Oh wow, I'm honored. It's been great, thanks to everyone!
Definitely something I'd love to do again, it's been great to see ideas come to life and see other people's ideas as well!
- Kostick
- Registered User
-
Member for 8 years and 5 days
Last active Tue, Apr, 20 2021 21:16:37 -
- 1
- 11
- 22
- 0 Followers
- 6 Total Posts
- 5 Thanks
-
1
ravennos posted a message on Custom Class Competition #6: Grand FinalePosted in: Fan Creations -
2
ravennos posted a message on [Class Competition Finalist] - The MonkPosted in: Fan Creations"Oh, yes, I have many, many stories to tell..." - Chen Stormstout
The Monk Class -It was long ago that the pandaren were subjugated by the mogu. Forced to use only their hands, the monks learned the ways of the fist, and drawing upon their inner strength, their Chi. These masters became the new hope for the pandaren, and were known as the monks. After mastering their crafts, the time finally struck for them to revolt, and the masters were ready to break free.
The monks arrive to Hearthstone wielding their fists as a weapon, as well as their Chi, their inner strength to power themselves up when they gather enough energy. They are just in time, as the Old Gods are descending upon the world to twist it in their corrupted vision. The less fortunate are swayed by their gaze, though the strong will continue to fight on and take a fist to even the gods themselves. Will you join the fight against C'Thun... or will you ally alongside him and his twisted minions...
Strengths and Weaknesses
"It is important to master the brew and not let it master you." - Chen StormstoutStrengths: Healing, Board Clear, Card Combinations, Card Draw, Dragons
Weaknesses: Card Generation, Minion Buffs, Minion Swarms
Limitations: High Attack Weapons
Hero Power and Keyword
Serenity is your basic hero power as the Monk. It allows you to restore 1 Health to anything, while also granting +1 Attack for your hero. You can use it to top off minions in the early game while taking some trades yourself, or for keeping your hero sustained while dealing a bit of damage back to your opponent. Eminence is the upgraded version.
This hero power encourages a more sustained style of play, edging on maintaining a few larger minions on the board while taking out small threats yourself. The class itself focuses a bit on control, so that they can make it to later turn in order to trigger their class Keyword: Chi.
Chi is an effect that appears on both minions and spells. It enhances the card when played for bonus mana, effectively increasing the card's cost to make it stronger or add on a different effect. Sometimes, Chi will alter the effects of a card to change it's targeting or effect, or it can simply provide bonuses to the card's power. Cards with more then 1 Chi effect on them will trigger effects in order from top to bottom, so any cheaper Chi effects will also be included in the most expensive version.
Using Chi cards, Monks are able to remain flexible, dropping cards early if needed, or saving them for their more powerful versions later.Deck Tech
"Home brew is the best brew, because you can drink it right away!" - Chen StormstoutWith the Whispers of the Old Gods expansion alongside the Disciple and Basic sets, there are several deck archetypes that are possible with the Monk. Here are a few of them:
C'Thun's Might - Emerging alongside C'Thun and his army, fuel the Old God and release his power on your enemies.
Use early C'Thun buff cards to power the old god up as quick as possible before fishing it from your deck to wipe out your enemy. With some finesse, you can even bounce the god back to unleash his wrath again and again. This is a faster take on C'Thun decks from Whispers of the Old Gods.
Combo Bounce - Powerful battlecries, copying minions, and sending them in and out of hand to repeat their effects again and again.
Using a number of bounce tools, Monks can set up some powerful minions to play over and over again, while either gathering attack power on their hero, or building an army of minions with powerful effects to repeatedly use, though it falls victim to heavy tempo loss over time. Plays like Battlecry Rogue or other similar archetypes.
Chi Control - Sustain yourself until the late game when your Chi effects can swing the match.
With heavy healing, board clears and defensive minions, this strategy involves staying alive until you have enough mana to drop heavy Chi effects, making every card in your hand a potential powerhouse. This deck also runs a lot of dragons, who synergize quite well with one another. Similar to control style decks like Priest or Warrior."And now... it's time for Pandemonium!"
Showcase CardsFinal Sets
Basic Set - 10 Cards
Token:Disciple Set - 20 Cards
Tokens:Whispers of the Old Gods Set - 15 Cards
Token:Final Thoughts
First and foremost, thanks to everyone still reading for reading this far! I'm happy that I was able to keep your attention this long. Second, this was quite the project to work on, and I couldn't be happier with the end result. It's always a blast to try and envision what a new kind of class could bring to the table in terms of card design and exploring mechanics that aren't touched upon as much as they could be. Thanks to everyone who participated and gave amazing feedback, and thanks to everyone who voted for me, hopefully this final set can win you over yet again!
