This is the Submission Topic. The open submission stage is over, so have a look through and up-vote your favorite entries! The Discussion Topic is here.
Greeting, Fan Creation Forum! I'm Asylum, and I'll be your host for Hearthpwn's third Class Creation Competition, entitled "Asylum's Gauntlet". I hope it's not too self-aggrandizing, but there is a reason that my name's in the title. You see, for our first two Class Creation Competitions, competitors could basically create whatever sort of classes and cards they wanted. But, if we're going to make the Class Creation Competitions at all sustainable, as something we can do many more times to come without just getting repeat entries, we need a model for that. To that end, I've taken a few pages from our Weekly Card Design Competitions.
Each phase of this competition will contain 3 specific challenges. They'll be formatted similarly to our weekly competitions, and they may be either thematic or mechanical. Most importantly, nobody but me will know what the individual phase challenges will be until we reach those phases, so you can't get get too attached to your plans for your class too far in advance. If this goes well, then future Class Creation Competitions may use a similar format, with different moderators hosting different assortments of challenges that will make every competition inherently unique.
But that's enough introductions! I'm sure you're all eager to get started and see what I have in store, so let's get into it...
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, like banners or borders. 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. Adjust cards to a width of 250, and you should be able to get three in a row.
Hey, look! Some cards!
Soul of the Forest: Look at how nice this is. Hammer of Twilight: All neat, organized, and concise. Twilight Summoner: 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 I: The Concept SUBMISSION REQUIREMENTS
Before you get to creating dozens of cards for your class, we want to hear your proposals. Here are the requirements for your Phase I Entry:
THE CLASS'S NAME Obviously, you have to tell everybody the name of your new Class.
Your may not submit a Death Knight, Monk, or Demon Hunter. I know, I know, those are the three classes in WoW that haven't made it to Hearthstone, so they're the most logical places to go, right? Well that's actually the problem. These three classes have already been created and speculated about dozens of times over by countless people already, from popular streamers to many different members of this forum. We want to breed new creativity with this competition.
A HERO PORTRAIT Your class must be represented by a specific Hero, and that Hero should have a name.
Your Hero's starting/maximum Health must be 30, just like every existing hero. If it's not included explicitly on your Hero Portrait, it will be assumed.
A HERO POWER Every Hero needs their own unique Hero Power, and so does yours.
Like existing playable Hero Powers, yours must cost (2).
Note: A common mistake some folks make with their Hero Power is making it unusable without certain class-exclusive interactions like a new keyword. In addition to making the power useless to other classes when Discovered by Sir Finley Mrrgglton, it may also be useless to the class itself when a player only has access to the class's Basic Set, which does not allow class-exclusive keywords.
EXAMPLE CARDS We do not want to see your Class's entire collection, just enough for us to get a good idea of its concept.
You are allowed up to three (3) example cards. What kinds of cards? That's entirely up to you and what you believe would best showcase what makes your Class unique. You might decide to show off a Basic card that would find its home in any deck your class could make, or you might decide to showcase a card that plays a major role in one of your Class's win conditions, or you might decide to show us an example of a card that uses a new Class-exclusive keyword. Tell us a little something about these cards and how they fit into the grand scheme of things.
Your example cards may not produce any unique token elements. The only exception to this would be if the only unique token cards they produce are one that are already produced by your Hero Power.
Your example cards are not required to show up in any future Phases as part of your final product. They are just examples and may be modified or even abandoned entirely as the competition progresses.
KEYWORD Your class is not required to have a unique keyword, but if it does, then you should tell us about it.
You can generate a keyword tooltip definition image here on Hearthcards. Just remember to host the image elsewhere, like any other.
Your class may not use the Choose One, Combo, or Overload keywords during this or any other phase.
EXPLANATION Tell us a little bit about all of the above. Remember, the point of having different Classes in Hearthstone is that each of them plays differently, so consider telling us how your Hero Power and Example cards lend to or exemplify your class's unique features. You can also let us know, is your class more focused on aggressive, control, or combo decks? Does it place particular focus on minions, spells, or weapons? Is it fairly straightforward or does it have multiple different viable deck archetypes? Does it have a unique win condition? You can even tell us a little bit about where your Class's concept came from.
CHALLENGES!
Before we get into these, just one point of clarification: For Phase I, the challenges may be more class- and concept-defining, but from Phase II onward, none of them will get in the way of anybody's established core class concepts, so you don't have to worry, for example, about all of a sudden come Phase IV needing to include a Secret in your class for TGT even though your class hasn't been built to handle those. The challenges do get harder as the competition progesses, though, so if you're ever stumped on how to deal with one, please join us over in the Discussion Topic! Now, onto the challenges...
Hearthstone mainly draws from existing Warcraft lore, but it has been open, especially more recently, to inventing entirely new lore, from Legendary minions like Reno Jackson to the alternate Shaman Hero, Morgl the Oracle. The Hero character representing your class will follow Morgl's lead and be an original creation. Your character must still, though, believably fit into the Warcraft universe, and although it is not required, you are allowed to give us some brief story background on them and their place in the world.
As a point of clarification, your class may have an alternate Hero that's not an original character and that is taken directly from Warcraft lore, but you may not present that until Phase VI. No classes will coast on their Hero's star power.
For the purpose of this challenge, the following will be considered valid tokens: a minion, a weapon, a spell, or a hero power. How your Hero Power produces that token is entirely up to you. It may summon it directly to the battlefield, add it as a card to your hand, shuffle it into a deck, whatever. A couple of clarifications: your Hero Power may not produce any tokens beyond the one, but it may have some other effect beyond just producing that token.
The two existing playable examples of this are the Rogue's Dagger Mastery, which produces the Wicked Knife, and the Paladin's Reinforce, which produces the Silver Hand Recruit. If you'd like additional examples, past CCC winner the Bard and past finalists the Lich and the Agent all had Hero Powers that would qualify and that you can check out in the spoiler below.
All of the existing class-exclusive keywords (Choose One, Combo, and Overload) follow this trend, so I've decided to restrict you to it as well. If your class has more than one custom keyword, then they must all obey this rule. Your class is not actually required to have any unique keyword, though, so in that sense this challenge is actually totally optional.
In addition to the existing class-exclusive keywords, Discover is another great example, as would be Joust if it were actually a keyword. Just because all card types can bestow a keyword, though, doesn't mean that it qualifies; Mark of the Wild may bestow Taunt and Hand of Protection may bestows Divine Shield, but it doesn't make any sense for a spell itself to have Taunt or Divine Shield. Where this may get tricky is with keywords like Silence or Freeze, which would qualify because they describe actions that can be performed by any card type, despite only being able to be performed on limited types of targets.
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase II of the competition be determined? The answers to these questions and more can be found below...
PHASE V: League of Explorers + Whispers of the Old Gods Preview: 22/February - 23/February Submission: 23/February - 2/March Poll: 2/March - 3/March
PHASE VI: One Night in Karazhan + Mean Streets of Gadgetzan Submission: 3/March - 14/March Poll: 14/March - 17/March
NOTE: All stages of the competition begin and end at 20:00 UTC. ALSO NOTE: I know that a couple of these submissions windows might see tight, especially because the secret challenges make it difficult to plan ahead. That being the case, this timetable is subject to change at my discretion, even after the competition begins, if it seems like too many folks are struggling.
* During Preview stages, both a Submission Topic and a Discussion Topic will go up, but the Submission Topic will be locked until the end of the Preview stage. The Submission Topic will reveal the Phase's unique challenges, so take this time to discuss them, ask for clarifications, and so on. * 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, myself, 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 (that is, myself, ShadowsOfSense, and PupleMD) 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 three challenges will remain a secret, but I'm happy to tell you the general submission requirements.
PHASE II: The Basics
In this Phase, you will each construct your class's Basic Set. Here are the requirements for your Class Creation Competition Phase II 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.
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 three (3) 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, Discover, Enrage, Immune, Inspire, Secret, Silence, Spare Parts, and Stealth. In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Joust and C'Thun synergy, and so on. Other such mechanics like Mech and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Mechs 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 seven (7) 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.
PHASE III: The Classics
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 four (4) 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, Inspire, and Spare Parts. In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Joust and C'Thun synergy, and so on. Other such mechanics like Mech and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Mechs or Dragons.
REMAINING CLASSIC SET The remaining eleven (11) 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: Blackrock Mountain and The Grant Tournament
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 Blackrock Mountain and Grand Tournament 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 BRM & TGT CARDS We do not want to see your Class's entire BRM and TGT Sets out in the open.
You are allowed up to four (4) 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 1 Common card and 1 Rare card with the Blackrock Mountain watermark. These may not have Inspire, Joust, Discover, C'Thun synergy, etc., as those mechanics did not exist until later expansions.
