to a fault. I can't seem to help myself, the design space is wide open. An additional mechanic is the keyword, Kin - if the last card you played had the same type (minion, spell, weapon), or Kin (X) if it had X type. Furthermore, there is resurrection and healing - I'm going to leave these by the wayside for now, as there is plenty of space to add that synergy into the core set. If I get to that point of course.

    So without further ado, here are... A lot of cards.

    So while Spiritwalker is meant to focus on a tall board. Only one or two strong active minions at a time. This could be a source of damage, as well as a way to add some stall. It also fulfills the 3 keyword challenge, but I think that's fine for this being a common? Not sure

    Yes, there are Totems. Yes, that overlaps with Shaman. I want to add special synergies for this though that I think would not fit in Shaman.

    or
    Cloudtotem Defender is a way to let your totems fully get value. I've always disliked how fragile and ineffectual totems are. Balance and effect wise, which iteration of Soulbind Totem is better? Which is more balanced? Should the 0/2 produce 1/2s, or should the copies be 0/3s?

    Deathscale Hydra is a big problem for me. There are a lot of different effects it could have - some better, some worse:
    Original concept:


    3rd and 5th cards are subjectively better than Maiev, so it's probably better to have the 4th one if that effect is well-liked.

    I'm a big fan of Dreamcatcher personally.


    Hard to capture this flavor with an effect.

    A mid-game card to incentivize single-minion boards. This is the first iteration (more in spoiler)

    This basic card is a kind of analogue:

    Other ideas:

     Legendary:


    Question: Am I going overboard with dormant? Is it unfun?

    EDIT: I went wayyyyy too far with dormant cards huh

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

    I suppose it's because in theory you could be voted up for immunity this week as well. Or at least that could be partly the reason. And also because some people don't vote for multiple classes, you could see it as a 'wasted' vote.

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

    I know it's not quite the deadline yet, but a full 8 people haven't submitted this phase - interesting.

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


    Introduced in Ashes of Outland (It's the best place for it!)


    *Commune can be used without minions on the board, and it will restore 1 Health to your hero.
    Basic Set (for reference)

    Capable of channeling ancestral spirits through their body, spirit walkers are revered in tauren and orc societies for the history and wisdom they carry within them.

    More Lore:

    The eyes of a spirit walker are ancient and shine with the light of a thousand souls. Their bodies are vessels, conduits from the realm of the dead to the world of the living. A spirit walker strong enough to bear the weight of so many souls achieves a mystical transcendence, embodying the collective will and experience of the generations that are reaching out to him.

    A spirit walker lives only partially in the mortal world. His mind roams freely, and countless personalities enter his memories and his thoughts. When speaking to a spirit walker one can never be entirely certain that only the spirit walker responds, for they speak with the voices of the ancient ancestors.

      Keyword & Class Strengths 



    Kin and Kin (X) are on a basic level the same keyword. Kin is simply used as shorthand. Example: If Kin (Minion) is listed on a spell, it is written like that. If it is on a minion, it's just Kin. The same applies for weapons and spells.

    The loyalty a spirit walker feels for his community is zealous. The spirits of countless ancestors fill his mind, impressing a powerful need upon their host to guide and safeguard the tribe.

    In not so many words, the kin and kindred of a Spiritwalker are of the upmost importance to them, and empower them to do amazing things, gaining new powers through playing minions or spells in sequence, playing cards of the same or different Cost, or even Attack, Health, and spell school. For the Apprentice set, Kin cards focus on the most essential forms: KinKin (Minion)Kin (Spell), and Kin (Weapon).



    Class Strengths and Mechanics

    Strengths

    1. Single target/lone minions. Handbuffs and board buffs like Power of the Wild or Bloodlust are few and far between for the Spiritwalker. However, this class excels at buffing powerful single minions, keeping them alive, and bringing them back from their untimely demise.

    2. Dormancy and Immunity. A sleeper mechanic that saw more attention in Ashes of Outland, Dormant, is a key focus for the Spiritwalker class. Not all 'dead' things are really dead, and in truth, the spirits are merely waiting to be called upon. At some points, minions under the Spiritwalker's control may phase in and out of the corporeal plane, while still being able to attack, gaining Immune temporarily.

    3. Card draw/generation. To keep up with your opponent, Spiritwalkers need every opportunity they can get to level the playing field, and that means card draw/generation.

    4. Health Restore/Addition. While there are some similarities to Priest, healing is a means to an end rather than an archetype for the spiritwalker.
    5. Death-based effects. There will be a lot more minion demise related cards (not necessarily deathrattles) in initiate/core sets.

    6. Taunt, and other keywords that significantly obstruct your opponent as you build a tall board.

    Limitations

    1. Low AOE potential. Board clears will usually be conditional and expensive, but they create swing turns to build up big minions.

    2. Limited hard removal. As with AOE, Spiritwalkers don't carry Twisting Nether or Assassinate with them, but under the right circumstances, they can get good value removal.

    Weaknesses

    1. Low burst damage. Spiritwalker isn't inherently a class that rushes to the finish line (even though there is potential for early game snowball), so don't expect much in the way of face damage.

