Bloodburner Custom Class - Classic and Basic sets
This card was created for Hearthpwn's Custom Class competition #5 "Trials and Errors". I worked more on it and i wish to share it with you guys to see what you think. So what's a Bloodburner?
Description
All magic needs fuel. Most mages use mana as it is safe (as much as it can be) and plentiful. But it's not the most powerful, no, that would be Blood Magic. To use one's own blood as fuel is incredibly dangerous and most would run dry in a few casts. in truth the only ones who can wield it properly are lizardfolk with their powerful regenerative abilities.
Bloodburners use their own health as fuel, self damage is a key mechanic of the class. A powerful tool is always present at their disposal, that being the Hero Power: "Blood to Fire". Odd mage showed what 2 damage for 2 mana can do early and late game, but like Warlocks, you also pay 2 life yourself whenever you use it. But this can be an advantage, especially to activate the class' keyword Fresh Blood:
Fresh Blood can trigger during your turn or the opponent's as well, forcing him to think if he should go face or eliminate the minions with this keyword.
In short, the class is centered around these:
- Self Damage as a downside to powerful effects but also something you can benefit from
- Hero Power Interactions will be present in almost all sets, the class relying heavily on the Hero Power to win games
- Powerful Spells. Since blood magic is so potent, it makes sense they'd have some neat tricks up their sleeves
- Dragons! Reptile people like big winged lizards, who knew?
Basic
Classic
Leave a Comment
You must be signed in to leave a comment. Sign in here.
This card was created for Hearthpwn's Custom Class competition #5 "Trials and Errors". I worked more on it and i wish to share it with you guys to see what you think. So what's a Bloodburner?
Description
All magic needs fuel. Most mages use mana as it is safe (as much as it can be) and plentiful. But it's not the most powerful, no, that would be Blood Magic. To use one's own blood as fuel is incredibly dangerous and most would run dry in a few casts. in truth the only ones who can wield it properly are lizardfolk with their powerful regenerative abilities.
Bloodburners use their own health as fuel, self damage is a key mechanic of the class. A powerful tool is always present at their disposal, that being the Hero Power: "Blood to Fire". Odd mage showed what 2 damage for 2 mana can do early and late game, but like Warlocks, you also pay 2 life yourself whenever you use it. But this can be an advantage, especially to activate the class' keyword Fresh Blood:
Fresh Blood can trigger during your turn or the opponent's as well, forcing him to think if he should go face or eliminate the minions with this keyword.
In short, the class is centered around these:
Basic
Classic
I'll boop you
Very nice stuff, I do think some of the cards are a bit complex for the basic/classic set though. Not in the sense that they are hard to understand, or too many lines of text, but they use some concepts that are pretty unique. For example, Flame Rush is the only card in the basic/classic set that shuffles things, and there are only two other cards in all of Hearthstone that exchange Health for Armor, an expansion Epic, and an expansion class legendary, so having that ability as a basic card feels a little weird. The only other card to have the same effect as Cauterize is Alexstrasza, a legendary. And Warm Up is the only 'good' tutor card in the basic/classic set.
Cauterize and Blood Nova are probably to OP.
Carrion, my wayward grub.
A problem I see is that Crystallize Blood appears to reference Crystallizer when that card didn't exist yet.
Cristalize Blood is meant to be an activator for Fresh Blood. You trigger the keyword without actually decreasing your life total. It also boosts cards like Bloodflame Bolt.
Flame Rush may need reworking indeed, i'll try to find another simpler version of it.
Cauterize is not OP in my opinion as it highly depends on your current health. Druid has an 8 mana heal for 3 mana, so to get the same value as him you would need to be at 12 hp. The spell is bad if cast above that threshold. Since this class self damages so much i think it's ok to have 1 or 2 really string heal effects.
Thanks for the feedback!
I'll boop you
No, I didn't say anything about it's balance or usefulness. I think both are fine.
I was just saying that it doesn't make sense for a Basic card to reference a card that came after it, although if you want, I suppose you can pretend that Crystallizer is actually referencing that card instead.