This is the Submission Topic. The Discussion Topic is here.
Shadows, here again to make sure you all made it through unscathed. Well, those of you that are supposed to be here, anyway. I'm sure the other entrants got out of the fiery arena of death guarded by a monstrous Dragon just fine. As a reminder, the only people who should still be alive competing are:
(Along with Deathwing's Wild Cards, NiRaSt and Opal736)
We've made it to Phase II of the competition, where you each have to dazzle us with what is arguably the most important and at the same time least interesting part of a class's identity - the Basic Set. All the rules are outlined below, so take a gander and submit when you're ready.
Oh, and don't forget to adhere to the extra challenges! We even let you pick out the three that you have to follow, so you have no excuse for disliking them. That's how democracy works right, everyone ends up happy? If not, Deathwing's been telling me about this great idea he has for a dictatorship after he manages to convince Alexstrasza and Cogito to let him go. We can see how that works out!
GENERAL RULES
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only. If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out. * You are allowed only one submission , consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I. * You may make only minor edits to your entry once you have submitted it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first. * You may not delete any posts you make in this topic. No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that. * You may not create your own topics on this forum for competition-related material. If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with a class that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. You also may not reference or link to your topic in official competition topics.
* You must host your card somewhere other than Hearthcards. We encourage you to create your entry material using Hearthcards.net , but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to Imgur , Photobucket , or some other similar site. We understand that there are some Hearthcards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs. * You may not submit any Gold cards or animated cards, nor may you include any images in your post other than the requested submission materials. A single banner or border, to introduce the class, is allowed. We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners. * You must insert your images into your post using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good. * Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified. How should you size your cards? Well...
Adjust cards to a width of 250 , and you should be able to get three in a row!
Adjust cards to a width of 180 , and you should be able to get four in a row!
Adjust cards to a width of 150 , and you should be able to get five in a row!
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE II: The Basic Set
In this Phase, you will each construct your class's Basic Set . Here are the requirements for your Class Creation Competition Phase II Entry (And these may vary due to certain challenges)
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
Note that it is okay if you've decided to make some minor alteration to your Hero Power since Phase I.
EXAMPLE BASIC CARDS We do not want to see your Class's entire Basic Set out in the open.
You are allowed up to five (5) example Basic cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
As these are Basic cards, they should have no expansion watermark and no rarity gem.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
There are many keywords that do not appear on any existing Basic Card, and they may not appear on any of your Basic Cards either: Counter , Deathrattle , Enrage , Immune , Secret , Silence , Stealth , and any other keyword that has been introduced in future expansions (e.g. Adapt ). In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Spellstones and C'Thun synergy, and so on. Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elemental or Dragons.
Just as Choose One , Combo , and Overload do not appear on any Basic cards, neither may any of your class's unique keywords appear on any of its Basic cards.
REMAINING BASIC SET The remaining five (5) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You voted furiously to determine what extra challenges entrants would have to follow, and here they are! As a reminder, all entries must also meet these requirements . Don't get disqualified over a simple fix!
The first challenge in this round is pretty simple - you need to either go big, or go... none? There's a nice catchy phrase there somewhere, whatever. The point is that Deathwing? He's a simple Dragon. He's going to want to see that his new friend can either bring something as powerful as he is to the table, or that they come prepared with weak little morsels. Make sure you include one!
Last phase we told you that Deathwing's new friend must be highly intelligent. Secret is, that's because Deathwing ain't the brightest flame in the fire. In order to hold his interest, we're going to need you to start off slow. Simple cards for a simple dude.
Finally, our last challenge is really just for fun, to be honest. I mean really, you think Deathwing cares about silly jokes and phrases? He's an incredibly powerful Dragon, don't be absurd! So for this challenge, just go nuts! And/or bolts, as the case may be.
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase III of the competition be determined? The answers to these questions and more can be found below...
PHASE IV: Whispers of the Old Gods + One Night In Karazhan Challenges Poll: TBD Submission: TBD Poll #1: TBD Poll #2: TBD
PHASE V: Mean Streets of Gadgetzan + Journey to Un'Goro Challenges Poll: TBD Submission: TBD Poll: TBD
PHASE VI: Knights of the Frozen Throne + Kobolds & Catacombs Challenges Poll: TBD Submission: TBD Poll: TBD
NOTE: All stages of the competition begin and end at 22:00 UTC. ALSO NOTE: This timetable is subject to change at any time, even after the competition begins, if it seems like too many folks are struggling.
* During Submission stages, Submission Topics will be unlocked and (remaining) participants may submit their entries. During Phases I-II, you may also use this time to go ahead and up-vote submissions that you like. * During Up-Voting stages for Phases I-II, Submission Topics will be locked. Use this time to up-vote submissions that you like. Note that advancement during these Phases depends entirely on up-votes. * During Polling stages for Phases III-VI, Submission Topics will be locked, and all eligible remaining participants will have their submission material included in a separate Poll Topic to determine advancement. Phases III-IV include two Poll Topics because I anticipate we will have enough participants remaining that we will not be able to fit everybody in one Poll Topic. Note that up-votes in the Submission Topics are irrelevant to advancement during these Phases.
How will eliminations be done, and how many competitors will advance from each phase to the next?
I'm glad you asked! We will be taking a equal proportion of competitors from each Phase of the competition to the next, and we will be ending with exactly four finalists. That being the case and their being five total eliminations before the final round, that proportion can be found by solving for x: [# of valid Phase I entries] * x^5 = 4 The higher the number of valid Phase I entries, the lower that proportion becomes. Just so you have an idea, the proportion hits 50% when we hit 128 entries, which is likely, but it only hits 33.3% when we hit 972 entries, which is less likely.
As mentioned above, advancement to Phases II and III will be determined by up-votes only. However, these up-votes are weighted using a formula identical to the process used by our Weekly Card Design Competitions: ( ab ) / ( c ) = x (Where a is the total number of up-votes that your submission received, b is the total number of valid submissions on the same page as your submission, c is the total number of up-votes on valid submissions on the same page as your submission, and x is your submission's final weighted up-vote score.) Why bother with this formula rather than just taking each submissions up-votes directly? Because earlier pages simply get a lot more views that later pages do, and we do not want rushed, early submissions to have an advantage over later submissions that took more time to get their entries just right. The formula basically measures which submissions stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible, because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
As mentioned above, advancement to Phases IV, V, and VI will be determined by polls. These polls will be multi-choice, meaning that voters can vote for every entry that they like. Whenever we have to split a Phase's poll into two to make it more manageable for voters, advancement will be determined by looking at each class's final percentage scores, not by looking at the direct number of votes they received, since we can't guarantee that the same number of voters will vote each day. Poll results will always be hidden until the poll has concluded, and for polls split in two, this does also mean that the results of the first poll will not be revealed until the second poll has concluded as well.
The winner of Phase VI, and thus the entire competition, will be determined by a poll much like the ones before, except that it will be single-choice, requiring voters to pick their single favorite class, and will have a much longer polling phase than usual to give us plenty of opportunity for promotion and such.
In the event of a tie during Phases I-IV for the last possible advancing position, all entries involved in the tie will be allowed to advance; the more the merrier, I say. We will absolutely not have more than four finalists, however, and so in the event of a tie during Phase V, the three Fan Creation Forum moderators (that is, Cogito_Ergo_Sum, ShadowsOfSense, and PupleMD) will vote to break the tie. In the event of a tie during Phase VI to determine the competition's winner, the title will simply be shared unless both finalists request and agree to a tie-breaking round.
But wait, there's more! During Phases I-IV of the Competition, each Fan Creation Forum moderator (ShadowsOfSense, PupleMD, Phoenixfeather, ThisOtherGuyTox, Cogito_Ergo_Sum, Otovent, linkblade91) will have a Wild Card , which we may (though are not required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
Are you curious what will be required for future phases of the competition? The challenges will remain a secret , but I'm happy to tell you the general submission requirements.
PHASE III: The Classic Set
In this Phase, you will each construct your class's Classic Set . Here are the requirements for your Class Creation Competition Phase III Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE CLASSIC CARDS We do not want to see your Class's entire Classic Set out in the open.
You are allowed up to five (5) example Classic cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
As these are Classic cards, they should have the Classic watermark, and you should include 6 Common cards, 5 Rare cards, 3 Epic cards, and 1 Legendary minion.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
There are many keywords that do not appear on any existing Classic Card, and they may not appear on any of your Basic Cards either: Discover , Adapt , Lifesteal , Recruit , or any other keyword that has been introduced in future expansions. In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Spellstone and C'Thun synergy, and so on. Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elementals or Dragons.
REMAINING CLASSIC SET The remaining ten (10) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC SET You should include your completed Basic Set from Phase II behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Classic Set material. It is fine if these cards have undergone some minor modification since the end of Phase II, but thy must still adhere to all of Phase II's requirements.
PHASE IV: Whispers of the Old Gods and One Night in Karazhan
By having your class's Classic Set approved of, you've shown that you can make a completely functional class. But functional isn't good enough. Your class must also have room to grow beyond that. For this phase, you'll be proving that it can by giving your class Whispers of the Old Gods and One Night in Karazhan cards. Here are the requirements for your Class Creation Competition Phase IV Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE WOG & ONiK CARDS We do not want to see your Class's entire WOG and ONiK Sets out in the open.
You are allowed up to five (5) example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
For this phase, you should have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion with the Whispers of the Old Gods watermark. These may not have Adapt , Spellstone Upgrades, Quest , etc., as those mechanics did not exist until later expansions.
You should also have 2 Common cards and 1 Rare card with the One Night in Karazhan watermark. These may not have Quest , Lifesteal , Jade Golems , etc., as those mechanics did not exist until later expansions.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
REMAINING WOG & ONiK CARDS The remaining seven (7) cards of your class's WOG and ONiK Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC AND CLASSIC SETS You should include your completed Basic and Classic Sets from Phases II and III behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase IV material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE V: Mean Streets of Gadgetzan and Journey to Un'Goro
Congratulations on being a semi-finalist! With positively received Whispers of the Old Gods and One Night in Karazhan sets, you've proven that your class's concept and mechanics have room for expansion. Now, there's only one last thing to do: narrow down the best of the best. For this phase, you'll be giving your class Mean Streets of Gadgetzan and Journey to Un'Goro cards. Here are the requirements for your Class Creation Competition Phase V Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE MSG & JtU CARDS We do not want to see your Class's entire MSG and JtU Sets out in the open.
You are allowed up to five (5) example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
For this phase, you should have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion with the Mean Streets of Gadgetzan watermark. These may not have Adapt , Recruit , or other mechanics that did not exist until later expansions.
Your class must belong to a crime family, but it is up to you to determine how you want to go about that!
You may have it join one of the existing Crime Families (Grimy Goons, Kabal, or Jade Lotus). You would not make any Tri-class cards as they already exist.
You may invent an entirely new crime family with its own unique mechanical gimmick(s). This new Crime Family would be comprised of your class and two other classes, which can either be official Hearthstone classes (e.g. Mage) or other fan-made classes within this competition. You would then need to create 3 tri-class cards for this new Crime Family ( 1 Common minion, 1 Rare minion, and 1 Legendary minion) , and like the existing crime families, your family's Rare minion should just have the card text "Battlecry: Discover a ______, ______, or ______ card.". To be clear, you would not need to make any class-specific cards for the other two classes you select to be in your class's crime family if you choose to go that route.
You should also have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Quest with the Journey to Un'Goro watermark. These may not have Lifesteal , Death Knight cards, or other mechanics that did not exist until later expansions.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
REMAINING MSG & JtU CARDS The remaining cards of your class's MSG and JtU Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC, CLASSIC, WOG, and ONiK SETS You should include your completed Basic, Classic, WOG, and ONiK Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE VI: Knights of the Frozen Throne and Kobolds & Catacombs
Here we are, finalists! In the last phase of our competition, you'll be giving us your class's Knights of the Frozen Throne and Kobolds & Catacombs sets, as well as constructing your own custom Finale Topics:
FINALE TOPIC There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such: [Class Competition Finalist] DEATHWING (Replace DEATHWING with your own class's name, of course.) Then, bring it to our attention, and we'll link to it from this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Class however you think is best.
KFT & KnC CARDS In addition to including the required material from all previous phases, you must add the following:
3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Hero card with the Knights of the Frozen Throne watermark. These may not have Recruit , Spellstone Upgrades, or other mechanics that did not exist until later expansions.
3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Weapon with the Kobolds and Catacombs watermark.
And of course, it wouldn't be a Game Show if your Finalist Topic didn't have...
P R E S E N T A T I O N !
EXAMPLE CARDS These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send ShadowsOfSense 8 example cards from your completed collection, preferably via PM, to be included in the Final Poll Topic. The Final Poll topic will look very similar to this one from our first CCC, except that no token cards will be included.
REWARDS
In addition to truly epic bragging rights, ALL finalists will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 7 competition themed around their winning class!
ARCHIVES
Want to see how things went during our first three Class Creation Competitions? Want to see what the winners and other finalists did during each phase? Then check out the links below!
Note, that some competition rules, especially formatting rules, may have been different for past competition.
Here are four cards that should define the identity of the Mathematician:
Disprove: one of the most painful feelings for a mathematician, not including rejection from your crush, is discovering that your mathematical proofs have weaknesses. The flavour here is that by disproving the validity of a minion (by dealing damage to it and potentially by killing it) its controller should feel shame, and by shame I mean 6 damage to your face. Notice how the text says "and to the hero who controls it", meaning that if, for any reason, you cast this card on a friendly minion, you will be the one to be humiliated for your weak mathematical proof. A-ehm, I mean, minion. This card also fulfills the first challenge. Division: one of the basic operations is of course one of the Mathematician's basic cards (SPOILER: there are all four of them). This card is an example of another theme of this class, which is "damage split among minions" effects. There will be more cards with a similar effect (I showed another example in the previous phase). Division will basically "divide" *wink wink* 5 damage among enemy minions. This card, with the card "Zero" in the spoiler, fulfills the third challenge: "Division by zero". Foolproofing: this class, as I said in the previous phase, uses Spell Damage in original ways. This card is an example: the more Spell Damage you have, the more you will restore your Health and, as the name suggest, the more computational power you have, the better you will make your mathematical proofs solid and impossible to disprove. Book of notable formulas: one of the mathematician's best friend, specially during an exam. I'm showcasing this card to show how I would like to make this class both minion-oriented and spell-oriented, in order to have, possibly, many archetypes. In the spoilers, the remaining 6 cards:
Subtraction: you subtract health from your enemies and restore health to your minions. A simple basic AOE spell. Sum: you sum your enemies' numbers to a friendly minion, so that he is just good enough to be a threat to the enemy board. A good card against zoo decks, I hope. Multiplication: just multiply by two the strength of a minion and see what happens! An expensive card, but versatile since it can be used both offensively and defensively. Young Math Student: the core concept of this class, Spell Damage . Zero: having a 0 in your calculation could be a very good thing or a terrible catastrophe. In this case, it works as an early game defense, but not very effective because of its attack. Well, what did you expect? Basic Calculator: not all mathematician will admit it, but sometimes we lose the ability to do simple math. This is just the right weapon to get your hands dirty and solve problems, and with a bit of (Spell) power it works even better. This class will not have many weapons but there will be some, in a similar fashion to the Shaman class.
Thanks for your attention, good luck to everybody in this II phase. NOTE: I used the Archmage class template for my cards, it can be found on the hearthcard.net site. Any image, except for some minor modifications, have been found on the internet. All rights belong to their respective owners.
