The Dragon Knight is a class that represents the myriad of dragon warriors in World of Warcraft. The hero of the Dragon Knight is Tyranastraz who was the consort of Alexstraza before being killed by Deathwing. The Dragon Knight's hero power is somewhat weak on its own, but many of the Dragon Knight's minions become empowered when strengthened by this hero power. It's important to note that Dragon's Blood can be used on enemy minions as well. This is used for some class card effects as well as more common interactions such as killing off your Sylvannas or putting a 6 Attack creature in range of Big Game Hunter.
Class Cards
Enduring Knight is a good example of how the Dragon Knight's hero power not only buffs the creature it's used on, but can also trigger a secondary effect. Enduring Knight is a powerful tempo card that can take a lot of punishment before finally falling.
Dragon Watcher is another example of the synergy between the Dragon Knight's hero power and it's cards. Dragon Watcher doesn't even require that the hero power be used on it. Rather it triggers when another minion (allied or enemy) with your Dragon's Blood dies. Since it has Stealth it can be very hard to remove. The Dragon Knight is of course free to give it +1 Attack should the situation arise.
Dragon's Blood doesn't only come from the hero. Instead, certain spells or minion abilities can also empower minions. Dragon's Rage is simply a more powerful version of Dragon's Blood. Other cards will have more interesting ways of providing the Dragon's Blood effect to the Dragon Knight's minions.
I hope you like my Dragon Knight. If so, don't forget to up-vote!
Once a civilization that extended to the far corners of Northrend, the Nerubians have fallen on hard times, with most of their race consumed by the Lich King. But now, you may have the power to control the mighty strength of this race for yourself! This class will have a heavy focus on deathrattles, tokens, and damaging or destroying enemy minions for their own game. While they may frequently sacrifice stat strength (with the exception of the mighty Spiderlords), their abilities more than make up for this weakness. The Nerubians aim is to control the board early to control the game, as they can potentially fall off if they lose that control.
The once mighty King of Nerub is the Patriarch of this class, utilizing both his now undead allies and former people in a bid to dominate the game of Hearthstone.
With this power, Anub'arak is able to control the board through both clearing low-health minions and making his own minions somewhat sticky. This will synergize with both any weapons he comes to have, and with a few of his abilities, one of which is mentioned later.
They say that where you find one Nerubian, you will find many more, and such is the nature of both is power and this minion. While somewhat weak in terms of stats, Anub'arak will end the turn with two of these buggers, and if the enemy hero does nothing about them, he will end the next turn with 4, and so on. This card highlights both the theme of tokens and the importance of board control for this class: they are weak by themselves, but if they populate the board, they will be difficult to get rid of. To make them even more annoying, Anub'arak can apply his hero power to one of them, meaning that even if the enemy kills one, there will still be a threat to the board.
I will be utilizing the Fatality keyword from one of the card competitions to emphasize the fact that Nerubians are historically xenophobic, and were intent on destroying all other civilizations. This also highlights how important deathrattles are for the Nerubians: this minion, while not possessing one of it's own, can copy that of another minion if it manages to kill it. This applies even if it dies: against a harvest golem, for example, from a purely 1v1 situation, the Deathsinger will copy the deathrattle even though it perishes in the end. While otherwise weak against non-deathrattle minions, this is a powerful tool in the Nerubian arsenal that can be the difference between a lost board and an even match.
Finally, here we see why the above two minions are so powerful: they synergize with a very important spell Anub'arak possesses. Anub'arak is able to "incubate" his hero power, accelerating the spawning of the creature, as well as trigger with the Broodling or Deathsinger. However, the power of this spell doesn't stop there. Most any minion with a lightning bolt (basically a triggered effect) or a deathrattle skull and crossbones can synergize with this spell, from the lowly haunted creeper to the mighty Kel'Thuzad. You only get two, though, so you have to make them count!
Mograins hero power works like a weaker form of Power Word: Shield, but can also be used on heroes to increase their maximum health. Power wise Prayer becomes an opposite of Fire Blast (which, in my opinion, is balanced enough), being quite weak while your side of game board is empty. This class has quite weak minions. Same as priest, Crusader’s role is to protect its minions from dying, but also making those weak minions stand in the same league as other minions.
Card Examples:
Scarlet Armor (Crusader Common). 2 mana spell. Give a friendly minion: "This minion takes 1 less damage from attacks."
This card implements idea that your minions can also gain "armor" which can't be destroyed. Armored minion takes less damage from some sources, in this situation – 1 damage from attacks (minion attacks, minion answering attacks, hero attacks, weapon attacks). Scarlet Armor doesn’t protect from Mage’s Hero Power, Spells, trigger effects (like Wild Pyromancer AOE or Foe Reaper 4000 swipes). Gaining reduction from all sources would make it a complete different story. This particular card should be used on your bigger minions, so the effect would take place on multiple hits. Your hero power increases effectiveness of this card.
Well Tamed Hound (Crusader Common). 1 mana 1/1 Beast. Vigilance: +2 attack this turn only.
Crusader introduces new keyword – Vigilance. Vigilance can only be found on minions or weapons. Vigilance: X means that during enemy turn X takes place. Vigilance: +2 attack this turn only. – This card will have 3/1 during opponent’s turns.
Vigilance makes your weak minions powerful in defense, that’s why sane opponent would leave them be. Since Crusader is meant to be protective, baseline decks focus on utilizing taunt and taunt-giving minions like Shieldmaiden and Defender of Argus.
Scarlet Conjuror (Crusader Rare). 4 mana 3/5 minion. Vigilance: Whenever this minion takes damage, deal 2 damage to a random enemy.
It’s a pity that rules allow us to show only 3 cards, however Scarlet Conjuror is here to show the diversity of Vigilance effects. Mostly those will be triggered by giving your minions taunt, thus making Scarlet Armor great tool to utilize Vigilance. There will be other spells and minions to interact with this mechanic, allowing you to combo during your turns or when Vigilance occurs. Power wise this card utilizes Violet Teacher’s baseline stats, while adding some randomization into the effect to make this card fun.
Preparation (used to increase the power of cards, discards a Trinket)
Trinket (spell added through heropower, only one usable in one turn)
Background: Thief's are swift and cunning, they act quickly but only those who plan ahead will get the loot. This class is based on average cards that can become really great in combination with the hero power. We do have an unatural Thief though. Synthia is, similar to Witchers in the universe of The Witcher, skilled in simple arcane magic. From simple prestidigitations to short-distance teleports; Synthia's abilities open a wide array of use.
The Hero Power: Trickery
I did think quite some time about this, yet I think I have found an elegant solution that fits the theme of the class. Basically, we have a heropower that gives us a random of 3 spells, the Trinkets. A little mana boost similar to innervate, an uncommon healing ability for units and a simple damage spell.
Considering that these have potential to get abused (as they are spells), they have a limitation. You can only use one trinket in one turn. And that's where the new keyword Preparation comes into play. Just as where you want to prepare a heist or theft for a long time, Synthia needs to prepare her actions. So certain cards have this new keyword. What does it do? It empowers the cards played, for example, you have an aoe damage (shown later down below) that deals 1 damage to all minions. But it has Preparation: Deal 2 damage instead.
Preparation only triggers when you have a Trinket in your hand, and it will discard it, or randomly chosen one, if you have more.
Basic aoe spell that can be empowered through trinkets.
Another mechanic of the Thief: Giving your opponent minions for your own benefit. Seems insane at first but has a great drawback. Kinda inspired by Gwent, I totally wanted to see this mechanic in hearthstone. Maybe it's a bit unbalanced, but I really like it.
Common spell, a combination of Power Overwhelming and Cold Blood. Stealthes a minion and greatly increases it's attack. The minion can attack only one time after that though, then it will be destroyed.
The Prophet Skeram is an important religious leader in Ahn'Qiraj, and author of The Prophecy of C'Thun. Now he has joined into Heroes of Warcraft and aims to combine all the ancient, shattered Insectoid races together and conquer Hearthstone. The Insectoids shall rule again!
Intro: I will hurry your death.