You should also have 3 Common cards, 3 Rare cards, and 2 Epic cards with the Grand Tournament watermark. These may not have Discover, C'Thun synergy, etc., as those mechanics did not exist until later expansions.
You must also have 1 upgraded Justicar Trueheart version of your Hero Power. If you wish, you may substitute your upgraded Hero Power for one of your example cards this phase.
"No Grand Tournament Legendary minion?" you may be wondering? Actually, because Hunters broke the mold by having two TGT Legendary minions, we're going to let you break the mold too. If you wish, instead of 1 standard Legendary minion, you can have a pair of Legendaries, a Legendary Spell or Weapon, or even no Legendary card at all, with maybe an extra card of another rarity in its stead. Don't go crazy and have like a dozen Legendary cards, but feel free to try something new and different, and we'll do our best to discuss and accommodate it fairly.
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 BRM & TGT CARDS The remaining cards of your class's BRM and TGT 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: League of Explorers and Whispers of the Old Gods
Congratulations on being a semi-finalist! With positively received Blackrock Mountain and Grand Tournament 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 League of Explorers and Whispers of the Old Gods 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 LOE & WOTOG CARDS We do not want to see your Class's entire LoE and WotOG Sets out in the open.
You are allowed up to four (4) 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 2 Common cards and 1 Rare card with the League of Explorers watermark. These may not have C'Thun synergy, tri-class cards, or other mechanics that did not exist until later expansions.
You should also 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 tri-class 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 LOE & WOTOG CARDS The remaining eight (8) cards of your class's LoE and WotOG 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, BRM, and TGT SETS You should include your completed Basic, Classic, BRM, and TGT 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: One Night in Karazhan and Mean Streets of Gadgetzan
Here we are, finalists! In the last phase of our competition, you'll be giving us your class's One Night in Karazhan and Mean Streets of Gadgetzan 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] TURTLE (Replace TURTLE 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.
ONIK & MSOG CARDS In addition to including the required material from all previous phases, you must add the following:
2 Common cards and 1 Rare card with the One Night in Karazhan watermark. These may not have tri-class cards, or other mechanics that did not exist until later expansions.
3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion with the Mean Streets of Gadgetzan watermark.
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), or you may invent an entirely new crime family, with its own unique mechanical gimmick(s) and comprised of your class and two other classes from any of our current or previous Class Creation Competition finalists (so, in addition to your three fellow finalists, that includes previous winners the Bard, Merchant, and Twilight's Hammer, as well as previous finalists the Agent, Nightmare, Pokemon Trainer, Demon Hunter, and Lich); 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.
EXAMPLE CARDS These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send me 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 5 competition themed around their winning class!
ARCHIVES
Want to see how things went during our first two 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.
"Balance extends well past what you call, 'Real', Young one"
Hero: Idera Skygazer Hero power: Visions
When Dreams called, she listened. The Seer class is about maintaining hand control and altering cards. Ancient Secrets, far off planes of existence, it takes an open heart to converse with the likes of Ysera, and a readied mind to not go mad from the depths of lost secrets. Idera Has always been a bit.., peculiar. Half Draenei and half Night elf , she was raised by her elven mother and stepfather. Idera grew up with the far reaching view of all planes, from her Draenei side, and her value of natural balance, from her guardians, And so she saw the bigger picture of Universal Balance. So when Ysera contacted the young practicing mage to maintain equilibrium between the Emerald Dream and its reflection, the Shadowlands, she took the mantle as Ysera's disciple with fervor.
With the game altering Transport mechanic- Characters, Weapons, and even held cards can be transported to either the Emerald Dream or the Shadowlands, sometimes referred to as the 'spirit world'. The location of a card has no direct effect on it, it still works like normal, but the Wise Seer's cards interact specially with cards in different planes. This allows setting up for apocalyptic plays that took the time to foresee before hand. But foreseeing does take time.
Know their fate - Your Visionary Hero begins each game with the Emerald Vision Power. If you wish to have it start with Shadows, well, that's a tale for another time. Each card keeps its location no matter where it goes, and will glow with a pulsing green or shifting purple at it's edges, to clearly show it's feelings on the matter. The only way to remove a cards location is to give the card a different location (Each card may only have one location at a time and will happily travel to new lands leaving behind the old). You could always just silence the card too. That seems to work.
Example class cards:
Ahha! So this is how to utilize Transporting your minions between the very Planes of Existence. Ethereal Companion rounds out your curve nicely, targeting any 1 drop you Transported on turn 2. And it can even target itself if you Transported it while it was in your hand. Imagine! A 3/5 for 3 with no drawbacks that also happens to be a UniHound. Asthounding. (Special Thanks to user Sinti for feedback)
Please Click the Spoiler (Inserted for space reasons) for the other 2 cards
Speaking of One drops, here is a devoted follower to add to the cause of Universal Balance. Even when she dies searching for the future's secrets, she reveals what she has learned. Do remember that your opponent can see at all time what cards in your hand are Transported by the way they glow. Sadly this card is not as good if you have only one card in hand, as it will always go to the Shadowlands.
Wait, what? You want to know what spells a control class has? Sure, just one moment, ok let me see her. This should do.
How's that? Good? I hope you like it. It can take a little bit to foresee this card properly, but it can give you a major advantage over all those that challenge the balance of the Universe. Sadly is does nothing when cast if you don't Transport it. But it combos nicely with, well, the class.
The class has more than just this dual balance theme. Card draw, shuffling and leaning over the table to get a good look at your opponents hand will all make it into this class, but I have only so much room to tell my Tales. The Seer class is built to control ebb and flow, in due time. Powerful spells combo together in many variations to give you all the options of the future, but remember to stay in the moment, you don't want your prophecies to be interrupted by some pesky Unleash th- LEROY JENKINS!
I've never played WoW before, and so if you have any lore comments, feel free to msg me. Hope to see you all soon. {Edit: Minor spacing changes and removal of extra stray symbols, Edit: Card Rewording}
HI! I'm Jesse, or Pumawesome (you can find me on any game I play as Pumawesome or Pumawsome). I'm a tabletop Game designer and all around game enthusiast, and I aim to create engaging game theory content.
If you wish to contact me, message me, and I am willing to give my Curse or Discord!
I never played WoW, so I'm just taking my best shot at making up some lore here (In all honesty, I just wanted to use demons because I think they look cool): Some demons from the underworld staged a revolt against the rest of the burning legion in response to crumbling infrastructure and crappy healthcare! Led by the rogue demon Diabolus, they are using unorthodox methods of summoning themselves to the overworld to wreak havoc!
Playstyle
The hero power sets the theme for the class: hectic cost reduction. Mana gets flung all over the place in this class. The three cards represent some major themes within the card design that I'll use.
The Shrouded Vanguard represents the interactions with the hero power. It's a tricky hero power to work with, so naturally there will be some cards to activate it. I am thinking along the lines of cards like Void Terror, Abusive Sergeant, or Unearthed Raptor but a bit more unpredictable.
The Chained Evil represents the card interactions with cost reduction. This guy is similar a bit to Naga Sea Witch at worst, but at best it will actually pass on its cost reductions through the effect! Also, this is a demon, but the demon synergy will likely be unexplored too much by this class since warlock already ventures into that direction. Not all minions will have the tag either, and it is also possible that the synergy will be explored temporarily later (like Beast druid did a couple expansions in) but I feel like there is a lot of fun to explore in playing with mana costs.
The Summoning: Chaos is probably the most representative of my class out of the three and it represents the fluidity of mana costs of cards in an unholy rebellion's hand. Crazy effects like this fling mana all over the place and rearrange them back onto your cards. As you may have guessed, 'Summoning' spells will be reminiscent of 'Shadow Word' spells in the way that there will be several of them that are reminiscent of a card like this.
Long ago King Nafaron and his followers were banished to the Firelands. In the Firelands King Nafaron swore allegiance to Ragnaros. In return the Firelord gave them the power to Wield the Flame. But such power does not come without a price. In the depths of the Firelands they deformed and one by one they became monsters and beasts.
Example Cards:
What is this class about?
Magma Rager- Because of the theme of the class, Magma Ragers play a big role in the class. There will be multiple cards that summon and buff Magma Ragers. The idea would be to take one of the worst cards in the game and actually make it a viable card in a specific class.
Deal 1 damage to all enemy minions- Let me clarify. Instead of dealing a lot of damage with one card, Flame Wielder is all about dealing small amount of damage to all enemy minions with multiple cards, so to have an effective boardwipe you would have to play multiple cards that deal 1 damage to all enemy minions. Flaming Rager is an example of this, but there will be a lot more cards later on that have a similar effect.
Cheap Big Minions- Flame Wielder is also really good at summoning big minions for a cheap mana cost. Fire Warrior + Magma Rager is a good example of this. Molten elemental is another example. If your opponent has 3 minions you can get a 6/7 minion for 4 mana. Minions gaining buffs based on the amount of minions your opponent has is also one of the core mechanics in this class.