Hello, everyone! This time around, we'll be showcasing the cards in the Jewelcrafter's Basic set. As with any other class, the cards in Alistra's basic set are designed to give her a strong starting point for new players to build decks off of, but also to remain relevant to current decks and metas! While the Jewelcrafter is based off of strong minion buffs, which will be appearing in the Basic set, there are also enough different kinds of spells, such as removal, to build a foundation for the Jewelcrafter to thrive with different deck archetypes. These cards will also demonstrate the variation of flavour you can expect from the Jewelcrafter class. Crystals, gems, and ores often hold great power on Azeroth, and whether it be Fel, Light, or Arcane energy held within, the Jewelcrafter can harness that power to devastating effect (in style)! Without further ado, here are five of the cards that no apprentice Jewelcrafter can leave home without!
Light's Heart: There's no stronger start than a ten Mana board clear and minion buff inspired by the power of the Prime Naaru! Yes, this card can be truly devastating under the right circumstances, and serves as the perfect finisher for any Jewelcrafter with enough minions! It also serves as a very strong board clear that also strengthens your minions. If you cast this under the right circumstances, it can pave the way to a radiant victory! However, ten Mana is ten Mana, and there is no reward without a little risk...
Diamond Czar : This sinister member of the Dark Iron clan is an expert on gems, namely diamonds. If you can manage to keep him alive, you can get a bit of value out of him by having him retrieve spells from your deck! Mechanics concerning spells, as you'll see in later cards, are a core aspect of the Jewelcrafter experience, whether it be drawing them, discarding them, or reducing their cost.
A Girl's Best Friend : (Get it?) Remember, Jewelcrafting isn't just about winning games. Any meathead Warrior or Hunter can manage that. Jewelcrafting is about winning games in style . This spell will help you do just that. With a similar effect to Animal Companion , this card offers a randomly statted minion that can help you in either an offensive or defensive position. A smart Jewelcrafter can manage to secure the board and use this card to strengthen it. A lucky Jewelcrafter will secure the board with this card.
Crystallized Fel : This powerful source of energy left in the wake of the Burning Legion gives power enough to make your minion a conqueror, but what must you give in return? Just a spell. Whether you run this in a midrange deck, hoping not to discard anything you'll miss or run it in an aggro deck with very few spells to discard, this can give great power at a terrible price. Or, more accurately, great tempo at a forgivable price.
Crystallize: Finally, we come to what is probably the most infinitely useful card in the entire basic collection, Crystallize! While Crystallized Fel might be more useful in aggro situations, Crystallize is a powerful control card that offers both removal and strong armor gain. What more is there to say? It's just a super strong card, and no Jewelcrafter deck would be complete without it.
Designer Insights:
Hello all! Thank you so much for your support during phase one of the competition, I really appreciate it. I never could have anticipated the reception I received! Basic, as any of my fellow entrants will know, is a very difficult set to design cards for. You have to make a card strong without being too high value, unique without being too complex, focused in its design without being restrictive and overall something that suits your class perfectly. While the challenges in place made this difficult for me (especially Simply Perfect---My cards were always JUST over two lines!), I hope you all consider the cards I present to you here as enjoyable indicators of what the Jewelcrafter is capable of. Thank you all so much for reading this, and I hope you enjoy the Basic set!
-Wrought
Other Cards:
Note: All art used in these custom hearthstone cards was found on the internet. I do not own the rights to, nor did I create, any of it. Additionally, all custom cards were made using the card generator at hearthcards.com, using the "Sorcerer King" custom class border by Xervian. Thank you for reading!
PITCH
The Tactician excels at containing his enemies’ attacks and restricting their actions.
As Sun Tzu said:
“
To subdue the enemy without fighting is the acme of skill.”
About the Hero Power & Galvanize new keyword
Maneuver
can be used to turn any friendly minion into a defensive wall.
Sentinels
(1 Mana 0/5 minions from the Basic Set) are perfect targets for a Maneuver on turn 2, or later as they can be summoned via other cards. The Hero Power can also be used offensively to expose an enemy minion who hides behind a
Taunt
minion - Yes,
The Black Knight
.
The Hero Power gives the Tactician a tool to prevent some damage for few Mana and use the rest for defeating his opponent.
Winning battles always brings you closer to win the war. Dealing damage to the enemy Hero will
Galvanize
your troops, triggering special effects like temporal Attack boost, . This is doable several turns in a row considering the different tools the Tactician owns to damage enemy Heroes (see Classic Set below).
The Tactician lacks of offensive minions but can count on Spells and Galvanize effects to defeat his opponent within several turns.
ADVANTAGES
High Health & defensive minions
Direct Hero damage tools + Galvanize
Autoactivated Secrets
FLAWS
No apparent aggro potential
Weak/unreliable removals
No healing tool, except few Armor options
BASIC SET (1/2)
Aerial Bombing:
The Tactician is always focused on the enemy hero (he has few/weak minion removals).
Aerial Bombing
allows him to reach his opponent no matter the situation of the board. Furthermore, it triggers any
Galvanize
effects (new keyword).
War Front Supply:
The Tactician knows how to maintain his troops in good shape.
War Front Supply
is a very cheap spell that keeps your high Health
Taunt
minions standing, especially the
Sentinels
(Basic 1 Mana 0/5 minion, great targets for the Hero Power - see spoilers).
Blitz:
The Tactician only attacks when the victory is certain. Once the enemy Hero is damaged enough (
Aerial Bombing
) and his troops stand still on the battlefield (
War Front Supply
), the final assault can be launched, even with apparently inoffensive 0/5
Sentinels
.
Hold the Line:
A Tactician knows when to attack, even 2 turns in advance.
Holding the Line
grants him free resources: it is the cheapest spell for drawing a card. However, it comes with 3 flaws: 1) you need a friendly minion on the board; 2) it won't be able attack next turn; 3) you communicate to your opponent that your next turn will be defensive... probably ;)
Military Leave:
You don't have to kill enemies minions to win. Just keep them busy out of the battlefield by sending them on
Military Leave
. You're free to ignore the targeted minion or trade it with your owns. It's a great tool against high Attack or
Deathrattle
minions.
BASIC SET (2/2)
Searing Welcome:
Any enemy who attacks the Tactician and misses the opportunity to defeat him right immediately should expect a radical riposte.
Searing Welcome
only leaves one chance to enemy minions to attack. Passed that occasion, they are removed from the battlefield, leaving space for the Tactician to re-build his defenses.
The two "Nuts // Bolts" cards are in the above spoiler.
The Predator Class , as represented by Alalirith is thematically focused on targeting the right prey, and hunting down your victims.
Hunt the Weak is the Hero Power and essentially sidekick to the Predator. It is simple and sweet where it acts as a ping that finishes off weakened enemies (following that predator theme). It is better than Reinforce in terms of removal and trading, but weaker in terms of aggressive face pressure where it cannot attack heroes.
Hunt is the new exclusive Keyword for Predator in which is core to the mechanics of the class. It essentially acts as if the card was "hunting" another target and is waiting patiently for the right time to strike. This tempo-oriented, skill focused Keyword would separate players in their decision making; "Should I reveal this minion and deny the Hunt effect, or should I decline to attack and use the effect's value instead?"
EXCELS AT:
Tons of removal
Huge tempo swing cards
New way to play!
FALLS FLAT:
Very limited direct damage
Low amount of Taunts
No healing options
Drumhunter (Minion) is one of the Predator's best and few card draws, accessible in the Basic set. It is meant to be a strong draw effect with a strong early game statline because the Predator will lack a lot of those resources. It uses a hunting theme to scavenge for more cards.
Strike (Spell) becomes one of the Predator's best removal cards that can easily deal with his opponent's early drops. As a 0-cost Spell, it can make for incredibly high tempo plays much like Backstab can do. Removal? Tempo? 0-COST??? What more could a class ask for?
Splinter (Weapon) is one of many weapons that the Predator will be able to use. It is again, another reactionary card much like the rest of cards he has. Dealing double damage to minions essentially makes it a crazy removal card without the ability to deal face damage well-- a central theme for this class. It also utilizes the last minion played mechanic so your opponent really needs to think about the order to play their minions in.
Strategize (Spell) is one of few card draw options that Predator has, thus making it so strong. On top of that, many cards in the class are extremely reactionary, so playing it next turn because of the discount won't necessarily be the right play. It purely depends on the player's ability to use the cards strategically ( ooh, like the name of the card ) and play accordingly. Although purposefully overpowered (much like Fire Elemental ), it is a strongly needed card for the class that also boosts the need for the player's ability to play well.
Feast (Spell)* showcases the "last played" mechanic in an interesting way. Thematically, Feast depicts a spider who devours three unsuspecting victims as if he just, well, feasted. It is a strong removal card that also requires you to play correctly (this Spell could kill your own minions if you aren't careful and attentive!) to make the most of it. It's expensive, it's reactionary, but it'll be oh-so satisfying when you pull it off.
"Ya see guys, I told 'ya I could handle this, let me present myself,
Deathwing
, I am Quarnassio, the Legendary Mercenary from around, you might know me for getting rewarded for it, aye? Yes, we bring massive destruction to the most obscure battlefield, rewards might be apart, but you can't deny that we do it in a badass form! I lead them, while they do the dirty, scrappy work, everyone gets a reward for that! Convinced? No, let me show you my past!"
Quarnassian Reminder
Marking
is the Mercenary new keyword, with this simple touché, your
Hero Power will always target that/those minion(s)!
But its not the only thing for!
Marking
also makes synergy between cards, a lot! So be sure to set your objective before shooting at the operative! Manage the RNG manually!
(If there's a single Marked enemy minion wtih 1 health, the 2nd shot will go randomly to another target)
Advantages! Of course we have some of those around here! Let me, ugh... find the papers... here they are!
Excels at Single-Target removal.
Good at controlling the board
Debuffing and Minion- Disruption are abundant.
Versatility, of course a leader must have another plan to lead victory!
Aye! Um... does our class needs to be perfect in every way
Deathwing
? No? We can't? *sighs* Okay dude, we AIN'T perfect, you get it? We won't kill anything too- wait, y'know what? I am gonna find the papers AGAIN.
Low-Health Minions
Lack of efficient board clears, either too expesive or too conditional.
Gets overrun by small minions.
So don- Oh of course! My manners! So let me present my Core, ehem, or the Basic Set, as most people know as.
Distract
: A simple debuffing spell to see how the class can excel at minion removal, you can remove a big minion and let the other's survive gracefully! Though that means you are losing some damage in maybe wherever else.
Meatshield
: Mercenaries help each other, they protect their teammates, because they have a common objective, money. Meatshield is a good protective/aggro source, as someone can sacrifice itself for the sake of the others, which can lead into a lot of options to use this.
Clarification: The minion that you targeted to gain
Taunt
won't gain +1 Attack.
Westlands Mugger
: Stealin' is good, right? As they complete their hunting objectives, they gain loot overtime, which can lead into more advanced plays, or bigger weaponary. A simple minion that represents the class easy synergy with Debuffing and advanced plays.
Loot the Victim
: Always do it before disposing the corpse, they might have something! If someone was killed, you can loot it corpse for some loot, good! Right? A Card Draw, which has an advantage with controlling the board, a common thing on the Mercenary.
Dead or Alive
: Kill someone, get the reward, is as simple as they say. Dead or Alive has tons of uses, additonally of killing a minion, you can use the coin right instantly for another play, or reserve it for another turn and unleash more chaos on the battlefield!
Rest of the Basic Set
Tokens:
Clarification: Mercenary Ambush minions will attack from left to right, if the minion that was attacked dies, the rest won't attack it, possibly surviving.
For example, you use this on a
Bloodfen Raptor
, the Raptor will die and a 4/1 and two 4/4's will be on your side of the board, with summoning sickness of course.
Clarification: Demand AND Supply, just if anyone was asking.
Clarification: There are 6 cards with 2 lines or less, the Italic text on Supply doesn't counts to the limit, since it's an explanation, just like
Mark of the Wild
So good luck you guys with the competition! Hope you get to the next phase!
EDIT: Reduced card image size on spoilers, there weren't 5 in a row.
EDIT 2: Changed a card on the Basic Set, still following the rules.
EDIT 3 (AND I SWEAR IT'S THE LAST ONE): Corrected Hero Power wording
Hero Power:
The Spirit
class is based on full Health minions.
Soul link
helps them to stay at high health and prevent from dying.
NOTE: You can use Hero Power even if there aren't any minions on your side. It heals only your hero then.
CARDS
Explanation:
Suffering Spirit:
This class has got many small minions. This is nice 1 drop , because you can use even Hero Power to buff it (by restoring to full Health). When it grows up, it becomes a problem for your opponent.
Life Cell: The Spirit
has got many ways to heal. One of them is
Life Cell
, which is small, but effective. A cheap heal is always needed.
Scared Owlet:
An interesting card draw for 3 mana. It allows you to control a little bit more your card draw. Is this better than
Novice Engineer
or worse than
Gnomish Inventor
? Evaluate !
Smaller Explosion:
Small damage to a minion, also helps controlling the board. Fast way to kill almost every 3 drop.
Blessing of Light:
The Spirit
is based on full Health minions. This card restores to full Health, but also buffs a minion, so it becomes harder to kill it. This activates also
Alleviation
(a new keyword fot this class).
The LONER Class is characterized by a slow, control, combo -based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations. HOWEVER, just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.
Class Keyword (not featured in Basic Set):
The Loner wants to Preserve all kinds of treasured memories and memoirs. He wants to make, and be, a good friend by understanding new feelings and remembering dear ones. This way, one day, those wonderful memories will resurface and offer opportunities to bond with old friends, kindle forgotten relationships, and draw critical combos to destroying the enemy!
Basic Showcase (5):
Designer's Thoughts:
Mood: Pleased (Challenge: All or Nothing) – Cheap access to sustain, the only tradeoff being that it's a symmetrical effect. Definitely a card aimed at either playing long game or mitigating aggro damage.
Friendly Moss – Cheap access to card draw. The aim here was to design an effective turn 1 minion body while not being useless when drawn late game. However, it also grants your opponent card advantage. Solid option for mill decks, pretty decent in midrange but may pose some consequences in control versus control matchups. Pretty good if you want to go the aggro route as well.
Bury (Challenge: Nuts//Bolts) – Similar wording to the class keyword. You will find that there will be a lot of synergistic card effects that work with the whole "cards at the bottom of your deck" thing.
Strength in Solitude – Pretty good midrange buff option. With early/mid-game options revealed in later sets, there will also be feasible methods and synergies with cards that work with "Lonely" minions.
Memories – Good for combos, good for control matchups, not a bad option for slow midrange decks that play reactively.
The Hatchet (Challenge: Nuts//Bolts) – Pretty solid mid-game auxiliary source of board control. As this metaphorical weapon suggests, the Loner will have access to other interesting armaments to maintain a slow pace, or just go face if you are playing aggro.
Spur of Confidence – Another source of removal or reaching burst. Not the MOST cost-efficient, but it's there as an option if you want to for some reason pack your deck with removals or direct damage.
Mood: Angst – Ah, the Loner's basic hard removal card. Fairly efficient to use in control/ midrange decks, with pretty reasonable Health tradeoff – unless you are under 15 Health, in which case you might wanna think about using it.
Spiteful Destruction – Some tradeoff if you really need that board to be cleared. Probably a decent one-of inclusion in many midrange and control decks. Fortunately, you can choose in which order your Preserved cards are shuffled to the bottom of your deck, so you can mitigate the consequences.