Greetings: Be greeted.
Thanks: I thank you.
Well played: Good work.
Sorry: I grieve for you.
Oops: Aberration.
Threaten: Your dying screams will fill the air!
Class Summary:
My race/class is Insectoid and contains Aqirs, Nerubians, Qirajis, Silithids and Mantids. The class is designed to work both as an aggro and as a control deck where the quantity is power and you aim to overwhelm the board. The future cards will focus to summon in minion tokens together with the minion cards and give a proper feeling of an Insectoid nest. The minion cards will be versative but rather fragile. In addition the spells will focus to create or add new minions on board or destroy or manipulate the enemy minions but will have very few ways to damage the enemy hero directly meaning you are NOT going to see Freeze Mage kind cheap spell combo match finishers but more of Savage Roar and Bloodlust kind minion CARNAGE!
Hero power:
The Insectoid Hero Power is Sting. It allows giving any character +1 attack until the end of the turn. The attack can be given to Heroes, friendly minions or enemy minions. Giving +1 attack to an enemy minion can be comboed with existing cards like Big Game Hunter.
More natural choice is giving +1 attack to friendly minions. The existing example that would benefit from the effect is for example Nerubian Egg.
Example Cards:
My first card is also made to benefit from gaining +1 attack and more cards like this are expected to be seen:
Insectoid version of Acolyte of Pain. Doesn't do anything at all alone but will provide great synergy with minion buffing abilities the supportive Insectoids are going to have and with Skeram's hero power.
Insectoids are going to introduce 2 new abilities in game. The first one of them is Agility:
Agility:
"When attacking, this minion deals damage first." Practically Hearthstone version of MTG's First Strike except this one works only when you are attacking. When you attack, you will deal the damage first and if it's enough to kill the opponent minion, you character will avoid taking damage itself. This will be key mechanic how otherwise fragile Insectoids are going to defend themselves and it is going to benefit from Skeram's Hero Power when the Insectoid with Agility gains that one extra attack it needs to take down an enemy minion.
The second new ability is Crystallize which will cause the condition called Crystallized:
Crystallize:
"The minion cannot attack. When taking damage, ignore it and remove Crystallize."
The ability will work similar to Divine Shield but in addition it will prevent the minion from attacking similar to Frozen status. Do note that any minion abilities below the Crystallize effect will still trigger. Insectoid cards and spells are going to use this effect as both a buff to friendly minions and as a debuff to enemy minions. For example the incoming massive Kunchongs will be abusing this ability as their defence but Mantid Amberweavers might focus to Crystallize their enemies into amber instead!
The card I'm introducing will be a low cost Insectoid that shows how to use the effect as both a buff and a debuff:
This card can use the effect to work like Divine Shield but it can also lock down an enemy minion for a turn similar to Freezing effect.
That's it! Thanks for your time reading it through! :)
I think the Insectoid class will both combine something from the old classes but also create something new and require old classes to modify their decks against Skeram's army!
"Brann leads the Explorers' League, which is dedicated to researching the origin of dwarves. Guess no one ever gave them 'the talk.'"
The Explorer class is based on the Explorers' League in World of Warcraft. Along with Muninn Magellas, Brann Bronzebeard is one of the most renowned explorers in Azeroth and is thus the best choice for the class hero. The picture was chosen because it depicts him as a legendary adventurer that you would read about in stories.
In general, the strength of the Explorer class does not lie in OP minions or complex synergies, but rather in investigating and disrupting the nature of the opponent's deck. That is to say, the Explorer has many methods of finding out what cards the opponent has in his hand, deck, and even his crafting wish list*. Not only that, Brann has multiple chances of preventing the opponent from playing his best synergies (mostly by stealing cards or forcing discards). As we all know, there is definite power in playing the meta-game, which is why the theme of the Explorer class is not to be underestimated.
*Not really, but pretty close.
Hero Power: Survey
Survey is easily recognizable as the main spell used by players with the Archaeology profession in World of Warcraft. For this class, it forms the foundation of the Explorer theme of anticipating (and ruining the synergy of) your opponent's deck. For 2 mana, this hero power provides a very basic form of intelligence by showing what card the opponent will draw next, allowing the player to prepare for the card's effects. In terms of animation, it would be similar to the Hunter spell "Tracking." The top card would NOT be shown to the opponent, as this would provide valuable intelligence to him as well.
Sample Card #1: League Archivist
"It was overdue anyway."
This card is modeled after the League's Hall of Explorers. Adding on to the "negating synergy" theme, the League Archivist disrupts your opponent's early game by forcing him to discard a random card from their hand. The mechanics of this card are based on the Warlock card Succubus, which discards YOUR random card because she is overpowered for her mana cost by approximately +1/+1. Since LA is underpowered for her mana cost by -1/-1, it makes sense that she would make up for it by having the opposite effect of the Succubus. Like the Succubus, the discarded card is shown to both players.
Sample Card #2: Excavate
"Down here it's OUR time! It's OUR time down here!"
Excavate is essentially a Thoughtsteal that actually STEALS 2 cards instead of COPYING 2 cards. It is double the mana cost because you are burning 2 cards out of your opponent's deck (and ruining synergy) while simultaneously drawing cards in a Thoughtsteal or Arcane Intellect-esque manner. In keeping with the hero power and League Archivist, Excavate's effect allows the player to further investigate the synergies of the opponent's deck.
Sample Card #3: Muninn Magellas
"Proving the worth of the Archaeology college major to one dismissive father-in-law at a time."
Though Muninn is not the most exotic legendary, he provides an INSANE amount of intel and is more or less a Boulderfist Ogre with card text. His battlecry does not really conflict with or overlap the hero power because it reveals the BOTTOM 6 cards instead of the TOP 6 cards. Muninn is identical to Survey in that the cards are only revealed to the Explorer. If used in conjunction with multiple hero power activations, the player could potentially spell out the entire enemy deck from the ends inwards.
Scattered across Azeroth and Draenor alike, these mysterious angelic beings ensure the mighty heroes of Azeroth rise from defeat to continue their struggles against overwhelming odds.
Resurrect is a powerful ability that returns dead minions to play. The ability has a high risk factor and requires Anara's player to track and control game state from the beginning of the match. The first time the ability is used, it will summon the first minion that died that game under its previous owner's control. The second use will summon the second minion that died, and so on as each dead minion reaches the front of the queue. This ability allows a well-constructed Spirit Healer deck to ensure there is always a creature on the board to target with its positive and negative abilities, and allows it repeated use of deathrattle effects for both players. The neutral nature of the spirit healers and their mockery of death create an interesting game experience.
The ability does have one strong unspoken caveat in line with their powers in World of Warcaft. If a Legendary minion is resurrected using the hero power, it will automatically suffer Resurrection Sickness -- reducing its ATK to 0 and stopping its death from triggering effects.
The Spirit Healer has a few ways to circumvent opponents cards that benefit from death, and to better control when its own effects trigger. This affect is automatically applied to any Legendary minion raised using its class ability -- for better and for worse, but as a spell, the targeted minion's death will mean nothing. Not just will this circumvent any Deathrattle effect on the targeted minion, cards such as Scavenging Hyena and Cult Master will not trigger when the affected minion is killed.
Val'kyr Battlemaiden is strictly better than a magma rager -- something not normally considered high praise. She does epitomize what a spirit healer desires from a mid-range minion. When summoned, she removes an enemy minion from play in such a way that the minion will not get in the way of her hero power resurrecting friendly minions. While this minion will not trigger its battlecry when resurrected, its inevitable demise is only a setback when it effectively returns to play for only 2 mana with the hero ability. Many of the Spirit Healer's minions favor a high Attack paired with a laughable Defense. Much of the Spirit Healer's removal is uniquely oriented towards keeping her foes minions alive.
Another example of the Spirit Healer's unique removal, Corpse Run removes the selected minion from battle until two full turns have completed. Such a minion remains on the battlefield (occupying a minion position) but cannot be targeted, trigger abilities, or be affected by any abilities. Once the time has passed, the minion will return to its full effectiveness, safe after a long journey from the graveyard. The card is relatively cheap to cast compared to other removal without restrictive targets, but ultimately only delays the threat from returning 2 turns later -- a window that the Spirit Healer can use to reclaim board position.
