Mini-Lote: He is a the first and only Omni-Titan created by Big Bang he created multiple universes (like the warcraft, god of war and this world) He is here for test his skill and yours.
Emotions:
Enter: Now I'll test your power
Mirror enter: I would say the same, myself
Attack: COSMIC COLLISION
Greetings: Hello, Humanoide
Winter Veil Greetings: Happy Winter Veil, Friend
Thanks: Thanks for that
Well played: Smart play
Sorry: I sorry for this
Oops: Oh-Oh
Threaten: Why I created you...
Hero Power:
is like all the 9 basic hero power but have in the end "At the end of your turn change you heroic power to a other basic"
the 3 cards:
I will say that this card has a lot RNG Like a Spell version for Mad Bomber But I will put cards That combo well with this.
Power: It does something if already used the heroic power before
Kinda reverse Inspire. This card not have many power in the basic but a lot in the TGT expansion.
Great uses to end the game or return a seriously injured minion.
My custom class is Space Cowboy and its hero is Cowboy Bebop's Jet.
In the anime, the Bebop's crew's bounty hunting skills are... well... Somewhat lackluster at times. But if there's one thing Jet does nail it's fixing stuff. In the Sol System, buildings, cars and other spaceships tend to fall apart faster than anyone can (or is willing to) repair them. But don't you worry, for Jet is here to save the day with his hero power and unique keywords like a budding MacGyver !
The two new keywords are Repair and Broken.
Think of Broken as a reverse Enrage : As soon as a minion takes damage, it looses its card text. That's where Repair comes in. You can use your hero power to RepairBroken minions if you want the card text back. Repairing a minion will cost mana as stated on the card.
These mechanics allow for powerful tempo minions to cost less at the expense of being easily weakened later on. But I guess a picture is worth a thousand words, so here is my first card : the Novice Bounty Hunter.
When this card is played, it becomes a 2/3 for 1, but after taking non-lethal damage (e.g. a ping), it goes back to being a 2/1. Just in case you were wondering, if 3 or more damage is dealt to it, it dies instantly. When the minion is in its Broken state it might then be Repaired for 1 mana to regain its card text (+2 Health). This card is meant to be anti-aggro and is balanced against Zombie Chow.
Of course, these mechanics can be used for much greater effects than a simple stat gain, and as an example, here is Jet's loyal Hammerhead.
With a statline inspired from Bolf Ramshield, this card will shine against midrange and late game decks by freezing threats dead in their tracks like a nasty Mal'Ganis... Or you know, an Imp... I guess that works too, right ?
And finally, a card that could under the right circumstances turn a losing board into a soon-to-be-broken-again powerhouse : Jet's special Bell Peppers and Beef. I specifically chose not to Repair Mechs as the tribe is already strong regarding tempo and combining that with the Broken/Repair mechanic would restrain design space for this class' Mechs. Besides, Mechs can't really eat now can they ?
Doctor Zoom is a time-traveling alien who hails from the planet of Gally III, in a galaxy both a long time ago and far away from Azeroth. He travels the space-time continuum in his sort of trusty time machine, T.A.R.D.Y. It can take him anywhere and anytime he wants to go, although he always seems to end up getting there a little late for some reason. Hearthstone came out two years ago, but he has just now arrived on the scene!
Why didn't I just call the hero The Doctor?
A lot of people are directly drawing from other media. I purposefully made my class a parody of Doctor Who because that gives me more creative freedom. Everyone knows The Doctor uses his Sonic Screwdriver all the time, so I could have used that as a card. But if I made that a weapon, what would his other weapons be? As a parody, I can make an entire class of weapons based on the Sonic Screwdriver. Basically, I can take the class in any direction I want.
Time Lord will be a class that focuses on control, especially bouncing cards back to the hand or deck, and the strategic value of knowing which cards are coming up next for you and/or your opponent, or even setting what those cards will be. As a time traveler, Doctor Zoom has already been to the future, so his Hero Power, Been There (a counterpart to the upgraded power Done That) let's you know what your next card will be, and also makes it cheaper to let you set up combos on later turns. There are going to be a number of cards that synergize with the hero power through knowing what your top card is. The class will also have a number of Mech minions, since it will be all future-y. Also, he only has 30 health, but keep in mind that Time Lords can regenerate upon death! Unfortunately, he's already used up all of his 13609 regenerations, and Gally III is not giving him any more extensions!
Doctor Zoom never goes anywhere without his trusty Chrono Tools! Time Lord will be a weapon class, with all of the weapons focusing on utility and being parodies of the Sonic Screwdriver. Chrono Wrench is just one example, and also an example of his minion-bouncing theme. I plan to make a lot more. Probably 3-4 weapons total in the classic set. For example, the sonic screwdriver helps the doctor get through barriers, so I'm thinking a weapon that silences taunt minions.
What's a Time Lord without his companions? The Time Lord minions will have a number of unique effects like this. With this one, I wanted to mimic time travel, where the minion is backwards. Basically, you summon the minion after it is played. This minion also fits the combo theme for the Time Lord, since you can play more cards the turn this comes out, and it synergizes with bounce effects.
Time Lord is going to be a control class, and this should be their most powerful card, kind of similar in strength to Twisting Nether. The board state will be exactly how it was at the start of your previous turn. This only includes minions in play and the heroe's health. Hands, mana crystals, and decks are unchanged. This means any minions in play will be effectively destroyed. This could be both weaker and stronger than Twisting Nether (should be harder to use) because you can't even attack with any minions you already have in play since health will be reverted too.
It was really hard to only put down three examples! I really wanted to give more examples of control cards, but most of them would be relatively plain compared to these. He's definitely going to have spells that return minions to player's hands, shuffle them into decks, and/or put minions on top of a player's deck. I think most of these should be usable on friendly and enemy minions for versatility. There will also be cards that will be dependent on your deck's top card to synergize with the Hero Power.
Class - Gygaxian Horde Hero - Dungeon Master Source - Dungeons and Dragons
For clarity: Your hero power would work as such. The next time the word random or a range of numbers comes up on a card during your turn you replace the word 'random' with the word 'chosen' or the range of numbers with your choice of the number. This functions a lot like Fencing Coach, after you activate your hero power your hero power changes to a 'charged' graphic and stays that way until it discharges. It doesn't have to discharge the same turn it was charged, but it does have to discharge during your turn.
In the case of Shredder it would pull up an alphabetical list of 2 drops with a scroll bar. You still need to make all decisions before your turn times runs out, you don't get any additional time.