Buffing Fiery Sword- Since the hero power produces a weapon it's obvious that there will be weapon buffing cards in the class, similar to rogue. However because the weapon is only a 1/1, the class will have more powerful buffs compared to rogue. The class itself provably won't have any weapons, other than the weapon created by the heropower, which allows for more powerful weapon buffs.
The Necromancer is a class all about minion death and revival. Whether you only kill certain minions to bring them back as powerful zombies, or kill off dozens of tokens for death-synergies, the Necromancer will always find a way to benefit from death. Except if they themselves are dying. That's not good.
The Tombstones summoned by the Necromancer's Hero Power are useless on their own, but have some decent potential when combined with other cards. Many class cards will specifically require Tombstones on the board, and since they can't be Reawakened they won't clutter up the pool of dead minions.
Like Discover, Reawaken will specify which type of minion will be revived. Resurrect and Onyx Bishop will read "Reawaken a friendly minion."
Tombstones, mass death, specific zombies. The three core types of Necromancer gameplay.
If you got the coin, the Mercenaries get going. Grizzlek Warfizzle has the sellsword game down.
This war-savvy businessman is a hero that knows board control is important. Mobilize may seem like Reinforce with extra steps, but the 1/1 in hand allows you to place the unit freely instead of always being summoned on the right. You can hold a bunch of 1/1s in hand until it’s time to swarm the board. It procs Mountain Giant, Twilight Drake, it even procs our old pal Hobgoblin. Just take note of that little catch. They cost (1) the first turn it's in your hand. They don't like to be rushed.
These ugly goblin mugs ain’t The Silver Hand.
Card Spotlight
The Mercenaries don't just want control of the battlefield, they value good positioning.
The three cards below demonstrate some of the Mercenaries core mechanics, the "soul of the class" as some have put it.
ADJACENCY BONUS
This mechanic can take many forms, but the simplest way to demonstrate is with this Basic class 1-drop. On it's own, it's a vanilla 1-drop. With an ally on either side of it, it's a 3/2. 3-attack means it has the firepower to trade up. Adjacency bonuses also encourage enemies to contest the board instead of going face.
COMMAND SPELLS
Like the Word spells for Priests, it's a subcategory of spells other cards can specifically reference. (e.g. Discover a Command")
Command spells require a friendly minion on the board. You're not just magically conjuring flames to engulf the field, you're commanding your troops to OPEN FIRE! in this case it's a cheaper, non-face-hitting Consecration that requires a minion on the board.
HOLDING CARDS IN HAND
Not the best example, but I'm saving any would-be Handlock cards for the future. For now, I'll substitute it with strong draw options.
At 1-less mana, this spell's drawback is that you can't use the card you draw right away (not efficiently, anyway). You're encouraged to use it as a hand refilling tool, rather than an emergency dig for answers.
The faceless are servants of the old gods, and dwell in Icecrown and Azjol-Nerub. They are involved with the corruption of the void and are aligned with the Qiraji, Naga and Sha, so the cards in this class will include these races. Famous characters include Soggoth and General Zon'Ozz. Za'Non is a highly influential faceless commander, and has mastered the art of mind games and corruption, the cards in this set will fit this theme, like the example cards shown below.
Rorin Cliffhelm is the hero for the Marksman class. A dwarven rifleman who never misses his mark, Rorin prefers to work alone using his weapons and spells, though he will accept help from others to achieve his mission, be it slaying demons and dragons, or simply playing a game of Hearthstone. (Please note that the Marksman's spells are themed around actions like the warrior and hunter, rather than actual spells like mages or priests)
Hero power
Rorin's trusty rifle is much more powerful than any of the other classes abilities, but he must first take the time to load his gun before he uses it. He can fire his shot immediately if he has the mana, save it for next turn, or even store multiple rounds, ready for unloading in one big barrage of bullets.
Keyword
As with all good marksman, accuracy is important to Rorin. Getting a Bullseye by killing a minion will give Rorin additional bonuses on his cards, such as firing another shot, or remaining undetected to snipe another enemy. Bullseye activates whenever a minion is killed by a card, regardless of whether it is from attacking, a battlecry or spell, or even a deathrattle effect!
Example Cards
These cards give some examples of the Bullseye mechanic, as well as show how the Marksman class is mainly a control class, using many tricks to kill the enemy forces, from shooting two enemies with the one arrow, to fighting back when attacked, like a minion does.
(Edit: Fixing typos and the inexplicable white background on my cards)
His story starts back at the time when the Lich King's forces were still ravaging the lands of Azeroth. Inside the walls of Jotunheim, vrykul warriors were fighting for the privilege of serving in Arthas' dark army in the afterlife, almost like a perversion of their ancestrals' faith and wish to join Odyn in the Halls of Valor. The winners are turned into Ymirjar by the Val'kyr and join the ranks of the undead legion, while the losers become Vargul and are forced into manual labor. Meet Floki: he's one of the latter.
LORE
Fast forward to when the threat of the Lich King has been finally neutralized. Floki is among what's left of the Scourge. He has the choice to join the Forsaken and serve their master, Sylvannas Windrunner. He refuses.
Seeking to reconnect with his kin (or what's left of it) and make use of his new masonry skills, he willingly joins the Kvaldir society. He feels he is closer to them, former vrykul like him, than to the skeletons and ghouls he's been forced to work with for the past years. He pledges allegiance to Helya, but with her he strikes no pact, for now he serves none but himself.
With the Kvaldir, he goes into raids to hone his combat techniques (which were, by the way, never his forte) and learns how to build and repair longships. Time passes and his companions, having realized how good he was at making boats, start calling him "the Boatbuilder".
One day, he goes missing. While looking for him, his companions realize a small boat and also some of the loot they had in stash, gathered over the course of countless raids he took part in, are also gone.
Some months later, an enormous longship, manned by vrykul, vargul and forsaken alike begins terrorizing the seas of northern Azeroth.
(I hope you guys take a time to read the backstory above; it took me a great deal of research on lore and some creativity to pierce everything together. Now let's get straight to the point.)
The Varangian is a class inspired by the vikings of the Dark Ages and their counterparts in WoW, the vrykul (and also their "cousins", vargul, val'kyr, iron vrykul etc.) Its playstyle revolves around three main mechanics, each showcased by one of the following cards:
Attacking without weapons: The Varangian has access to a lot of buffs, especially Attack buffs and some that can also target your own hero. Being a sea raider, Floki could be considered a Pirate, but this class will not have access to weapons, and as such, I gave it a similar, albeit fundamentally different mechanic to work with.
Cards that have been played before: These will be mostly minions with a special effect that activates if a certain minion has died before they were played. Think of it like some kind of a delayed Deathrattle that synergyzes with the last (but not least) mechanic I'm gonna show you:
Cards that alter the way you build your deck: The most interesting mechanic of the class in my opinion. Floki is a boatbuilder, and guess what's the part of the ship he likes to build the most? That's right, the deck (seriously, this entire aspect of the class is based on this shitty pun). These are cards that give you a lot of flexibility regarding how you make your deck and promote experimentation instead of netdecking.
Behold, the Faerie Dragon class. Her name means "captivating power" and she is from deep within Ashenvale. She was Brightwing's best friend in childhood but they grew distant when Brightwing left to fight in the Nexus while Alysia stayed in Ashenvale to protect the Emerald Dream. Unlike most Faerie Dragons, Alysia has an uncanny bond with other Dragons and acts as an emissary for Ysera when necessary.
The class focuses on controlling both sides of the board, including summoning weak minions to the opponent's side as a drawback but also using them to your advantage. The hero power has obvious synergy with Dragon support, providing you with a means to always have a Dragon in hand guaranteeing value from those cards. Despite there being other classes with a Dragon focus (Priest in particular) this will be the only class which actually supports Dragons on the battlefield (all other Dragon support only involves Dragons in hand) so don't worry, that 1/1 Faerie Whelp could end up quite a threat.
(Say "Whelp Laid" out loud!)
I chose 3 cards whose purpose is very clear given the above description. Not all cards in the class will be like this but it's some simple examples of the mechanics I'm pursuing. For clarification, the Whelps summoned will always be the existing vanilla 1/1 Whelp token unless stated otherwise.
Yes, Brightwing will be this class' legendary ^_^ but I'm sure there'll be some sort of restriction in a later phase to fit her in.
Lord Rhemus I is one of the most powerful sorcerer-kings to walk Azeroth. Shepherding lost peoples and appearing in visions to the hopeless, he has cradled his small, hidden kingdom on the outskirts of the Wetlands. It is said that, over the span of but a few decades, this mystical ruler of fabled origin was able to bring a powerless, rotting village to splendid grandeur by gathering prisoners, exiles, war victims, pilgrims, and other vagrant peoples in one place, imbuing their spirits with his magical powers and oratory brilliance. The village-turned-kingdom is often shrouded to undesired outsiders, keeping the citizens safe, allowing them to strengthen and prosper. Any invaders or bandits that stumble across the city walls are either indoctrinated or immediately destroyed by Rhemus' private army. It is rumored that one day, Lord Rhemus I will assimilate the rest of the Wetlands, followed by all of the Eastern Kingdoms, in due time, for he is believed to be immortal and the extent of his power limitless.