Special shout out to Artimex723 who was my partner for the final challenge and the creator of the Scheming Darkfin! The card fit so perfectly with what I had planned it was incredible!
Hopefully I got some gears turning, and presented an interesting and fairly balanced set of cards. It's always fun to dream the what ifs! As Chen would say, "For some, the journey is the destination."
Thanks again for reading and checking out this project!Bonus (Flavor Text)
Flavor Texts! Managed to at least attempt them all!
Cheers!: The only kind of bad mug is an empty one.
Meditator: He’s centering his spirit and achieving harmon- Wait! Is he ASLEEP!?
Soothing Mist: Most Mistweavers make a killing working at the sauna.
Kegstaff: Just put the barrel... on a stick! Oh my god... that’s GENIUS!
Tiger Palm: Do tigers even have palms?
Dragon Master: It’s not a dance! It's a sacred form that happens to be thousands of years old!
Touch of Death: Look how close my finger can get without touching you!
Spinning Crane Kick: Only works if you screech as loud as possible and flap your arms.
Dragon Spirits: One wants to help. The other wants scratches first.
Ancient Dragon: Rides available for disciples only.Moment of Peace: Oh, just you wait 'til I get to next turn buddy!
Old Sage: In his younger years, he spent his days being told to get off lawns. Now, he refuses to leave them.
Provoke: Hold out your fist, they’ll run right into it. Works every time!
Rapid Uppercut: Some spend time meditating to focus their Chi. Others take a more direct approach.
Li Li, World Wanderer: Maybe the real reward was the foes your dragon ate along the way.
Monk of Leisure: All masters know how to fight. Only the best know how to make others do it for them.
Round of Drinks: But really, when has one round ever been enough?
Storm Aspect: She can just never stay in one place for too long.
Breath of Fire: Guess the dragons taught them something after all!
Dragon’s Fists: Ever been punched by a dragon? Lucky you.
Gust of Mists: Just tank another hit, I promise it will work this time!
Lone Wanderer: He’s never really alone. He has himself!
Monk of Sparsity: Foolish of you to think I was finished! I’ve only just begun!
Storm, Earth, and Fire: Make sure you pick your targets! Spirits are above ganging up.
Invigorating Guardian: She makes you work for it...
Tough Customer: If you throw me out, everyone in here is coming with me!
Emerald Serpent: ... He makes it better when you do.
Pandaren Commander: A team is only as strong as its weakest link. Don’t let it be you.
Aysa Cloudsinger: If you listen close enough, you can really hear the clouds singing!
Test of Skill: I said! You are FREE! To EAT!Scheming Darkfin: Calm down it’s just a murloc! Wait... why do I hear boss music?
Blackout Kick: Ignore the other foot tripping your circuit breaker.
Light of Tomorrow: I need a hero! I’m holding out for a hero ‘til the end of the night!
Pandarean Trainer: He brings out the best in you, as long as your best isn’t too much.
Shadow Mimicry: Some days, we’re all only shadows of our true potential.
Spiteful Brewmaster: It’s going on your tab, whether you wanted it or not.
Corrupted Visionary: He sees only darkness... no wait... he sees... Storm, Earth and... AND!!!
Lead the Fight: Punching an ancient entity in the face is certainly one way to get allies on your side.
Turn the Tides: It’s not running away, it’s called a tactical retreat!
Blightspreader: Could probably stand to up his conversion rates.
Dark Disciple: Watching you attack makes his master stronger... don’t question it.
Inspiring Courage: Some are brave. Some are stupid. Sometimes, it’s both.
Fist of the Heavens: When the heavens give you a gift, you better use it or lose it.
Zexi, the Many Armed: Zexi so sexy.
Martial Masters: What’s better than two masters? Four masters. -
2
Ashkrell posted a message on [Class Competition Finalist] - The MonkPosted in: Fan CreationsWow I want monk to be in hearthstone!
Congrats on making these lovely cards! -
1
ravennos posted a message on Custom Class Competition #6: Final Phase, DiscussionPosted in: Fan CreationsJust wanted to drop by for some potential feedback! The Monk will be taking on the old gods in Whispers of the Old Gods (which didn't have 2 legendaries but I just went with copying the DH rarity from Ashes)
There is a wild mix of cards in the bunch, with some loose archetypes being Combo Bounce to build up a lot of copies of minions that grant Attack, and Speed C'Thun to push as much power into the Old God as quick as possible before slamming it.