If a card had two random efffects, say a card that did 1-4 damage to a random target, only the 1-4 damage would be under your control because it would be the next random effect. The one that came first on the card.
The above spoiler just has some detail about how the hero power works.
Whether you love RNG or you hate RNG this hero power is for you. Ever want to decide where those madder bomber bombs land? Want to pull the perfect drop out of a Shredder? Roll a 20 is the answer. Prettymuch any random effect on your turn is under your control with this charged. This only takes place on your turn however, so you don't get to determine random effects on opponent's turn. (just too messy with the timer)
It's a board clear and a decent body in 1 card. Great for flipping the board, even better if you have charged your hero power.
Compares almost directly with Faceless manipulator. Is almost exactly the same if your hero power is charged, but, if you are looking to take your chances you can get a random effect cheaper.
Compares with Northern Sea Kraken. One less cost, but, random effect instead.
I have decided to make Rorschach from the cartoon series Watchmen as a Hero. Rorschach is a fighter hero, who fights with alot of anger, and thrives when he is low on health.
I decided to make a keyword for the hero called: Berserk.
Berserk is basically a quick way of saying "when your hero is below 15 health, this effect triggers". So naturally Rorschach will have alot of abilities that damages himself and his foes, and will have a risky playstyle.
Rorschach is known for throwing tantrums when he fights, this may result in some friendly fire!
Rorschach gathers his true power when he is injured.
In this case the keyword Berserk is used like the keyword Battlecry - except it obviously only triggers when below 15 health.
Rorschach will have alot of nice tools both to survive the friendly fire, but also turn the tides in a battle that nearly seems lost. The minions in his set will be alot of angry freedom fighters like himself, and naturally some from his Watchmen crew.
Hero: Monkey D. Luffy (Captain of the Straw Hat Pirates)
Source: One Piece (Manga/Anime)
Luffy is able to use the elasticity of his body to concentrate his strength and power to execute a diverse range of attacks. One of them is Gum-Gum Gatling Gun that can hit several blows at once. So I made this attack as his Hero Power.
In the story of One Piece two groups are important: Pirates and Mariners. So I created the tribe "Marine" and new mechanical with pirates.
Also new pirates.
Some objects of the One Piece universe will be transformed into spells and secrets. Like:
Hope you guys liked :)
Edit: Deleted the Justicar Power token, because exceeded the number of examples
I really had a lot of fun working on this class so here it is:
The Assassin
This is based off of the Assassin's Creed game franchise. I chose the character of Ezio to be the face of the Assassin class.
Pretty cool so far right?!
So how would this new character play? I tried to balance him in with the other 9 classes and give him a simple hero power that acts as about 2 mana's worth of power. It is:
I know, fairly basic, but his hero power acts as the center for how his class operates.
Ezio is all about establishing minions on the board and protecting them, while also keeping your opponents board to a minimum.
So how does his cards fit into this? I'll show you!
This is a great example of a common spell for the Assassin. It helps to boost the HP of all your minions to keep them alive longer. Again Ezio's whole deal is about keeping your minions alive and making favorable trades into your opponents minions all while chipping away at their face.
But all this seems like stuff you've seen before. His attitude is similar to zoo, mixed with a little more control, so how is it different?
Allow me to present a new keyword: Stab!
Stabbing works in a similar fashion to Power Overwhelming or Nightmare. When a minion is stabbed, at the start of your next turn it dies. What does this mean for the hidden blade weapon?
The best strategy is to play it to either take out a large portion of your opponents board when the weapon breaks or as a deterrent for your opponent to play either lots of minions or really big minions.
How this fits with the Assassin is he has a lot of taunt minions to keep your face and other minions alive, and minions with stealth, so when your opponent's minions are stabbed, they are making poor trades with your minions or just going face leaving you with big damaging turns afterward.
All of this leads into the final card I have for you today: the great legendary minion for this class!
Edward here facilitates both the stabbing and taunting aspect that many of the cards have and has high health and low attack because most of the minions that will be attacking him won't need to die because they'll just die next turn anyways.
This class will have its weaknesses too. While the ability to kill minions while also protecting your own is pretty great, deathrattle cards present a real problem for the Assassin. Also as a lot of his important minions are small and need multiple cards to do the job they need to do, he will be pretty weak to AOE spells as well.
Hope you liked the new class, and I hope I can make some more cards for him in the upcoming phases.
" it ain’t about how hard you hit, it’s about how hard you can get hit and keep moving forward, how much you can take and keep moving forward. That’s how winning is done"
The Boxer is a class revolving around control and durability. Take note that all the things here are subject to change for balance purposes in the future. Rocky is here to pawned some chickens!
Unique Keyword: Will - if played with X more Mana Crystal, trigger a specific effect.
this keyword contributes to the control game by giving more options to certain situations. It does share similarities with the choose one mechanic, but this will always have different Mana costs and will always add an effect rather then choosing between two.
Hero Power: Eat Lightnin'
"No Pain, No Gain"
This Hero power's effect can potentially be really strong, but the existence of small minions and low Mana spells makes it less good. It's greatness comes with a long game, where u can avoid high damage to your face, with the exceptions of damaging Hero Powers.
Justicar's Upgrade: Crap Thunder!
"Thanks mike, i appreciate that"
Take note that you cannot decide who gets the damage, so the enemy can play around it. Synergies with the next card.
The idea here is to make a Justicar like effect that can be played with or without Justicar, so as a durable and extra control class, you can get more out of your Hero Power, which is used more often in control matches. Basically its a Mage Justicar's effect without Justicar's Body (which is hot) and does not always work, on the other side it can work as a lesser effect without the use of your hero power and does work on the turn u play it.
"The King of Sting"
The Master of Disaster is here to Wreck! and i mean, all the minions with less then 8 health don't stand a chance, quite good right? well he have no impact on the turn you put it (even with the Will) and is easy to remove at that stage of the game. Compare him to 4000 and you will see why its balanced. I'm not sure he would see much play, untill i will reveal some Synergies for him.
Primal Evolution triggers Evolve, the Zerg keyword, unlocking their extra abilities.
Class cards.