Hero Power
Class Mechanics and Example Cards:
The core mechanics of the Sorcerer-King class are the manipulation of Spell Damage, board control, and card combos. These are displayed by the cards below:
Prosper: Lord Rhemus has a kingdom to run, and he may cheekily employ magic to augment the treasury when needed. The idea for this card is to create a cheap draw engine to promote combo-based removals or buffs using your stored Warp Charges. There is a pretty big tradeoff here though, as you're obviously giving your opponent an opportunity to draw cards to respond to your combos.
Ethereal Elite: An example of Spell Damage-based minion synergy. Lord Rhemus often utilizes his grand throne-seated power to empower his chosen troops on the battlefield. During the later stages of the game, when theoretically you'd have several Warp Charges in hand, you could essentially play the minion as a 6-mana 5/6 with Taunt. Or, if you have other Spell Damage sources, the minion could get even bigger.
The People's Champion: An example of mid-game versatile hard removal. The People's Champion fiercely fights for the common man, so you can rest assured that she will courageously destroy that which most threatens the peace of the kingdom.
Yeah, mon! That's true, trolls have finally joined forces to take back what is theirs. Ya thought defeating da Thunder King woud stop 'em. Little ya know. Because the Dark Prophet sent the best of his followers to keep the Troll's will of fighting. And now, under the command of Zul's most devoted hexxer, Hakaali, the Troll Empire is ready to rise again!
Or at least, it'll be after this one match.
"The die is cast!"
For those who are'nt well informed of what a hexxer is, it's a caster (more often than not a troll caster), wich has been prove to wield a wide variety of magic sources (elements, darkness, wild gods...). In this concrete class, however, a Hexxer will be mostly focused on empowering its followers, breaking its foes, and some other well known things such as voodoo and trolls.
Hexxers are masters of ancient, and often sinister, rituals. One known by every important caster in troll's society allows to animate a construct with a shard of soul (maybe even from the caster's soul), as well as rituals to empower them so they have the strength of many men in times of need. And thus, the hero power is:
Why only one Voodoo Figurine? Even the smallest of these servants requires a lot of focus, and while having some of them at the same time has proven to be a recipe for disaster, it's easy to empower a single figurine.
And now, let's take a look at some of the nasty arsenal of this power-thirsty troll:
Haunting Spirit: While playing with Voodoo, you will inevitably attract evil spirits, or even real demons. A good hexxer can take control over them and use them against their enemies. Debuffing in a variety of ways is an important part of hexxer's identity.
Voodoo Ritualist: Your Voodoo Figurines are a very good source of power. Many rituals need these constructs, and thus many cards will have a synergy with this token, in a way or another. In this case, the minion cheats death by trading his soul with the fragment locked inside the figurine.
Banish Magic: While not the most characteristic spell of a hexxer, nullifying your opponent's magic is another good way to curse them. Also, this class will benefit too from self-silencing effects, as some of their cards will get the most benefit if silenced.
This means that if you play this card on turn 2, you would get a 3/3 regular minion on turn 4. It's like real cooking, it takes some time but after it's finished cooking, it's delicious.
Art of Deception is a very strange Hero Power. Unlike Reinforce which synergizes with Paladin's buffs and whatnot, the Dummy will be used to merge and to act as a high-mana minion in certain scenarios, such as Evolving. It has come to my attention that the current wording of the Hero Power needs some work, but for clarification:The Hero Power always costs 2 mana. If you had a maximum of 5 mana when you use Art of Deception, then the Dummy would *act* as a 3-cost minion, as 5 - 2 =3 remaining mana. Likewise, if you had 10 mana crystals, 10 - 2 = 8. You pay 2 mana for a 1/1 minion that has it's mana changed to 8.
Certain minions in this class will merge with others and one such requirement are mana costs, such as the Westwind Shinobi. If you are in a pinch, you can use the Dummy to substitute for the "fusion". Bursting with class flavour, I say, much akin to strawberry Starbursts. FYI, merging minions is not unlike Blood of The Ancient One's mechanic, though there will be quite some variation.
The second function can be used for late-game. If you draw into a card that has an Evolve-esque effect, then just Hero Power to get that 8-mana 1/1, and turn it into a awe-inspiring 9-mana dragon. Apparently Ysera likes hiding behind wooden Dummies.
Example Cards
Westwind Shinobi explained:
Those that followed the development of the Ninja class should be familiar with this. By far one of the most iconic of the Ninja Basic cards, he fulfills his role as an introduction to the Merge mechanic well.
I am obligated to add one into the basic set to teach players how this fundamental class mechanic works. Unlike Blood of The Ancient One, the Westwind Shinobi will *instantly* merge with his buddy, so be sure to take that into consideration. His cost was carefully calculated, as well. If you use your hero power to get a 3 mana 1/1 Dummy, your Shinobi costs 3. Therefore, 2 + 3 = 5, the perfect cost for the 5/6 Spectral Tiger. And, of course, you can always play him by himself on Turn 3 as a 3/4 vanilla. Good stuff.
Be Water explained:
"You must be shapeless, formless, like water. When you pour water in a cup, it becomes the cup. When you pour water in a bottle, it becomes the bottle. When you pour water in a teapot, it becomes the teapot. Water can drip and it can crash. Become like water my friend."
Well, thanks for that, Bruce Lee. And what better way to become water than turning your opponent's stuff into merging material? It is a fairly complex concept, but I think the wording on the card is straightforward and intuitive enough for new players. This can act as the Ninja's hard removal as well, though it is not very reliable. As such, I pegged it at one mana. There will be future hard removal for this class, fret not.
...Ninjas Do It Better explained:
Though a simple card, I chose an Epic rarity as it does shuffle in a token that is produced by a Legendary card. Puns, and an effect that shows the no-nonsense side of Karin, this card is as flavourful as a bacon and cheese poutine.
The Ninja, in general, explained:
I created the class with a broad mindset, and I tried my hardest to incorporate strange mechanics that exist, but aren't quite used that often. Coupled with a dash of tongue-in-cheek humour I picked up while creating the Pirate Hero and Bard classes, out came the Ninja. Karin is not only supposed to be fun and unconventional, but she can definitely hold her own if need be. Westwind Shinobi and Be Water are showcased to represent the "merging" mechanic and how it can be changed. Although Evolving is another core mechanic, I feel like everyone already knows that card does. Therefore, I wanted to focus on the Ninja's more practical side. There are a lot of puns and references in this class but beneath all the shenanigans, the Ninja is still deadly and means business. ...Ninjas Do It Better blends both these aspects together quite nicely.
All in all, the Ninja class is a little irreverant and makes the player think a bit outside the box while beating their opponent's face in.
One of the best strategist in all Azeroth, or so i want him to be (I'm not into the lore thingy).
This class features a lot of ways to manipulate your deck, your draws and even the RNG of some of it's cards. A lot of cards with different effects have synergy with each other, and I'm going to design this class so the wildest of the combo decks are possible!
Keyword:
The unique keyword of this class, Plan B! It can be applied to every kind of card. The effects are mostly win conditions.
"But how do you activate this effect if it's a spell?": Apart from Yogg Saron and his apprentice, this class will feature cards that cast spells by themselves.
"A keyword so strange and unusual. How will you balance it?": x+x/2+(x-z)*2=y; where x=Cost of the card; z= Mana value of the card; and y=Total mana value of the card when Plan B Activates. This formula resumes the way that these cards get balanced, the most expensive cards are the strongest and the cheapest cards are the weakest.
Hero Power:
The soul of the class, it's hero power, Stratagem!
"Why do I have to wait so much to draw a single card?": Well, it depends on how lucky you are, but drawing a card is not the only advantage to this. Your 1 drops and 2 drops are usually minions that you want to use on the early game, and they are not always there for you. Sometimes they come too late and you have to play an angry chicken on turn 5. This hero power is designed to make your draws much more consistent. And it also has an interesting third advantage, that I'll mention later on.
Instructed Spellcaster:
One of the ways that this class can activate Plan B effects on spells!
"Isn't this a 4 mana deal 8 damage to the enemy leader?": It can be, but don't worry, on turn 4 the cards you want are mostly boardclears and removal, and as i said before, the Plan B effects are mostly win conditions, so you would not want to deal damage to the enemy leader so early (unless you were an aggro deck O_o). Well, we'll have to see the rest of the cards.
Offensive Push:
A great and simple example of a card with Plan B!
