Pokémon Trainers never fight alone, they battle with their Pokémon!
Each Pokémon has its own way of doing things. Each minion has special abilities and Evolutions that bring out the unique personality within all of them!
The Hero Power interacts with the Evolution keyword. Every minion that may Evolve states 'Evolves into X' right on the card. X would be the card that the pre-evolved card transforms into. You'll see what I mean once I introduce the keyword in the classic set. Before we dive right in, here's the Justicar Trueheart upgrade:
Below each set that I introduce, there is an 'X Set Details' Spoiler which provides descriptions about each card as well as balancing philosophy. Click the red Spoiler to read it! Additionally, some cards produce token cards that are also under Spoilers. These are announced with banners and contain important cards that somehow spawn in an unorthodox way.
Keep in mind that only cards with rarities are collectible, everything else is either a token or an Evolution and cannot be chosen for a decklist.
Basic Set Details:
Trick Room: The playing field suddenly turns upside-down! This spell requires some setup and strategy, as it makes larger-costed minions more powerful on the battlefield.
Girafarig: This minion is something that can relatively safely be played on curve, but can provide additional value with a bit of setup in the late-game. This reflects Girafarig's duality as a Psychic/Normal type and as a giraffe palindrome.
Ion Deluge: This card is a conditional Arcane Intellect that rewards a minion-based playstyle as well as discouraging a spell-heavy combo deck. The electric-type pokemon, Electivire, uses Ion Deluge to speed up the game on an occupied battlefield.
Rest: You're only as injured as your most injured minion. Perhaps you'd even like to target an enemy minion that is very damaged? I can't see many minions missing ~10 Health since most just aren't that big. I'd imagine a reasonable Rest would be on a minion missing ~3-4 Health.
Vine Whip: You can always count on your trusty Venusaur to deal some snappy damage. At 3 mana, the spell is too expensive to completely abuse spell damage yet has enough value that it doesn't really need to (a tiny bit better than Shadow Bolt).
Full Restore: This is a card with some versatility, which is pretty important for a class that wants to fill its deck with minions that evolve, not spells. Consider Ancestral Healing and Shrinkmeister, and this card is some amalgamation of the two.
Super Repel: Be sure to pack a couple of these before you head into that cave, or else the Zubats won't stop swarming you. This annoyance-counter tool doesn't use spell damage, and deals precisely with the 'annoying' early game like Shielded Minibot and Haunted Creeper; small minions that aren't dealt with just damage. Plus, you'd be basically forcing your opponent to top-deck some of their own early game later.
Master Ball: The legendary Master Ball, which lets you catch any pokemon without fail. This is the emergency card. This is the Siphon Soul of the class. I thought very long about making it 7 mana, I really did. I think in terms of value, 7 mana might actually be the correct assignment. But MAN I don't like getting Entombed. I think this card is strictly undervalued, since you'd need to spend the 8 mana, and then actually spend mana on the minion. However, I think the effect alone could land itself an emergency spot in some decks.
Lapras: Lapras is the first interaction with spell damage, and shows the fact that the class can readily achieve significant spell damage but has trouble actually finding spells to play.
Atop Sky Pillar: Oh boy, here it comes. Every basic set could use something completely insane. I think excitement is important; fun is the final goal. But let's talk balance here:
Consider Atop Sky Pillar: If the game drags on long enough, you can actually play the card and rid it from being completely unplayable in your hand. If you have 3 cards left in your deck, it's 5 mana. If you have 6 cards, it's 8 mana. Think about how many cards you actually have at the end of your games, and this seems like a plausible last resort (a bit like the Golden Monkey). Also the Naga Sea Witch synergy Kappa Keepo
Consider Kyogre: The main advantage is that you can finish off your opponent. The Fireball hero power is proactive in terms of damage.
Consider Groudon: The main advantage is that you can control the board. How many cards do you have that can finish off your opponent though? The Assassinate hero power is better than Kyogre's in terms of value (it can even target friendly minions), but board control isn't exactly what you're usually looking for at that stage in the game.