Everyone LOVES zerglings, to my knowledge. Zerglings are naturally very fast, earning them Charge straight away. If you managed to Evolve a Zergling, another one pops up, an exact copy (Not a token!, earning you a small zerg rush on turn 4 if you summon one and evolve it for 4 charge damage. If you can manage to keep them on the field, the opponent will be quickly swarmed with these little annoyances. They are costed like a bluegill warrior. (2/1 for 2 mana with charge) But earn Evolve as there class bonus
Next up is everyone's favorite, the Hydralisk. These little suckers shoot out projectiles that bounce between nearby enemies, earning them the ability to damage adjacent minions a little. Great for clearing out trash, such as Leper Gnomes and Spectral Spiders. There evolve bonus grants them extra range. In this game, the only card that states it has extra range is the Gladiators Longbow, and it gives immunity while attacking. So thats what Hydralisk gets for its Evolve bonus. If you can managed to keep Hydralisk on the board for a turn and evolve it, you earn yourself an immune attacker that can clear out little minions, great for anti flood and swarm tactics. However, Hydralisk has its downsides, as it has fairly poor stats to begin with. They are easy to clear out with cheap minions, and even more so with ANY aoe. But if you can keep them alive, your rewarded fairly.
Last up is Evolution Pit. Zergs are not heavy on spells, but I figured it would be best to represent them anyway. Zerg spells all focus around improving the minions. Evolution nest is a Prime(al) Example of this! At just 3 mana, you get to forcefully evolve every friendly zerg you control, triggering all of their effects right off the bat. You can even use this right after Evolving a Zergling, so Evolution Pit hits two zerglings, spawning you two more. Rush em boys!
Class Explanation: The zerg class is all about evolution, and board control. Keep your zergs alive, do favorable trades when you can, and go face any other time. Its not a face class, as zergs die to easy, and you don't get there second effects free. Support your minions with your minion based spells, to get as much value as you can out of every card. And when all else fails? ZERG RUSH!
Hope you like it, I know starcraft stuff is probably all over the place, but this was my take on a favorite~
Your dream : keep your nice weapon from the dustbin !
You loved League of Explorer, but felt it lacked something ? Here it is : big guns for a control deck, to hammer your opponent's minions and let you time to do your stuff, like going after the Golden Monkey and other fun artefacts ! How ? You'll know if i get to next level, so vote for Tomb Raider !
You'll also need fellows explorers to discover nice RNG features. At least your hero is good looking, so the games you'll crush your opponent in RNG mode, he will forgive you ;o)
My hero is Daenerys Targaryen representing the class Targaryen. The Targaryen class is a powerful spellweaver revolving around Spell Damage and Dragon synergy. As seen from the example cards, Targaryen Spell Damage can get out of control very quickly, so I was careful in designing the actual class spells. Regardless, Daenerys not only uses her spell damage to deal huge amounts of damage, but to draw cards and to summon minions similar to Implosion. Many of the class minions have massive downsides that make up for their poor costs. Enjoy!
Hero and Hero Power
Daenerys's hero power is reminiscent of the Druid's hero power, but the +1 armor is all that they have in common. While the druids hero power is used to ping and for passive damage, Daenerys's hero power has to be used in conjunction with cards and shines when combined with other spell damage cards.
Artanis, Hierarch of the Daelaam, calls upon the full might of the protoss armada, as well as the awesome power of the Spear of Adun, to strike down his foes. Of course, protoss units are frightfully expensive...
Hero Power:
This hero power is the key to Artanis. The pylon is designed to allow the expensive protoss armies to actually show up before you get rushed down. 4 health is to allow it to survive turn 1 shenanigans. The Spear of Adun cards, others to be shown in future phases, are designed to be upgraded by still more cards.
Cards:
The warp gate allows all gateway units (which happen to be non-mech) to be warped in where needed and slightly faster. I believe this is the best way to represent that in Hearthstone. This card also allows for a faster type of play then the high-tech, mech route, as the protoss gateway units are cheaper and easier to get than the mech ones (in both games).
Speaking of high tech, here's the colossus. Low attack is balanced by the way it can board clear weak garbage. Best for a control type deck, since it'll take a while to get out, unless your pylons live.
And the opposite of the colossus, the immortal is designed to allow a early-mid game gateway army to blow past the mid-range taunts that always ruin your day. The Immortal will be mostly useless against non-taunts around the time is shows up, and not great for face damage either.
And there we have it. Artanis will likely have two possible play styles, an early-mid game consisting of weaker units, and the late game control with the robotic and stargate units featuring. Hopefully I can flesh it out a bit more in phase 2!
One of the brightest commanders of the Imperium of Man, and Governor of the planet Cadia.
His hero power is very focused in his role as strategist:
This is your hero power, and the basic orders are these ones:
As this orders can't be kept in your hand for later, to use the right order in the right moment is the key for a good commander. The drawing system is the same as discover, and though pretty complicated for starters, this hero involves a lot of tactical decisions. All orders have their name in exclamations (we are shouting this things, for the Emperor's sake), and not all of them are basic orders. An example:
All these orders need minions to work. I'm showing two examples of Imperial Guard minions (two good ones, because, well, I have to promote my class):
This class should really focus on fighting for the board, helping his mates to get the upper hand through orders, supporting spell and weapons, and some late game hitters like the Leman Russ or the Ogryns (releasing in the future, if you help me to do so).
May the Emperor protects you all.
EDIT: Apparently, I forgot to write "this turn" in the order "Move! Move! Move!", so it became insanely overpowered. It should be fixed now.
EDIT2: Deleted the upgraded hero power, because I was giving too much example material. Thanks, Asylum Rhapsody for warning me. I'll take this chance to tune its art and text.
Not much introduction needed for the nemesis of mushroom kingdom. His hero power is simple and centered around board control. It kills minions but your opponent hero (similar to the hero Mario) will almost always "dodge" the damage from fire breath. Unless the damage is lethal since the 2 armor are gained after the damage. Or if you increase the damage with cards like Fallen Hero.
Strategy: Board Control, attrition and more board control. Giving armor to both players making board control the win condition and burst damage less important. A fairly straightforwar control type of class.
One card from every pack (classic, gvg and tgt):
Gives a minion one more life. Essentially the same as Ancestral Spirit, not the first time 2 classes have the same spell. This makes a minion stick longer on the board.
GVG cards will be themed around Mario Kart a bit. Big removal. Also, all shell spells will give armor additional to doing damage or removals. In Mario Kart it attacks the racer on the lead, in Hearthstone lead position transfers to highest attack.
Similar to Flamewaker but the effect is harder to trigger so I gave him one more attack. The idea is that your hero inspires him to throw hammers.