This can be single target removal or a win condition. The Plan B effects of high cost cards are hard to activate, and in a late stage of the game a win condition can be way more useful than mere removal.
Master Summoner:
The third upside of the hero power, summoning from the deck!
This card is not so different from the Spellcaster, but it represents what i think is the most fun part of this class, designing a deck around cards like these so you can get the most value out of it. I'm very excited to see what i can create :)
Swa Shbur Glar the Swashburglar. This is a class about Swashing and Burglaring.
Note that if you use the Hero Power after using a Burglarize you got last turn, then you will transform the card you just Burglarized into a new Burglarize. This is important for the times when you pull a Totemic Might or when you want to get 20000 upvotes on Reddit and transform that Tirion into a Humility.
What's the win condition? Nothing. Everything. Whatever you steal is yours. And if you're in a mirror match with another Swashburglar, no worries, because as long as you have cards that are Burglarized, then your other cards can still buff them and synergize with them. The class is reliant on RNG, but not too much, because you can always turn a bad haul into a better one with the Hero Power.
The Burglarized keyword literally means if the card was added to your hand by Burglarize.
Other Notes: Like, 7 minions total in this class will be Pirates before you get on my case for not making any of these 3 cards Pirates.
Methra, a young wood elf, who idolized the great mage, Medivh. She practices her magic everyday of creating portals into other dimensions just so that one day, she may find and meet her idol, Medivh.
Hero Power
So you use your hero power and you get a Portal. Play the Portal in the board and nothing will happen yet. Use your hero power again and now you will have another Portal in your hand. From now on any minion in your hand will be played for free at the start of your turn, as long as the Portal in the board is still alive. Playing big minions is key to winning with this class. 2 or more portals in the board means 2 or more minions being summoned. (You only need 1 portal in hand for this to work)
3 Cards
All these cards help make your minions in the board survive especially your Portals. Having a Portal or multiple Portals on the board will help you get your big minions on the board faster.
Ancient Priest is similar to Dark Cultist to make your portals survive
Second Chance is really strong Kel'thuzad-like effect, resurrecting strong minions
Ancient mana wraith is like mana wraith but stronger (doesn't affect you since your summon minions through portals)
Gi'llax the Lifestealer is a ghoul that was made by one of the Lich's acolyte so serve the Lich King but has gone rogue because it was too overwhelming to control. It had been said that this ghoul alone had slaughter and taken the lives of many, and has now even eaten it's creator to gain his knowledge. Gi'llax's Hero power is a weapon created from fallen enemies that had been quelled by Gi'llax and serve as a tool to destroy new enemies. He now has his own pack to lead and he shall ravage anything that comes in his way to get what he wants. He is also called the Grim-reaper by many.
Class Mechanics:
This class revolves around survivability, you could say this can be considered as an anti-aggro class because of the healing it can get. The class takes advantage of having high health or low health situation able to pull out early aggro and dish out heavy damage in the late game. The other mechanic in this class is having to sacrifice your own minions with substantial amount of health too boost or use an effect.
Unique Keyword:
Explanation:
Cards in this class either require you to have above or below certain health to trigger, instead of dealing with slot problems and deciding how to fit healing into the deck. This keyword makes sure that you can adjust your health quiet nicely and keep aggro away from you most of the time. Feast can come essential because in cards that are not shown here need a certain amount of healing to trigger.
Example Cards
Explanation for Example Cards:
-Blood Bite is a 3 cost spell with the keyword "Feast", which essentially means this is a 3 cost spells that deals 3 damage and heals for 3. It's like the card Drain Life from Warlock and Bash from Warrior but instead on getting a set amount of health or armor, you heal more when you deal more damage. More +Spell Damage with this spell = More Healing + More Damage.
-Curious Zombie is a minion which can be very useful in many cases being that it is a 6/2 when played and a 0/4 after the effect has taken place. This minion can dish out a lot of damage to your opponent if your opponent decides not to deal with it. It gradually becomes weaker but has a benefit to it as it turns into a vanilla 0/4 which still can be buffed. Future cards in the basic sets, soon to be shown if this idea passes, will introduce some sort of benefit for these kind of cards.
-Starving Taste is a 1 cost-spell that kills your own minion to restore your health. Combo it with the Curious Zombie, it is essentially creating a 4 mana 6/6 minion that heals, at highest, 4 health. Good card to pull out of aggro and is able to be utilised quiet often to deal with unnecessary minions on board.
The idea behind the hero power is that at the cost of the versatility you have to pay an extra mana. On the plus side you can stack the cards in your hand, they benefit from spell damage, and you get access to the Concoct class specific keyword!
This essentially allows you to empower your cards by investing in them on prior turns with your hero power. This leads to many swings within the game as you fall behind while stocking up on potions only to use them all at once to reclaim the bored with unfathomable power! You never know how games will turn out when an alchemist is involved. Concoct will always trigger if possible so a good alchemist will plan out their potions to get the results they want.
Bottled cards like Bottled Death are largely going to be removal with powerful Concoct bonuses. This makes it really hard to come back if they manage to get Putricide off on several potions, a sort of win condition for the control alchemist. While Concoct effects may seem a lot stronger than your typical 0 mana effect from other hero powers, it's an investment much like Beneath the Grounds and Corruption so that gives it a bit more power. Plus the effects are more so on the cards than the hero power!
This is the Submission Topic. The open submission stage is over, so have a look through and up-vote your favorite entries! The Discussion Topic is here.
Greeting, Fan Creation Forum! I'm Asylum, and I'll be your host for Hearthpwn's third Class Creation Competition, entitled "Asylum's Gauntlet". I hope it's not too self-aggrandizing, but there is a reason that my name's in the title. You see, for our first two Class Creation Competitions, competitors could basically create whatever sort of classes and cards they wanted. But, if we're going to make the Class Creation Competitions at all sustainable, as something we can do many more times to come without just getting repeat entries, we need a model for that. To that end, I've taken a few pages from our Weekly Card Design Competitions.
Each phase of this competition will contain 3 specific challenges. They'll be formatted similarly to our weekly competitions, and they may be either thematic or mechanical. Most importantly, nobody but me will know what the individual phase challenges will be until we reach those phases, so you can't get get too attached to your plans for your class too far in advance. If this goes well, then future Class Creation Competitions may use a similar format, with different moderators hosting different assortments of challenges that will make every competition inherently unique.
But that's enough introductions! I'm sure you're all eager to get started and see what I have in store, so let's get into it...
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, like banners or borders. 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. Adjust cards to a width of 250, and you should be able to get three in a row.
Hey, look! Some cards!
Soul of the Forest: Look at how nice this is.
Hammer of Twilight: All neat, organized, and concise.
Twilight Summoner: 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 I: The Concept
SUBMISSION REQUIREMENTS
Before you get to creating dozens of cards for your class, we want to hear your proposals. Here are the requirements for your Phase I Entry:
Obviously, you have to tell everybody the name of your new Class.
Your class must be represented by a specific Hero, and that Hero should have a name.
Every Hero needs their own unique Hero Power, and so does yours.
We do not want to see your Class's entire collection, just enough for us to get a good idea of its concept.
Your class is not required to have a unique keyword, but if it does, then you should tell us about it.
Tell us a little bit about all of the above. Remember, the point of having different Classes in Hearthstone is that each of them plays differently, so consider telling us how your Hero Power and Example cards lend to or exemplify your class's unique features. You can also let us know, is your class more focused on aggressive, control, or combo decks? Does it place particular focus on minions, spells, or weapons? Is it fairly straightforward or does it have multiple different viable deck archetypes? Does it have a unique win condition? You can even tell us a little bit about where your Class's concept came from.
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase II of the competition be determined? The answers to these questions and more can be found below...
PHASE I: CONCEPT
Preview: 2/January - 3/January
Submission: 3/January - 16/January
Up-Voting: 16/January - 17/January
PHASE II: BASIC SET
Preview: 17/January - 18/January
Submission: 18/January - 25/January
Up-Voting: 25/January - 26/January
PHASE III: CLASSIC SET
Preview: 26/January - 27/January
Submission: 27/January - 7/February
Poll #1: 7/February - 8/February
Poll #2: 8/February - 9/February
PHASE IV: Blackrock Mountain + The Grand Tournament
Preview: 9/February - 10/February
Submission: 10/February - 20/February
Poll #1: 20/February - 21/February
Poll #2: 21/February - 22/February
PHASE V: League of Explorers + Whispers of the Old Gods
Preview: 22/February - 23/February
Submission: 23/February - 2/March
Poll: 2/March - 3/March
PHASE VI: One Night in Karazhan + Mean Streets of Gadgetzan
Submission: 3/March - 14/March
Poll: 14/March - 17/March
NOTE: All stages of the competition begin and end at 20:00 UTC.