These samples hint at the Spirit Healer's unique ability to control when and how minions die and how her cards reward constant attention to the flow of the game. Perhaps, in time, you will learn the other tricks she brings to the table.
Here is my idea , giving the Pirate class to none other than the leader of Bloodsail himself, Duke Falrevere. Pirates have always been an odd bunch, with fairly inconsistent themes and no heroes that can really run an effective Pirate deck. So, I decided to make my own, with a theme on constant attacks and efficient spells. Picture a cross between Hunter and Rogue.
The Hero power is fairly simple, and doesn't need much explanation. Hero powers are fairly easy to balance, just by using the criteria that if it were a card, the same effect would be worth 0. Dealing 2 damage to a target is worth 1, but is counter balanced by a downside. Thematically, it represents the infamous unreliability of the flintlock pistol, the preferred ranged weapon of choice among pirates.
Raid: The unique keyword for the Pirate class. It means: Upon attacking, do X. This ability will trigger before any damage is allocated. However, it only activates if you actually attack. Dealing damage to enemy minions while your opponent trades does not count.
An example of Raid in effect, and a very essential tempo card. That free weapon early on helps a lot with low cost existing Pirates, like Dread Corsair.
An example of a necessary spell that influences the 'Huge Rush' theme. Only made it 1 mana, seeing as you need to play at least 2 minions to make it value.
More of the Utility side of things. This deck will feature multiple sleazy ways of getting through things that normally can't be ignored save by silence.
Hi everyone ! I'm DazeqMizuu. Here with my submission, the Dreamer class. It has a special mechanic I called the Dream Crystals. Your hero has an additional mana bar that stacks up to 5 Dream Crystals. They are obtained by certain cards and from the Hero Power. Some cards do cost Mana Crystals and Dream Crystals.
So far, I found that the hero power was pretty good like this, of course, I could make it heal the hero for 1, but I'll wait for your opinion.
This card is probably the one you'll get the most Dream Crystals from. Most of the cards only give one, but this one could have a pretty good synergy with Unstable Ghoul and other cards like this one.
Many Cards works like this one, is does not spend any Dream Crystal, but it is another mechanic I decided to use.
Finally, yes, this class is having Weapons. As I said, some cards will cost Dream Crystals and Mana Crystals. However, the mana cost is very low for huge spells, weapons and minions.
So, this is my submission, I hope you like it! Tell me if you do, I'll be aware of your advices so I can make it better!
Hey everyone, here is my class idea i hope you like it and if you do please upvote :D
Hero Class: Raider
Murlocs are vicious sea/reptilian creatures that love to raid and plunder. Murlocs focused on giving each other various attack and/or health buffs, they will also charge straight for enemy when possible but , they greatly lack any healing spells and are VERY vulnerable to AoE spells
Murloc Hero power: Hatch!
The point of Hatch! is to keep a constant source of murlocs to buff and utilize via spells minions etc. while it may have no attack it can be buffed by cards like Grimscale Oracle and various other cards I’ll show later
Murloc Hatchling
Example Cards:
Murloc Coastrunner
A very solid rush card essential in almost every deck.
Dark Sacrifice
This is very similar to Sacrificial Pact but more useful and can really benefit you with early card draw.
Toxic Hamburger
A good example what some of the rest of the Murloc spells will look like. murlocs can’t resist burgers. ;)
I hope you enjoyed my class ideas good luck to all!
Even though Gelbin is already a card, I think the designer of the Deeprun Tram deserves more. This a Control/Combo/RNG based class that centers around Gadgets, a specific type of weapon. Right now, weapons don't have types/races, so I had to add it as a new keyword. There are four possible Gadgets that his hero power can equip, as well as various other gadgets that will be separate cards, sort of like with totems in the Shaman class. The four Gadgets his power can create are:
Example cards:
Here is another example of a Gadget that you would have to include in your deck and that could not be summoned by the hero power:
Really great at getting rid of other classes' smaller combo cards, and can take down much larger targets, though at a significant health hit to your hero. Same cost as an Assassinate, but hurts your hero in the process.
Many of the other cards the Engineer has at his/her disposal are designed to interact with Gadgets, either powering up the Gadgets or consuming the Gadgets to power their own effects. For example:
This card has an very powerful effect for a low mana cost, but will only work if you have a Gadget equipped, and will destroy that Gadget in the process. This may seem cheap if you have one of the ones generated by your hero power, but is much more of a trade-off if you have one of the more expensive gadgets like the Sharprifle equipped.
Everyone- I would like to introduce to Afreda, Master of the Fairies and their magic. She is the wisest of the Fae and counsels Diana the Queen of the Faeries. She holds all the real power.
Fairy magic could just about destroy the world if it were unhindered. Afreda has the tough job of managing these magic powers whist still being a threat to be feared.
The Fae themselves are quite annoying creatures, and Afreda's job is to make sure they don't go to far. The Fae are there to be pestilences as that is in their nature.
(Note: This art may not make sense until you look very closely at the Fairies in the background).
The Hero Power is something we have not seen at all in the game of Hearthstone- prevention of Hero Powers. This is just built to be a minor annoyance, but appears quite good as you can prevent your opponent from ever using their hero power. But think of it this way: You are losing a massive mana battle. You spend two mana so the opponent cannot spend two mana. You activate this on turn two and the Warrior cannot Armor Up, so instead they drop an Armorsmith. You actually come out quite negatively in that exchange.
However, it is also incredibly powerful. Imagine playing against a Hunter that can't activate his Hero Power after turn 6. They will have a tougher time winning. Imagine having a Priest close to dead and preventing them from using their hero power.
Ultimately, it comes down to this: If you are ahead in the game, this is amazing. If you are behind, it is terrible. Therefore, it makes the most sense to play tempo decks with the Fairy class and thus I have made most of the cards so.
Card Example #1:
This card may look bad, but it can take it X/1's for no mana. The real use is for putting it on something you want to take damage, like an Acolyte of Pain. All in all, it is very flavorful with cool art and has numerous interesting applications for being a basic card. (Notice it says each turn).
This is quite the powerful spell- a 7 mana spell that takes control of a minion? Seems good. At random? Not so much. But this is absurdly powerful- allowing you to steal a late game control opponent's threat? Amazing! Against Face Hunterino? Not as good. Ultimately, it is still quite flavorful as it Pixie Dust is subject to whichever way the wind blows, and because it is limited a bit by Afreda.
So much flavor. The fairy magic does tamper a bit with the Ogre- but not so much that there is a huge difference to him, and certainly not enough to gain complete control over him.
His ability creates interesting gameplay choices too. Basically you point him at something and he does whatever the fug he wants. He doesn't always have to hit taunts, and if the coast is clear (you're playing a tempo deck) you should hit face. He is subject to your whims and you are completely subject to his.
Overall, the class is filled with unseen synergies, funny and flavorful cards, and provides the basis for an interesting control deck, a very strong tempo deck, and possibly an aggro deck. This class is versatile and with potential.
Mercenaries are known for their deviousness, cunning, and general "what's in it for me?" attitude towards life. Our hero for the Mercenary class is Diara Cassonne, a sly and swift night elf who knows how to drive a good deal.
Hero Power: Hard Bargain - Mercenaries know the value of a hired hand, and aren't afraid to share the wealth. Pay an extra mana for one of your opponent's minions to come over to your side (just a copy, similar to Mind Vision).
New Ability: Deception - Mercenaries have to be deceptive and tricky if they're going to survive. Their inherent ability is Deception, which is like a different version of stealth. Minions with Deception appear to the enemy as a Shadowy Figure with masked abilities, attack, and health. Only the mana cost is shown.
Deception goes away as the minion either gives or receives damage. This includes damage dealt by a minion attack, a Mage ping, spells, etc.
For example, from your opponent's perspective:
and both appear as:
Deception can be a powerful tool since there will be at least 2 of any same-cost minions with this ability in order to keep your opponent guessing which one it is.