Consider Rayquaza: The main advantage is that you can use the rest of your mana crystals (instead of hero-powering), you can split your damage into two attacks, and you're protected from passive fatigue. The weapon is subject to taunts, and while it can attack minions it simply may not be a good idea because you've only got 12 Health. The idea is that the option exists. Keep in mind that mill deck will still work on you, the only draw that is prevented is at the start of your turn. Your opponent can still draw you cards and you can still draw yourself cards. But do you really want to? Up to you to decide.
Here comes Evolution, and with it, Mega-Evolution.
Keep in mind that power creeps up the evolutionary line since evolution requires mana investment from your Hero Power. Mega-Evolution is explained with the first card in the set, which is at a pricey 4 mana.
Classic Set Details:
Mega Stone: This is the spell that triggers Mega-Evolution on the battlefield. It is important to remember that it is 4 mana.
Bubble Beam: This card is a spell damage synergy card. Useless without it, incredible value with it. Wooper is trying his best here!
Professor Oak's Gift: The starter minions for this card are in a spoiler above. Let's say you are facing a mage: the spell will put Fennekin into your hand. Froakie for a rogue, Chespin for a paladin etc. The key to remember here is that it does cost one mana to simply put the minion into your hand, so mana needs to already be invested to even play these cards. The Pichu line at the end is simply a counterpart for my class itself.
Nincada line: Situational early game Wisp, however the evolved form could provide some good value as soon as you have a chance to hero power.
Honedge line: It's a weapon line! Now, you can have a weapon in each stage of the game.
Onix line: Who said pre-evolutions are small? Top decking can be a bit of a weakness for the class, since pre-evos are usually small. But here comes Onix!
Riolu line: Riolu's 'Prankster' ability allows it to cast small effects quicker than your opponent's can react! To clarify: Lucario does grant an Aura Sphere for a deathrattle triggered as a battlecry, as well as granting one for normal deathrattle triggering.
Zorua line: I think deception is cool. With this card, it may sometimes be advantageous to not attack twice with windfury, in case you want don't want to give the illusion away. You can see that Zorua has 2 health, but perhaps the opponent sees it as a Spider Tank with 4?
Weedle line: Early game minion that can establish your board. It may seem that Beedrill's battlecry is crazy, but keep in mind that you've had to hero power twice with the card in hand. Not exactly a good early game play. Also, Kakuna is meant to be the weak non-combat type because, I mean, he's a cocoon.
Spiritomb: I like this effect; it's as if you're corrupting the enemy player. And hey, a Zoroark target perhaps?
Shuppet line: Shuppet has -2/-2, and Attack swapped. Picture this: your opponent has an Azure Drake. Your shuppet is a 4/3 (from the drake), and the drake is a 1/4. With Banette, the Banette would be a 4/3 and the drake would be a 0/4. Keep in mind that this effect can happen to your own minions as well (except with Mega Banette). Also, keep in mind that the stat reduction makes the minion difficult to silence, since that will simply revert their stats back to normal.
Ralts line: Take a look at that Kirlia card there. This is branched Evolution, and introduces conditional transformations that alter the card style.
Everstone: Situational work-around card.
Horde of Unown: This card also has a spoiler filled with the Hidden Powers above. I really like cards like this, versatile tool-givers that have an RNG element. It's the difference between Arch-Thief Rafaam and Ethereal Conjurer. With rafaam, you can simply play your game and think 'Ok, I'll play the card and I'll pick a Lantern of Power'. But with the conjuerer, the thought is more: 'Ok, I need some tools so I'll play the conjurer. Don't know what I'll get this time!'. Maybe you need a Frostbolt? But instead, the game gives you Spellbender, Flame Lance, and Echo of Medivh. Oh man! What are you going to do with those? Figure it out! This is super-fun for me since it makes every game different and essentially makes your deck diverse and spontaneous with every game.
Mewtwo: If Mewtwo Mega-Evolves, the deathrattle does not trigger. Mega Mewtwo X makes your cards cost 5 less! but each time you play a card, they cost 4 less, 3 less, 2 less, 1 less... This resets each turn. Mega Mewtwo Y has some crazy spell synergy going on, the plays you can make with this!