Gentle Golem – A Class-unique War Golem, a slightly smaller version of Ironbark Protector. Standard, basic, not very special, but it's there if you don't have a lot of high-mana legendaries to round out your deck.
And there you have it! The LONER Basic Set! I hope you vote for my submission to see a lot of cool and interestingly themed cards in future competition phases!
The inspiration for absorb came from the idea that Mystics, in addition to being seers, aspired to 'absorb' the holy and become one with God. Thus, their minions take the power of spells thrown at them and turn it into something else (and yes, if an opponent spell kills the minion, the effect DOES go off).
Combine a bit of clairvoyance, religious fervor, and a desire to harness magic, and you get my Mystic class.
Basic Set - Example Cards
here is a mock-up of how Seer of the Forest (a mechanic that will be seen again!) works/looks:
huge thank you to NiRaSt!!!! How cool is this?! :D
Basic Set - Other Cards
Nuts // Bolts Challenge:
Hoping it's obvious, but since I split them up... it's
Lucky
//
Charm
;)
Thank you Cogito for the fantastic banner, and to my amazing discussion thread friends for the feedback! <3
edited to change 'Charm' art, thanks Schlauchneid!!
Using minion placement, meteors, asteroids and temporary buffs to reshape the cosmos!
Flavor text:
Orbiting Asteroids:
Having a stable circle of friends can make all the difference. Of course, these guys aren't stable, so they probably won't make much of a difference.
Nebula Lightning:
A quick and easy way to give someone survivor's guilt.
Meteor Impact:
Did it hurt when I fell from Heaven?
One Small Step:
You know someone has high standards when they consider leaping through the clouds a "small step".
A Giant Leap:
The leap is the easy part; it's the landing that's hard.
Cosmic Empowerment:
Warning: Side effects of gaining cosmic power include coughing, headaches and a desire to conquer the galaxy. If the last one occurs you will be defeated by a group of either magically empowered young girls or piloted mechs.
Astro-Juggernaut:
He may seem intimidating now, but watching him try to scratch an itch on his back is just painful.
Antimatter Anomaly:
Many people have thrown themselves into the anomaly in an attempt to gain superpowers. Most just end up with funny hair and a stutter.
Soothing Starlight:
The average temperature of a star is 5,800 Kelvin. So at close range starlight really isn't very soothing.
Sun Elemental:
He always thinks everything revolves around him.
Geomancer's Disciple
is the first card that I choose to showcase in this set which shows the class identity mentioned in Phase 1, Durable. It's lost of stats compared to a normal 2-drop but gaining 3 Armor with no real big condition is great!
Crushing Arms
is the greatest card I've made so far in the whole entire basic set, it being a generally a better
Flanking Strike
but with a small condition that is usually ignored. It being able to hit face is also a very flexible card but your not likely to get a minion that way, so this makes players not always want to go face. The card helps with control slightly and gives a nice amount of board presence.
Break
is the hard removal card of the basic set and for geomancer class. It is the most flavourful card, I've done during the process of making the other basics, the second last card to be made amount the ten cards. The idea of it is just as simple as
Assassinate
and
Whirlwind
combined but the flavour show makes it so that the debris of the destroyed minion scatters and hits everything else.
Rain Boulders
, the card i showed in phase 1 will most likely be a recurring idea in the geomancer class (Deal x damage, Y number of times). It having the damage deal twice separately and
spell damage
synergy makes up for it being a weaker version of
Consecration
.
Cursed Monolith
, the big bomb of the set which is based of Radioactive Bombs and Uranium itself. Having being able to deal high amounts of damage to the board to clean out left over weak enemies and maybe some casualties but in the end you'll get two mutations that shall be in your service, wonder how that works thou. Maybe the Monolith has some kind of Mind Controlling properties? Spooky~ ~
Other Cards:
Ps Nuts//Bolts challenge is "Break" the "Mold
Tokens:
Token for Mold and Crushing Arms Token for Cursed Monolith
O Great Dragon of the end, I ask of you but one favour. Close your eyes, and listen closely to the wailing of the souls trapped in this broken realm. If you so wish, I shall give my all to free you from these bonds and stand by your side. Together, we shall heed their prayers - and free them. Also, if you don't mind, we should really go for dinner some time.
The Harbinger is a class with two main themes - slowly bringing about the inevitable apocalypse (read - grind-y fatigue control) and burning everything to the ground NOW, with FIRE (read - super burst combos). With her band of devoted cultists under her command, she also has the capability to go for a more tempo-based, token-style game plan. Red Burst is very powerful, and allows her to efficiently clear enemy minions in the early game, as well as enabling synergies and burst damage in the late game.
Keyword:
When the time comes, all things shall burn to ash. How do we make peace with this reality? The answer is simple: you must learn to love destruction. You must learn to revel in it.
*Note: Does not appear in the basic set.
Revelry is a keyword that embodies the Harbinger's lust for destruction. It's a mechanic that already exists within the game on cards like Flesheating Ghoul , but it's a far more central part of the Harbinger 's class identity, and appears on a large amount of her class cards. If used right, Revelry effects can generate massive value, and allow for some hilarious chain combos.
Notes: - Revelry will trigger once for each minion killed in an AOE or trade. - Minions that are killed by an AOE or trade will not trigger their Revelry effects. - Minions don't trigger their own Revelry effects if they die.
Example Basics:
Card Explanations:
Rally the Chosen: You who are nameless, abandoned, unwanted - come! Gather by my side, and you will never feel lost again. Rally the Chosen is an end-game card that gives you both some burst damage to finish the game, as well as board presence. 1/1 Cultist tokens will be a little sub-theme of the class.
Oracle's Prophecy: Ah, yes. The images come - a violent inferno, a scarlet sky, and then... peace. The Harbinger class has many cards that synergise with your hero having high attack, indicative of Faye's unique charisma and ability to rally people to her cause. This card provides some card draw, which is important for all decks.
Blazing Claw: Some flames long for more than a wild, fleeting glory - they long for a shape, a purpose. A seemingly innocuous weapon that actually has very strong synergies. The Harbinger is a weapon class, but they aren't as central a part of the identity as they are for a class like warrior, and will not show up very frequently. The attack boost granted by weapons counts as 'Hero Attack', which enables some very powerful synergies as they can be used to 'store' attack over multiple turns.
Deal with the Devil: Do you wish for power? I will give it to you - as long as you make me one promise... A card that could be useful in a token archetype, buffing up your small dudes into kinda-big, kinda-scary minions. Since the card gives about +2/+1 at max (assuming you don't run weird 0 attack minions) and essentially freezes the buffed minions (unless they were summoned this turn), I figured it's fair enough at (1). Like Warlock, the Harbinger has access to demons and synergies with them (which will be included in later sets).
Initiation: Do not fear - despite our reputation, we are like brother and sister here. You will be treated well. The Harbinger class has access to some limited Armor gain, as well a little healing, as a form of sustain in order to offset all the damage you'll be taking as you punch minions with your hero power. A decent enough play on 2 that can save you some precious health.
Other Basics:
tokens:
Notes: - Slash and Burn are the Nuts//Bolts cards. It refers to an agricultural procedure where you cut/burn down trees to create fertile farmland. - Bloodfire Acolyte has been changed from the one submitted in Phase 1. It is now a 2 mana 2/1.
My entry for this competition is the
Time Traveler
class. This is a class themed all around... well, time which is represented in several different aspects of the class. The Hero Power of the class is
Glimpse
, which has you look at the top 3 cards of your deck and rearrange them in any order (if your deck has less than 3 cards when you activate this, it will simply show you less cards instead), allowing for strategically planning ahead a few turns because now you know what you're going to draw and being able to change and optimize your draws.
This class also introduces a new keyworded mechanic for the class,
Quick-Time
.
Quick-Time
effects activate if you play the card on the same turn it's added to your hand (either by drawing it or generating it, anything counts). In most other classes, this effect seems like it would be inconsistent and top-deck reliant. The
Time Traveler
class however has many ways to get around this, namely their Hero Power in which you can rearrange the cards you draw to make sure you draw the
Quick-Time
cards when you actually want to draw them. There are also some cards in the class which can make
Quick-Time
cards even easier to activate. This however is the Basic set, so we don't have to talk about it here.
UI for the Hero Power
These cards can be found back on the Phase I post.
Speaking of which, let's look at 5 Basic cards that showcase some of the aspects of the Time Traveler class.
One might look at
Future Sight
and think "This uses a card slot. Why don't I just use my Hero Power instead?" True, you can do that. However in addition to costing no Mana to play, you get to look and rearrange another card. That one extra card can easily make an extremely significant difference and make more strategies and plans. This is basically a one-time Hero Power with a huge powerspike which could be very strong.
Accelerate Time
provides a very interesting cycle card for Time Travelers. You can play this, then play the card you just drew essentially negating the 2 Mana cost of this card with the reduction of the card you just drew. It can be very useful for setting up
Quick-Time
effects combined with planning what you want to draw with it (possible via Hero Power and
Future Sight
). At first glance, this might look underpowered compared to
Far Sight
. However Shaman has no way to manipulate or see their deck order and because of the smaller cost and discount, it's easier to get Mana value out of this.
In addition to being able to manipulate time, Time Travelers also practice sand magic. Sand is the element of time after all.
Quicksand
is a good example card of this. For 4 mana, you put a minion back on top of their owner's deck. It's like a
Sap
, though it forces your opponent to draw the card again and take their draw up for that turn. Though usually not Mana efficient, you can also put your own minions on top of your deck to re-activate their Battelcries or
Quick-Time
effects.
Time Traveler also gets
Been There
and
Done That
. Two cards that both cost 4 mana and have similar effects which copy cards (
Been There
for minions and
Done That
for spells). The two cards complete the phrase "Been There, Done That" (challenge 6 yo!). When you see a minion card, you know you've been to their location before and you travel there and alter reality and give you additional copies of it. You'll also remember all the cool stuff you've done on your travels and
Done That
will give you those memories and live them once again.
Remaining Basic cards:
Flavor Texts:
Future Sight
-
It's important to not spend too much time focusing on your Future Sight, or you'll lose your Present Sight.
Dust Typhoon
-
Pro-tip: Do not disenchant your good cards to make your Dust Typhoon bigger.
Accelerate Time
-
It's amazing how impatient some Time Travelers are when they can literally control time.
Sandmancer
-
Listen to the new Elite Tauren Chieftain song, "Enter Sandmancer".
Rehgar
was a gladiator and gladiator-slave owner in his early days. He even owned Valeera and Varian "Croc-bait" Wrynn for some time. Ultimately, he decided to retire from the gladiator business and became one of Thrall's advisers. But fear not! Rehgar is back in action and ready to relive his glory days in the alternate universe of Hearthstone :)
What other famous (or infamous?) characters will join him in the dirt? Listen to the cheering of the crowd to find out!
Deceptively Simple:
9/10 cards with 2 or less lines of text
Nuts // Bolts:
Hack'n'Slash
Card descriptions:
Back to Basics:
i know this card might seem super weak and it kinda has to be to pass as 0-cost, but i still think it very much has its uses. If you can land it on a sizeable minion it will act as a soft-heal, preventing the minion to go face. The minion is still able to trade into your board and my class is all about minion combat, so this is by no means a pure
"Can't attack. Period."
effect.
Nobody Saw Nothing:
cheap card draw, or so it would seem. It's basically an
Arcane Intellect
when combined with the hero power. But since
Momentum
operates out of your hero attacking, sacrificing the hero power for a card draw could have an additional cost of not triggering
Momentum
effects that turn.
Pep Talk:
i actually love the flavor this card ended up having :D i think it's hilarious. You will give your minion(s) a "pep talk" of such magnitude, that they will run through anything to get things done!
Guild Weaponsmith:
i wanted a very simple minion that would synergize with my hero power and/or
Momentum
and i think i got it. The effect is obviously pretty strong, but i think the awkwardness of having it on a 1-drop balances it out nicely. It does give you a decent T3 with the hero power for example, so it is not
that
awkward :) You can obviously keep it for a
combo
with an actual weapon, but the beauty of it is that you can play it for tempo on T1 or just buff the weapon from your hero power for a little extra dmg to fill your curve whenever.
Requiem of Rainbows:
decent control option that has synergy with
Momentum,
but doesnt promote aggro style since goin face has little value. I know its a silly name, but i kinda liked it when i found it searching for some weapon names online and i actually had an art to match it (!), so i went with it. Expect some interesting names out of the future weapons as well. I am fully accepting this as one of my class'es themes at this point. I think it is plausible, since gladiators would definitely name their weapons, right?:)
Late for Training:
i know that givin a minion
Charge
is generally frowned upon and the original
Charge
(card) was nerfed cause of how strong of a potential it had for OTKs and such. But iv actually got a positive feedback on my version of it, with -2 Attack givin you latitude to utilize the mechanic of an immediate attack, but not necessarily doing tons of damage. Expect some
Momentum
synergies in the future with this card, to make for some cute
combo
(s) :)
Slash:
a strictly worse
Consecration
, but that is ok, since one of my class' weaknesses is
"weak aoes"
. It is still very much a decent card. Namely for Arena.
Parry:
you've already seen this in Phase 1. One of the few defensive tools in the "protect" category, with a great flavor i think :)
Worthy Opponent:
my class is mostly about minion combat, so a beefy minion that can stick around is very much a thing you would want. Not the most interesting minion ever made, but a decent standalone one to threaten the board that would be expected to survive a turn. Good card for any new deck. Also it would be a very good arena card, which is something i strive for with most of my cards.
---
Thanks to the guys in the discussion topic for helping me fine tune some of the cards ;-)
Intro: Remember all those powerful scrolls from dungeon crawlers and World of Warcraft that need no magical ability to use? Have you ever wondered what would happen if a random guy just casually decided to grab a few bags full of those and run around like a lunatic? Well wonder no longer! I present to you, Gabriel Gillian, the Scribe!
Hero Power: A scribes magic comes from scrolls and tomes, which comes with one big advantage, if you use a scroll and you need another, just draw one up (Gabriel is quite the artist)! That of course will take awhile hence the extra mana cost but the possibilities opened by it are endless!
New Keyword: Tome These show up like a secret but visible to both players. They are buffs that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once. There are no tomes in the basic set however but I have many to show off in classic!
Class Themes: - Controlled RNG effects. - Effects with a duration. - The condition of "If your opponent controls no minions" on cards. - Cards that affect adjacent minions.
Strengths: - Extremely versatile hero power that you can adapt to your opponent. - Plenty of card draw. - Stronger while opponents board is cleared (KILL ALL THE THINGS!!).
Weaknesses: - No healing (some preemptive pseudo healing options are available however). - Limited direct damage and finishers (must win through complete domination!). - Weaker while behind on board (as you have less control over your controlled RNG effects, and no good comeback cards).
Example Cards:
Even though the class is not particularly minion or buff orientated, there are still some options available as the perk of being a scribe is having something ready for every situation! Scroll of Might is also a good way to dump a card if your drawing too much, and it's an early enabler for your hero power.
Sometimes the most powerful scrolls aren't even magical! This is an example of the preemptive pseudo healing the class has access to. However if your already on low health, it probably isn't gonna help you that much. This is also another early enabler for your hero power.
Scroll of Fire is the perfect example of the controlled RNG effects the class uses. If your ahead you can likely exactly control the outcome of the card. However the bigger your opponents board, the less control you have over the card and the worse it becomes.