Based on the Call of Duty series, this class interacts with weapons in a similar way to the Rogue class and contains Secrets as well as several options for Mech synergy/countering.
I'm planning on making use of assorted equipment, weapons, killstreaks and perks etc. from the Call of Duty series as well as a new Keyword, Killstreak- Does something when this minion/weapon kills a minion.
"Would you say we'd be venturing into... a zone of danger?"
The Archer class is the ultimate solution to a problem that doesn't exist. As the self-proclaimed best secret agent in the world, his impeccable style and flare for a lack of planning plays right in to this class focused on a form of control that often appears to be out of control until everything falls in to place. Or doesn't. He rarely uses weapons, except guns. Lots of guns. And explosives. And make-shift projectiles. And his classic good looks.
Overconfidence: "Trust me, I know what I'm doing." This passive hero power gives Archer a unique method of rapid card draw, and is at the core of the mechanic the class deals with most: modifying card cost. Inspired by the fun effects on the flow of a game produced by cards like Loatheb and Emperor Thaurissan, the cost of a Archer's plays are unpredictable at best and dangerous at worst. Careful timing, typically perceived by non-super-spies as dumb luck, will be what's necessary to ultimately win.
Example cards
Example Spell: Tactleneck "I didn't invent the turtle-neck, Lana, but I was the first to recognize it's potential as a tactile garment." The staple of a good super spy is being able to find just the right moment to make the hard things easy. Or to just get lucky. The mana reduction applies to the cards drawn at the beginning and end of the turn, as well as any drawn by any other means during the turn (before or after this card is played).
Look for other spells to follow suit with their manipulation of card costs at the expense of fumbling the occasional easy play, as well as other classic spy maneuvers like gambling away agency funds, drinking heavily, and making elaborate voicemail pranks. And obviously more tactlenecks.
Example Minion: Ocelot "Look Lana, he thinks he's people!" Best friend to Archer - maybe his only friend - the ocelot is a skilled predator of things that are smaller than itself. This tricky feline waits in the shadows to clear out the fields of small minions.
Look for other minions to provide various unique situational benefits, as well as providing general body shields for Archer to hide behind.
Example Legendary: Malory "So once again you're left with the classic Irishman's dilemma: Do I eat the potato now, or do I let it ferment so I can drink it later?" No Archer hero would be complete without Malory, his drunk mother and boss. She'll flip the tables - for better or worse - but being the good silver spoon provider that she is she'll at least make everything cheaper. Or more expensive. Playing her can be risky, but can pay off big at the right moment.
Other legendary minions to be featured: Lana, Cyril, Cheryl, Pam, Krieger, Barry
Thanks for reading! The world needs more tactleneck, and more Archer. Up-vote if you want to see more of the worlds most dangerous spy infiltrate the worlds beyond warcraft!
Phase 2: Basic Cards Teaser - Guaranteed to include even more nonchalance that you expect from being the world's deadliest agent, the deadly accurate Walther PPK, the overly destructive and significantly less accurate AK-47, Woodhouse, and the Wee Baby Seamus!
Zhaitan , in the Guild Wars 2 , is the Corruptor of Orr and the main boss of the game. He can animate the dead and he leads the army of Risen.
The Hero Power of Zhaitan is Dragon Awakening.
The Justicar version of it also gives Spell Damage +1 to you for 3 turns.
In Guild Wars 2 , Elder Dragons (Zhaitan is one) awaken once in 10000 years to consume all magic in the world , and vanish again. Once they do it , the magic starts to bleed into the world and the world becomes balanced again.
So , i wanted Zhaitan to consume magic from the opponent and made cards around the theme, also you know , cards about evil stuff and undead.
A pretty basic 3 drop for Zhaitan.
Note that the Spell Damage gained is permanent.
The first legendary of Zhaitan , a powerful late drop.
The class can be Rush or Midrange very easily if it has more cards, having a situational Hero Power and having powerful cards for those archetypes.
Avengers Assemble! Class: Director Hero: NIck Fury
As director of SHIELD Nick Fury is in charged of assembling the mightiest team of heroes to ever exist. The theme of this hero is a large variety of legendary minions that work best when there are other heroes on the field, and share a new sub-type: Avenger. The Avengers also share a new keyword: Assembled. Assembled triggers when the Avenger is summoned if there is another Avenger with a different name on the board (so if you play Iron Man when the only other Avenger on the board is Iron man he will not trigger). When an Avenger is Assembled, his true power is unleashed. All Avengers will have Assembled, so you need to chose wisely which Avenger to play first.
Hero Power: Avengers Assemble!
The hero power functions like the warlock's hero power except it draws specific cards. Since the Avengers will all be strong in their own right there is no compensation card like worthless imp if you have no Avengers in your deck.
The Cards: The Hulk
One of the mighty Avengers. His ability will only trigger when he is summoned, so it doesn't matter if the other Avenger dies or lives after The Hulk is summoned. SHIELD Recruiter
Normal people work with Fury as well. These cards help Fury bring more Avengers into the fold. By either ramp, draw, or other buffs. Quinnjet Drop Off
REMOVED
CLASS: OMNI-WATCHER
Type: Cosmic, RNG and Power up
My Class is kinda my self is a fan-character
Mini-Lote: He is a the first and only Omni-Titan created by Big Bang he created multiple universes (like the warcraft, god of war and this world) He is here for test his skill and yours.
Emotions:
Enter: Now I'll test your power
Mirror enter: I would say the same, myself
Attack: COSMIC COLLISION
Greetings: Hello, Humanoide
Winter Veil Greetings: Happy Winter Veil, Friend
Thanks: Thanks for that
Well played: Smart play
Sorry: I sorry for this
Oops: Oh-Oh
Threaten: Why I created you...
Hero Power:
is like all the 9 basic hero power but have in the end "At the end of your turn change you heroic power to a other basic"
the 3 cards:
I will say that this card has a lot RNG Like a Spell version for Mad Bomber But I will put cards That combo well with this.
Power: It does something if already used the heroic power before
Kinda reverse Inspire. This card not have many power in the basic but a lot in the TGT expansion.
Great uses to end the game or return a seriously injured minion.
To you like?
My custom class is Space Cowboy and its hero is Cowboy Bebop's Jet.
In the anime, the Bebop's crew's bounty hunting skills are... well... Somewhat lackluster at times. But if there's one thing Jet does nail it's fixing stuff. In the Sol System, buildings, cars and other spaceships tend to fall apart faster than anyone can (or is willing to) repair them. But don't you worry, for Jet is here to save the day with his hero power and unique keywords like a budding MacGyver !