Houndour line: The Houndour line is based off of a hellhound, and those doggies are pretty fierce if you ask me. These guys Charge into your opponent and Mega Houndoom has some extra bite against those Taunt minions. Psh, they think they're soooo tough.
Scyther line: Scyther, the little bug type, seizes his opportunity against a flustered opponent by attacking twice! His evolution Scizor gains the steel-typing and goes for the quick damage with it's signature Bullet Punch move. Better yet, Mega Scizor becomes an unstoppable minion-finisher.
Magnemite line: One of the quintessential steel-types, the Magnemite line klinks and klanks its way into the battlefield with Spare Parts flying all over the place.
Dark Void: Here comes the Dark-type Pokemon Darkrai with his signature move to temporarily nullify your enemies.
Ditto: This cute prankster likes to transform into your opponent's minions! As soon as your opponent plays one, Ditto unleashes his devious prank! ACTUALLY BRO ITS JUST A SOCIAL EXPERIMENT
Autotomize: This move increases the speed of steel-types in pokemon. Since the class is heavily minion-based, your spells are likely to consist of Spare Parts (if you aren't careful, maybe a Mega Stone). So throw out all that junk and jack up the speed!
Beldum line: The Steel/Psychic line of Metagross reflects it's supercomputer intelligence. The line gives you a very underrated concept in Hearthstone; information.
Porygon line: The Porygon line is based off of a glitch! (Back away, Missingno) Here they come to hack your game, those tricksters. Porygon downloads your opponents unused mana from last turn and uses them as Attack! Porygon2 is well known for being a ridiculous tank in competitive pokemon, and that defense is due to it's unevolved status. Lastly, Porygon-Zreally messed up. He hacked your game and it's as if your game resets 6 turns! What a goof.
Arceus: The God of pokemon descends from his throne and enlightens your pokemon with his presence. Minions that can Mega-Evolve no longer require a Mega-Stone spell, and your minions may even evolve in the heat of battle!
Deino line: I love me some dragon synergy, and what better pokemon to use than MY FAVORITE, HYDREIGON! Oh man, I just think he's so cool. Dude, he's a Dark/Dragon type holy crap. Anyways, some much-needed dragon synergy from my favorite pokemon here.
Bagon line: This line utilizes Spell Damage, as this line's Dragon/Flying typing takes your spells to the skies! Salamence can power up all of your other minions (including itself), and upon Mega-Evolution it charges at your opponent with all that damage!
Loneliness: Cubone's sorrow takes effect on your enemy minions; only one can attack next turn.
Shadow Force: Giratina could emerge from the Distortion World to deal devastation to your enemies! Or, she couldn't. Depends on whether you win the joust or not.
Mareep line: These get powers once adjacent minions attack. Hey! Static electricity! Anyone? Come on, they're electric sheep.
Solosis line: The mitosis pokémon. It divides into smaller pieces to tank yet again.
Snorunt line: Here's another conditional Evolution, this time with a freeze theme. As a note: Glalie's deathrattle doesn't trigger when it Mega-Evolves, it just loses it.
Synchronoise: It's a bit like Assassinate, only you could get even more minions! But be careful, make sure those extra minions aren't on your side!
Dunsparce: Using your Hero Power with this minion can bring some crazy value. When your cards evolve, their mana costs stay the same!
Eevee: This line has a spoiler above with all the Eeveelutions. Keeping it simple with those Eeveelution effects since there's quite a lot of possibilities. Just play the Eevee and see what you get!
Lugia/Ho-Oh: The Tower Duo makes it's appearance! Each minion is it's own trio master, so it has 3 loyal companions ready to fight for it's ideals! These companions are listed just above, without a spoiler since they're only 3 cards each.
Abra line: The quintessential psychic-type shows off it's powers of clairvoyance by seeing and manipulating the contents of your opponent's deck. Mega Alakazam is so powerful that it can even sense the cards in your opponent's hand!