     Showcase 

    Barrens Wanderer Free Spirits Talar Ghostmane

    A powerful early-game minion that discourages playing more than one minion. This is a strength of the class, and buff spells from the basic set like Rite of Solitude and Anima Infusion reward the player for focusing on a single minion. There are mindgames for both you and your opponent: Do they want to trade into a smaller minion, awakening this one? Or do they go face? You can also 'save' this minion by simply playing another, creating a kind of pseudo Taunt effect.

    Whether it's a wide board or a minion that you've been keeping alive to ward off your opponent's attacks, removal and trading can feel pretty bad. In any other class, this kind of effect might be too powerful; but for the Spiritwalker, it's just what they need. In concert with Rematerialize and Roots of the Weald, Free Spirits is an excellent board-recovery tool, especially when a spell is played before it. (Originally, the spirits really were free - they cost 0 - but that was a little bit too free).

    Trading favourably or unfavourably into your opponent's minions is all a matter of strategy when Talar Ghostmane is in play. You may want to have a specific 6 dormant minions, and the board clear in your hand might give you some 1/1s that you don't want to have cluttering your board. Plan your attacks accordingly! Playing a minion before playing Talar makes your Dormant copies able to attack minions immediately after they awaken!

     All Cards 




    Notes:
    Magic Weald Frog attempts to draw the top 3 spells in your deck, rather than reordering your deck to put 3 spells on top of it. This makes it so effects that destroy the top cards of your deck do not work. If you don't have 3 spells to draw, it draws what it can before resorting to normal draw.
    • It's difficult to state the effect of Ethereal Form in card shorthand, but it is as follows. If the last card you played was not a weapon, become Immune at the end of the turn. If it was, become Immune right after you play this.
    Gift to the Shu'halo (how the Tauren refer to themselves in their language) is a pseudo-Echo effect that provides sustained health restore on off-turns. It also fulfills the double-digit challenge.
    Roots of the Weald is a Scheme type card, so it also fulfils the other challenge. As card generation goes, this can get very out of hand, but on the other side of it, it's one of the few proper card generation routes that Spiritwalker can take, because this isn't Mage or Priest.


     

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

    Need some thoughts on this draft legendary. As a refresher, Kin activates when the last card you played had the same type (in this case, it would have to have been a minion). I think this synergizes well because it encourages you to commit resources to the battlefield before you play this - either on the turn before or on the same turn. Synergizes well with Taunt minions and other cards coming later in the set.

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

    I guess I'll sort of let these cards speak for themselves. Here's the basic set for reference: https://imgur.com/a/NHFfmT9

    (Debating whether to just ditch Kin and say Kin (Spell) or whatever, but it cuts down on text)

    Not sure about the last two commons - whether I should replace them with some that focus more on healing/dormancy/immune etc.

    Balance on Free Spirits is debatable.

    Roots upgrades 1/1, 2/2, 3/3 etc.

    By targeting themselves, it means first their hero and then their minions if it can't go face.

     

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

    I don't mind shortening "Shuffle into your deck" to Bury, it might be a little excessive if it were expanded beyond the class, but if you're making significant use of it, it makes sense.

    Your hero power should have Hero Power above the rest of the text. It's a little complex, but for the sake of the textbox, you might reduce the "Choose one to put on top" to "Put one on top".

    Ritual of Ruin seems a bit powerful. Unconditional AOE on random turns feels a little too powerful. Fal'dorei Strider summons 4/4 tokens, so at least it gives your opponent the opportunity to interact with it. Maybe up the cost to 4 or 5? Or put it at 2 or 1 and make it deal 1 damage. 

    Yes, I can see the problem with Forbidden Research... I'd tone down the effect on Ritual of Ruin then, rather than up the cost, as you still end up drawing two cards after the spells cast (because that's how casts when drawn works).

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #8 -- Discussion Thread | Week One
    Quote from McF4rtson >>

    I am the only active mod, and I have an 8hr shift today. The cutoff times are an estimate and I try to follow them, but it won't always be the case.

     Oof. I remember when Hearthpwn had more than one FC mod... didn't realize.

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

    So, 9pm est right?

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

    imgur album for ease of viewing

    The Spiritwalker

     

    (Hero power can be used without a minion on the board)

    According to Wowpedia:

    Spiritwalkers have a powerful connection to their ancestral heritage. Capable of channeling ancestral spirits through their body, spirit walkers are revered in tauren and orc societies for the history and wisdom they carry within them. The eyes of a spirit walker are ancient and shine with the light of a thousand souls. Their bodies are vessels, conduits from the realm of the dead to the world of the living. Spirit walkers are often looked upon with awe and fear by their brethren. A spirit walker strong enough to bear the weight of so many souls achieves a mystical transcendence, embodying the collective will and experience of the generations that are reaching out to him.

    Class Identity:

    Strengths

    1. Single target/lone minions. The Spiritwalker doesn't do handbuffs or board buffs, but focuses on building up single minions and making sure it has a persistent board presence that can stand against even the widest enemy boards.