ALSO NOTE: I know that a couple of these submissions windows might see tight, especially because the secret challenges make it difficult to plan ahead. That being the case, this timetable is subject to change at my discretion, even after the competition begins, if it seems like too many folks are struggling.
* During Preview stages, both a Submission Topic and a Discussion Topic will go up, but the Submission Topic will be locked until the end of the Preview stage. The Submission Topic will reveal the Phase's unique challenges, so take this time to discuss them, ask for clarifications, and so on.
* 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, myself, 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 (that is, myself, ShadowsOfSense, and PupleMD) 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 three challenges will remain a secret, but I'm happy to tell you the general submission requirements.
PHASE II: The Basics
In this Phase, you will each construct your class's Basic Set. Here are the requirements for your Class Creation Competition Phase II 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 Basic Set out in the open.
The remaining seven (7) 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.
PHASE III: The Classics
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 eleven (11) 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: Blackrock Mountain and The Grant Tournament
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 Blackrock Mountain and Grand Tournament 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 BRM and TGT Sets out in the open.
The remaining cards of your class's BRM and TGT 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: League of Explorers and Whispers of the Old Gods
Congratulations on being a semi-finalist! With positively received Blackrock Mountain and Grand Tournament 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 League of Explorers and Whispers of the Old Gods 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 LoE and WotOG Sets out in the open.
The remaining eight (8) cards of your class's LoE and WotOG 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, BRM, and TGT 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: One Night in Karazhan and Mean Streets of Gadgetzan
Here we are, finalists! In the last phase of our competition, you'll be giving us your class's One Night in Karazhan and Mean Streets of Gadgetzan 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] TURTLE
(Replace TURTLE 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:
These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send me 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 5 competition themed around their winning class!
ARCHIVES
Want to see how things went during our first two 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
Phase I Submission (Merchant, Twilight's Hammer, Demon Hunter, Lich), Phase I Discussion
Phase II Submission (Merchant, Twilight's Hammer, Demon Hunter, Lich), Phase II Discussion, Phase II Poll
Phase III Submission (Merchant, Twilight's Hammer, Demon Hunter, Lich), Phase III Discussion, Phase III Poll
Phase IV Discussion (Merchant, Twilight's Hammer, Demon Hunter, Lich), Phase IV Poll
Class Creation Competition #2 - Worlds Beyond Warcraft
Phase I Submission (Bard, Agent, Nightmare, Pokemon Trainer), Phase I Discussion
Phase II Submission (Bard, Agent, Nightmare, Pokemon Trainer), Phase II Discussion
Phase III Submission (Bard, Agent, Nightmare, Pokemon Trainer), Phase III Discussion, Phase III Polls (1 & 2)
Phase IV Submission (Bard, Agent, Nightmare, Pokemon Trainer), Phase IV Discussion, Phase IV Poll
Phase V Discussion (Bard, Agent, Nightmare, Pokemon Trainer), Phase V Poll
Seer
"Balance extends well past what you call, 'Real', Young one"
Hero: Idera Skygazer Hero power: Visions
When Dreams called, she listened. The Seer class is about maintaining hand control and altering cards. Ancient Secrets, far off planes of existence, it takes an open heart to converse with the likes of Ysera, and a readied mind to not go mad from the depths of lost secrets. Idera Has always been a bit.., peculiar. Half Draenei and half Night elf , she was raised by her elven mother and stepfather. Idera grew up with the far reaching view of all planes, from her Draenei side, and her value of natural balance, from her guardians, And so she saw the bigger picture of Universal Balance. So when Ysera contacted the young practicing mage to maintain equilibrium between the Emerald Dream and its reflection, the Shadowlands, she took the mantle as Ysera's disciple with fervor.
With the game altering Transport mechanic- Characters, Weapons, and even held cards can be transported to either the Emerald Dream or the Shadowlands, sometimes referred to as the 'spirit world'. The location of a card has no direct effect on it, it still works like normal, but the Wise Seer's cards interact specially with cards in different planes. This allows setting up for apocalyptic plays that took the time to foresee before hand. But foreseeing does take time.
Know their fate - Your Visionary Hero begins each game with the Emerald Vision Power. If you wish to have it start with Shadows, well, that's a tale for another time. Each card keeps its location no matter where it goes, and will glow with a pulsing green or shifting purple at it's edges, to clearly show it's feelings on the matter. The only way to remove a cards location is to give the card a different location (Each card may only have one location at a time and will happily travel to new lands leaving behind the old). You could always just silence the card too. That seems to work.
Example class cards:
Ahha! So this is how to utilize Transporting your minions between the very Planes of Existence. Ethereal Companion rounds out your curve nicely, targeting any 1 drop you Transported on turn 2. And it can even target itself if you Transported it while it was in your hand. Imagine! A 3/5 for 3 with no drawbacks that also happens to be a UniHound. Asthounding. (Special Thanks to user Sinti for feedback)
Please Click the Spoiler (Inserted for space reasons) for the other 2 cards
Speaking of One drops, here is a devoted follower to add to the cause of Universal Balance. Even when she dies searching for the future's secrets, she reveals what she has learned. Do remember that your opponent can see at all time what cards in your hand are Transported by the way they glow. Sadly this card is not as good if you have only one card in hand, as it will always go to the Shadowlands.
Wait, what? You want to know what spells a control class has? Sure, just one moment, ok let me see her. This should do.
How's that? Good? I hope you like it. It can take a little bit to foresee this card properly, but it can give you a major advantage over all those that challenge the balance of the Universe. Sadly is does nothing when cast if you don't Transport it. But it combos nicely with, well, the class.
The class has more than just this dual balance theme. Card draw, shuffling and leaning over the table to get a good look at your opponents hand will all make it into this class, but I have only so much room to tell my Tales. The Seer class is built to control ebb and flow, in due time. Powerful spells combo together in many variations to give you all the options of the future, but remember to stay in the moment, you don't want your prophecies to be interrupted by some pesky Unleash th- LEROY JENKINS!
I've never played WoW before, and so if you have any lore comments, feel free to msg me. Hope to see you all soon. {Edit: Minor spacing changes and removal of extra stray symbols, Edit: Card Rewording}
HI! I'm Jesse, or Pumawesome (you can find me on any game I play as Pumawesome or Pumawsome). I'm a tabletop Game designer and all around game enthusiast, and I aim to create engaging game theory content.
If you wish to contact me, message me, and I am willing to give my Curse or Discord!
Class: UNHOLY REBELLION
Lore
I never played WoW, so I'm just taking my best shot at making up some lore here (In all honesty, I just wanted to use demons because I think they look cool): Some demons from the underworld staged a revolt against the rest of the burning legion in response to crumbling infrastructure and crappy healthcare! Led by the rogue demon Diabolus, they are using unorthodox methods of summoning themselves to the overworld to wreak havoc!
Playstyle
The hero power sets the theme for the class: hectic cost reduction. Mana gets flung all over the place in this class. The three cards represent some major themes within the card design that I'll use.
The Shrouded Vanguard represents the interactions with the hero power. It's a tricky hero power to work with, so naturally there will be some cards to activate it. I am thinking along the lines of cards like Void Terror, Abusive Sergeant, or Unearthed Raptor but a bit more unpredictable.
The Chained Evil represents the card interactions with cost reduction. This guy is similar a bit to Naga Sea Witch at worst, but at best it will actually pass on its cost reductions through the effect! Also, this is a demon, but the demon synergy will likely be unexplored too much by this class since warlock already ventures into that direction. Not all minions will have the tag either, and it is also possible that the synergy will be explored temporarily later (like Beast druid did a couple expansions in) but I feel like there is a lot of fun to explore in playing with mana costs.
The Summoning: Chaos is probably the most representative of my class out of the three and it represents the fluidity of mana costs of cards in an unholy rebellion's hand. Crazy effects like this fling mana all over the place and rearrange them back onto your cards. As you may have guessed, 'Summoning' spells will be reminiscent of 'Shadow Word' spells in the way that there will be several of them that are reminiscent of a card like this.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Class: Flame Wielder
Long ago King Nafaron and his followers were banished to the Firelands.
In the Firelands King Nafaron swore allegiance to Ragnaros.
In return the Firelord gave them the power to Wield the Flame.
But such power does not come without a price.
In the depths of the Firelands they deformed
and one by one they became monsters and beasts.
Example Cards:
What is this class about?
Magma Rager- Because of the theme of the class, Magma Ragers play a big role in the class. There will be multiple cards that summon and buff Magma Ragers. The idea would be to take one of the worst cards in the game and actually make it a viable card in a specific class.
Deal 1 damage to all enemy minions- Let me clarify. Instead of dealing a lot of damage with one card, Flame Wielder is all about dealing small amount of damage to all enemy minions with multiple cards, so to have an effective boardwipe you would have to play multiple cards that deal 1 damage to all enemy minions. Flaming Rager is an example of this, but there will be a lot more cards later on that have a similar effect.