Tyrogue: We've all been there. It's scary. Your body is changing and you don't know what to do. Well, Tyrogue here needs your help with just that! He wants to be the best, like no-one ever was DUU-DUU-DUUDUU. Help him decide which path to take on his journey of becoming a true fighting-type!
Future Sight: Mega Absol here foresees a disaster! Compare this to Corruption and Dart Trap, it is somewhere in between.
Well, there you have it!
I set out to make a Pokémon hearthstone class, one where the Pokémon actually evolve, and I think I've done it. Honestly, getting to this point is good enough for me. However, the finals are a true test of a class designer's ability. I have tried my very best and I hope you've enjoyed reading this as much as I enjoyed making it. Thank you very much!
I think the class is really cool and all but.. I can't see the class putting neutral cards in it or any synergy with neutral cards in that aspect the class fails.. I think the fact that most people here know the pokemon universe to some degree has a big factor to it's success.. I mean.. the classes that were based on specific stuff kinda failed since not all people know them.. Pokemon is very universal..
I think that the class has way too many tokens.. I mean 1 card has 54 tokens!! (the starter one) .
like I said in the disscussion topic.. if you wanted to put pokemon into hearthstone it's probably the best way to do it.. and in this it's really well done.. but there's little synergy between the cards and it's really not obvious which type of deck you would want to play.. you pour like 15 mana into a card just for it to get polymorphed or BGH'ed..
I think the class is really cool and all but.. I can't see the class putting neutral cards in it or any synergy with neutral cards in that aspect the class fails.. I think the fact that most people here know the pokemon universe to some degree has a big factor to it's success.. I mean.. the classes that were based on specific stuff kinda failed since not all people know them.. Pokemon is very universal..
I think that the class has way too many tokens.. I mean 1 card has 54 tokens!! (the starter one) .
like I said in the disscussion topic.. if you wanted to put pokemon into hearthstone it's probably the best way to do it.. and in this it's really well done.. but there's little synergy between the cards and it's really not obvious which type of deck you would want to play.. you pour like 15 mana into a card just for it to get polymorphed or BGH'ed..
Anyway wish you good luck!
I agree with what you are saying too. The cost are way to high to evolve your pokemon, and with removal spells it wouldnt work well. But i like the spirit of it, the graphics of the cards, the just the idea of a pokemon TCG and Hearthstone TCG is wonderful, as they are my two favorites.
Pokémon Trainers never fight alone, they battle with their Pokémon!
Each Pokémon has its own way of doing things. Each minion has special abilities and Evolutions that bring out the unique personality within all of them!
The Hero Power interacts with the Evolution keyword. Every minion that may Evolve states 'Evolves into X' right on the card. X would be the card that the pre-evolved card transforms into. You'll see what I mean once I introduce the keyword in the classic set. Before we dive right in, here's the Justicar Trueheart upgrade:
Below each set that I introduce, there is an 'X Set Details' Spoiler which provides descriptions about each card as well as balancing philosophy. Click the red Spoiler to read it! Additionally, some cards produce token cards that are also under Spoilers. These are announced with banners and contain important cards that somehow spawn in an unorthodox way.
Keep in mind that only cards with rarities are collectible, everything else is either a token or an Evolution and cannot be chosen for a decklist.
Basic Set Details:
Trick Room: The playing field suddenly turns upside-down! This spell requires some setup and strategy, as it makes larger-costed minions more powerful on the battlefield.
Girafarig: This minion is something that can relatively safely be played on curve, but can provide additional value with a bit of setup in the late-game. This reflects Girafarig's duality as a Psychic/Normal type and as a giraffe palindrome.
Ion Deluge: This card is a conditional Arcane Intellect that rewards a minion-based playstyle as well as discouraging a spell-heavy combo deck. The electric-type pokemon, Electivire, uses Ion Deluge to speed up the game on an occupied battlefield.
Rest: You're only as injured as your most injured minion. Perhaps you'd even like to target an enemy minion that is very damaged? I can't see many minions missing ~10 Health since most just aren't that big. I'd imagine a reasonable Rest would be on a minion missing ~3-4 Health.