Overall, Diara and her Mercenary accomplices aim to win the game by making her opponents second-guess every action they make, all while bringing strong, deceptive minions to the board for midrange dominance. An interesting class full of shady deals and powerful warriors who are only in it for the money.
Hello everyone.I would like to introduce my new class concept featuring:
Hogger
The Scourge of Elwynn
Before I start explaining the class concept I would like to talk a little bit about Hogger.He is a gnoll,humanoid beasts that have also the characteristics of a hyena,they appear to be primitive and hostile.Hogger is leader of the Riverpaw pack and affiliated with the Defias Brotherhood.He has caused chaos all around the Stormwind with the pack at his aid. Hogger is known as one of the most wicked beast of all time and for having a very treacherous laugh.
Ok,so lets start with the class concept.Hogger is a Barbarian.They are ferocious warriors which wield in battle not only their weapons but also an uncontrollable rage,which is what the class is known for.Raw potential and instincts is what leads them and they are highly connected with natures primal elements.Our hero power is called Rusty Axe.
Weapons play a big role in the Barbarian class.Your hero power can be quite a problem for your opponent.
Barbarians prefer to battle face to face with their enemies.They use their anger and fury against them to achieve victory.
Example card #1:
(Basic set)
Hogger unleashes his fury towards his enemies and rips through them furiously!If used correctly, tantrum can be a very powerful spell.It can deal very well with midrange and aggro decks but struggles with control decks due to the high health of enemy minions.It makes full value out of 3 enemy minions and becomes overpowered after your enemy reaches 4 minions or more.Its maximum damage can reach 7.
Example card #2:
(Classic set)
One of Hoggers servants.At first it looks pretty bad,I mean how can a 2 1/1 be good?The 1/1 stats are weak but its abilities make up for it.We have encountered a new mechanic haven't we?It's called Hunger.
(Hunger:Each time an enemy minion dies gain +1/1. )
A very flexible card,it can be used for early game board control and also for late game presence. You can combine Tantrum and Scout to turn the tables and devastate your enemy with a fed Scout.Hunger plays a big role in the deck just as much as weapons do.
Example card #3:
(Naxxrammas set)
Choppy chopper is a weapon of Hoggers arsenal.It can make quite some tempo turns.Its weakness and power is its durability.A good scenario would be your enemy has overwhelmed you with minions.You have only Choppy Chopper in your hand,play it and you get Tantrum.Also has synergy with Hunger. As a turn 3 play it would be in a situation like Acolyte of Pain.You gotta draw at least 2 cards with him to make its worth,3 cards would be op and 1 card would make him worthless.Chopper must kill a very strong minion.Like for example you can't just kill a leper gnome with it or a silver hand recruit,but rather killing a juggler or mechwarper would be better and making a finishing blow with it after casting Tantrum.So,its value gets higher as you get closer to the late game indirectly.A very technical card isn't it?
This would be a 3 card tease of the upcoming Hogger deck.If you have any suggestions about card nerfs or buffs I would happily take them in account.Have a good day :) !
High King Maulgar is a hero representing Warlord class. Warlord specializes at commanding Midrange minions (mainly Ogres) and direct combat (via weapons). The class utilizes Ogre's tribe synergy, commandments towards their minions and auras (does X for a limited time).
This hero's hero power is called "To arms!": "Give a random friendly minion +2 attack. If there are no minions summon a 0/1 Spare Ogreaxe".
Here is the Spare Ogreaxe:
.
The example cards: 1.Ogre Skirmisher
The idea behind this card is that Warlord does not have early game spot removal apart from the weapon(s) so he needs a card to provide an immediate response the escalating early game of the opponent.
2.Harsh language.
And here we see the first commandment our Warlord has. These will generally rely on you having a minion on board and giving commands to it.
3. Bone Crusher
Note: By other tribe are meants ALL existing and future tribes that are not Ogre. If a non-tribe minion (f.e. Fen Creeper) dies - nothing happens.
By lore Ogres hate every single other race and so they are quite happy whenever a member of other tribe dies...preferably from their hands.
In the next expansion we will see the Weapons, Auras and Damage Mitigation. Until next time, farewell.
Hi Folks, It's MardyVain here! I'm submitting for the first time a concept on a character design competition, and I really hope you enjoy this! Please, allow me to introduce you the Illusionist class, a spellcaster which use mental magic to avoid fights and disorient unfortunate foes. For the playable Hero, I chose one of my favorite (despite she isn't very popular) Wow character: ladies and gentlemen, welcome the very elusive Jandice Barov.
As for the concept, Illusionists use their skills to confuse enemy Heroes, to make them hitting the wrong target and even to make them hitting themselves. The core of this class is avoiding fatal damage while controlling board and slowly bring your opponents to death. Control at it's finest!
The Hero Power fits nicely with this trend, considering you want your opponent to hit your Clones and waste some sort of offensive potential (like Charge minions, for example). On the other hand, Illusionists are very squishy and I wanted to underline that, making the Hero power costs 2 Health instead of 1.
Controlling board with this Hero could be a little tricky: the fact is, you are controlling board abusing your opponent's one. The focus of Illusionist's playstyle should be filling the enemy's board with minions that negatively affect other Heroes' plays, making them fight against their own minions (Considering that token are not allowed on these presentations, I'll explain further this particular way of Hearthstone play if I pass the first week selection). To sustain so much pressure, you should rely on your avoiding skills. Here's an example:
5 mana, three 0/2 taunt to last one more turn. What else?
Avoiding physical damage is nice, but what about spells? Your Hero Power could get into trouble against other magical classes, like Mages and Warlocks. The second card i'm going to show is a heavy-control Spell, designed to counter enemies' spell burst:
Rare, costs 2 less than Loatheb but it doesn't put a 5/5 body on the battlefield. Use it to break opponent's combos! The 3-mana cost is intended to let you play something else during the same turn, to basically increase your chance to survive and let your manifestations (and maybe other disorienting gimmicks that I'll show you if you like the Illusionist class) do the job.
Controlling all along the fight could be a very tiring work, so, here it comes the cavalry (figuratively)! The first minion I'm showing for this class is a Faceless Manipulator Tribute:
Another 3-mana drop for a mechanics that seems to fit perfectly the Illusionist role. The 6-or-less-Attack condition is required to balance it (you cannot target heavy summoned-impact minions like Ragnaros, Mal'ganis, Deathwing, Malorne, King Krush, Baron Geddon, Prophet Velen etc...) while you can still put down something offensive (or defensive if the situation requires) to help you reacquire some board presence and give your opponent another frustrating, confused turn.
In the end, win condition shouldn't be achieved by fatigue (considering your Hero Power) but instead forcing your opponents to make unfavorable trades and waste offensive spells (like an Execute or a Fireball) on the minions you summoned on your enemies' battlefields. Once the fight is set in the Illusionist's hands, there's not much your opponents can do: their scariest nightmares are waiting for the late game to come, ready to devour their last, plaintive hopes.
The Necromancer is built primarily around Deathrattles, similar to how Hunters are built around Beasts. Its Hero Power summons a disposable minion with a Deathrattle that summons another minion (but with no attack). It is similar to the Paladin's Hero Power, but slightly more powerful. The Necromancer is focuses heavily on board control.
Sample cards:
Note: The tokens spawned by the Deathrattle have no card text and no tribe -- they're just vanilla 1/1s.
Dragon Knight
The Dragon Knight is a class that represents the myriad of dragon warriors in World of Warcraft. The hero of the Dragon Knight is Tyranastraz who was the consort of Alexstraza before being killed by Deathwing. The Dragon Knight's hero power is somewhat weak on its own, but many of the Dragon Knight's minions become empowered when strengthened by this hero power. It's important to note that Dragon's Blood can be used on enemy minions as well. This is used for some class card effects as well as more common interactions such as killing off your Sylvannas or putting a 6 Attack creature in range of Big Game Hunter.
Class Cards
Enduring Knight is a good example of how the Dragon Knight's hero power not only buffs the creature it's used on, but can also trigger a secondary effect. Enduring Knight is a powerful tempo card that can take a lot of punishment before finally falling.