Scroll of Destruction is the classes signature removal card. It works wonders with your hero power assuming your not behind and can spare the extra mana.
Acolyte of Suffering may not seem like much but he can turn cards like Scroll of Fire into a buff. A rather versatile minion that can add new options to your hand!
The
Sea Witch
is a class revolving around adding cards to their deck in order to create powerful combos or to simply generate card advantage. While the primary flavour of this class is to be patient, bide your time, and eventually harness the ocean's rage to beat down your opponent, that is not to say the Sea Witch is slow. A flexible hero, Lady Vashj can just as easily play the fast game
à la
midrange or with elaborate combos. She can even try to rush you down with cheap, synergistic minions and direct damage.
The
Sea Witch
revolves around:
Adding cards into your deck
Efficient deck cycling
Strong healing
Effects that occur when a card is drawn
Multiple playstyles
Keyword: Reservoir
Reservoir is a fairly straightforward keyword that is heavily alluded to in the Basic set. While no card specifically needs a deck size, adding cards is clearly a powerful tool for the Sea Witch, and thinning your deck by drawing is also greatly promoted. These interactions gradually ease new Sea Witch players into using the future Keyword.
Example Cards:
Calm Currents
is a fast and easy way to load up your deck with cards other than simple fillers. Cheap and versatile, maybe you needed that third copy of a minion for a
combo
, or maybe you and your opponent are nearing fatigue and you shuffle in two big threats into your deck. Or, perhaps you simply want to increase your deck size for future interactions. The possibilities are endless.
"This card makes us want to row, row, row our boat down some gentle stream."
Scry Me a River
is the most obvious indication that any archetype, control,
combo
, or even tempo/aggro can benefit from padding your deck. It is always available for use with just a single Hero Power; 1 mana for a card draw isn't half bad after a Hero Power. But, new Sea Witch players will soon learn to
combo
this off after shuffling multiple cards in. After all, 1 mana to draw 3 sounds enticing.
"Boo hoo, I'm drawing a bunch of cards, oh woe is me.
Sea Elemental
is another way to benefit from shuffling cards into your deck, but this time, it's a board-based interaction. Straightforward but clearly with great potential, these are the sort of minions Sea Witches can expect to see down the line. Sea Elemental is flexible and can be played in tempo or midrange decks.
"He and his fellow Giant rarely sea eye to eye."
Glintscale Stormseer
is the second of only two minions in the Sea Witch's basic arsenal. It harkens back to the well-loved
Azure Drake
, but players must take care to notice the subtle difference. This minion does not simply draw a card, but rather draws an Ocean Depths, which then cycles itself. This means you must have previously shuffled in an Ocean Depth.
Glintscale Stormseer
rewards the player for upkeeping their high deck count with extremely efficient draw. This card also teaches new players how an Ocean Depths will interact when drawn outside of their opening draw. Glintscale Stormseer embodies ideal Sea Witch gameplay: efficient draws, deck thinning, and an excellent incentive for filling up your deck.
"'Go search the depths yourself, these are my treasures!'"
The final showcase card is the class' Basic hard removal. It is a more expensive
Assassinate
that provides 6 Health to your hero in the long run, but most important, fuels combos. It soon becomes apparent that
Three Fathoms Below
with Scry Me a River is an excellent
combo
. While a simple card on its own, it hints at how the Sea Witch has powerful two or even three-card combos in the future.
"The deep blue claims all."
Remaining Cards:
Gift of the Queen explained:
The Naga are known for their longevity and this is represented in Hearthstone with powerful healing. Gift of the Queen is a step up from
Darkscale Healer
's effect, but sacrifices the 4/5 for double the healing and a lower cost. It's a versatile healing tool, both able to protect a board and prolong your Hero in a pinch.
"Debatably better than a heart-shaped box of chocolates."
Serpentcrest Staff explained:
The Sea Witch do have access to weapons, but unlike most classes, they mainly wield staves with the occasional bow. To differentiate between a crude sword or axe and a graceful magical tool, all of the Sea Witch staves will have a
battlecry
. The new Sea Witch player is eased into this with the Serpentcrest Staff; it is excellent against many early game threats and even packs in some healing.
"Hail Hydra."
Storm:
The Sea Witches are some of the most powerful magic users on Azeroth; their spells are some of the most devastating. Storm is a controlled RNG spell that is more often than not, not RNG at all as it only targets minions. It's flexible and shines best in the early to mid game. The Sea Witch, while having some AOE, does not have access to much which can be viewed as one of their weaknesses. Storm is a card that tries to alleviate this while still retaining this weakness as part of the class' identity.
"Oh, the weather outside is frightful."
Murloc Mating Call:
One simply does not wade into the ocean to not find Murlocs. And if anything, Naga routinely use Murlocs as... reagents... for some of their darker magics. Perhaps rallying some willing Murloc Warriors to fit for Nazjatar would be more fitting. Murloc Mating Call cements the eventual role of a faster Sea Witch, as every class needs to be able to be played in various ways. It can either be used as simple removal, direct damage to the enemy hero (which is comparable to
Kor'kron Elite
), or it can be used as a
combo
piece with the
Grimscale Oracle
in the Basic set or even with
Murloc Warleader
. Murlocs are synergistic and require strong card draw, two boxes the Sea Witch handily checks off, making them a perfect class for this tribe.
"'MMGLLGLGLG,' said one.
'MGGGGLRLRLRL,' replied the other, blushing.
'MMMGRRRRLL!"'
'MMGRGLL MRGL!'
And the two lived happily ever after."
Frostfire:
Once again, the Sea Witches demonstrate their magical prowess. Though mutated, one must not forget they were once Night Elves who drew their power from the Well of Eternity itself, and their leader was undisputedly the most powerful mage of her era. Sea Witches are still able to draw upon powerful magics to rival even the mages themselves.
"True fact #2254: Freezer-burned meat is still OK to eat. It just tastes weird."
For more insight into Wiona, her backstory, and some of her other cards, check out my Phase 1 Submission
The Windspeaker is a class that revolves around the conjuring of powerful storms, turning a Gust of wind into a powerful Hurricane. In Hearthstone terms they seek to fester a combo by carefully controlling their hand and sticking to a single game plan. By copying specific cards (a key ability of the class cards and the Hero Power Monsoon ), the Windspeaker can tailor their own game plan and adapt to most situations. They can also conjure up these powerful combos through the repeated use of a few cards, something seen in the new keyword ....
Tempest rewards the player to sticking to a game plan, and rewards strategic planning. Cards with this keyword will be the cornerstone off every deck since they will drive the power of this class in the late game.
Example Situation (card revealed in phase 1):
Turn 1: Use on a minion, deals 1 damage to it
Turn 4: Use on the enemy Hero , deals 1 damage to them, then deals 1 damage again (total = 2)
Turn 10: Play this on a minion while you have Malygos on the board, deals 6 damage to it, then 1, then 1 again (total = 7)
Pros:
- Adaptable Play Style
- Powerful Late Game (Tempest)
- Rewards Strategic Planning
Cons:
- Weak Early Game
- Low Impact Board State (Stats / Taunt)
- Hero Power has no Immediate Effect (Arena)
Jet Explanation
This is one of the Windspeaker's most versatile cards (works like Death Coil ). The first use of this card is to target a minion and kill them most of the time (divine shield and Ultrasaur not included). The second use is as a burn card, one of only two in the basic and classic sets. Because both burn and Assassinate effects are quite limited in the Windspeaker's array of cards, they must choose wisely when using this card, and must also decide if this card is worth copying because of its inefficient cost.
Dive Bomb Explanation
This card is primarily a board control card, but in some niche cases it can be used as a smorc card. It is also versatile in how it can be used to deal with the board. Instead of a single 4/4 minion, you instead get four 1/1 minions (weak to AOE) which allows you to split the damage in whatever way you want. By planning ahead with this card, the Windspeaker can take advantage of situations where the splitting of damage can give you the upper hand, instead of wasting it on a single minion.
Chinook Explanation
For non-Canadians here, a Chinook is a warm wind that blows down the East side of the Rocky Mountains, usually in the winter. Flavor wise, I felt it fitting that a warm wind falling onto land quite matched the idea of healing everyone on the board. Mechanically, it allows for a very powerful heal effect for the Windspeaker, but is not as powerful compared to a similar Priest card ( Greater Healing Potion ) since the Windspeaker is not primarily a healing class. It can heal your minions, but on the flip side it will heal you opponent and their minions.
Calm Explanation
" The Calm Before the Storm " is a common saying and one I used to meet the "Nuts // Bolts" challenge. Both of these cards work on their own as powerful cards, but naturally fit together as a two piece combo . Alone, Calm can be compared in power to Arcane Intellect , but is actually a tutor effect. Think Sense Demons , but this card fishes out two of the same card from your deck. The only time it will do nothing is if you deck contains no duplicates at all. This works well in propelling a game-plan forward ( Tempest card) and meeting the 'if you're holding two or more of the same card" condition, but also lowers the unique amount of cards you will draw. So even though you are drawing two cards, it lowers your chances of drawing a card that may fit the situation you are currently in.
Storm Explanation
Dealing 1 damage to all enemies is a key mechanic of the Windspeaker, and you can also see it in Twisting Elemental (in spoilers below). This card alone is very in-efficient, comparing it to Arcane Explosion shows that it should only be two mana. Yet a new mechanic of the Windspeaker is the new card condition: "If you're holding 2 or more of the same card". This can be pulled off in an enormous amount of ways, but works especially well with the pair of this card; Calm . If you manage to take advantage of the Windspeaker's mechanics, this card is a better Hellfire for only 3 mana. This is an important card in allowing the Windspeaker to survive the early game.
Remaining Basic Cards:
Clarification on Leap : This works on a minion on the board. My Hero Power and 'Uproar' refer to cards in hand (to be assumed) since they do not refer to minions but instead cards and spells. Like Crushing Walls , Leap can be assumed to target minions on the battlefield since it refers specifically to minions. Also, Leap works with Targeted Battlecries, so if your left-most minion is Alexstrasza then playing this spell will allow you to target a minion. If you play it with Novice Engineer , then no targeting option will be given.
Tokens:
Thanks for taking your time to view my entry for this phase. If you have any questions about my class / cards I didn't explain, please PM me and I will be happy to answer. I would also like to acknowledge that I based my post formatting on Demonxz95's, Mewdrop's, and B1lackC1pher's posts. Good luck everyone!
Cruel and calculating, these diabolical geniuses are obsessed with their putrid sciences. Alchemy, necromancy, and pathology combine in a grisly sludge served in tiny, unmarked vials. The Apothecary stitches together Patchwork abominations and other undead horrors, dole out deadly plagues, and serve a few potions to fortify their lackeys or dissolve their enemies!
Class, Hero Power, and Keyword explanation
The Hero Power creates 1/1 Patchworks, much like Paladin's Silver Hand Recruits. However, if you already have one, the Hero Power instead gives it +1/+1. If you have more than one, your left-most Patchwork will be buffed.
The Apothecary relies on board control. They have strong minion buffs and single target removal (including lots of Poisonous cards) and a little bit of healing. However they lack aoe, and burst damage. They will specialize in agro, tempo, and midrange decks, but a few good control decks may appear as well with the right cards. They are also aligned with the Kabal and will have singleton decks that are a bit different from what Priests, Mages, and Warlocks are used to. How will they be different? Wait until the Gadgetzhan expansion to find out!
Apothecaries are utterly obsessed with their work. They constantly tinker and test their subjects, trying to perfect their poisons and build more efficient and deadly Patchworks. To reflect their unending experimentation, they use the keyword
Mutate
.
Mutate
is like
Choose One
, but you don't get to pick. Each turn, the card's text will change to show which option you have. If I make it I'll explain
Mutate
more during the Classic phase.
Example Cards
Infect -
Sharing isn't always caring.
A fun and easy way to clear big scary
taunt
minions with your horde of smaller minions and spells. And by fun, I mean for you. Not your opponent.
Trial -
"Let us know if there are any side effects so we can put them on the label!"
As with many drugs, this card has different effects on different minions. This can weaken a buffed enemy or strengthen a low-stat
Battlecry
minion. Or you can live the Hand Apothecary dream and try to run this with
Molten Giant
. This is also the first part of the Nuts // Bolts challenge, the other being
Error
, found below.
Trial
and
Error
.
Painful Remedy -
The pain means its working. Maybe.
Removal against small targets. Healing on targets that can survive.
Test Subject -
All experiments require test subjects. Some experiments create more test subjects.
This class is very big on buffs. And while there aren't many in the Basic set you'd want to use on this, you can expect to see more in Classic and later sets!
Dissolve -
"Does it hurt?" "Blurb." "So... no?"
Powerful removal when
Chemical Bomb
(below) isn't the best answer. Yes, its a weaker Polymorph, but the Apothecary has more emphasis on board presence than Mage, so it's fine, and oh so flavorful! And here's the token that goes with it.
Remaining Basic Cards
Error -
"There are no mistakes. Just happy little experiments." - Lob Dross
Healing Vapors -
In case of emergency, break EVERYTHING!!!! AAAAHHHH!!!!
Chemical Bomb -
1. Prime the device. DO NOT INHALE. 2. Throw. DO NOT INHALE. 3. Run away. DO NOT INHALE.
Acid Bomb -
Nothing will leave you cleaner.
Spreading Ooze -
An apothecary can never have too much ooze.
Thank you again for visiting
Putricide's
Vyral Mortis' Laboratory of Alchemical Horrors and Fun!
Showcasing one of the synergies the class focuses on, the Keeper can build around minions without card text, supporting them to make 'filler' minions far more interesting.Plus, what better cards for a player with only the basic set to play around with. Like with the large number of basic beasts for hunter, there are a large number of minions without card text in the basic set, letting new players try out synergies.
Enchantments? They're cool, right? Those little thingies that appear in the banner beneath your card on mouse-over. The Keeper has mastered the secrets of this power in hearthstone, which has long been shrouded in mystery to the other classes. As well as having ways to enchant their own minions, some minions become even stronger while enchanted, or have conditional effects depending on enchantments.
0-Cost card? Well, actually, that would cover this class's secrets, but some spoil-sport school moms don't want their kids playing with secrets in the basic set, or something, even when its part of the core class identity =p
Debilitate is a non secret 0-Cost spell which can be used to make trading that little bit better in the early game, or cheaply combo with The Harder They Fall .
Except to see a lot more cards and effects which play with the concept of 0-Mana spells in the classic set!
The rest:
FAQ?
Silenced minions have no card text for the purpose of "Without card text", as silence removes card text.
A minion who's Health is reduced to 0 by a debuff is destroyed. (Think about what happens when you use Crazed Alchemist on a 0-Attack minion.)
"Double a minion's X" enchantments give stats equal to the stats gained from the enchantment when copied. "Set a minion's X" enchantments set the minion's X to that value, then calculate any other enchantments.
Enchantments are copied in the same order they are present on the target card.
"Swap a minion's X" Enchantments are treated as "Set a minion's X", as that's how they function in-game.
Riggs is the subject of many urban myths around Azeroth. Here is another of such stories so that you may, perhaps, be able to separate fact from fiction.
There was once a lonely young Prince who had no friends with which to play.
He was a good and obedient son but the King did worry that he spent little time with childish pursuits since the Queen's passing.
One day, whilst perusing the market, the King came across a little wooden doll. A sly yet charming expression painted upon its face. The King thought this would make a fine gift to his son.