Cheap Big Minions- Flame Wielder is also really good at summoning big minions for a cheap mana cost. Fire Warrior + Magma Rager is a good example of this. Molten elemental is another example. If your opponent has 3 minions you can get a 6/7 minion for 4 mana. Minions gaining buffs based on the amount of minions your opponent has is also one of the core mechanics in this class.
Buffing Fiery Sword- Since the hero power produces a weapon it's obvious that there will be weapon buffing cards in the class, similar to rogue. However because the weapon is only a 1/1, the class will have more powerful buffs compared to rogue. The class itself provably won't have any weapons, other than the weapon created by the heropower, which allows for more powerful weapon buffs.
I didn't have a signature so Flux added one for me.
The Necromancer is a class all about minion death and revival. Whether you only kill certain minions to bring them back as powerful zombies, or kill off dozens of tokens for death-synergies, the Necromancer will always find a way to benefit from death. Except if they themselves are dying. That's not good.
The Tombstones summoned by the Necromancer's Hero Power are useless on their own, but have some decent potential when combined with other cards. Many class cards will specifically require Tombstones on the board, and since they can't be Reawakened they won't clutter up the pool of dead minions.
Like Discover, Reawaken will specify which type of minion will be revived. Resurrect and Onyx Bishop will read "Reawaken a friendly minion."
Tombstones, mass death, specific zombies. The three core types of Necromancer gameplay.
Hero Overview: Mercenary
If you got the coin, the Mercenaries get going. Grizzlek Warfizzle has the sellsword game down.
This war-savvy businessman is a hero that knows board control is important. Mobilize may seem like Reinforce with extra steps, but the 1/1 in hand allows you to place the unit freely instead of always being summoned on the right. You can hold a bunch of 1/1s in hand until it’s time to swarm the board. It procs Mountain Giant, Twilight Drake, it even procs our old pal Hobgoblin. Just take note of that little catch. They cost (1) the first turn it's in your hand. They don't like to be rushed.
These ugly goblin mugs ain’t The Silver Hand.
Card Spotlight
The Mercenaries don't just want control of the battlefield, they value good positioning.
The three cards below demonstrate some of the Mercenaries core mechanics, the "soul of the class" as some have put it.
ADJACENCY BONUS
This mechanic can take many forms, but the simplest way to demonstrate is with this Basic class 1-drop. On it's own, it's a vanilla 1-drop. With an ally on either side of it, it's a 3/2. 3-attack means it has the firepower to trade up. Adjacency bonuses also encourage enemies to contest the board instead of going face.
Like the Word spells for Priests, it's a subcategory of spells other cards can specifically reference. (e.g. Discover a Command")
Command spells require a friendly minion on the board. You're not just magically conjuring flames to engulf the field, you're commanding your troops to OPEN FIRE! in this case it's a cheaper, non-face-hitting Consecration that requires a minion on the board.
Not the best example, but I'm saving any would-be Handlock cards for the future. For now, I'll substitute it with strong draw options.
At 1-less mana, this spell's drawback is that you can't use the card you draw right away (not efficiently, anyway). You're encouraged to use it as a hand refilling tool, rather than an emergency dig for answers.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Class: N'Raqi/Faceless
The faceless are servants of the old gods, and dwell in Icecrown and Azjol-Nerub. They are involved with the corruption of the void and are aligned with the Qiraji, Naga and Sha, so the cards in this class will include these races. Famous characters include Soggoth and General Zon'Ozz. Za'Non is a highly influential faceless commander, and has mastered the art of mind games and corruption, the cards in this set will fit this theme, like the example cards shown below.
EXAMPLE CARDS
KEYWORD
Introducing the Marksman class
Hero
Rorin Cliffhelm is the hero for the Marksman class. A dwarven rifleman who never misses his mark, Rorin prefers to work alone using his weapons and spells, though he will accept help from others to achieve his mission, be it slaying demons and dragons, or simply playing a game of Hearthstone. (Please note that the Marksman's spells are themed around actions like the warrior and hunter, rather than actual spells like mages or priests)
Hero power
Rorin's trusty rifle is much more powerful than any of the other classes abilities, but he must first take the time to load his gun before he uses it. He can fire his shot immediately if he has the mana, save it for next turn, or even store multiple rounds, ready for unloading in one big barrage of bullets.
Keyword
As with all good marksman, accuracy is important to Rorin. Getting a Bullseye by killing a minion will give Rorin additional bonuses on his cards, such as firing another shot, or remaining undetected to snipe another enemy. Bullseye activates whenever a minion is killed by a card, regardless of whether it is from attacking, a battlecry or spell, or even a deathrattle effect!
Example Cards
These cards give some examples of the Bullseye mechanic, as well as show how the Marksman class is mainly a control class, using many tricks to kill the enemy forces, from shooting two enemies with the one arrow, to fighting back when attacked, like a minion does.
(Edit: Fixing typos and the inexplicable white background on my cards)
THE VARANGIAN CLASS
His story starts back at the time when the Lich King's forces were still ravaging the lands of Azeroth. Inside the walls of Jotunheim, vrykul warriors were fighting for the privilege of serving in Arthas' dark army in the afterlife, almost like a perversion of their ancestrals' faith and wish to join Odyn in the Halls of Valor. The winners are turned into Ymirjar by the Val'kyr and join the ranks of the undead legion, while the losers become Vargul and are forced into manual labor. Meet Floki: he's one of the latter.
LORE
Fast forward to when the threat of the Lich King has been finally neutralized. Floki is among what's left of the Scourge. He has the choice to join the Forsaken and serve their master, Sylvannas Windrunner. He refuses.
Seeking to reconnect with his kin (or what's left of it) and make use of his new masonry skills, he willingly joins the Kvaldir society. He feels he is closer to them, former vrykul like him, than to the skeletons and ghouls he's been forced to work with for the past years. He pledges allegiance to Helya, but with her he strikes no pact, for now he serves none but himself.
With the Kvaldir, he goes into raids to hone his combat techniques (which were, by the way, never his forte) and learns how to build and repair longships. Time passes and his companions, having realized how good he was at making boats, start calling him "the Boatbuilder".
One day, he goes missing. While looking for him, his companions realize a small boat and also some of the loot they had in stash, gathered over the course of countless raids he took part in, are also gone.
Some months later, an enormous longship, manned by vrykul, vargul and forsaken alike begins terrorizing the seas of northern Azeroth.
(I hope you guys take a time to read the backstory above; it took me a great deal of research on lore and some creativity to pierce everything together. Now let's get straight to the point.)
The Varangian is a class inspired by the vikings of the Dark Ages and their counterparts in WoW, the vrykul (and also their "cousins", vargul, val'kyr, iron vrykul etc.) Its playstyle revolves around three main mechanics, each showcased by one of the following cards:
Attacking without weapons: The Varangian has access to a lot of buffs, especially Attack buffs and some that can also target your own hero. Being a sea raider, Floki could be considered a Pirate, but this class will not have access to weapons, and as such, I gave it a similar, albeit fundamentally different mechanic to work with.
Cards that have been played before: These will be mostly minions with a special effect that activates if a certain minion has died before they were played. Think of it like some kind of a delayed Deathrattle that synergyzes with the last (but not least) mechanic I'm gonna show you:
Cards that alter the way you build your deck: The most interesting mechanic of the class in my opinion. Floki is a boatbuilder, and guess what's the part of the ship he likes to build the most? That's right, the deck (seriously, this entire aspect of the class is based on this shitty pun). These are cards that give you a lot of flexibility regarding how you make your deck and promote experimentation instead of netdecking.
Hope you guys enjoy it.
Behold, the Faerie Dragon class. Her name means "captivating power" and she is from deep within Ashenvale. She was Brightwing's best friend in childhood but they grew distant when Brightwing left to fight in the Nexus while Alysia stayed in Ashenvale to protect the Emerald Dream. Unlike most Faerie Dragons, Alysia has an uncanny bond with other Dragons and acts as an emissary for Ysera when necessary.
The class focuses on controlling both sides of the board, including summoning weak minions to the opponent's side as a drawback but also using them to your advantage. The hero power has obvious synergy with Dragon support, providing you with a means to always have a Dragon in hand guaranteeing value from those cards. Despite there being other classes with a Dragon focus (Priest in particular) this will be the only class which actually supports Dragons on the battlefield (all other Dragon support only involves Dragons in hand) so don't worry, that 1/1 Faerie Whelp could end up quite a threat.
(Say "Whelp Laid" out loud!)
I chose 3 cards whose purpose is very clear given the above description. Not all cards in the class will be like this but it's some simple examples of the mechanics I'm pursuing. For clarification, the Whelps summoned will always be the existing vanilla 1/1 Whelp token unless stated otherwise.
Yes, Brightwing will be this class' legendary ^_^ but I'm sure there'll be some sort of restriction in a later phase to fit her in.