Vine Whip: You can always count on your trusty Venusaur to deal some snappy damage. At 3 mana, the spell is too expensive to completely abuse spell damage yet has enough value that it doesn't really need to (a tiny bit better than Shadow Bolt).
Full Restore: This is a card with some versatility, which is pretty important for a class that wants to fill its deck with minions that evolve, not spells. Consider Ancestral Healing and Shrinkmeister, and this card is some amalgamation of the two.
Super Repel: Be sure to pack a couple of these before you head into that cave, or else the Zubats won't stop swarming you. This annoyance-counter tool doesn't use spell damage, and deals precisely with the 'annoying' early game like Shielded Minibot and Haunted Creeper; small minions that aren't dealt with just damage. Plus, you'd be basically forcing your opponent to top-deck some of their own early game later.
Master Ball: The legendary Master Ball, which lets you catch any pokemon without fail. This is the emergency card. This is the Siphon Soul of the class. I thought very long about making it 7 mana, I really did. I think in terms of value, 7 mana might actually be the correct assignment. But MAN I don't like getting Entombed. I think this card is strictly undervalued, since you'd need to spend the 8 mana, and then actually spend mana on the minion. However, I think the effect alone could land itself an emergency spot in some decks.
Lapras: Lapras is the first interaction with spell damage, and shows the fact that the class can readily achieve significant spell damage but has trouble actually finding spells to play.
Atop Sky Pillar: Oh boy, here it comes. Every basic set could use something completely insane. I think excitement is important; fun is the final goal. But let's talk balance here:
Consider Atop Sky Pillar: If the game drags on long enough, you can actually play the card and rid it from being completely unplayable in your hand. If you have 3 cards left in your deck, it's 5 mana. If you have 6 cards, it's 8 mana. Think about how many cards you actually have at the end of your games, and this seems like a plausible last resort (a bit like the Golden Monkey). Also the Naga Sea Witch synergy Kappa Keepo
Consider Kyogre: The main advantage is that you can finish off your opponent. The Fireball hero power is proactive in terms of damage.
Consider Groudon: The main advantage is that you can control the board. How many cards do you have that can finish off your opponent though? The Assassinate hero power is better than Kyogre's in terms of value (it can even target friendly minions), but board control isn't exactly what you're usually looking for at that stage in the game.
Consider Rayquaza: The main advantage is that you can use the rest of your mana crystals (instead of hero-powering), you can split your damage into two attacks, and you're protected from passive fatigue. The weapon is subject to taunts, and while it can attack minions it simply may not be a good idea because you've only got 12 Health. The idea is that the option exists. Keep in mind that mill deck will still work on you, the only draw that is prevented is at the start of your turn. Your opponent can still draw you cards and you can still draw yourself cards. But do you really want to? Up to you to decide.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Here comes Evolution, and with it, Mega-Evolution.
Keep in mind that power creeps up the evolutionary line since evolution requires mana investment from your Hero Power. Mega-Evolution is explained with the first card in the set, which is at a pricey 4 mana.
Classic Set Details:
Mega Stone: This is the spell that triggers Mega-Evolution on the battlefield. It is important to remember that it is 4 mana.
Bubble Beam: This card is a spell damage synergy card. Useless without it, incredible value with it. Wooper is trying his best here!
Professor Oak's Gift: The starter minions for this card are in a spoiler above. Let's say you are facing a mage: the spell will put Fennekin into your hand. Froakie for a rogue, Chespin for a paladin etc. The key to remember here is that it does cost one mana to simply put the minion into your hand, so mana needs to already be invested to even play these cards. The Pichu line at the end is simply a counterpart for my class itself.
Nincada line: Situational early game Wisp, however the evolved form could provide some good value as soon as you have a chance to hero power.
Honedge line: It's a weapon line! Now, you can have a weapon in each stage of the game.
Onix line: Who said pre-evolutions are small? Top decking can be a bit of a weakness for the class, since pre-evos are usually small. But here comes Onix!