The two new keywords are Repair and Broken.
Think of Broken as a reverse Enrage : As soon as a minion takes damage, it looses its card text. That's where Repair comes in. You can use your hero power to Repair Broken minions if you want the card text back. Repairing a minion will cost mana as stated on the card.
These mechanics allow for powerful tempo minions to cost less at the expense of being easily weakened later on. But I guess a picture is worth a thousand words, so here is my first card : the Novice Bounty Hunter.
When this card is played, it becomes a 2/3 for 1, but after taking non-lethal damage (e.g. a ping), it goes back to being a 2/1. Just in case you were wondering, if 3 or more damage is dealt to it, it dies instantly. When the minion is in its Broken state it might then be Repaired for 1 mana to regain its card text (+2 Health). This card is meant to be anti-aggro and is balanced against Zombie Chow.
Of course, these mechanics can be used for much greater effects than a simple stat gain, and as an example, here is Jet's loyal Hammerhead.
With a statline inspired from Bolf Ramshield, this card will shine against midrange and late game decks by freezing threats dead in their tracks like a nasty Mal'Ganis... Or you know, an Imp... I guess that works too, right ?
And finally, a card that could under the right circumstances turn a losing board into a soon-to-be-broken-again powerhouse : Jet's special Bell Peppers and Beef. I specifically chose not to Repair Mechs as the tribe is already strong regarding tempo and combining that with the Broken/Repair mechanic would restrain design space for this class' Mechs. Besides, Mechs can't really eat now can they ?
See you Space Cowboy...
Can I haz an achievement plz ?
Doctor Zoom, the Time Lord
Doctor Zoom is a time-traveling alien who hails from the planet of Gally III, in a galaxy both a long time ago and far away from Azeroth. He travels the space-time continuum in his sort of trusty time machine, T.A.R.D.Y. It can take him anywhere and anytime he wants to go, although he always seems to end up getting there a little late for some reason. Hearthstone came out two years ago, but he has just now arrived on the scene!
Why didn't I just call the hero The Doctor?
A lot of people are directly drawing from other media. I purposefully made my class a parody of Doctor Who because that gives me more creative freedom. Everyone knows The Doctor uses his Sonic Screwdriver all the time, so I could have used that as a card. But if I made that a weapon, what would his other weapons be? As a parody, I can make an entire class of weapons based on the Sonic Screwdriver. Basically, I can take the class in any direction I want.
Time Lord will be a class that focuses on control, especially bouncing cards back to the hand or deck, and the strategic value of knowing which cards are coming up next for you and/or your opponent, or even setting what those cards will be. As a time traveler, Doctor Zoom has already been to the future, so his Hero Power, Been There (a counterpart to the upgraded power Done That) let's you know what your next card will be, and also makes it cheaper to let you set up combos on later turns. There are going to be a number of cards that synergize with the hero power through knowing what your top card is. The class will also have a number of Mech minions, since it will be all future-y. Also, he only has 30 health, but keep in mind that Time Lords can regenerate upon death! Unfortunately, he's already used up all of his 13609 regenerations, and Gally III is not giving him any more extensions!
Doctor Zoom never goes anywhere without his trusty Chrono Tools! Time Lord will be a weapon class, with all of the weapons focusing on utility and being parodies of the Sonic Screwdriver. Chrono Wrench is just one example, and also an example of his minion-bouncing theme. I plan to make a lot more. Probably 3-4 weapons total in the classic set. For example, the sonic screwdriver helps the doctor get through barriers, so I'm thinking a weapon that silences taunt minions.
What's a Time Lord without his companions? The Time Lord minions will have a number of unique effects like this. With this one, I wanted to mimic time travel, where the minion is backwards. Basically, you summon the minion after it is played. This minion also fits the combo theme for the Time Lord, since you can play more cards the turn this comes out, and it synergizes with bounce effects.
Time Lord is going to be a control class, and this should be their most powerful card, kind of similar in strength to Twisting Nether. The board state will be exactly how it was at the start of your previous turn. This only includes minions in play and the heroe's health. Hands, mana crystals, and decks are unchanged. This means any minions in play will be effectively destroyed. This could be both weaker and stronger than Twisting Nether (should be harder to use) because you can't even attack with any minions you already have in play since health will be reverted too.
It was really hard to only put down three examples! I really wanted to give more examples of control cards, but most of them would be relatively plain compared to these. He's definitely going to have spells that return minions to player's hands, shuffle them into decks, and/or put minions on top of a player's deck. I think most of these should be usable on friendly and enemy minions for versatility. There will also be cards that will be dependent on your deck's top card to synergize with the Hero Power.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Class - Gygaxian Horde
Hero - Dungeon Master
Source - Dungeons and Dragons
For clarity: Your hero power would work as such. The next time the word random or a range of numbers comes up on a card during your turn you replace the word 'random' with the word 'chosen' or the range of numbers with your choice of the number. This functions a lot like Fencing Coach, after you activate your hero power your hero power changes to a 'charged' graphic and stays that way until it discharges. It doesn't have to discharge the same turn it was charged, but it does have to discharge during your turn.
In the case of Shredder it would pull up an alphabetical list of 2 drops with a scroll bar. You still need to make all decisions before your turn times runs out, you don't get any additional time.
If a card had two random efffects, say a card that did 1-4 damage to a random target, only the 1-4 damage would be under your control because it would be the next random effect. The one that came first on the card.
The above spoiler just has some detail about how the hero power works.
Whether you love RNG or you hate RNG this hero power is for you. Ever want to decide where those madder bomber bombs land? Want to pull the perfect drop out of a Shredder? Roll a 20 is the answer. Prettymuch any random effect on your turn is under your control with this charged. This only takes place on your turn however, so you don't get to determine random effects on opponent's turn. (just too messy with the timer)
It's a board clear and a decent body in 1 card. Great for flipping the board, even better if you have charged your hero power.
Compares almost directly with Faceless manipulator. Is almost exactly the same if your hero power is charged, but, if you are looking to take your chances you can get a random effect cheaper.
Compares with Northern Sea Kraken. One less cost, but, random effect instead.
Galavant Animation
Class name: Watchman
Character: Rorschach, Walter Kovacs
I have decided to make Rorschach from the cartoon series Watchmen as a Hero. Rorschach is a fighter hero, who fights with alot of anger, and thrives when he is low on health.