Dragon Watcher is another example of the synergy between the Dragon Knight's hero power and it's cards. Dragon Watcher doesn't even require that the hero power be used on it. Rather it triggers when another minion (allied or enemy) with your Dragon's Blood dies. Since it has Stealth it can be very hard to remove. The Dragon Knight is of course free to give it +1 Attack should the situation arise.
Dragon's Blood doesn't only come from the hero. Instead, certain spells or minion abilities can also empower minions. Dragon's Rage is simply a more powerful version of Dragon's Blood. Other cards will have more interesting ways of providing the Dragon's Blood effect to the Dragon Knight's minions.
I hope you like my Dragon Knight. If so, don't forget to up-vote!
Class: Nerubian
Once a civilization that extended to the far corners of Northrend, the Nerubians have fallen on hard times, with most of their race consumed by the Lich King. But now, you may have the power to control the mighty strength of this race for yourself! This class will have a heavy focus on deathrattles, tokens, and damaging or destroying enemy minions for their own game. While they may frequently sacrifice stat strength (with the exception of the mighty Spiderlords), their abilities more than make up for this weakness. The Nerubians aim is to control the board early to control the game, as they can potentially fall off if they lose that control.
The once mighty King of Nerub is the Patriarch of this class, utilizing both his now undead allies and former people in a bid to dominate the game of Hearthstone.
With this power, Anub'arak is able to control the board through both clearing low-health minions and making his own minions somewhat sticky. This will synergize with both any weapons he comes to have, and with a few of his abilities, one of which is mentioned later.
They say that where you find one Nerubian, you will find many more, and such is the nature of both is power and this minion. While somewhat weak in terms of stats, Anub'arak will end the turn with two of these buggers, and if the enemy hero does nothing about them, he will end the next turn with 4, and so on. This card highlights both the theme of tokens and the importance of board control for this class: they are weak by themselves, but if they populate the board, they will be difficult to get rid of. To make them even more annoying, Anub'arak can apply his hero power to one of them, meaning that even if the enemy kills one, there will still be a threat to the board.
I will be utilizing the Fatality keyword from one of the card competitions to emphasize the fact that Nerubians are historically xenophobic, and were intent on destroying all other civilizations. This also highlights how important deathrattles are for the Nerubians: this minion, while not possessing one of it's own, can copy that of another minion if it manages to kill it. This applies even if it dies: against a harvest golem, for example, from a purely 1v1 situation, the Deathsinger will copy the deathrattle even though it perishes in the end. While otherwise weak against non-deathrattle minions, this is a powerful tool in the Nerubian arsenal that can be the difference between a lost board and an even match.
Finally, here we see why the above two minions are so powerful: they synergize with a very important spell Anub'arak possesses. Anub'arak is able to "incubate" his hero power, accelerating the spawning of the creature, as well as trigger with the Broodling or Deathsinger. However, the power of this spell doesn't stop there. Most any minion with a lightning bolt (basically a triggered effect) or a deathrattle skull and crossbones can synergize with this spell, from the lowly haunted creeper to the mighty Kel'Thuzad. You only get two, though, so you have to make them count!
I hope you enjoyed the concept! For Nerub!
Crusader Class
Hero: Highlord Alexandros Mograine.
Hero Power: Prayer.
Give a character +1 Health.
Mograins hero power works like a weaker form of Power Word: Shield, but can also be used on heroes to increase their maximum health. Power wise Prayer becomes an opposite of Fire Blast (which, in my opinion, is balanced enough), being quite weak while your side of game board is empty. This class has quite weak minions. Same as priest, Crusader’s role is to protect its minions from dying, but also making those weak minions stand in the same league as other minions.
Card Examples:
Scarlet Armor (Crusader Common). 2 mana spell.
Give a friendly minion: "This minion takes 1 less damage from attacks."
This card implements idea that your minions can also gain "armor" which can't be destroyed. Armored minion takes less damage from some sources, in this situation – 1 damage from attacks (minion attacks, minion answering attacks, hero attacks, weapon attacks). Scarlet Armor doesn’t protect from Mage’s Hero Power, Spells, trigger effects (like Wild Pyromancer AOE or Foe Reaper 4000 swipes). Gaining reduction from all sources would make it a complete different story.
This particular card should be used on your bigger minions, so the effect would take place on multiple hits. Your hero power increases effectiveness of this card.
Well Tamed Hound (Crusader Common). 1 mana 1/1 Beast.
Vigilance: +2 attack this turn only.
Crusader introduces new keyword – Vigilance. Vigilance can only be found on minions or weapons. Vigilance: X means that during enemy turn X takes place.
Vigilance: +2 attack this turn only. – This card will have 3/1 during opponent’s turns.
Vigilance makes your weak minions powerful in defense, that’s why sane opponent would leave them be. Since Crusader is meant to be protective, baseline decks focus on utilizing taunt and taunt-giving minions like Shieldmaiden and Defender of Argus.
Scarlet Conjuror (Crusader Rare). 4 mana 3/5 minion.
Vigilance: Whenever this minion takes damage, deal 2 damage to a random enemy.
It’s a pity that rules allow us to show only 3 cards, however Scarlet Conjuror is here to show the diversity of Vigilance effects. Mostly those will be triggered by giving your minions taunt, thus making Scarlet Armor great tool to utilize Vigilance. There will be other spells and minions to interact with this mechanic, allowing you to combo during your turns or when Vigilance occurs. Power wise this card utilizes Violet Teacher’s baseline stats, while adding some randomization into the effect to make this card fun.
My Weekly Design Competition entries http://imgur.com/a/SJEOP
Class: Thief
Hero: Synthia
New keywords:
Background: Thief's are swift and cunning, they act quickly but only those who plan ahead will get the loot. This class is based on average cards that can become really great in combination with the hero power. We do have an unatural Thief though. Synthia is, similar to Witchers in the universe of The Witcher, skilled in simple arcane magic. From simple prestidigitations to short-distance teleports; Synthia's abilities open a wide array of use.
The Hero Power: Trickery
I did think quite some time about this, yet I think I have found an elegant solution that fits the theme of the class. Basically, we have a heropower that gives us a random of 3 spells, the Trinkets. A little mana boost similar to innervate, an uncommon healing ability for units and a simple damage spell.
Considering that these have potential to get abused (as they are spells), they have a limitation. You can only use one trinket in one turn. And that's where the new keyword Preparation comes into play. Just as where you want to prepare a heist or theft for a long time, Synthia needs to prepare her actions. So certain cards have this new keyword. What does it do? It empowers the cards played, for example, you have an aoe damage (shown later down below) that deals 1 damage to all minions. But it has Preparation: Deal 2 damage instead.
Preparation only triggers when you have a Trinket in your hand, and it will discard it, or randomly chosen one, if you have more.
Basic aoe spell that can be empowered through trinkets.
Another mechanic of the Thief: Giving your opponent minions for your own benefit. Seems insane at first but has a great drawback. Kinda inspired by Gwent, I totally wanted to see this mechanic in hearthstone. Maybe it's a bit unbalanced, but I really like it.
Common spell, a combination of Power Overwhelming and Cold Blood. Stealthes a minion and greatly increases it's attack. The minion can attack only one time after that though, then it will be destroyed.
Hey! :)
Here's my submission:
Insectoid
Hero:
The Prophet Skeram is an important religious leader in Ahn'Qiraj, and author of The Prophecy of C'Thun. Now he has joined into Heroes of Warcraft and aims to combine all the ancient, shattered Insectoid races together and conquer Hearthstone. The Insectoids shall rule again!
Intro: I will hurry your death.
Greetings: Be greeted.
Thanks: I thank you.
Well played: Good work.
Sorry: I grieve for you.
Oops: Aberration.
Threaten: Your dying screams will fill the air!