"It's funny" said the Prince. "I shall call it Riggs."
Childish laughter filled the King's hall once more and all was well for a time.
It wasn't until the Prince's 16th name day that something seemed amiss.
The Prince had arranged a magic show. Not unusual for a celebration but strange because the magician was the Prince himself.
He requested a volunteer from the audience and was able to choose her card from not one but two decks.
The crowd were very much impressed and another volunteer was not hard to acquire.
This time the Prince was to saw the woman in half.
It was a trick that many had seen before. The woman's torso would be sealed in a box, a flimsy saw would "split her in two" before putting her back together.
Alas it did not work out that way on this occasion.
The Prince laughed maniacally as it became apparent that this version of the trick did not involve magic.
"What has come over you my son?" Proclaimed the King.
"I am not your son. I am Riggs"
Class Description Update:
As a Jester Riggs likes to be the centre of attention.
The hero power already provides control potential so I have opted not to give the class a direct removal option. This will force you to use the power to remove smaller minions and suffer the drawback of the punchline.
The central strategy of the Jester is to overwhelm the board with small disposable minions.
The Punchline keyword encourages you to trade as opposed to going face and will assist in the motivation to flood the board.
The cards I have chosen show the beginnings of this 1-Cost minion synergy.
The Cards:
Twist:
Like we did last summer.
This is a simple card that can be played from your starting hand to get a 1 cost minion or spell if you need one. It can also be used to thin your deck so that you can make your way to a win condition. If you have no 1-cost cards it does nothing but as a Jester that will be unlikely.
Nibbling Gnashers:
The number one cause of tooth ache .
This creepy set of teeth serve as the Jester's perennial 1 drop. I've kept its stats quite low as it can be quite powerful in the early game especially when combined with the hero power.
Pulling Strings:
Easy to do when you're friends with a King.
Another simple card this time introducing the class exclusive token, Puppet. The tokens are 1-Cost so will interact with that aspect in the future.
Laughter:
It's the best medicine...
A healing spell that has a specific synergy with having a large board. Defends against the opponent having developed their own too.
Drop a Bombshell:
Not everything is smiles and rainbows...
Jesters in history were often tasked with delivering bad news to a monarch. 8 damage to the face is certainly bad news. I want the Jester's clears to be limited so it relies on its hero power so this has a drawback that works against its core strategy in that it could destroy your own minions also.
The Rest:
.
The Token:
.
Thanks for taking the time to read my submission and thanks to those who helped me in the discussion topic. Hopefully you can see how the class is coming together. I've got lots of ideas for later expansions and I'm looking forward to the possibility of working on them.
This is the Submission Topic. The Discussion Topic is here.
Shadows, here again to make sure you all made it through unscathed. Well, those of you that are supposed to be here, anyway. I'm sure the other entrants got out of the fiery arena of death guarded by a monstrous Dragon just fine. As a reminder, the only people who should still be
alivecompeting are:(Along with Deathwing's Wild Cards, NiRaSt and Opal736)
We've made it to Phase II of the competition, where you each have to dazzle us with what is arguably the most important and at the same time least interesting part of a class's identity - the Basic Set. All the rules are outlined below, so take a gander and submit when you're ready.
Oh, and don't forget to adhere to the extra challenges! We even let you pick out the three that you have to follow, so you have no excuse for disliking them. That's how democracy works right, everyone ends up happy? If not, Deathwing's been telling me about this great idea he has for a dictatorship after he manages to convince Alexstrasza and Cogito to let him go. We can see how that works out!
GENERAL RULES
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only. If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
* You are allowed only one submission , consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I.
* You may make only minor edits to your entry once you have submitted it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
* You may not delete any posts you make in this topic. No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that.
* You may not create your own topics on this forum for competition-related material. If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with a class that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. You also may not reference or link to your topic in official competition topics.
* You must host your card somewhere other than Hearthcards. We encourage you to create your entry material using Hearthcards.net , but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to Imgur , Photobucket , or some other similar site. We understand that there are some Hearthcards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
* You may not submit any Gold cards or animated cards, nor may you include any images in your post other than the requested submission materials. A single banner or border, to introduce the class, is allowed. We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners.
* You must insert your images into your post using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good.
* Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified. How should you size your cards? Well...
Hey, look! Some cards!
Open the Waygate : Look at how nice this is.
Frost Lich Jaina : All neat, organized, and concise.
Aluneth : What a great post.
Wait, what are you doing?
Seriously, please don't.
This is painful. Why are you doing this?
You are a monster.
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE II: The Basic Set
In this Phase, you will each construct your class's Basic Set . Here are the requirements for your Class Creation Competition Phase II Entry (And these may vary due to certain challenges)
There are just a few elements of your class that you will repeat from your Phase I entry to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire Basic Set out in the open.
The remaining five (5) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase III of the competition be determined? The answers to these questions and more can be found below...
PHASE I: CLASS CONCEPT
Challenges Poll: 27/December - 30/December
Submission: 30/December - 7/January
Up-Voting: 7/January - 10/January
PHASE II: BASIC SET
Challenges Poll: 10/January - 13/January
Submission: 13/January - 21/January
Up-Voting: 21/January - 24/January
PHASE III: CLASSIC SET
Challenges Poll: TBD
Submission: TBD
Poll #1: TBD
Poll #2: TBD
PHASE IV: Whispers of the Old Gods + One Night In Karazhan
Challenges Poll: TBD
Submission: TBD
Poll #1: TBD
Poll #2: TBD
PHASE V: Mean Streets of Gadgetzan + Journey to Un'Goro
Challenges Poll: TBD
Submission: TBD
Poll: TBD
PHASE VI: Knights of the Frozen Throne + Kobolds & Catacombs
Challenges Poll: TBD
Submission: TBD
Poll: TBD
NOTE: All stages of the competition begin and end at 22:00 UTC.
ALSO NOTE: This timetable is subject to change at any time, even after the competition begins, if it seems like too many folks are struggling.
* During Submission stages, Submission Topics will be unlocked and (remaining) participants may submit their entries. During Phases I-II, you may also use this time to go ahead and up-vote submissions that you like.
* During Up-Voting stages for Phases I-II, Submission Topics will be locked. Use this time to up-vote submissions that you like. Note that advancement during these Phases depends entirely on up-votes.
* During Polling stages for Phases III-VI, Submission Topics will be locked, and all eligible remaining participants will have their submission material included in a separate Poll Topic to determine advancement. Phases III-IV include two Poll Topics because I anticipate we will have enough participants remaining that we will not be able to fit everybody in one Poll Topic. Note that up-votes in the Submission Topics are irrelevant to advancement during these Phases.
How will eliminations be done, and how many competitors will advance from each phase to the next?
I'm glad you asked! We will be taking a equal proportion of competitors from each Phase of the competition to the next, and we will be ending with exactly four finalists. That being the case and their being five total eliminations before the final round, that proportion can be found by solving for x:
[# of valid Phase I entries] * x^5 = 4
The higher the number of valid Phase I entries, the lower that proportion becomes. Just so you have an idea, the proportion hits 50% when we hit 128 entries, which is likely, but it only hits 33.3% when we hit 972 entries, which is less likely.
As mentioned above, advancement to Phases II and III will be determined by up-votes only. However, these up-votes are weighted using a formula identical to the process used by our Weekly Card Design Competitions:
( ab ) / ( c ) = x
(Where a is the total number of up-votes that your submission received, b is the total number of valid submissions on the same page as your submission, c is the total number of up-votes on valid submissions on the same page as your submission, and x is your submission's final weighted up-vote score.)
Why bother with this formula rather than just taking each submissions up-votes directly? Because earlier pages simply get a lot more views that later pages do, and we do not want rushed, early submissions to have an advantage over later submissions that took more time to get their entries just right. The formula basically measures which submissions stood out the most, with the necessary assumption that each page is about equal in overall submission quality.
The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible, because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
As mentioned above, advancement to Phases IV, V, and VI will be determined by polls. These polls will be multi-choice, meaning that voters can vote for every entry that they like. Whenever we have to split a Phase's poll into two to make it more manageable for voters, advancement will be determined by looking at each class's final percentage scores, not by looking at the direct number of votes they received, since we can't guarantee that the same number of voters will vote each day. Poll results will always be hidden until the poll has concluded, and for polls split in two, this does also mean that the results of the first poll will not be revealed until the second poll has concluded as well.
The winner of Phase VI, and thus the entire competition, will be determined by a poll much like the ones before, except that it will be single-choice, requiring voters to pick their single favorite class, and will have a much longer polling phase than usual to give us plenty of opportunity for promotion and such.
In the event of a tie during Phases I-IV for the last possible advancing position, all entries involved in the tie will be allowed to advance; the more the merrier, I say. We will absolutely not have more than four finalists, however, and so in the event of a tie during Phase V, the three Fan Creation Forum moderators (that is, Cogito_Ergo_Sum, ShadowsOfSense, and PupleMD) will vote to break the tie. In the event of a tie during Phase VI to determine the competition's winner, the title will simply be shared unless both finalists request and agree to a tie-breaking round.
But wait, there's more! During Phases I-IV of the Competition, each Fan Creation Forum moderator (ShadowsOfSense, PupleMD, Phoenixfeather, ThisOtherGuyTox, Cogito_Ergo_Sum, Otovent, linkblade91) will have a Wild Card , which we may (though are not required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
Are you curious what will be required for future phases of the competition? The challenges will remain a secret , but I'm happy to tell you the general submission requirements.
PHASE III: The Classic Set
In this Phase, you will each construct your class's Classic Set . Here are the requirements for your Class Creation Competition Phase III Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire Classic Set out in the open.
The remaining ten (10) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You should include your completed Basic Set from Phase II behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Classic Set material. It is fine if these cards have undergone some minor modification since the end of Phase II, but thy must still adhere to all of Phase II's requirements.
PHASE IV: Whispers of the Old Gods and One Night in Karazhan
By having your class's Classic Set approved of, you've shown that you can make a completely functional class. But functional isn't good enough. Your class must also have room to grow beyond that. For this phase, you'll be proving that it can by giving your class Whispers of the Old Gods and One Night in Karazhan cards. Here are the requirements for your Class Creation Competition Phase IV Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire WOG and ONiK Sets out in the open.
The remaining seven (7) cards of your class's WOG and ONiK Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You should include your completed Basic and Classic Sets from Phases II and III behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase IV material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE V: Mean Streets of Gadgetzan and Journey to Un'Goro
Congratulations on being a semi-finalist! With positively received Whispers of the Old Gods and One Night in Karazhan sets, you've proven that your class's concept and mechanics have room for expansion. Now, there's only one last thing to do: narrow down the best of the best. For this phase, you'll be giving your class Mean Streets of Gadgetzan and Journey to Un'Goro cards. Here are the requirements for your Class Creation Competition Phase V Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire MSG and JtU Sets out in the open.
The remaining cards of your class's MSG and JtU Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You should include your completed Basic, Classic, WOG, and ONiK Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE VI: Knights of the Frozen Throne and Kobolds & Catacombs
Here we are, finalists! In the last phase of our competition, you'll be giving us your class's Knights of the Frozen Throne and Kobolds & Catacombs sets, as well as constructing your own custom Finale Topics:
There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such:
[Class Competition Finalist] DEATHWING
(Replace DEATHWING with your own class's name, of course.)
Then, bring it to our attention, and we'll link to it from this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Class however you think is best.
In addition to including the required material from all previous phases, you must add the following:
P R E S E N T A T I O N !
These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send ShadowsOfSense 8 example cards from your completed collection, preferably via PM, to be included in the Final Poll Topic. The Final Poll topic will look very similar to this one from our first CCC, except that no token cards will be included.
REWARDS
In addition to truly epic bragging rights, ALL finalists will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 7 competition themed around their winning class!
ARCHIVES
Want to see how things went during our first three Class Creation Competitions? Want to see what the winners and other finalists did during each phase? Then check out the links below!
Note, that some competition rules, especially formatting rules, may have been different for past competition.
Class Creation Competition #1 - Class Design Competition
Phase I: Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion
Phase II: Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion , Poll
Phase III : Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion , Poll
Phase IV: Discussion ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Final Poll
Class Creation Competition #2 - Worlds Beyond Warcraft
Phase I: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion
Phase II: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion
Phase III: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion , Poll 1 , Poll 2
Phase IV: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion , Poll
Phase V: Discussion ( Bard , Agent , Nightmare , Pokemon Trainer ), Final Poll
Class Creation Competition #3 - Asylum's Gauntlet
Phase I: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion
Phase II: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion
Phase III: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll 1 , Poll 2
Phase IV: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll 1 , Poll 2
Phase V: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Phase V Discussion , Poll
Grande Finale: Discussion ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Final Poll
You can find me here! Good luck everyone!
THE MATHEMATICIAN
Here are four cards that should define the identity of the Mathematician:
Disprove: one of the most painful feelings for a mathematician, not including rejection from your crush, is discovering that your mathematical proofs have weaknesses. The flavour here is that by disproving the validity of a minion (by dealing damage to it and potentially by killing it) its controller should feel shame, and by shame I mean 6 damage to your face. Notice how the text says "and to the hero who controls it", meaning that if, for any reason, you cast this card on a friendly minion, you will be the one to be humiliated for your weak mathematical proof. A-ehm, I mean, minion.
This card also fulfills the first challenge.
Division: one of the basic operations is of course one of the Mathematician's basic cards (SPOILER: there are all four of them). This card is an example of another theme of this class, which is "damage split among minions" effects. There will be more cards with a similar effect (I showed another example in the previous phase). Division will basically "divide" *wink wink* 5 damage among enemy minions.
This card, with the card "Zero" in the spoiler, fulfills the third challenge: "Division by zero".
Foolproofing: this class, as I said in the previous phase, uses Spell Damage in original ways. This card is an example: the more Spell Damage you have, the more you will restore your Health and, as the name suggest, the more computational power you have, the better you will make your mathematical proofs solid and impossible to disprove.
Book of notable formulas: one of the mathematician's best friend, specially during an exam. I'm showcasing this card to show how I would like to make this class both minion-oriented and spell-oriented, in order to have, possibly, many archetypes.
In the spoilers, the remaining 6 cards:
Subtraction: you subtract health from your enemies and restore health to your minions. A simple basic AOE spell.
Sum: you sum your enemies' numbers to a friendly minion, so that he is just good enough to be a threat to the enemy board. A good card against zoo decks, I hope.
Multiplication: just multiply by two the strength of a minion and see what happens! An expensive card, but versatile since it can be used both offensively and defensively.
Young Math Student: the core concept of this class, Spell Damage .
Zero: having a 0 in your calculation could be a very good thing or a terrible catastrophe. In this case, it works as an early game defense, but not very effective because of its attack. Well, what did you expect?
Basic Calculator: not all mathematician will admit it, but sometimes we lose the ability to do simple math. This is just the right weapon to get your hands dirty and solve problems, and with a bit of (Spell) power it works even better. This class will not have many weapons but there will be some, in a similar fashion to the Shaman class.
Thanks for your attention, good luck to everybody in this II phase.
NOTE: I used the Archmage class template for my cards, it can be found on the hearthcard.net site. Any image, except for some minor modifications, have been found on the internet. All rights belong to their respective owners.
EDIT: minor corrections of typos
The Jewelcrafter: Basic!