Riolu line: Riolu's 'Prankster' ability allows it to cast small effects quicker than your opponent's can react! To clarify: Lucario does grant an Aura Sphere for a deathrattle triggered as a battlecry, as well as granting one for normal deathrattle triggering.
Zorua line: I think deception is cool. With this card, it may sometimes be advantageous to not attack twice with windfury, in case you want don't want to give the illusion away. You can see that Zorua has 2 health, but perhaps the opponent sees it as a Spider Tank with 4?
Weedle line: Early game minion that can establish your board. It may seem that Beedrill's battlecry is crazy, but keep in mind that you've had to hero power twice with the card in hand. Not exactly a good early game play. Also, Kakuna is meant to be the weak non-combat type because, I mean, he's a cocoon.
Spiritomb: I like this effect; it's as if you're corrupting the enemy player. And hey, a Zoroark target perhaps?
Shuppet line: Shuppet has -2/-2, and Attack swapped. Picture this: your opponent has an Azure Drake. Your shuppet is a 4/3 (from the drake), and the drake is a 1/4. With Banette, the Banette would be a 4/3 and the drake would be a 0/4. Keep in mind that this effect can happen to your own minions as well (except with Mega Banette). Also, keep in mind that the stat reduction makes the minion difficult to silence, since that will simply revert their stats back to normal.
Ralts line: Take a look at that Kirlia card there. This is branched Evolution, and introduces conditional transformations that alter the card style.
Everstone: Situational work-around card.
Horde of Unown: This card also has a spoiler filled with the Hidden Powers above. I really like cards like this, versatile tool-givers that have an RNG element. It's the difference between Arch-Thief Rafaam and Ethereal Conjurer. With rafaam, you can simply play your game and think 'Ok, I'll play the card and I'll pick a Lantern of Power'. But with the conjuerer, the thought is more: 'Ok, I need some tools so I'll play the conjurer. Don't know what I'll get this time!'. Maybe you need a Frostbolt? But instead, the game gives you Spellbender, Flame Lance, and Echo of Medivh. Oh man! What are you going to do with those? Figure it out! This is super-fun for me since it makes every game different and essentially makes your deck diverse and spontaneous with every game.
Mewtwo: If Mewtwo Mega-Evolves, the deathrattle does not trigger. Mega Mewtwo X makes your cards cost 5 less! but each time you play a card, they cost 4 less, 3 less, 2 less, 1 less... This resets each turn. Mega Mewtwo Y has some crazy spell synergy going on, the plays you can make with this!
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Naxx/GvG/BRM Set Details:
Houndour line: The Houndour line is based off of a hellhound, and those doggies are pretty fierce if you ask me. These guys Charge into your opponent and Mega Houndoom has some extra bite against those Taunt minions. Psh, they think they're soooo tough.
Scyther line: Scyther, the little bug type, seizes his opportunity against a flustered opponent by attacking twice! His evolution Scizor gains the steel-typing and goes for the quick damage with it's signature Bullet Punch move. Better yet, Mega Scizor becomes an unstoppable minion-finisher.
Magnemite line: One of the quintessential steel-types, the Magnemite line klinks and klanks its way into the battlefield with Spare Parts flying all over the place.
Dark Void: Here comes the Dark-type Pokemon Darkrai with his signature move to temporarily nullify your enemies.
Ditto: This cute prankster likes to transform into your opponent's minions! As soon as your opponent plays one, Ditto unleashes his devious prank! ACTUALLY BRO ITS JUST A SOCIAL EXPERIMENT
Autotomize: This move increases the speed of steel-types in pokemon. Since the class is heavily minion-based, your spells are likely to consist of Spare Parts (if you aren't careful, maybe a Mega Stone). So throw out all that junk and jack up the speed!
Beldum line: The Steel/Psychic line of Metagross reflects it's supercomputer intelligence. The line gives you a very underrated concept in Hearthstone; information.