I decided to make a keyword for the hero called: Berserk.
Berserk is basically a quick way of saying "when your hero is below 15 health, this effect triggers". So naturally Rorschach will have alot of abilities that damages himself and his foes, and will have a risky playstyle.
Rorschach is known for throwing tantrums when he fights, this may result in some friendly fire!
Rorschach gathers his true power when he is injured.
In this case the keyword Berserk is used like the keyword Battlecry - except it obviously only triggers when below 15 health.
Rorschach will have alot of nice tools both to survive the friendly fire, but also turn the tides in a battle that nearly seems lost. The minions in his set will be alot of angry freedom fighters like himself, and naturally some from his Watchmen crew.
Class Name: Scientist
Hero:
Hero Power:
Morph (new keyword) means that a minion is transformed into a minion of the same cost- like the Recombobulator effect :)
Cards:
Dr. Delirious uses his craziness to sway the game in his favour and receives aid from RNGesus when morphing his own minions :)
Favorite Card:
Tree of Life
Favorite Card Animation :
Vol'jin or Twisting Nether
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Roborohan's Custom Card Collection~~~~~~~~~~~~~~~~~~~~~~~~~~~
Class: Captain Captain
Hero: Monkey D. Luffy (Captain of the Straw Hat Pirates)
Source: One Piece (Manga/Anime)
Luffy is able to use the elasticity of his body to concentrate his strength and power to execute a diverse range of attacks. One of them is Gum-Gum Gatling Gun that can hit several blows at once. So I made this attack as his Hero Power.
In the story of One Piece two groups are important: Pirates and Mariners.
So I created the tribe "Marine" and new mechanical with pirates.
Also new pirates.
Some objects of the One Piece universe will be transformed into spells and secrets. Like:
Hope you guys liked :)
Edit: Deleted the Justicar Power token, because exceeded the number of examples
I really had a lot of fun working on this class so here it is:
The Assassin
This is based off of the Assassin's Creed game franchise. I chose the character of Ezio to be the face of the Assassin class.
Pretty cool so far right?!
So how would this new character play? I tried to balance him in with the other 9 classes and give him a simple hero power that acts as about 2 mana's worth of power. It is:
I know, fairly basic, but his hero power acts as the center for how his class operates.
Ezio is all about establishing minions on the board and protecting them, while also keeping your opponents board to a minimum.
So how does his cards fit into this? I'll show you!
This is a great example of a common spell for the Assassin. It helps to boost the HP of all your minions to keep them alive longer. Again Ezio's whole deal is about keeping your minions alive and making favorable trades into your opponents minions all while chipping away at their face.
But all this seems like stuff you've seen before. His attitude is similar to zoo, mixed with a little more control, so how is it different?
Allow me to present a new keyword: Stab!
Stabbing works in a similar fashion to Power Overwhelming or Nightmare. When a minion is stabbed, at the start of your next turn it dies. What does this mean for the hidden blade weapon?
The best strategy is to play it to either take out a large portion of your opponents board when the weapon breaks or as a deterrent for your opponent to play either lots of minions or really big minions.
How this fits with the Assassin is he has a lot of taunt minions to keep your face and other minions alive, and minions with stealth, so when your opponent's minions are stabbed, they are making poor trades with your minions or just going face leaving you with big damaging turns afterward.
All of this leads into the final card I have for you today: the great legendary minion for this class!
Edward here facilitates both the stabbing and taunting aspect that many of the cards have and has high health and low attack because most of the minions that will be attacking him won't need to die because they'll just die next turn anyways.
This class will have its weaknesses too. While the ability to kill minions while also protecting your own is pretty great, deathrattle cards present a real problem for the Assassin. Also as a lot of his important minions are small and need multiple cards to do the job they need to do, he will be pretty weak to AOE spells as well.
Hope you liked the new class, and I hope I can make some more cards for him in the upcoming phases.
legend is like a marriage, one day it'll actually be there.
the Italian Stallion
" it ain’t about how hard you hit, it’s about how hard you can get hit and keep moving forward, how much you can take and keep moving forward. That’s how winning is done"
Hero: Rocky Balboa
Responses:
Greetings: How you doin'?
Winterveil Greetings: Yo' Adrian! Happy Christmas!
Well Played: That's how winning is done!
Sorry: The world ain't all sunshine and rainbows.
Mistake: How does my nose look?
Thanks: Yo. Thanks!
Threaten: I should break your thumb!
Concede: ADRIAAAAAAAAAAAN!
The Boxer is a class revolving around control and durability. Take note that all the things here are subject to change for balance purposes in the future. Rocky is here to pawned some chickens!
Unique Keyword: Will - if played with X more Mana Crystal, trigger a specific effect.
this keyword contributes to the control game by giving more options to certain situations. It does share similarities with the choose one mechanic, but this will always have different Mana costs and will always add an effect rather then choosing between two.
Hero Power: Eat Lightnin'
"No Pain, No Gain"
This Hero power's effect can potentially be really strong, but the existence of small minions and low Mana spells makes it less good. It's greatness comes with a long game, where u can avoid high damage to your face, with the exceptions of damaging Hero Powers.
Justicar's Upgrade: Crap Thunder!
"Thanks mike, i appreciate that"
Take note that you cannot decide who gets the damage, so the enemy can play around it. Synergies with the next card.
The idea here is to make a Justicar like effect that can be played with or without Justicar, so as a durable and extra control class, you can get more out of your Hero Power, which is used more often in control matches. Basically its a Mage Justicar's effect without Justicar's Body (which is hot) and does not always work, on the other side it can work as a lesser effect without the use of your hero power and does work on the turn u play it.
"The King of Sting"
The Master of Disaster is here to Wreck! and i mean, all the minions with less then 8 health don't stand a chance, quite good right? well he have no impact on the turn you put it (even with the Will) and is easy to remove at that stage of the game. Compare him to 4000 and you will see why its balanced. I'm not sure he would see much play, untill i will reveal some Synergies for him.
That's it for now, hope u enjoy!
Class: Primal Zerg
Hero: Zurvan
Zurvan's hero power is. Primal Evolution.
Primal Evolution triggers Evolve, the Zerg keyword, unlocking their extra abilities.
Class cards.