Hello, everyone! This time around, we'll be showcasing the cards in the Jewelcrafter's Basic set. As with any other class, the cards in Alistra's basic set are designed to give her a strong starting point for new players to build decks off of, but also to remain relevant to current decks and metas! While the Jewelcrafter is based off of strong minion buffs, which will be appearing in the Basic set, there are also enough different kinds of spells, such as removal, to build a foundation for the Jewelcrafter to thrive with different deck archetypes. These cards will also demonstrate the variation of flavour you can expect from the Jewelcrafter class. Crystals, gems, and ores often hold great power on Azeroth, and whether it be Fel, Light, or Arcane energy held within, the Jewelcrafter can harness that power to devastating effect (in style)! Without further ado, here are five of the cards that no apprentice Jewelcrafter can leave home without!
Light's Heart: There's no stronger start than a ten Mana board clear and minion buff inspired by the power of the Prime Naaru! Yes, this card can be truly devastating under the right circumstances, and serves as the perfect finisher for any Jewelcrafter with enough minions! It also serves as a very strong board clear that also strengthens your minions. If you cast this under the right circumstances, it can pave the way to a radiant victory! However, ten Mana is ten Mana, and there is no reward without a little risk...
Diamond Czar : This sinister member of the Dark Iron clan is an expert on gems, namely diamonds. If you can manage to keep him alive, you can get a bit of value out of him by having him retrieve spells from your deck! Mechanics concerning spells, as you'll see in later cards, are a core aspect of the Jewelcrafter experience, whether it be drawing them, discarding them, or reducing their cost.
A Girl's Best Friend : (Get it?) Remember, Jewelcrafting isn't just about winning games. Any meathead Warrior or Hunter can manage that. Jewelcrafting is about winning games in style . This spell will help you do just that. With a similar effect to Animal Companion , this card offers a randomly statted minion that can help you in either an offensive or defensive position. A smart Jewelcrafter can manage to secure the board and use this card to strengthen it. A lucky Jewelcrafter will secure the board with this card.
Crystallized Fel : This powerful source of energy left in the wake of the Burning Legion gives power enough to make your minion a conqueror, but what must you give in return? Just a spell. Whether you run this in a midrange deck, hoping not to discard anything you'll miss or run it in an aggro deck with very few spells to discard, this can give great power at a terrible price. Or, more accurately, great tempo at a forgivable price.
Crystallize: Finally, we come to what is probably the most infinitely useful card in the entire basic collection, Crystallize! While Crystallized Fel might be more useful in aggro situations, Crystallize is a powerful control card that offers both removal and strong armor gain. What more is there to say? It's just a super strong card, and no Jewelcrafter deck would be complete without it.
Designer Insights:
Hello all! Thank you so much for your support during phase one of the competition, I really appreciate it. I never could have anticipated the reception I received! Basic, as any of my fellow entrants will know, is a very difficult set to design cards for. You have to make a card strong without being too high value, unique without being too complex, focused in its design without being restrictive and overall something that suits your class perfectly. While the challenges in place made this difficult for me (especially Simply Perfect---My cards were always JUST over two lines!), I hope you all consider the cards I present to you here as enjoyable indicators of what the Jewelcrafter is capable of. Thank you all so much for reading this, and I hope you enjoy the Basic set!
-Wrought
Other Cards:
Note: All art used in these custom hearthstone cards was found on the internet. I do not own the rights to, nor did I create, any of it. Additionally, all custom cards were made using the card generator at hearthcards.com, using the "Sorcerer King" custom class border by Xervian. Thank you for reading!
Dazzle and dominate your foes as the Jewelcrafter!
PITCH
The Tactician excels at containing his enemies’ attacks and restricting their actions.
As Sun Tzu said: “ To subdue the enemy without fighting is the acme of skill.”
About the Hero Power & Galvanize new keyword
Maneuver can be used to turn any friendly minion into a defensive wall. Sentinels (1 Mana 0/5 minions from the Basic Set) are perfect targets for a Maneuver on turn 2, or later as they can be summoned via other cards. The Hero Power can also be used offensively to expose an enemy minion who hides behind a Taunt minion - Yes, The Black Knight .
The Hero Power gives the Tactician a tool to prevent some damage for few Mana and use the rest for defeating his opponent.
Winning battles always brings you closer to win the war. Dealing damage to the enemy Hero will Galvanize your troops, triggering special effects like temporal Attack boost, . This is doable several turns in a row considering the different tools the Tactician owns to damage enemy Heroes (see Classic Set below).
The Tactician lacks of offensive minions but can count on Spells and Galvanize effects to defeat his opponent within several turns.ADVANTAGES
FLAWS
BASIC SET (1/2)
BASIC SET (2/2)
The two "Nuts // Bolts" cards are in the above spoiler.
The Predator Class , as represented by Alalirith is thematically focused on targeting the right prey, and hunting down your victims.
EXCELS AT:
FALLS FLAT:
Drumhunter (Minion) is one of the Predator's best and few card draws, accessible in the Basic set. It is meant to be a strong draw effect with a strong early game statline because the Predator will lack a lot of those resources. It uses a hunting theme to scavenge for more cards.
Strike (Spell) becomes one of the Predator's best removal cards that can easily deal with his opponent's early drops. As a 0-cost Spell, it can make for incredibly high tempo plays much like Backstab can do. Removal? Tempo? 0-COST??? What more could a class ask for?
Splinter (Weapon) is one of many weapons that the Predator will be able to use. It is again, another reactionary card much like the rest of cards he has. Dealing double damage to minions essentially makes it a crazy removal card without the ability to deal face damage well-- a central theme for this class. It also utilizes the last minion played mechanic so your opponent really needs to think about the order to play their minions in.
Strategize (Spell) is one of few card draw options that Predator has, thus making it so strong. On top of that, many cards in the class are extremely reactionary, so playing it next turn because of the discount won't necessarily be the right play. It purely depends on the player's ability to use the cards strategically ( ooh, like the name of the card ) and play accordingly. Although purposefully overpowered (much like Fire Elemental ), it is a strongly needed card for the class that also boosts the need for the player's ability to play well.
Feast (Spell)* showcases the "last played" mechanic in an interesting way. Thematically, Feast depicts a spider who devours three unsuspecting victims as if he just, well, feasted. It is a strong removal card that also requires you to play correctly (this Spell could kill your own minions if you aren't careful and attentive!) to make the most of it. It's expensive, it's reactionary, but it'll be oh-so satisfying when you pull it off.
* played, not summoned
THE REST:
...Join the Predator, or Become the Pray...
The Mercenary
*pew pew headshot*
"Ya see guys, I told 'ya I could handle this, let me present myself, Deathwing , I am Quarnassio, the Legendary Mercenary from around, you might know me for getting rewarded for it, aye? Yes, we bring massive destruction to the most obscure battlefield, rewards might be apart, but you can't deny that we do it in a badass form! I lead them, while they do the dirty, scrappy work, everyone gets a reward for that! Convinced? No, let me show you my past!"
Quarnassian Reminder
Marking is the Mercenary new keyword, with this simple touché, your Hero Power will always target that/those minion(s)! But its not the only thing for! Marking also makes synergy between cards, a lot! So be sure to set your objective before shooting at the operative! Manage the RNG manually! (If there's a single Marked enemy minion wtih 1 health, the 2nd shot will go randomly to another target)
Advantages! Of course we have some of those around here! Let me, ugh... find the papers... here they are!
Aye! Um... does our class needs to be perfect in every way Deathwing ? No? We can't? *sighs* Okay dude, we AIN'T perfect, you get it? We won't kill anything too- wait, y'know what? I am gonna find the papers AGAIN.
So don- Oh of course! My manners! So let me present my Core, ehem, or the Basic Set, as most people know as.
Distract : A simple debuffing spell to see how the class can excel at minion removal, you can remove a big minion and let the other's survive gracefully! Though that means you are losing some damage in maybe wherever else.
Meatshield : Mercenaries help each other, they protect their teammates, because they have a common objective, money. Meatshield is a good protective/aggro source, as someone can sacrifice itself for the sake of the others, which can lead into a lot of options to use this. Clarification: The minion that you targeted to gain Taunt won't gain +1 Attack.
Westlands Mugger : Stealin' is good, right? As they complete their hunting objectives, they gain loot overtime, which can lead into more advanced plays, or bigger weaponary. A simple minion that represents the class easy synergy with Debuffing and advanced plays.
Loot the Victim : Always do it before disposing the corpse, they might have something! If someone was killed, you can loot it corpse for some loot, good! Right? A Card Draw, which has an advantage with controlling the board, a common thing on the Mercenary.
Dead or Alive : Kill someone, get the reward, is as simple as they say. Dead or Alive has tons of uses, additonally of killing a minion, you can use the coin right instantly for another play, or reserve it for another turn and unleash more chaos on the battlefield!
Rest of the Basic Set
Tokens:
Clarification: Mercenary Ambush minions will attack from left to right, if the minion that was attacked dies, the rest won't attack it, possibly surviving.
For example, you use this on a Bloodfen Raptor , the Raptor will die and a 4/1 and two 4/4's will be on your side of the board, with summoning sickness of course.
Clarification: Demand AND Supply, just if anyone was asking.
Clarification: There are 6 cards with 2 lines or less, the Italic text on Supply doesn't counts to the limit, since it's an explanation, just like Mark of the Wild
So good luck you guys with the competition! Hope you get to the next phase!
EDIT: Reduced card image size on spoilers, there weren't 5 in a row.
EDIT 2: Changed a card on the Basic Set, still following the rules.
EDIT 3 (AND I SWEAR IT'S THE LAST ONE): Corrected Hero Power wording
The joke is you.
THE SPIRIT
Hero Power: The Spirit class is based on full Health minions. Soul link helps them to stay at high health and prevent from dying.
NOTE: You can use Hero Power even if there aren't any minions on your side. It heals only your hero then.
CARDS
Explanation:
Suffering Spirit: This class has got many small minions. This is nice 1 drop , because you can use even Hero Power to buff it (by restoring to full Health). When it grows up, it becomes a problem for your opponent.
Life Cell: The Spirit has got many ways to heal. One of them is Life Cell , which is small, but effective. A cheap heal is always needed.
Scared Owlet: An interesting card draw for 3 mana. It allows you to control a little bit more your card draw. Is this better than Novice Engineer or worse than Gnomish Inventor ? Evaluate !
Smaller Explosion: Small damage to a minion, also helps controlling the board. Fast way to kill almost every 3 drop.
Blessing of Light: The Spirit is based on full Health minions. This card restores to full Health, but also buffs a minion, so it becomes harder to kill it. This activates also Alleviation (a new keyword fot this class).
OTHER CARDS
...Soul of Wyrm. Soul of Root. Heart of Void...
THE LONER
OUR DEAR LITTLE FRIEND L-001 RETURNS!
The LONER Class is characterized by a slow, control, combo -based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations. HOWEVER, just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.
Class Keyword (not featured in Basic Set):
The Loner wants to Preserve all kinds of treasured memories and memoirs. He wants to make, and be, a good friend by understanding new feelings and remembering dear ones. This way, one day, those wonderful memories will resurface and offer opportunities to bond with old friends, kindle forgotten relationships, and draw critical combos to destroying the enemy!
Basic Showcase (5):
Designer's Thoughts:
Mood: Pleased (Challenge: All or Nothing) – Cheap access to sustain, the only tradeoff being that it's a symmetrical effect. Definitely a card aimed at either playing long game or mitigating aggro damage.
Friendly Moss – Cheap access to card draw. The aim here was to design an effective turn 1 minion body while not being useless when drawn late game. However, it also grants your opponent card advantage. Solid option for mill decks, pretty decent in midrange but may pose some consequences in control versus control matchups. Pretty good if you want to go the aggro route as well.
Bury (Challenge: Nuts//Bolts) – Similar wording to the class keyword. You will find that there will be a lot of synergistic card effects that work with the whole "cards at the bottom of your deck" thing.
Strength in Solitude – Pretty good midrange buff option. With early/mid-game options revealed in later sets, there will also be feasible methods and synergies with cards that work with "Lonely" minions.
Memories – Good for combos, good for control matchups, not a bad option for slow midrange decks that play reactively.
Rest of Showcase (5):
The Hatchet (Challenge: Nuts//Bolts) – Pretty solid mid-game auxiliary source of board control. As this metaphorical weapon suggests, the Loner will have access to other interesting armaments to maintain a slow pace, or just go face if you are playing aggro.
Spur of Confidence – Another source of removal or reaching burst. Not the MOST cost-efficient, but it's there as an option if you want to for some reason pack your deck with removals or direct damage.
Mood: Angst – Ah, the Loner's basic hard removal card. Fairly efficient to use in control/ midrange decks, with pretty reasonable Health tradeoff – unless you are under 15 Health, in which case you might wanna think about using it.
Spiteful Destruction – Some tradeoff if you really need that board to be cleared. Probably a decent one-of inclusion in many midrange and control decks. Fortunately, you can choose in which order your Preserved cards are shuffled to the bottom of your deck, so you can mitigate the consequences.
Gentle Golem – A Class-unique War Golem, a slightly smaller version of Ironbark Protector. Standard, basic, not very special, but it's there if you don't have a lot of high-mana legendaries to round out your deck.
And there you have it! The LONER Basic Set! I hope you vote for my submission to see a lot of cool and interestingly themed cards in future competition phases!
Introducing Deathwing's future BFF...
The inspiration for absorb came from the idea that Mystics, in addition to being seers, aspired to 'absorb' the holy and become one with God. Thus, their minions take the power of spells thrown at them and turn it into something else (and yes, if an opponent spell kills the minion, the effect DOES go off). Combine a bit of clairvoyance, religious fervor, and a desire to harness magic, and you get my Mystic class.
Basic Set - Example Cards
here is a mock-up of how Seer of the Forest (a mechanic that will be seen again!) works/looks:
huge thank you to NiRaSt!!!! How cool is this?! :D
Basic Set - Other Cards
Nuts // Bolts Challenge: Hoping it's obvious, but since I split them up... it's Lucky // Charm ;)
Thank you Cogito for the fantastic banner, and to my amazing discussion thread friends for the feedback! <3
edited to change 'Charm' art, thanks Schlauchneid!!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Soaring through the stars, it's the Cosmomancer!
Using minion placement, meteors, asteroids and temporary buffs to reshape the cosmos!
Flavor text:
Orbiting Asteroids: Having a stable circle of friends can make all the difference. Of course, these guys aren't stable, so they probably won't make much of a difference.
Nebula Lightning: A quick and easy way to give someone survivor's guilt.
Meteor Impact: Did it hurt when I fell from Heaven?
One Small Step: You know someone has high standards when they consider leaping through the clouds a "small step".
A Giant Leap: The leap is the easy part; it's the landing that's hard.
Cosmic Empowerment: Warning: Side effects of gaining cosmic power include coughing, headaches and a desire to conquer the galaxy. If the last one occurs you will be defeated by a group of either magically empowered young girls or piloted mechs.
Astro-Juggernaut: He may seem intimidating now, but watching him try to scratch an itch on his back is just painful.
Antimatter Anomaly: Many people have thrown themselves into the anomaly in an attempt to gain superpowers. Most just end up with funny hair and a stutter.
Soothing Starlight: The average temperature of a star is 5,800 Kelvin. So at close range starlight really isn't very soothing.
Sun Elemental: He always thinks everything revolves around him.
<Geomancer Class: Basic!>
Example Card Explanation:
Geomancer's Disciple is the first card that I choose to showcase in this set which shows the class identity mentioned in Phase 1, Durable. It's lost of stats compared to a normal 2-drop but gaining 3 Armor with no real big condition is great!