Class Summary:
My race/class is Insectoid and contains Aqirs, Nerubians, Qirajis, Silithids and Mantids. The class is designed to work both as an aggro and as a control deck where the quantity is power and you aim to overwhelm the board. The future cards will focus to summon in minion tokens together with the minion cards and give a proper feeling of an Insectoid nest. The minion cards will be versative but rather fragile. In addition the spells will focus to create or add new minions on board or destroy or manipulate the enemy minions but will have very few ways to damage the enemy hero directly meaning you are NOT going to see Freeze Mage kind cheap spell combo match finishers but more of Savage Roar and Bloodlust kind minion CARNAGE!
Hero power:
The Insectoid Hero Power is Sting. It allows giving any character +1 attack until the end of the turn. The attack can be given to Heroes, friendly minions or enemy minions. Giving +1 attack to an enemy minion can be comboed with existing cards like Big Game Hunter.
More natural choice is giving +1 attack to friendly minions. The existing example that would benefit from the effect is for example Nerubian Egg.
Example Cards:
My first card is also made to benefit from gaining +1 attack and more cards like this are expected to be seen:
Insectoid version of Acolyte of Pain. Doesn't do anything at all alone but will provide great synergy with minion buffing abilities the supportive Insectoids are going to have and with Skeram's hero power.
Insectoids are going to introduce 2 new abilities in game. The first one of them is Agility:
Agility:
"When attacking, this minion deals damage first." Practically Hearthstone version of MTG's First Strike except this one works only when you are attacking. When you attack, you will deal the damage first and if it's enough to kill the opponent minion, you character will avoid taking damage itself. This will be key mechanic how otherwise fragile Insectoids are going to defend themselves and it is going to benefit from Skeram's Hero Power when the Insectoid with Agility gains that one extra attack it needs to take down an enemy minion.
The second new ability is Crystallize which will cause the condition called Crystallized:
Crystallize:
"The minion cannot attack. When taking damage, ignore it and remove Crystallize."
The ability will work similar to Divine Shield but in addition it will prevent the minion from attacking similar to Frozen status. Do note that any minion abilities below the Crystallize effect will still trigger. Insectoid cards and spells are going to use this effect as both a buff to friendly minions and as a debuff to enemy minions. For example the incoming massive Kunchongs will be abusing this ability as their defence but Mantid Amberweavers might focus to Crystallize their enemies into amber instead!
The card I'm introducing will be a low cost Insectoid that shows how to use the effect as both a buff and a debuff:
This card can use the effect to work like Divine Shield but it can also lock down an enemy minion for a turn similar to Freezing effect.
That's it! Thanks for your time reading it through! :)
I think the Insectoid class will both combine something from the old classes but also create something new and require old classes to modify their decks against Skeram's army!
Prepare for the Insectoid!
May your nets always be full! 🎣
Explorer
Hero: Brann Bronzebeard
"Brann leads the Explorers' League, which is dedicated to researching the origin of dwarves. Guess no one ever gave them 'the talk.'"
The Explorer class is based on the Explorers' League in World of Warcraft. Along with Muninn Magellas, Brann Bronzebeard is one of the most renowned explorers in Azeroth and is thus the best choice for the class hero. The picture was chosen because it depicts him as a legendary adventurer that you would read about in stories.
In general, the strength of the Explorer class does not lie in OP minions or complex synergies, but rather in investigating and disrupting the nature of the opponent's deck. That is to say, the Explorer has many methods of finding out what cards the opponent has in his hand, deck, and even his crafting wish list*. Not only that, Brann has multiple chances of preventing the opponent from playing his best synergies (mostly by stealing cards or forcing discards). As we all know, there is definite power in playing the meta-game, which is why the theme of the Explorer class is not to be underestimated.
*Not really, but pretty close.
Hero Power: Survey
Survey is easily recognizable as the main spell used by players with the Archaeology profession in World of Warcraft. For this class, it forms the foundation of the Explorer theme of anticipating (and ruining the synergy of) your opponent's deck. For 2 mana, this hero power provides a very basic form of intelligence by showing what card the opponent will draw next, allowing the player to prepare for the card's effects. In terms of animation, it would be similar to the Hunter spell "Tracking." The top card would NOT be shown to the opponent, as this would provide valuable intelligence to him as well.
Sample Card #1: League Archivist
"It was overdue anyway."
This card is modeled after the League's Hall of Explorers. Adding on to the "negating synergy" theme, the League Archivist disrupts your opponent's early game by forcing him to discard a random card from their hand. The mechanics of this card are based on the Warlock card Succubus, which discards YOUR random card because she is overpowered for her mana cost by approximately +1/+1. Since LA is underpowered for her mana cost by -1/-1, it makes sense that she would make up for it by having the opposite effect of the Succubus. Like the Succubus, the discarded card is shown to both players.
Sample Card #2: Excavate
"Down here it's OUR time! It's OUR time down here!"
Excavate is essentially a Thoughtsteal that actually STEALS 2 cards instead of COPYING 2 cards. It is double the mana cost because you are burning 2 cards out of your opponent's deck (and ruining synergy) while simultaneously drawing cards in a Thoughtsteal or Arcane Intellect-esque manner. In keeping with the hero power and League Archivist, Excavate's effect allows the player to further investigate the synergies of the opponent's deck.
Sample Card #3: Muninn Magellas
"Proving the worth of the Archaeology college major to one dismissive father-in-law at a time."
Though Muninn is not the most exotic legendary, he provides an INSANE amount of intel and is more or less a Boulderfist Ogre with card text. His battlecry does not really conflict with or overlap the hero power because it reveals the BOTTOM 6 cards instead of the TOP 6 cards. Muninn is identical to Survey in that the cards are only revealed to the Explorer. If used in conjunction with multiple hero power activations, the player could potentially spell out the entire enemy deck from the ends inwards.
Spirit Healer
Scattered across Azeroth and Draenor alike, these mysterious angelic beings ensure the mighty heroes of Azeroth rise from defeat to continue their struggles against overwhelming odds.
Resurrect is a powerful ability that returns dead minions to play. The ability has a high risk factor and requires Anara's player to track and control game state from the beginning of the match. The first time the ability is used, it will summon the first minion that died that game under its previous owner's control. The second use will summon the second minion that died, and so on as each dead minion reaches the front of the queue. This ability allows a well-constructed Spirit Healer deck to ensure there is always a creature on the board to target with its positive and negative abilities, and allows it repeated use of deathrattle effects for both players. The neutral nature of the spirit healers and their mockery of death create an interesting game experience.
The ability does have one strong unspoken caveat in line with their powers in World of Warcaft. If a Legendary minion is resurrected using the hero power, it will automatically suffer Resurrection Sickness -- reducing its ATK to 0 and stopping its death from triggering effects.
The Spirit Healer has a few ways to circumvent opponents cards that benefit from death, and to better control when its own effects trigger. This affect is automatically applied to any Legendary minion raised using its class ability -- for better and for worse, but as a spell, the targeted minion's death will mean nothing. Not just will this circumvent any Deathrattle effect on the targeted minion, cards such as Scavenging Hyena and Cult Master will not trigger when the affected minion is killed.
Val'kyr Battlemaiden is strictly better than a magma rager -- something not normally considered high praise. She does epitomize what a spirit healer desires from a mid-range minion. When summoned, she removes an enemy minion from play in such a way that the minion will not get in the way of her hero power resurrecting friendly minions. While this minion will not trigger its battlecry when resurrected, its inevitable demise is only a setback when it effectively returns to play for only 2 mana with the hero ability. Many of the Spirit Healer's minions favor a high Attack paired with a laughable Defense. Much of the Spirit Healer's removal is uniquely oriented towards keeping her foes minions alive.
Another example of the Spirit Healer's unique removal, Corpse Run removes the selected minion from battle until two full turns have completed. Such a minion remains on the battlefield (occupying a minion position) but cannot be targeted, trigger abilities, or be affected by any abilities. Once the time has passed, the minion will return to its full effectiveness, safe after a long journey from the graveyard. The card is relatively cheap to cast compared to other removal without restrictive targets, but ultimately only delays the threat from returning 2 turns later -- a window that the Spirit Healer can use to reclaim board position.