Porygon line: The Porygon line is based off of a glitch! (Back away, Missingno) Here they come to hack your game, those tricksters. Porygon downloads your opponents unused mana from last turn and uses them as Attack! Porygon2 is well known for being a ridiculous tank in competitive pokemon, and that defense is due to it's unevolved status. Lastly, Porygon-Zreally messed up. He hacked your game and it's as if your game resets 6 turns! What a goof.
Arceus: The God of pokemon descends from his throne and enlightens your pokemon with his presence. Minions that can Mega-Evolve no longer require a Mega-Stone spell, and your minions may even evolve in the heat of battle!
Deino line: I love me some dragon synergy, and what better pokemon to use than MY FAVORITE, HYDREIGON! Oh man, I just think he's so cool. Dude, he's a Dark/Dragon type holy crap. Anyways, some much-needed dragon synergy from my favorite pokemon here.
Bagon line: This line utilizes Spell Damage, as this line's Dragon/Flying typing takes your spells to the skies! Salamence can power up all of your other minions (including itself), and upon Mega-Evolution it charges at your opponent with all that damage!
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
TGT/LoE Set Details:
Loneliness: Cubone's sorrow takes effect on your enemy minions; only one can attack next turn.
Shadow Force: Giratina could emerge from the Distortion World to deal devastation to your enemies! Or, she couldn't. Depends on whether you win the joust or not.
Mareep line: These get powers once adjacent minions attack. Hey! Static electricity! Anyone? Come on, they're electric sheep.
Solosis line: The mitosis pokémon. It divides into smaller pieces to tank yet again.
Snorunt line: Here's another conditional Evolution, this time with a freeze theme. As a note: Glalie's deathrattle doesn't trigger when it Mega-Evolves, it just loses it.
Synchronoise: It's a bit like Assassinate, only you could get even more minions! But be careful, make sure those extra minions aren't on your side!
Dunsparce: Using your Hero Power with this minion can bring some crazy value. When your cards evolve, their mana costs stay the same!
Eevee: This line has a spoiler above with all the Eeveelutions. Keeping it simple with those Eeveelution effects since there's quite a lot of possibilities. Just play the Eevee and see what you get!
Lugia/Ho-Oh: The Tower Duo makes it's appearance! Each minion is it's own trio master, so it has 3 loyal companions ready to fight for it's ideals! These companions are listed just above, without a spoiler since they're only 3 cards each.
Abra line: The quintessential psychic-type shows off it's powers of clairvoyance by seeing and manipulating the contents of your opponent's deck. Mega Alakazam is so powerful that it can even sense the cards in your opponent's hand!
Tyrogue: We've all been there. It's scary. Your body is changing and you don't know what to do. Well, Tyrogue here needs your help with just that! He wants to be the best, like no-one ever was DUU-DUU-DUUDUU. Help him decide which path to take on his journey of becoming a true fighting-type!
Future Sight: Mega Absol here foresees a disaster! Compare this to Corruption and Dart Trap, it is somewhere in between.
Well, there you have it!
I set out to make a Pokémon hearthstone class, one where the Pokémon actually evolve, and I think I've done it. Honestly, getting to this point is good enough for me. However, the finals are a true test of a class designer's ability. I have tried my very best and I hope you've enjoyed reading this as much as I enjoyed making it. Thank you very much!
GOTTA CATCH EM ALL!
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
I think the class is really cool and all but.. I can't see the class putting neutral cards in it or any synergy with neutral cards in that aspect the class fails.. I think the fact that most people here know the pokemon universe to some degree has a big factor to it's success.. I mean.. the classes that were based on specific stuff kinda failed since not all people know them.. Pokemon is very universal..
I think that the class has way too many tokens.. I mean 1 card has 54 tokens!! (the starter one) .
like I said in the disscussion topic.. if you wanted to put pokemon into hearthstone it's probably the best way to do it.. and in this it's really well done.. but there's little synergy between the cards and it's really not obvious which type of deck you would want to play.. you pour like 15 mana into a card just for it to get polymorphed or BGH'ed..
Anyway wish you good luck!
As the competition is over, I'm going to unlock it and unsticky it and the other finalist topics so people may comment as they wish. =D