Everyone LOVES zerglings, to my knowledge. Zerglings are naturally very fast, earning them Charge straight away. If you managed to Evolve a Zergling, another one pops up, an exact copy (Not a token!, earning you a small zerg rush on turn 4 if you summon one and evolve it for 4 charge damage. If you can manage to keep them on the field, the opponent will be quickly swarmed with these little annoyances. They are costed like a bluegill warrior. (2/1 for 2 mana with charge) But earn Evolve as there class bonus
Next up is everyone's favorite, the Hydralisk. These little suckers shoot out projectiles that bounce between nearby enemies, earning them the ability to damage adjacent minions a little. Great for clearing out trash, such as Leper Gnomes and Spectral Spiders. There evolve bonus grants them extra range. In this game, the only card that states it has extra range is the Gladiators Longbow, and it gives immunity while attacking. So thats what Hydralisk gets for its Evolve bonus. If you can managed to keep Hydralisk on the board for a turn and evolve it, you earn yourself an immune attacker that can clear out little minions, great for anti flood and swarm tactics. However, Hydralisk has its downsides, as it has fairly poor stats to begin with. They are easy to clear out with cheap minions, and even more so with ANY aoe. But if you can keep them alive, your rewarded fairly.
Last up is Evolution Pit. Zergs are not heavy on spells, but I figured it would be best to represent them anyway. Zerg spells all focus around improving the minions. Evolution nest is a Prime(al) Example of this! At just 3 mana, you get to forcefully evolve every friendly zerg you control, triggering all of their effects right off the bat. You can even use this right after Evolving a Zergling, so Evolution Pit hits two zerglings, spawning you two more. Rush em boys!
Class Explanation: The zerg class is all about evolution, and board control. Keep your zergs alive, do favorable trades when you can, and go face any other time. Its not a face class, as zergs die to easy, and you don't get there second effects free. Support your minions with your minion based spells, to get as much value as you can out of every card. And when all else fails? ZERG RUSH!
Hope you like it, I know starcraft stuff is probably all over the place, but this was my take on a favorite~
Class : Tomb Raider.
Character : Lara Croft
Hero Power : Explore
Weapon : Magnum Pistols
Preview shows it, but not after i saved post, so link here : http://i.imgur.com/mUiCSGV.png
Your dream : keep your nice weapon from the dustbin !
You loved League of Explorer, but felt it lacked something ? Here it is : big guns for a control deck, to hammer your opponent's minions and let you time to do your stuff, like going after the Golden Monkey and other fun artefacts ! How ? You'll know if i get to next level, so vote for Tomb Raider !
You'll also need fellows explorers to discover nice RNG features. At least your hero is good looking, so the games you'll crush your opponent in RNG mode, he will forgive you ;o)
Awesome!
My hero is Daenerys Targaryen representing the class Targaryen. The Targaryen class is a powerful spellweaver revolving around Spell Damage and Dragon synergy. As seen from the example cards, Targaryen Spell Damage can get out of control very quickly, so I was careful in designing the actual class spells. Regardless, Daenerys not only uses her spell damage to deal huge amounts of damage, but to draw cards and to summon minions similar to Implosion. Many of the class minions have massive downsides that make up for their poor costs. Enjoy!
Hero and Hero Power
Daenerys's hero power is reminiscent of the Druid's hero power, but the +1 armor is all that they have in common. While the druids hero power is used to ping and for passive damage, Daenerys's hero power has to be used in conjunction with cards and shines when combined with other spell damage cards.
Example Cards
Class: Executor
Hero: Artanis
Artanis, Hierarch of the Daelaam, calls upon the full might of the protoss armada, as well as the awesome power of the Spear of Adun, to strike down his foes. Of course, protoss units are frightfully expensive...
Hero Power:
This hero power is the key to Artanis. The pylon is designed to allow the expensive protoss armies to actually show up before you get rushed down. 4 health is to allow it to survive turn 1 shenanigans. The Spear of Adun cards, others to be shown in future phases, are designed to be upgraded by still more cards.
Cards:
The warp gate allows all gateway units (which happen to be non-mech) to be warped in where needed and slightly faster. I believe this is the best way to represent that in Hearthstone. This card also allows for a faster type of play then the high-tech, mech route, as the protoss gateway units are cheaper and easier to get than the mech ones (in both games).
Speaking of high tech, here's the colossus. Low attack is balanced by the way it can board clear weak garbage. Best for a control type deck, since it'll take a while to get out, unless your pylons live.
And the opposite of the colossus, the immortal is designed to allow a early-mid game gateway army to blow past the mid-range taunts that always ruin your day. The Immortal will be mostly useless against non-taunts around the time is shows up, and not great for face damage either.
And there we have it. Artanis will likely have two possible play styles, an early-mid game consisting of weaker units, and the late game control with the robotic and stargate units featuring. Hopefully I can flesh it out a bit more in phase 2!
I bring you, the Imperial Guard!
Class: Imperial Guard Commander
Coming from the ruthless universe ofWarhammer 40k
One of the brightest commanders of the Imperium of Man, and Governor of the planet Cadia.
His hero power is very focused in his role as strategist:
This is your hero power, and the basic orders are these ones:
As this orders can't be kept in your hand for later, to use the right order in the right moment is the key for a good commander. The drawing system is the same as discover, and though pretty complicated for starters, this hero involves a lot of tactical decisions. All orders have their name in exclamations (we are shouting this things, for the Emperor's sake), and not all of them are basic orders. An example:
All these orders need minions to work. I'm showing two examples of Imperial Guard minions (two good ones, because, well, I have to promote my class):
This class should really focus on fighting for the board, helping his mates to get the upper hand through orders, supporting spell and weapons, and some late game hitters like the Leman Russ or the Ogryns (releasing in the future, if you help me to do so).
May the Emperor protects you all.
EDIT: Apparently, I forgot to write "this turn" in the order "Move! Move! Move!", so it became insanely overpowered. It should be fixed now.
EDIT2: Deleted the upgraded hero power, because I was giving too much example material. Thanks, Asylum Rhapsody for warning me. I'll take this chance to tune its art and text.
Click to see my Hearthstone projects:
Class: Koopa King
Hero: Bowser
Not much introduction needed for the nemesis of mushroom kingdom. His hero power is simple and centered around board control. It kills minions but your opponent hero (similar to the hero Mario) will almost always "dodge" the damage from fire breath. Unless the damage is lethal since the 2 armor are gained after the damage. Or if you increase the damage with cards like Fallen Hero.
Strategy: Board Control, attrition and more board control. Giving armor to both players making board control the win condition and burst damage less important. A fairly straightforwar control type of class.