Crushing Arms is the greatest card I've made so far in the whole entire basic set, it being a generally a better Flanking Strike but with a small condition that is usually ignored. It being able to hit face is also a very flexible card but your not likely to get a minion that way, so this makes players not always want to go face. The card helps with control slightly and gives a nice amount of board presence.
Break is the hard removal card of the basic set and for geomancer class. It is the most flavourful card, I've done during the process of making the other basics, the second last card to be made amount the ten cards. The idea of it is just as simple as Assassinate and Whirlwind combined but the flavour show makes it so that the debris of the destroyed minion scatters and hits everything else.
Rain Boulders , the card i showed in phase 1 will most likely be a recurring idea in the geomancer class (Deal x damage, Y number of times). It having the damage deal twice separately and spell damage synergy makes up for it being a weaker version of Consecration .
Cursed Monolith , the big bomb of the set which is based of Radioactive Bombs and Uranium itself. Having being able to deal high amounts of damage to the board to clean out left over weak enemies and maybe some casualties but in the end you'll get two mutations that shall be in your service, wonder how that works thou. Maybe the Monolith has some kind of Mind Controlling properties? Spooky~ ~
Other Cards:
Ps Nuts//Bolts challenge is "Break" the "Mold
Tokens:
Token for Mold and Crushing Arms Token for Cursed Monolith
Asylum's Gauntlet Competition!
GO CHECK OUT MY HERO -->GI'LLAX THE LIFESTEALER
The Harbinger
O Great Dragon of the end, I ask of you but one favour. Close your eyes, and listen closely to the wailing of the souls trapped in this broken realm. If you so wish, I shall give my all to free you from these bonds and stand by your side. Together, we shall heed their prayers - and free them.
Also, if you don't mind, we should really go for dinner some time.The Harbinger is a class with two main themes - slowly bringing about the inevitable apocalypse (read - grind-y fatigue control) and burning everything to the ground NOW, with FIRE (read - super burst combos). With her band of devoted cultists under her command, she also has the capability to go for a more tempo-based, token-style game plan. Red Burst is very powerful, and allows her to efficiently clear enemy minions in the early game, as well as enabling synergies and burst damage in the late game.
Keyword:
When the time comes, all things shall burn to ash. How do we make peace with this reality? The answer is simple: you must learn to love destruction. You must learn to revel in it.
*Note: Does not appear in the basic set.
Revelry is a keyword that embodies the Harbinger's lust for destruction. It's a mechanic that already exists within the game on cards like Flesheating Ghoul , but it's a far more central part of the Harbinger 's class identity, and appears on a large amount of her class cards. If used right, Revelry effects can generate massive value, and allow for some hilarious chain combos.
Notes:
- Revelry will trigger once for each minion killed in an AOE or trade.
- Minions that are killed by an AOE or trade will not trigger their Revelry effects.
- Minions don't trigger their own Revelry effects if they die.
Example Basics:
Card Explanations:
Rally the Chosen: You who are nameless, abandoned, unwanted - come! Gather by my side, and you will never feel lost again.
Rally the Chosen is an end-game card that gives you both some burst damage to finish the game, as well as board presence. 1/1 Cultist tokens will be a little sub-theme of the class.
Oracle's Prophecy: Ah, yes. The images come - a violent inferno, a scarlet sky, and then... peace.
The Harbinger class has many cards that synergise with your hero having high attack, indicative of Faye's unique charisma and ability to rally people to her cause. This card provides some card draw, which is important for all decks.
Blazing Claw: Some flames long for more than a wild, fleeting glory - they long for a shape, a purpose.
A seemingly innocuous weapon that actually has very strong synergies. The Harbinger is a weapon class, but they aren't as central a part of the identity as they are for a class like warrior, and will not show up very frequently. The attack boost granted by weapons counts as 'Hero Attack', which enables some very powerful synergies as they can be used to 'store' attack over multiple turns.
Deal with the Devil: Do you wish for power? I will give it to you - as long as you make me one promise...
A card that could be useful in a token archetype, buffing up your small dudes into kinda-big, kinda-scary minions. Since the card gives about +2/+1 at max (assuming you don't run weird 0 attack minions) and essentially freezes the buffed minions (unless they were summoned this turn), I figured it's fair enough at (1). Like Warlock, the Harbinger has access to demons and synergies with them (which will be included in later sets).
Initiation: Do not fear - despite our reputation, we are like brother and sister here. You will be treated well.
The Harbinger class has access to some limited Armor gain, as well a little healing, as a form of sustain in order to offset all the damage you'll be taking as you punch minions with your hero power. A decent enough play on 2 that can save you some precious health.
Other Basics:
tokens:
Notes:
- Slash and Burn are the Nuts//Bolts cards. It refers to an agricultural procedure where you cut/burn down trees to create fertile farmland.
- Bloodfire Acolyte has been changed from the one submitted in Phase 1. It is now a 2 mana 2/1.
<<Phase 1 Submission (Contains other cards)>>
Thanks for reading, thanks to everyone who helped me with the cards, and good luck to other contestants!
Why Rogue is my favourite class:
My submission for this week's card design competition.
Click here to go back to my Phase I post.
My entry for this competition is the Time Traveler class. This is a class themed all around... well, time which is represented in several different aspects of the class. The Hero Power of the class is Glimpse , which has you look at the top 3 cards of your deck and rearrange them in any order (if your deck has less than 3 cards when you activate this, it will simply show you less cards instead), allowing for strategically planning ahead a few turns because now you know what you're going to draw and being able to change and optimize your draws.
This class also introduces a new keyworded mechanic for the class, Quick-Time . Quick-Time effects activate if you play the card on the same turn it's added to your hand (either by drawing it or generating it, anything counts). In most other classes, this effect seems like it would be inconsistent and top-deck reliant. The Time Traveler class however has many ways to get around this, namely their Hero Power in which you can rearrange the cards you draw to make sure you draw the Quick-Time cards when you actually want to draw them. There are also some cards in the class which can make Quick-Time cards even easier to activate. This however is the Basic set, so we don't have to talk about it here.
UI for the Hero Power
These cards can be found back on the Phase I post.
Speaking of which, let's look at 5 Basic cards that showcase some of the aspects of the Time Traveler class.
One might look at Future Sight and think "This uses a card slot. Why don't I just use my Hero Power instead?" True, you can do that. However in addition to costing no Mana to play, you get to look and rearrange another card. That one extra card can easily make an extremely significant difference and make more strategies and plans. This is basically a one-time Hero Power with a huge powerspike which could be very strong.
Accelerate Time provides a very interesting cycle card for Time Travelers. You can play this, then play the card you just drew essentially negating the 2 Mana cost of this card with the reduction of the card you just drew. It can be very useful for setting up Quick-Time effects combined with planning what you want to draw with it (possible via Hero Power and Future Sight ). At first glance, this might look underpowered compared to Far Sight . However Shaman has no way to manipulate or see their deck order and because of the smaller cost and discount, it's easier to get Mana value out of this.
In addition to being able to manipulate time, Time Travelers also practice sand magic. Sand is the element of time after all. Quicksand is a good example card of this. For 4 mana, you put a minion back on top of their owner's deck. It's like a Sap , though it forces your opponent to draw the card again and take their draw up for that turn. Though usually not Mana efficient, you can also put your own minions on top of your deck to re-activate their Battelcries or Quick-Time effects.
Time Traveler also gets Been There and Done That . Two cards that both cost 4 mana and have similar effects which copy cards ( Been There for minions and Done That for spells). The two cards complete the phrase "Been There, Done That" (challenge 6 yo!). When you see a minion card, you know you've been to their location before and you travel there and alter reality and give you additional copies of it. You'll also remember all the cool stuff you've done on your travels and Done That will give you those memories and live them once again.
Remaining Basic cards:
Flavor Texts:
Click the image to go to my custom Time Traveler class.
Gladiator: Phase II
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Rehgar was a gladiator and gladiator-slave owner in his early days. He even owned Valeera and Varian "Croc-bait" Wrynn for some time. Ultimately, he decided to retire from the gladiator business and became one of Thrall's advisers. But fear not! Rehgar is back in action and ready to relive his glory days in the alternate universe of Hearthstone :)
What other famous (or infamous?) characters will join him in the dirt? Listen to the cheering of the crowd to find out!
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Example cards
Rest of the Basic set:
Card descriptions:
Phase II Bonus Challenges fulfilment:
Card descriptions:
Back to Basics: i know this card might seem super weak and it kinda has to be to pass as 0-cost, but i still think it very much has its uses. If you can land it on a sizeable minion it will act as a soft-heal, preventing the minion to go face. The minion is still able to trade into your board and my class is all about minion combat, so this is by no means a pure "Can't attack. Period." effect.
Nobody Saw Nothing: cheap card draw, or so it would seem. It's basically an Arcane Intellect when combined with the hero power. But since Momentum operates out of your hero attacking, sacrificing the hero power for a card draw could have an additional cost of not triggering Momentum effects that turn.
Pep Talk: i actually love the flavor this card ended up having :D i think it's hilarious. You will give your minion(s) a "pep talk" of such magnitude, that they will run through anything to get things done!
Guild Weaponsmith: i wanted a very simple minion that would synergize with my hero power and/or Momentum and i think i got it. The effect is obviously pretty strong, but i think the awkwardness of having it on a 1-drop balances it out nicely. It does give you a decent T3 with the hero power for example, so it is not that awkward :) You can obviously keep it for a combo with an actual weapon, but the beauty of it is that you can play it for tempo on T1 or just buff the weapon from your hero power for a little extra dmg to fill your curve whenever.
Requiem of Rainbows: decent control option that has synergy with Momentum, but doesnt promote aggro style since goin face has little value. I know its a silly name, but i kinda liked it when i found it searching for some weapon names online and i actually had an art to match it (!), so i went with it. Expect some interesting names out of the future weapons as well. I am fully accepting this as one of my class'es themes at this point. I think it is plausible, since gladiators would definitely name their weapons, right?:)
Late for Training: i know that givin a minion Charge is generally frowned upon and the original Charge (card) was nerfed cause of how strong of a potential it had for OTKs and such. But iv actually got a positive feedback on my version of it, with -2 Attack givin you latitude to utilize the mechanic of an immediate attack, but not necessarily doing tons of damage. Expect some Momentum synergies in the future with this card, to make for some cute combo (s) :)
Hack: an addition to the Holy Smite / Arcane Shot family. Pretty straight forward id say :)
Slash: a strictly worse Consecration , but that is ok, since one of my class' weaknesses is "weak aoes" . It is still very much a decent card. Namely for Arena.
Parry: you've already seen this in Phase 1. One of the few defensive tools in the "protect" category, with a great flavor i think :)
Worthy Opponent: my class is mostly about minion combat, so a beefy minion that can stick around is very much a thing you would want. Not the most interesting minion ever made, but a decent standalone one to threaten the board that would be expected to survive a turn. Good card for any new deck. Also it would be a very good arena card, which is something i strive for with most of my cards.
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Thanks to the guys in the discussion topic for helping me fine tune some of the cards ;-)
- Click Here To Join Us On Discord! -
The Scribe
Intro:
Remember all those powerful scrolls from dungeon crawlers and World of Warcraft that need no magical ability to use? Have you ever wondered what would happen if a random guy just casually decided to grab a few bags full of those and run around like a lunatic? Well wonder no longer! I present to you, Gabriel Gillian, the Scribe!
Hero Power:
A scribes magic comes from scrolls and tomes, which comes with one big advantage, if you use a scroll and you need another, just draw one up (Gabriel is quite the artist)! That of course will take awhile hence the extra mana cost but the possibilities opened by it are endless!
New Keyword: Tome
These show up like a secret but visible to both players. They are buffs that will cancel under a certain condition. Makes deck building really interesting especially the more you try to have active at once. There are no tomes in the basic set however but I have many to show off in classic!
Class Themes:
- Controlled RNG effects.
- Effects with a duration.
- The condition of "If your opponent controls no minions" on cards.
- Cards that affect adjacent minions.
Strengths:
- Extremely versatile hero power that you can adapt to your opponent.
- Plenty of card draw.
- Stronger while opponents board is cleared (KILL ALL THE THINGS!!).
Weaknesses:
- No healing (some preemptive pseudo healing options are available however).
- Limited direct damage and finishers (must win through complete domination!).
- Weaker while behind on board (as you have less control over your controlled RNG effects, and no good comeback cards).
Example Cards:
Even though the class is not particularly minion or buff orientated, there are still some options available as the perk of being a scribe is having something ready for every situation! Scroll of Might is also a good way to dump a card if your drawing too much, and it's an early enabler for your hero power.
Sometimes the most powerful scrolls aren't even magical! This is an example of the preemptive pseudo healing the class has access to. However if your already on low health, it probably isn't gonna help you that much. This is also another early enabler for your hero power.
Scroll of Fire is the perfect example of the controlled RNG effects the class uses. If your ahead you can likely exactly control the outcome of the card. However the bigger your opponents board, the less control you have over the card and the worse it becomes.
Scroll of Destruction is the classes signature removal card. It works wonders with your hero power assuming your not behind and can spare the extra mana.
Acolyte of Suffering may not seem like much but he can turn cards like Scroll of Fire into a buff. A rather versatile minion that can add new options to your hand!
Remaining Basic Cards:
Challenge 3:
Fire and Fury
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Class Overview:
The Sea Witch is a class revolving around adding cards to their deck in order to create powerful combos or to simply generate card advantage. While the primary flavour of this class is to be patient, bide your time, and eventually harness the ocean's rage to beat down your opponent, that is not to say the Sea Witch is slow. A flexible hero, Lady Vashj can just as easily play the fast game à la midrange or with elaborate combos. She can even try to rush you down with cheap, synergistic minions and direct damage.
The Sea Witch revolves around:
Keyword: Reservoir
Reservoir is a fairly straightforward keyword that is heavily alluded to in the Basic set. While no card specifically needs a deck size, adding cards is clearly a powerful tool for the Sea Witch, and thinning your deck by drawing is also greatly promoted. These interactions gradually ease new Sea Witch players into using the future Keyword.
Example Cards:
Calm Currents is a fast and easy way to load up your deck with cards other than simple fillers. Cheap and versatile, maybe you needed that third copy of a minion for a combo , or maybe you and your opponent are nearing fatigue and you shuffle in two big threats into your deck. Or, perhaps you simply want to increase your deck size for future interactions. The possibilities are endless.
"This card makes us want to row, row, row our boat down some gentle stream."
Scry Me a River is the most obvious indication that any archetype, control, combo , or even tempo/aggro can benefit from padding your deck. It is always available for use with just a single Hero Power; 1 mana for a card draw isn't half bad after a Hero Power. But, new Sea Witch players will soon learn to combo this off after shuffling multiple cards in. After all, 1 mana to draw 3 sounds enticing.
"Boo hoo, I'm drawing a bunch of cards, oh woe is me.
Sea Elemental is another way to benefit from shuffling cards into your deck, but this time, it's a board-based interaction. Straightforward but clearly with great potential, these are the sort of minions Sea Witches can expect to see down the line. Sea Elemental is flexible and can be played in tempo or midrange decks.
"He and his fellow Giant rarely sea eye to eye."