These samples hint at the Spirit Healer's unique ability to control when and how minions die and how her cards reward constant attention to the flow of the game. Perhaps, in time, you will learn the other tricks she brings to the table.
Here is my idea , giving the Pirate class to none other than the leader of Bloodsail himself, Duke Falrevere. Pirates have always been an odd bunch, with fairly inconsistent themes and no heroes that can really run an effective Pirate deck. So, I decided to make my own, with a theme on constant attacks and efficient spells. Picture a cross between Hunter and Rogue.
The Hero power is fairly simple, and doesn't need much explanation. Hero powers are fairly easy to balance, just by using the criteria that if it were a card, the same effect would be worth 0. Dealing 2 damage to a target is worth 1, but is counter balanced by a downside. Thematically, it represents the infamous unreliability of the flintlock pistol, the preferred ranged weapon of choice among pirates.
Raid: The unique keyword for the Pirate class. It means: Upon attacking, do X. This ability will trigger before any damage is allocated. However, it only activates if you actually attack. Dealing damage to enemy minions while your opponent trades does not count.
An example of Raid in effect, and a very essential tempo card. That free weapon early on helps a lot with low cost existing Pirates, like Dread Corsair.
An example of a necessary spell that influences the 'Huge Rush' theme. Only made it 1 mana, seeing as you need to play at least 2 minions to make it value.
More of the Utility side of things. This deck will feature multiple sleazy ways of getting through things that normally can't be ignored save by silence.
Hi everyone ! I'm DazeqMizuu. Here with my submission, the Dreamer class. It has a special mechanic I called the Dream Crystals. Your hero has an additional mana bar that stacks up to 5 Dream Crystals. They are obtained by certain cards and from the Hero Power. Some cards do cost Mana Crystals and Dream Crystals.
So far, I found that the hero power was pretty good like this, of course, I could make it heal the hero for 1, but I'll wait for your opinion.
This card is probably the one you'll get the most Dream Crystals from. Most of the cards only give one, but this one could have a pretty good synergy with Unstable Ghoul and other cards like this one.
Many Cards works like this one, is does not spend any Dream Crystal, but it is another mechanic I decided to use.
Finally, yes, this class is having Weapons. As I said, some cards will cost Dream Crystals and Mana Crystals. However, the mana cost is very low for huge spells, weapons and minions.
So, this is my submission, I hope you like it! Tell me if you do, I'll be aware of your advices so I can make it better!
Hey everyone, here is my class idea i hope you like it and if you do please upvote :D
Hero Class: Raider
Murlocs are vicious sea/reptilian creatures that love to raid and plunder. Murlocs focused on giving each other various attack and/or health buffs, they will also charge straight for enemy when possible but , they greatly lack any healing spells and are VERY vulnerable to AoE spells
Murloc Hero power: Hatch!
The point of Hatch! is to keep a constant source of murlocs to buff and utilize via spells minions etc. while it may have no attack it can be buffed by cards like Grimscale Oracle and various other cards I’ll show later
Murloc Hatchling
Example Cards:
Murloc Coastrunner
A very solid rush card essential in almost every deck.
Dark Sacrifice
This is very similar to Sacrificial Pact but more useful and can really benefit you with early card draw.
Toxic Hamburger
A good example what some of the rest of the Murloc spells will look like. murlocs can’t resist burgers. ;)
I hope you enjoyed my class ideas good luck to all!
RIP yogg-saron good things don't last forever :(
The Blood Mage hero built around spilling blood to get stronger whether it be their enemies, or their own.
Combos with hero power for great though situational removal.
Allows for some aoe to strengthen your hero power as well as give your hero power a use in the early game.
Gladiator
We eat, sleep and breathe battle, no place is greater than the battlefield and nothing feels as refreshing as dispatching our foes in combat
Hero Power:
note: hero power cannot target a minion that already has taunt
Example Cards:
minions
edit: balance tweak to infantry scout, is now 6 health, down from 7
Hero Class: Engineer
Even though Gelbin is already a card, I think the designer of the Deeprun Tram deserves more. This a Control/Combo/RNG based class that centers around Gadgets, a specific type of weapon. Right now, weapons don't have types/races, so I had to add it as a new keyword. There are four possible Gadgets that his hero power can equip, as well as various other gadgets that will be separate cards, sort of like with totems in the Shaman class. The four Gadgets his power can create are:
Example cards:
Here is another example of a Gadget that you would have to include in your deck and that could not be summoned by the hero power:
Really great at getting rid of other classes' smaller combo cards, and can take down much larger targets, though at a significant health hit to your hero. Same cost as an Assassinate, but hurts your hero in the process.
Many of the other cards the Engineer has at his/her disposal are designed to interact with Gadgets, either powering up the Gadgets or consuming the Gadgets to power their own effects. For example:
This card has an very powerful effect for a low mana cost, but will only work if you have a Gadget equipped, and will destroy that Gadget in the process. This may seem cheap if you have one of the ones generated by your hero power, but is much more of a trade-off if you have one of the more expensive gadgets like the Sharprifle equipped.
Finally, a minion that buffs your Gadgets:
Everyone- I would like to introduce to Afreda, Master of the Fairies and their magic. She is the wisest of the Fae and counsels Diana the Queen of the Faeries. She holds all the real power.
Fairy magic could just about destroy the world if it were unhindered. Afreda has the tough job of managing these magic powers whist still being a threat to be feared.
The Fae themselves are quite annoying creatures, and Afreda's job is to make sure they don't go to far. The Fae are there to be pestilences as that is in their nature.
(Note: This art may not make sense until you look very closely at the Fairies in the background).
The Hero Power is something we have not seen at all in the game of Hearthstone- prevention of Hero Powers. This is just built to be a minor annoyance, but appears quite good as you can prevent your opponent from ever using their hero power. But think of it this way: You are losing a massive mana battle. You spend two mana so the opponent cannot spend two mana. You activate this on turn two and the Warrior cannot Armor Up, so instead they drop an Armorsmith. You actually come out quite negatively in that exchange.
However, it is also incredibly powerful. Imagine playing against a Hunter that can't activate his Hero Power after turn 6. They will have a tougher time winning. Imagine having a Priest close to dead and preventing them from using their hero power.
Ultimately, it comes down to this: If you are ahead in the game, this is amazing. If you are behind, it is terrible. Therefore, it makes the most sense to play tempo decks with the Fairy class and thus I have made most of the cards so.
Card Example #1:
This card may look bad, but it can take it X/1's for no mana. The real use is for putting it on something you want to take damage, like an Acolyte of Pain. All in all, it is very flavorful with cool art and has numerous interesting applications for being a basic card. (Notice it says each turn).
This is quite the powerful spell- a 7 mana spell that takes control of a minion? Seems good. At random? Not so much. But this is absurdly powerful- allowing you to steal a late game control opponent's threat? Amazing! Against Face Hunterino? Not as good. Ultimately, it is still quite flavorful as it Pixie Dust is subject to whichever way the wind blows, and because it is limited a bit by Afreda.
So much flavor. The fairy magic does tamper a bit with the Ogre- but not so much that there is a huge difference to him, and certainly not enough to gain complete control over him.
His ability creates interesting gameplay choices too. Basically you point him at something and he does whatever the fug he wants. He doesn't always have to hit taunts, and if the coast is clear (you're playing a tempo deck) you should hit face. He is subject to your whims and you are completely subject to his.
Overall, the class is filled with unseen synergies, funny and flavorful cards, and provides the basis for an interesting control deck, a very strong tempo deck, and possibly an aggro deck. This class is versatile and with potential.
Class : Witch Doctor
Hero : Sen'jin
Hero Power: Curse
Mercenary Class
Mercenaries are known for their deviousness, cunning, and general "what's in it for me?" attitude towards life. Our hero for the Mercenary class is Diara Cassonne, a sly and swift night elf who knows how to drive a good deal.
Hero Power: Hard Bargain - Mercenaries know the value of a hired hand, and aren't afraid to share the wealth. Pay an extra mana for one of your opponent's minions to come over to your side (just a copy, similar to Mind Vision).