    2. Health Restore/Addition. While there are some similarities to Priest, healing is a means to an end rather than an archetype for the spiritwalker.

    3. Slow-burn weapons. A weapon that is better suited to attacking minions than going face is just a taste of the kind of unorthodox board control that Spiritwalker will introduce.

    4. Death-based effects. There will be a lot more minion demise related cards (not necessarily deathrattles) in initiate/core sets.

    5. Card draw/generation. To keep up with your opponent, Spiritwalkers need every opportunity they can get to level the playing field, and that means card draw/generation.

    6. Taunt, and other keywords that significantly obstruct your opponent.

    Limitations

    1. Low AOE potential. Board clears will usually be conditional and expensive, but they create swing turns to build up big minions.

    Weaknesses

    1. Low burst damage. Spiritwalker isn't inherently a class that rushes to the finish line (even though there is potential for early game snowball), so don't expect much in the way of smorc.

    More Lore:

    Tauren and orcs hold spirit walkers in near reverence, yet they also fear them. A spirit walker lives only partially in the mortal world. His mind roams freely, and countless personalities enter his memories and his thoughts. When speaking to a spirit walker one can never be entirely certain that only the spirit walker responds, for they speak with the voices of the ancient ancestors. Elderly spirit walkers sometimes lose all memories of their original selves, slipping from one spirit to the next without warning or control. The stress of handling so many souls turns a spirit walker's pelt or hair snow-white over the years. Some tribes consider a tauren born with a white pelt to be destined to become a spirit walker. Such children sometimes refuse their destiny, but almost all give in eventually. Elder tauren have been known to develop spirit walker powers sometimes only days before their deaths.

    The loyalty a spirit walker feels for his community is zealous. The spirits of countless ancestors fill his mind, impressing a powerful need upon their host to guide and safeguard the tribe. Despite this devotion, a spirit walker is often set apart from his others. He knows his friend not only as his friend, but as the child of a slain warrior spirit, as the grandchild of an elderly spirit, as the parent or sibling of a mournful child spirit. This makes any personal relationships complicated and very difficult. A spirit walker is a loner who sits apart from his others but defends them fanatically in times of peril. The rest of the tribe senses this conflict within a spirit walker, and while they treat their spirit walker with great respect and deference, they will resist forming close relationships with him to avoid further complicating his life. Spirit walkers rarely establish families. They live apart from the tribe they devote themselves to forever.

    The only culture in Azeroth's history known to have brought forth the spirit walkers are the formerly nomadic tauren tribes. However, the orcish people have steadily been returning to the shamanistic practices of their Draenor ancestors, and the far seers of the Horde have taken a growing interest in the mystic phenomenon of spirit walking. Whether orc spirit walkers may have existed in Draenor's ancient past or not is lost to history, but when tauren and orcish shamans established contact with one another the tauren discerned that their orcish peers showed the potential for this level of spiritual awakening. To many of the orc shamans, the path of the spirit walker represents the only means left to them by which to recover the lost wisdom of their forebears.

    Spirit walkers can use tauren halberds and tauren totems.

     


    Showcase Cards

    Have you ever been hit over the head with a tree? This guy hasn't been, but he might know a thing or two about it anyway...

    I'm a lot better at my rites of solitude than my lefts of solitude.  

    Anduin has a patent on 'resurrect' effects.  

    • Unyielding Chieftain is a mid to late-game defensive option that packs a punch against token decks, especially when paired with buffs like Rite of Solitude or Anima Infusion. It can also be pulled from Rematerialize.

    • Rite of Solitude can be used to establish an early advantage that can stop your opponent developing a wide board (used on Truesight Saber for example) and even put pressure on them.

    • Rematerialize can pull that legendary minion your opponent killed, or the taunt that's been keeping you alive. An excellent combo piece/defensive tool.

    Remaining Cards






    Challenge

    If it wasn't evident, the class is directly WoW-related. However, since spirit walkers are unplayable, there are not really any compelling associated spells in the game.

     

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

    Is encourage you to look through to my profile and check out a custom class I made a few years ago that implemented minion armor. 

    https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/211461-also-a-class-the-technician-ayy-lmao

    You should try avoiding the mistakes I made with that class! (because it didn’t win)

    https://imgur.com/a/NHFfmT9

    here ^ is my basic card set (+ a few initiate but don’t look) and I’d love people’s feedback. I made a spiritwalker class 6 years ago and it was awful so I’m trying again!

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

    Question: Since the core set was introduced, most classes have fewer than 10 basic cards. How should we think about our basic set then? Should we be looking at pre-core card sets for guidance?

    Secondly, I'm thinking of not using a keyword for my class. A lot of people seem to be using them, but I figure I can get around it somehow. I might even add a spell school, but that wouldn't really be very helpful given we can't actually use spell schools until later sets.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - GRAND FINALE POLL

    It's easy enough to have regrets about the class as you go through the competition, but you don't always get the feedback before it's too late to change it – or you're too obsessed with keeping one aspect of the class over another – or indeed, you don't get enough feedback in the first place. If I went through it again, I would probably ditch my keyword.

    Posted in: Fan Creations
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