Glintscale Stormseer is the second of only two minions in the Sea Witch's basic arsenal. It harkens back to the well-loved Azure Drake , but players must take care to notice the subtle difference. This minion does not simply draw a card, but rather draws an Ocean Depths, which then cycles itself. This means you must have previously shuffled in an Ocean Depth. Glintscale Stormseer rewards the player for upkeeping their high deck count with extremely efficient draw. This card also teaches new players how an Ocean Depths will interact when drawn outside of their opening draw. Glintscale Stormseer embodies ideal Sea Witch gameplay: efficient draws, deck thinning, and an excellent incentive for filling up your deck.
"'Go search the depths yourself, these are my treasures!'"
The final showcase card is the class' Basic hard removal. It is a more expensive Assassinate that provides 6 Health to your hero in the long run, but most important, fuels combos. It soon becomes apparent that Three Fathoms Below with Scry Me a River is an excellent combo . While a simple card on its own, it hints at how the Sea Witch has powerful two or even three-card combos in the future.
"The deep blue claims all."
Remaining Cards:
Gift of the Queen explained: The Naga are known for their longevity and this is represented in Hearthstone with powerful healing. Gift of the Queen is a step up from Darkscale Healer 's effect, but sacrifices the 4/5 for double the healing and a lower cost. It's a versatile healing tool, both able to protect a board and prolong your Hero in a pinch.
"Debatably better than a heart-shaped box of chocolates."
Serpentcrest Staff explained: The Sea Witch do have access to weapons, but unlike most classes, they mainly wield staves with the occasional bow. To differentiate between a crude sword or axe and a graceful magical tool, all of the Sea Witch staves will have a battlecry . The new Sea Witch player is eased into this with the Serpentcrest Staff; it is excellent against many early game threats and even packs in some healing.
"Hail Hydra."
Storm: The Sea Witches are some of the most powerful magic users on Azeroth; their spells are some of the most devastating. Storm is a controlled RNG spell that is more often than not, not RNG at all as it only targets minions. It's flexible and shines best in the early to mid game. The Sea Witch, while having some AOE, does not have access to much which can be viewed as one of their weaknesses. Storm is a card that tries to alleviate this while still retaining this weakness as part of the class' identity.
"Oh, the weather outside is frightful."
Murloc Mating Call: One simply does not wade into the ocean to not find Murlocs. And if anything, Naga routinely use Murlocs as... reagents... for some of their darker magics. Perhaps rallying some willing Murloc Warriors to fit for Nazjatar would be more fitting. Murloc Mating Call cements the eventual role of a faster Sea Witch, as every class needs to be able to be played in various ways. It can either be used as simple removal, direct damage to the enemy hero (which is comparable to Kor'kron Elite ), or it can be used as a combo piece with the Grimscale Oracle in the Basic set or even with Murloc Warleader . Murlocs are synergistic and require strong card draw, two boxes the Sea Witch handily checks off, making them a perfect class for this tribe.
"'MMGLLGLGLG,' said one.
'MGGGGLRLRLRL,' replied the other, blushing.
'MMMGRRRRLL!"'
'MMGRGLL MRGL!'
And the two lived happily ever after."
Frostfire: Once again, the Sea Witches demonstrate their magical prowess. Though mutated, one must not forget they were once Night Elves who drew their power from the Well of Eternity itself, and their leader was undisputedly the most powerful mage of her era. Sea Witches are still able to draw upon powerful magics to rival even the mages themselves.
"True fact #2254: Freezer-burned meat is still OK to eat. It just tastes weird."
Thank you for reading.
For more insight into Wiona, her backstory, and some of her other cards, check out my Phase 1 Submission
The Windspeaker is a class that revolves around the conjuring of powerful storms, turning a Gust of wind into a powerful Hurricane. In Hearthstone terms they seek to fester a combo by carefully controlling their hand and sticking to a single game plan. By copying specific cards (a key ability of the class cards and the Hero Power Monsoon ), the Windspeaker can tailor their own game plan and adapt to most situations. They can also conjure up these powerful combos through the repeated use of a few cards, something seen in the new keyword ....
Tempest rewards the player to sticking to a game plan, and rewards strategic planning. Cards with this keyword will be the cornerstone off every deck since they will drive the power of this class in the late game.
Example Situation (card revealed in phase 1):
Turn 1: Use on a minion, deals 1 damage to it
Turn 4: Use on the enemy Hero , deals 1 damage to them, then deals 1 damage again (total = 2)
Turn 10: Play this on a minion while you have Malygos on the board, deals 6 damage to it, then 1, then 1 again (total = 7)
Pros:
- Adaptable Play Style
- Powerful Late Game (Tempest)
- Rewards Strategic Planning
Cons:
- Weak Early Game
- Low Impact Board State (Stats / Taunt)
- Hero Power has no Immediate Effect (Arena)
This is one of the Windspeaker's most versatile cards (works like Death Coil ). The first use of this card is to target a minion and kill them most of the time (divine shield and Ultrasaur not included). The second use is as a burn card, one of only two in the basic and classic sets. Because both burn and Assassinate effects are quite limited in the Windspeaker's array of cards, they must choose wisely when using this card, and must also decide if this card is worth copying because of its inefficient cost.
This card is primarily a board control card, but in some niche cases it can be used as a smorc card. It is also versatile in how it can be used to deal with the board. Instead of a single 4/4 minion, you instead get four 1/1 minions (weak to AOE) which allows you to split the damage in whatever way you want. By planning ahead with this card, the Windspeaker can take advantage of situations where the splitting of damage can give you the upper hand, instead of wasting it on a single minion.
For non-Canadians here, a Chinook is a warm wind that blows down the East side of the Rocky Mountains, usually in the winter. Flavor wise, I felt it fitting that a warm wind falling onto land quite matched the idea of healing everyone on the board. Mechanically, it allows for a very powerful heal effect for the Windspeaker, but is not as powerful compared to a similar Priest card ( Greater Healing Potion ) since the Windspeaker is not primarily a healing class. It can heal your minions, but on the flip side it will heal you opponent and their minions.
" The Calm Before the Storm " is a common saying and one I used to meet the "Nuts // Bolts" challenge. Both of these cards work on their own as powerful cards, but naturally fit together as a two piece combo . Alone, Calm can be compared in power to Arcane Intellect , but is actually a tutor effect. Think Sense Demons , but this card fishes out two of the same card from your deck. The only time it will do nothing is if you deck contains no duplicates at all. This works well in propelling a game-plan forward ( Tempest card) and meeting the 'if you're holding two or more of the same card" condition, but also lowers the unique amount of cards you will draw. So even though you are drawing two cards, it lowers your chances of drawing a card that may fit the situation you are currently in.
Dealing 1 damage to all enemies is a key mechanic of the Windspeaker, and you can also see it in Twisting Elemental (in spoilers below). This card alone is very in-efficient, comparing it to Arcane Explosion shows that it should only be two mana. Yet a new mechanic of the Windspeaker is the new card condition: "If you're holding 2 or more of the same card". This can be pulled off in an enormous amount of ways, but works especially well with the pair of this card; Calm . If you manage to take advantage of the Windspeaker's mechanics, this card is a better Hellfire for only 3 mana. This is an important card in allowing the Windspeaker to survive the early game.
Remaining Basic Cards:
Clarification on Leap : This works on a minion on the board. My Hero Power and 'Uproar' refer to cards in hand (to be assumed) since they do not refer to minions but instead cards and spells. Like Crushing Walls , Leap can be assumed to target minions on the battlefield since it refers specifically to minions. Also, Leap works with Targeted Battlecries, so if your left-most minion is Alexstrasza then playing this spell will allow you to target a minion. If you play it with Novice Engineer , then no targeting option will be given.
Tokens:
Thanks for taking your time to view my entry for this phase. If you have any questions about my class / cards I didn't explain, please PM me and I will be happy to answer. I would also like to acknowledge that I based my post formatting on Demonxz95's, Mewdrop's, and B1lackC1pher's posts. Good luck everyone!
The Apothecary!
Cruel and calculating, these diabolical geniuses are obsessed with their putrid sciences. Alchemy, necromancy, and pathology combine in a grisly sludge served in tiny, unmarked vials. The Apothecary stitches together Patchwork abominations and other undead horrors, dole out deadly plagues, and serve a few potions to fortify their lackeys or dissolve their enemies!
Class, Hero Power, and Keyword explanation
The Hero Power creates 1/1 Patchworks, much like Paladin's Silver Hand Recruits. However, if you already have one, the Hero Power instead gives it +1/+1. If you have more than one, your left-most Patchwork will be buffed.
The Apothecary relies on board control. They have strong minion buffs and single target removal (including lots of Poisonous cards) and a little bit of healing. However they lack aoe, and burst damage. They will specialize in agro, tempo, and midrange decks, but a few good control decks may appear as well with the right cards. They are also aligned with the Kabal and will have singleton decks that are a bit different from what Priests, Mages, and Warlocks are used to. How will they be different? Wait until the Gadgetzhan expansion to find out!
Apothecaries are utterly obsessed with their work. They constantly tinker and test their subjects, trying to perfect their poisons and build more efficient and deadly Patchworks. To reflect their unending experimentation, they use the keyword Mutate .
Mutate is like Choose One , but you don't get to pick. Each turn, the card's text will change to show which option you have. If I make it I'll explain Mutate more during the Classic phase.
Example Cards
Infect - Sharing isn't always caring.
A fun and easy way to clear big scary taunt minions with your horde of smaller minions and spells. And by fun, I mean for you. Not your opponent.
Trial - "Let us know if there are any side effects so we can put them on the label!"
As with many drugs, this card has different effects on different minions. This can weaken a buffed enemy or strengthen a low-stat Battlecry minion. Or you can live the Hand Apothecary dream and try to run this with Molten Giant . This is also the first part of the Nuts // Bolts challenge, the other being Error , found below. Trial and Error .
Painful Remedy - The pain means its working. Maybe.
Removal against small targets. Healing on targets that can survive.
Test Subject - All experiments require test subjects. Some experiments create more test subjects.
This class is very big on buffs. And while there aren't many in the Basic set you'd want to use on this, you can expect to see more in Classic and later sets!
Dissolve - "Does it hurt?" "Blurb." "So... no?"
Powerful removal when Chemical Bomb (below) isn't the best answer. Yes, its a weaker Polymorph, but the Apothecary has more emphasis on board presence than Mage, so it's fine, and oh so flavorful! And here's the token that goes with it.
Remaining Basic Cards
Error - "There are no mistakes. Just happy little experiments." - Lob Dross
Healing Vapors - In case of emergency, break EVERYTHING!!!! AAAAHHHH!!!!
Chemical Bomb - 1. Prime the device. DO NOT INHALE. 2. Throw. DO NOT INHALE. 3. Run away. DO NOT INHALE.
Acid Bomb - Nothing will leave you cleaner.
Spreading Ooze - An apothecary can never have too much ooze.
Thank you again for visiting
Putricide'sVyral Mortis' Laboratory of Alchemical Horrors and Fun!Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Click here or the banner to see the phase 1 post!
The 1/1 Droid is a Mech card (as of GVG eratta)
Showcasing one of the synergies the class focuses on, the Keeper can build around minions without card text, supporting them to make 'filler' minions far more interesting.Plus, what better cards for a player with only the basic set to play around with. Like with the large number of basic beasts for hunter, there are a large number of minions without card text in the basic set, letting new players try out synergies.
Enchantments? They're cool, right? Those little thingies that appear in the banner beneath your card on mouse-over. The Keeper has mastered the secrets of this power in hearthstone, which has long been shrouded in mystery to the other classes. As well as having ways to enchant their own minions, some minions become even stronger while enchanted, or have conditional effects depending on enchantments.
0-Cost card? Well, actually, that would cover this class's secrets, but some spoil-sport school moms don't want their kids playing with secrets in the basic set, or something, even when its part of the core class identity =p
Debilitate is a non secret 0-Cost spell which can be used to make trading that little bit better in the early game, or cheaply combo with The Harder They Fall .
Except to see a lot more cards and effects which play with the concept of 0-Mana spells in the classic set!
The rest:
FAQ?
Silenced minions have no card text for the purpose of "Without card text", as silence removes card text.
A minion who's Health is reduced to 0 by a debuff is destroyed. (Think about what happens when you use Crazed Alchemist on a 0-Attack minion.)
"Double a minion's X" enchantments give stats equal to the stats gained from the enchantment when copied. "Set a minion's X" enchantments set the minion's X to that value, then calculate any other enchantments.
Enchantments are copied in the same order they are present on the target card.
"Swap a minion's X" Enchantments are treated as "Set a minion's X", as that's how they function in-game.
The Jester Class: Phase II
Lore:
Riggs is the subject of many urban myths around Azeroth. Here is another of such stories so that you may, perhaps, be able to separate fact from fiction.
There was once a lonely young Prince who had no friends with which to play.
He was a good and obedient son but the King did worry that he spent little time with childish pursuits since the Queen's passing.
One day, whilst perusing the market, the King came across a little wooden doll. A sly yet charming expression painted upon its face. The King thought this would make a fine gift to his son.
"It's funny" said the Prince. "I shall call it Riggs."
Childish laughter filled the King's hall once more and all was well for a time.
It wasn't until the Prince's 16th name day that something seemed amiss.
The Prince had arranged a magic show. Not unusual for a celebration but strange because the magician was the Prince himself.
He requested a volunteer from the audience and was able to choose her card from not one but two decks.
The crowd were very much impressed and another volunteer was not hard to acquire.
This time the Prince was to saw the woman in half.
It was a trick that many had seen before. The woman's torso would be sealed in a box, a flimsy saw would "split her in two" before putting her back together.
Alas it did not work out that way on this occasion.
The Prince laughed maniacally as it became apparent that this version of the trick did not involve magic.
"What has come over you my son?" Proclaimed the King.
"I am not your son. I am Riggs"
Class Description Update:
As a Jester Riggs likes to be the centre of attention.
The hero power already provides control potential so I have opted not to give the class a direct removal option. This will force you to use the power to remove smaller minions and suffer the drawback of the punchline.
The central strategy of the Jester is to overwhelm the board with small disposable minions.
The Punchline keyword encourages you to trade as opposed to going face and will assist in the motivation to flood the board.
The cards I have chosen show the beginnings of this 1-Cost minion synergy.
The Cards:
Twist:
Like we did last summer.
This is a simple card that can be played from your starting hand to get a 1 cost minion or spell if you need one. It can also be used to thin your deck so that you can make your way to a win condition. If you have no 1-cost cards it does nothing but as a Jester that will be unlikely.
Nibbling Gnashers:
The number one cause of tooth ache .
This creepy set of teeth serve as the Jester's perennial 1 drop. I've kept its stats quite low as it can be quite powerful in the early game especially when combined with the hero power.
Pulling Strings:
Easy to do when you're friends with a King.
Another simple card this time introducing the class exclusive token, Puppet. The tokens are 1-Cost so will interact with that aspect in the future.
Laughter:
It's the best medicine...
A healing spell that has a specific synergy with having a large board. Defends against the opponent having developed their own too.
Drop a Bombshell:
Not everything is smiles and rainbows...
Jesters in history were often tasked with delivering bad news to a monarch. 8 damage to the face is certainly bad news. I want the Jester's clears to be limited so it relies on its hero power so this has a drawback that works against its core strategy in that it could destroy your own minions also.
The Rest:
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The Token:
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Thanks for taking the time to read my submission and thanks to those who helped me in the discussion topic. Hopefully you can see how the class is coming together. I've got lots of ideas for later expansions and I'm looking forward to the possibility of working on them.