New Ability: Deception - Mercenaries have to be deceptive and tricky if they're going to survive. Their inherent ability is Deception, which is like a different version of stealth. Minions with Deception appear to the enemy as a Shadowy Figure with masked abilities, attack, and health. Only the mana cost is shown.
Deception goes away as the minion either gives or receives damage. This includes damage dealt by a minion attack, a Mage ping, spells, etc.
For example, from your opponent's perspective:
and both appear as:
Deception can be a powerful tool since there will be at least 2 of any same-cost minions with this ability in order to keep your opponent guessing which one it is.
Overall, Diara and her Mercenary accomplices aim to win the game by making her opponents second-guess every action they make, all while bringing strong, deceptive minions to the board for midrange dominance. An interesting class full of shady deals and powerful warriors who are only in it for the money.
Building Quirky Decks Every Week, Loving Life at Rank 15!
Hello everyone.I would like to introduce my new class concept featuring:
Hogger
The Scourge of Elwynn
Before I start explaining the class concept I would like to talk a little bit about Hogger.He is a gnoll,humanoid beasts that have also the characteristics of a hyena,they appear to be primitive and hostile.Hogger is leader of the Riverpaw pack and affiliated with the Defias Brotherhood.He has caused chaos all around the Stormwind with the pack at his aid. Hogger is known as one of the most wicked beast of all time and for having a very treacherous laugh.
Ok,so lets start with the class concept.Hogger is a Barbarian.They are ferocious warriors which wield in battle not only their weapons but also an uncontrollable rage,which is what the class is known for.Raw potential and instincts is what leads them and they are highly connected with natures primal elements.Our hero power is called Rusty Axe.
Weapons play a big role in the Barbarian class.Your hero power can be quite a problem for your opponent.
Barbarians prefer to battle face to face with their enemies.They use their anger and fury against them to achieve victory.
Example card #1:
(Basic set)
Hogger unleashes his fury towards his enemies and rips through them furiously!If used correctly, tantrum can be a very powerful spell.It can deal very well with midrange and aggro decks but struggles with control decks due to the high health of enemy minions.It makes full value out of 3 enemy minions and becomes overpowered after your enemy reaches 4 minions or more.Its maximum damage can reach 7.
Example card #2:
(Classic set)
One of Hoggers servants.At first it looks pretty bad,I mean how can a 2 1/1 be good?The 1/1 stats are weak but its abilities make up for it.We have encountered a new mechanic haven't we?It's called Hunger.
(Hunger:Each time an enemy minion dies gain +1/1. )
A very flexible card,it can be used for early game board control and also for late game presence. You can combine Tantrum and Scout to turn the tables and devastate your enemy with a fed Scout.Hunger plays a big role in the deck just as much as weapons do.
Example card #3:
(Naxxrammas set)
Choppy chopper is a weapon of Hoggers arsenal.It can make quite some tempo turns.Its weakness and power is its durability.A good scenario would be your enemy has overwhelmed you with minions.You have only Choppy Chopper in your hand,play it and you get Tantrum.Also has synergy with Hunger. As a turn 3 play it would be in a situation like Acolyte of Pain.You gotta draw at least 2 cards with him to make its worth,3 cards would be op and 1 card would make him worthless.Chopper must kill a very strong minion.Like for example you can't just kill a leper gnome with it or a silver hand recruit,but rather killing a juggler or mechwarper would be better and making a finishing blow with it after casting Tantrum.So,its value gets higher as you get closer to the late game indirectly.A very technical card isn't it?
This would be a 3 card tease of the upcoming Hogger deck.If you have any suggestions about card nerfs or buffs I would happily take them in account.Have a good day :) !
High King Maulgar is a hero representing Warlord class.
Warlord specializes at commanding Midrange minions (mainly Ogres) and direct combat (via weapons). The class utilizes Ogre's tribe synergy, commandments towards their minions and auras (does X for a limited time).
This hero's hero power is called "To arms!": "Give a random friendly minion +2 attack. If there are no minions summon a 0/1 Spare Ogreaxe".
Here is the Spare Ogreaxe:
.
The example cards:
1.Ogre Skirmisher
The idea behind this card is that Warlord does not have early game spot removal apart from the weapon(s) so he needs a card to provide an immediate response the escalating early game of the opponent.
2.Harsh language.
And here we see the first commandment our Warlord has. These will generally rely on you having a minion on board and giving commands to it.
3. Bone Crusher
Note: By other tribe are meants ALL existing and future tribes that are not Ogre. If a non-tribe minion (f.e. Fen Creeper) dies - nothing happens.
By lore Ogres hate every single other race and so they are quite happy whenever a member of other tribe dies...preferably from their hands.
In the next expansion we will see the Weapons, Auras and Damage Mitigation. Until next time, farewell.
Hi Folks, It's MardyVain here! I'm submitting for the first time a concept on a character design competition, and I really hope you enjoy this! Please, allow me to introduce you the Illusionist class, a spellcaster which use mental magic to avoid fights and disorient unfortunate foes. For the playable Hero, I chose one of my favorite (despite she isn't very popular) Wow character: ladies and gentlemen, welcome the very elusive Jandice Barov.
As for the concept, Illusionists use their skills to confuse enemy Heroes, to make them hitting the wrong target and even to make them hitting themselves. The core of this class is avoiding fatal damage while controlling board and slowly bring your opponents to death. Control at it's finest!
The Hero Power fits nicely with this trend, considering you want your opponent to hit your Clones and waste some sort of offensive potential (like Charge minions, for example). On the other hand, Illusionists are very squishy and I wanted to underline that, making the Hero power costs 2 Health instead of 1.
Controlling board with this Hero could be a little tricky: the fact is, you are controlling board abusing your opponent's one. The focus of Illusionist's playstyle should be filling the enemy's board with minions that negatively affect other Heroes' plays, making them fight against their own minions (Considering that token are not allowed on these presentations, I'll explain further this particular way of Hearthstone play if I pass the first week selection). To sustain so much pressure, you should rely on your avoiding skills. Here's an example:
5 mana, three 0/2 taunt to last one more turn. What else?
Avoiding physical damage is nice, but what about spells? Your Hero Power could get into trouble against other magical classes, like Mages and Warlocks. The second card i'm going to show is a heavy-control Spell, designed to counter enemies' spell burst:
Rare, costs 2 less than Loatheb but it doesn't put a 5/5 body on the battlefield. Use it to break opponent's combos! The 3-mana cost is intended to let you play something else during the same turn, to basically increase your chance to survive and let your manifestations (and maybe other disorienting gimmicks that I'll show you if you like the Illusionist class) do the job.
Controlling all along the fight could be a very tiring work, so, here it comes the cavalry (figuratively)! The first minion I'm showing for this class is a Faceless Manipulator Tribute:
Another 3-mana drop for a mechanics that seems to fit perfectly the Illusionist role. The 6-or-less-Attack condition is required to balance it (you cannot target heavy summoned-impact minions like Ragnaros, Mal'ganis, Deathwing, Malorne, King Krush, Baron Geddon, Prophet Velen etc...) while you can still put down something offensive (or defensive if the situation requires) to help you reacquire some board presence and give your opponent another frustrating, confused turn.
In the end, win condition shouldn't be achieved by fatigue (considering your Hero Power) but instead forcing your opponents to make unfavorable trades and waste offensive spells (like an Execute or a Fireball) on the minions you summoned on your enemies' battlefields. Once the fight is set in the Illusionist's hands, there's not much your opponents can do: their scariest nightmares are waiting for the late game to come, ready to devour their last, plaintive hopes.
EDIT: put the wrong link images.
Class: Necromancer
Hero: Kel'Thuzad (alive)
The Necromancer is built primarily around Deathrattles, similar to how Hunters are built around Beasts. Its Hero Power summons a disposable minion with a Deathrattle that summons another minion (but with no attack). It is similar to the Paladin's Hero Power, but slightly more powerful. The Necromancer is focuses heavily on board control.
Sample cards:
Note: The tokens spawned by the Deathrattle have no card text and no tribe -- they're just vanilla 1/1s.