Thanks to Artimex723 for the Scheming Darkfin, which also happened to come from an oddball tribe, a Murloc. If that breaks the rules though, I will also adjust one of my own to an oddball tribe. I was also given the challenge of a Legendary Weapon! Anyway, here's the set:Combo Bounce:
C'Thun's Might:
Misc Strategies/Gimmicks:Thanks, feedback appreciated! Good luck guys!
-
28
ravennos posted a message on Custom Class Competition #6: Phase One, SubmissionPosted in: Fan CreationsMy first time taking part as well, and I bring you the ever creative Monk!
Class Identity:
The class focuses on control tools, heals, hero attacking, and minion bouncing. They also have some dragons, and a new keyword coming with future sets, Chi, to enhance some of their cards with bonus effects when played later in the game at the cost of additional Mana.
Showcase Cards
Remaining Basic Cards
Token
-
11
SpaceTimeDream posted a message on Mosh'Ogg AnnouncerPosted in: Mosh'Ogg AnnouncerBlizzard please... "someone else" is not specific. Please be consistent in card text. Unless we test this card first hand or get clarification from developers "someone else" could mean anything. It could mean "random character", "random minion", "random friendly character", "random friendly minion", "random enemy character", "random enemy minion"
-
4
Moop547 posted a message on New Druid Card Reveal - Wardruid LotiPosted in: NewsI really hate this card design. Not because it's bad (like most of the dummies in the comments are saying), but because druid has enough cards that can be thrown in any deck. This card has the same issues as Branching Paths in that it's waaaaaay too versatile to the point of it being auto-included. This card is GOOD. The 4 2 rush is SO STUPID. That's already a great card in Druid of the Scythe. Every single one of its forms is GOOD. They're all literally cards in themselves. Premo-taunt stats, really good rush stats, Dalaran Mage and a slightly worse Giant Wasp which doesn't matter because the +1 damage is irrelevent because you never go face, or expect to hit a large 1 attack minion with the wasp. At this point you might as well give druid a 3 mana: Battlecry: gain the stats of any 3 drop in the game. YOUR CHOICE.
And the worst thing about this card: It's a freaking legendary. GENIUS. Make a card that can be thrown in any deck, then make it legendary so new players cant take advantage of it. All of the problems with Branching Paths
-
0
N7spectre posted a message on New Druid Card Reveal - Predatory InstinctsPosted in: NewsTerrible card, terrible art
-
5
Garlicnerd posted a message on New Mage Minion - Spirit of the DragonhawkPosted in: Card DiscussionFunnily enough, this card would be so much better if it cost 1 more mana.
- To post a comment, please login or register a new account.
1
So much flavor!
I always thought that bouncing was a mechanic that didn't have enough cards, these look really cool.
Also everything seems really balanced, usually custom cards are crazy powerful. They could just put this in the game right now and probably not have any problems.
2
You basically have a probability of 1/3 (or 1/4 if you have played 2 chain gangs) off the first battlecry trigger getting it, by the grumble battlecry triggering first. And it has a probability of 2/3 (or 1/2 if you've played 2 chain gangs) off the second battlecry trigger of it happening. It also has a decent chance of spawning a second taunt divine shield body on the second battlecry trigger. Even if you don't get the trigger though the combo seems really strong, and just the 2/4 taunt body seems good in the midgame.
We'll see in a few days once the patch rolls out how good this deck is, but I think your list is one of the most optimized that I've seen, and this deck has a real possibility of being the best deck in the game.
I'll definitely be playing a ton of this combo deck.
2
I would actually recommend Lone Champion over Feral Spirit, not only is the deck pretty threat light meaning that it is very likely that you will be able to activate the battlecry, there is not a small chance that Shudderwock can get the divine shield and taunt if it triggers before the Saronite Chain Gang battlecry or after the Grumble, Worldshaker one. This would mean that along with the healing from Lifedrinker battlecries that you might end up with the Tirion Fordring body protecting you from a lethal backswing after the first Shudderwock.
2
I think most people are missing the point of this card. I see it merely as a way to force draw Fire Fly so you have guaranteed mana filling and combo activators in a rogue deck. Rogue also has multiple ways to make up for having a bad tempo play on turn 4, especially with activated combo cards.
The only combo deck I could see it in would be "spell" hunter, where you can guarantee Kathrena Winterwisp on turn 8 that will pull King Krush and Giant Mastodon.