One card from every pack (classic, gvg and tgt):
Gives a minion one more life. Essentially the same as Ancestral Spirit, not the first time 2 classes have the same spell. This makes a minion stick longer on the board.
GVG cards will be themed around Mario Kart a bit. Big removal. Also, all shell spells will give armor additional to doing damage or removals. In Mario Kart it attacks the racer on the lead, in Hearthstone lead position transfers to highest attack.
Similar to Flamewaker but the effect is harder to trigger so I gave him one more attack. The idea is that your hero inspires him to throw hammers.
Operator Concept:
Based on the Call of Duty series, this class interacts with weapons in a similar way to the Rogue class and contains Secrets as well as several options for Mech synergy/countering.
I'm planning on making use of assorted equipment, weapons, killstreaks and perks etc. from the Call of Duty series as well as a new Keyword, Killstreak- Does something when this minion/weapon kills a minion.
Class: Secret Agent
Hero: Archer
"Would you say we'd be venturing into... a zone of danger?"
The Archer class is the ultimate solution to a problem that doesn't exist. As the self-proclaimed best secret agent in the world, his impeccable style and flare for a lack of planning plays right in to this class focused on a form of control that often appears to be out of control until everything falls in to place. Or doesn't. He rarely uses weapons, except guns. Lots of guns. And explosives. And make-shift projectiles. And his classic good looks.
Overconfidence: "Trust me, I know what I'm doing."
This passive hero power gives Archer a unique method of rapid card draw, and is at the core of the mechanic the class deals with most: modifying card cost. Inspired by the fun effects on the flow of a game produced by cards like Loatheb and Emperor Thaurissan, the cost of a Archer's plays are unpredictable at best and dangerous at worst. Careful timing, typically perceived by non-super-spies as dumb luck, will be what's necessary to ultimately win.
Example cards
Example Spell: Tactleneck
"I didn't invent the turtle-neck, Lana, but I was the first to recognize it's potential as a tactile garment."
The staple of a good super spy is being able to find just the right moment to make the hard things easy. Or to just get lucky. The mana reduction applies to the cards drawn at the beginning and end of the turn, as well as any drawn by any other means during the turn (before or after this card is played).
Look for other spells to follow suit with their manipulation of card costs at the expense of fumbling the occasional easy play, as well as other classic spy maneuvers like gambling away agency funds, drinking heavily, and making elaborate voicemail pranks. And obviously more tactlenecks.
Example Minion: Ocelot
"Look Lana, he thinks he's people!"
Best friend to Archer - maybe his only friend - the ocelot is a skilled predator of things that are smaller than itself. This tricky feline waits in the shadows to clear out the fields of small minions.
Look for other minions to provide various unique situational benefits, as well as providing general body shields for Archer to hide behind.
Example Legendary: Malory
"So once again you're left with the classic Irishman's dilemma: Do I eat the potato now, or do I let it ferment so I can drink it later?"
No Archer hero would be complete without Malory, his drunk mother and boss. She'll flip the tables - for better or worse - but being the good silver spoon provider that she is she'll at least make everything cheaper. Or more expensive. Playing her can be risky, but can pay off big at the right moment.
Other legendary minions to be featured: Lana, Cyril, Cheryl, Pam, Krieger, Barry
Thanks for reading! The world needs more tactleneck, and more Archer. Up-vote if you want to see more of the worlds most dangerous spy infiltrate the worlds beyond warcraft!
Phase 2: Basic Cards Teaser - Guaranteed to include even more nonchalance that you expect from being the world's deadliest agent, the deadly accurate Walther PPK, the overly destructive and significantly less accurate AK-47, Woodhouse, and the Wee Baby Seamus!
The Elder Undead Dragon
Zhaitan , in the Guild Wars 2 , is the Corruptor of Orr and the main boss of the game. He can animate the dead and he leads the army of Risen.
The Hero Power of Zhaitan is Dragon Awakening.
The Justicar version of it also gives Spell Damage +1 to you for 3 turns.
In Guild Wars 2 , Elder Dragons (Zhaitan is one) awaken once in 10000 years to consume all magic in the world , and vanish again. Once they do it , the magic starts to bleed into the world and the world becomes balanced again.
So , i wanted Zhaitan to consume magic from the opponent and made cards around the theme, also you know , cards about evil stuff and undead.
A pretty basic 3 drop for Zhaitan.
Note that the Spell Damage gained is permanent.
The first legendary of Zhaitan , a powerful late drop.
The class can be Rush or Midrange very easily if it has more cards, having a situational Hero Power and having powerful cards for those archetypes.
Avengers Assemble!
Class: Director
Hero: NIck Fury
As director of SHIELD Nick Fury is in charged of assembling the mightiest team of heroes to ever exist. The theme of this hero is a large variety of legendary minions that work best when there are other heroes on the field, and share a new sub-type: Avenger.
The Avengers also share a new keyword: Assembled. Assembled triggers when the Avenger is summoned if there is another Avenger with a different name on the board (so if you play Iron Man when the only other Avenger on the board is Iron man he will not trigger). When an Avenger is Assembled, his true power is unleashed. All Avengers will have Assembled, so you need to chose wisely which Avenger to play first.
Hero Power: Avengers Assemble!
The hero power functions like the warlock's hero power except it draws specific cards. Since the Avengers will all be strong in their own right there is no compensation card like worthless imp if you have no Avengers in your deck.
The Cards:
The Hulk
One of the mighty Avengers. His ability will only trigger when he is summoned, so it doesn't matter if the other Avenger dies or lives after The Hulk is summoned.
SHIELD Recruiter
Normal people work with Fury as well. These cards help Fury bring more Avengers into the fold. By either ramp, draw, or other buffs.
Quinnjet Drop Off
Another way to summon more Avengers. There will be different Avengers so that sometimes this card has good value and sometimes it does not.
Hope you enjoyed
Sources of artworks of the cards:
http://sachalefebvre.deviantart.com/art/Nick-Fury-336575201
http://www.firstshowing.net/2007/marvel-avengers-movie-with-iron-man-and-hulk-coming-eventually/
http://www.comicmultiverse.net/the-hulk/
http://comicbook.com/2015/07/23/marvels-avengers-age-of-ultron-keyframe-art-by-andy-park/
http://jamiefayx.deviantart.com/art/Agent-Coulson-Director-of-S-H-I-E-L-D-524228286
EDIT #!: Increased size of pictures.