THE SORCERER-KING: LORD RHEMUS I
Fan Lore:
Lord Rhemus I is one of the most powerful sorcerer-kings to walk Azeroth. Shepherding lost peoples and appearing in visions to the hopeless, he has cradled his small, hidden kingdom on the outskirts of the Wetlands. It is said that, over the span of but a few decades, this mystical ruler of fabled origin was able to bring a powerless, rotting village to splendid grandeur by gathering prisoners, exiles, war victims, pilgrims, and other vagrant peoples in one place, imbuing their spirits with his magical powers and oratory brilliance. The village-turned-kingdom is often shrouded to undesired outsiders, keeping the citizens safe, allowing them to strengthen and prosper. Any invaders or bandits that stumble across the city walls are either indoctrinated or immediately destroyed by Rhemus' private army. It is rumored that one day, Lord Rhemus I will assimilate the rest of the Wetlands, followed by all of the Eastern Kingdoms, in due time, for he is believed to be immortal and the extent of his power limitless.
Hero Power
Class Mechanics and Example Cards:
The core mechanics of the Sorcerer-King class are the manipulation of Spell Damage, board control, and card combos. These are displayed by the cards below:
Prosper: Lord Rhemus has a kingdom to run, and he may cheekily employ magic to augment the treasury when needed. The idea for this card is to create a cheap draw engine to promote combo-based removals or buffs using your stored Warp Charges. There is a pretty big tradeoff here though, as you're obviously giving your opponent an opportunity to draw cards to respond to your combos.
Ethereal Elite: An example of Spell Damage-based minion synergy. Lord Rhemus often utilizes his grand throne-seated power to empower his chosen troops on the battlefield. During the later stages of the game, when theoretically you'd have several Warp Charges in hand, you could essentially play the minion as a 6-mana 5/6 with Taunt. Or, if you have other Spell Damage sources, the minion could get even bigger.
The People's Champion: An example of mid-game versatile hard removal. The People's Champion fiercely fights for the common man, so you can rest assured that she will courageously destroy that which most threatens the peace of the kingdom.
KNOW THE HEXXER
Yeah, mon! That's true, trolls have finally joined forces to take back what is theirs. Ya thought defeating da Thunder King woud stop 'em. Little ya know. Because the Dark Prophet sent the best of his followers to keep the Troll's will of fighting. And now, under the command of Zul's most devoted hexxer, Hakaali, the Troll Empire is ready to rise again!
Or at least, it'll be after this one match.
"The die is cast!"
For those who are'nt well informed of what a hexxer is, it's a caster (more often than not a troll caster), wich has been prove to wield a wide variety of magic sources (elements, darkness, wild gods...). In this concrete class, however, a Hexxer will be mostly focused on empowering its followers, breaking its foes, and some other well known things such as voodoo and trolls.
Hexxers are masters of ancient, and often sinister, rituals. One known by every important caster in troll's society allows to animate a construct with a shard of soul (maybe even from the caster's soul), as well as rituals to empower them so they have the strength of many men in times of need. And thus, the hero power is:
Why only one Voodoo Figurine? Even the smallest of these servants requires a lot of focus, and while having some of them at the same time has proven to be a recipe for disaster, it's easy to empower a single figurine.
And now, let's take a look at some of the nasty arsenal of this power-thirsty troll:
Haunting Spirit: While playing with Voodoo, you will inevitably attract evil spirits, or even real demons. A good hexxer can take control over them and use them against their enemies. Debuffing in a variety of ways is an important part of hexxer's identity.
Voodoo Ritualist: Your Voodoo Figurines are a very good source of power. Many rituals need these constructs, and thus many cards will have a synergy with this token, in a way or another. In this case, the minion cheats death by trading his soul with the fragment locked inside the figurine.
Banish Magic: While not the most characteristic spell of a hexxer, nullifying your opponent's magic is another good way to curse them. Also, this class will benefit too from self-silencing effects, as some of their cards will get the most benefit if silenced.
Click to see my Hearthstone projects:
The Hero power works like Beneath the Grounds but in your own deck.
New Keyword:
An example of one card using this Keyword:
This means that if you play this card on turn 2, you would get a 3/3 regular minion on turn 4. It's like real cooking, it takes some time but after it's finished cooking, it's delicious.
Two more example cards:
Art of Deception explained:
Art of Deception is a very strange Hero Power. Unlike Reinforce which synergizes with Paladin's buffs and whatnot, the Dummy will be used to merge and to act as a high-mana minion in certain scenarios, such as Evolving. It has come to my attention that the current wording of the Hero Power needs some work, but for clarification: The Hero Power always costs 2 mana. If you had a maximum of 5 mana when you use Art of Deception, then the Dummy would *act* as a 3-cost minion, as 5 - 2 =3 remaining mana. Likewise, if you had 10 mana crystals, 10 - 2 = 8. You pay 2 mana for a 1/1 minion that has it's mana changed to 8.
Certain minions in this class will merge with others and one such requirement are mana costs, such as the Westwind Shinobi. If you are in a pinch, you can use the Dummy to substitute for the "fusion". Bursting with class flavour, I say, much akin to strawberry Starbursts. FYI, merging minions is not unlike Blood of The Ancient One's mechanic, though there will be quite some variation.
The second function can be used for late-game. If you draw into a card that has an Evolve-esque effect, then just Hero Power to get that 8-mana 1/1, and turn it into a awe-inspiring 9-mana dragon. Apparently Ysera likes hiding behind wooden Dummies.
Example Cards
Westwind Shinobi explained:
Those that followed the development of the Ninja class should be familiar with this. By far one of the most iconic of the Ninja Basic cards, he fulfills his role as an introduction to the Merge mechanic well.
I am obligated to add one into the basic set to teach players how this fundamental class mechanic works. Unlike Blood of The Ancient One, the Westwind Shinobi will *instantly* merge with his buddy, so be sure to take that into consideration. His cost was carefully calculated, as well. If you use your hero power to get a 3 mana 1/1 Dummy, your Shinobi costs 3. Therefore, 2 + 3 = 5, the perfect cost for the 5/6 Spectral Tiger. And, of course, you can always play him by himself on Turn 3 as a 3/4 vanilla. Good stuff.
Be Water explained:
"You must be shapeless, formless, like water. When you pour water in a cup, it becomes the cup. When you pour water in a bottle, it becomes the bottle. When you pour water in a teapot, it becomes the teapot. Water can drip and it can crash. Become like water my friend."
Well, thanks for that, Bruce Lee. And what better way to become water than turning your opponent's stuff into merging material? It is a fairly complex concept, but I think the wording on the card is straightforward and intuitive enough for new players. This can act as the Ninja's hard removal as well, though it is not very reliable. As such, I pegged it at one mana. There will be future hard removal for this class, fret not.
...Ninjas Do It Better explained:
Though a simple card, I chose an Epic rarity as it does shuffle in a token that is produced by a Legendary card. Puns, and an effect that shows the no-nonsense side of Karin, this card is as flavourful as a bacon and cheese poutine.
The Ninja, in general, explained:
I created the class with a broad mindset, and I tried my hardest to incorporate strange mechanics that exist, but aren't quite used that often. Coupled with a dash of tongue-in-cheek humour I picked up while creating the Pirate Hero and Bard classes, out came the Ninja. Karin is not only supposed to be fun and unconventional, but she can definitely hold her own if need be. Westwind Shinobi and Be Water are showcased to represent the "merging" mechanic and how it can be changed. Although Evolving is another core mechanic, I feel like everyone already knows that card does. Therefore, I wanted to focus on the Ninja's more practical side. There are a lot of puns and references in this class but beneath all the shenanigans, the Ninja is still deadly and means business. ...Ninjas Do It Better blends both these aspects together quite nicely.
All in all, the Ninja class is a little irreverant and makes the player think a bit outside the box while beating their opponent's face in.
REMOVED
Thank you Kanye,
Very Cool.
Strategist Class
One of the best strategist in all Azeroth, or so i want him to be (I'm not into the lore thingy).
This class features a lot of ways to manipulate your deck, your draws and even the RNG of some of it's cards. A lot of cards with different effects have synergy with each other, and I'm going to design this class so the wildest of the combo decks are possible!
Keyword:
The unique keyword of this class, Plan B! It can be applied to every kind of card. The effects are mostly win conditions.
"But how do you activate this effect if it's a spell?": Apart from Yogg Saron and his apprentice, this class will feature cards that cast spells by themselves.
"A keyword so strange and unusual. How will you balance it?": x+x/2+(x-z)*2=y; where x=Cost of the card; z= Mana value of the card; and y=Total mana value of the card when Plan B Activates. This formula resumes the way that these cards get balanced, the most expensive cards are the strongest and the cheapest cards are the weakest.
Hero Power:
The soul of the class, it's hero power, Stratagem!
"Why do I have to wait so much to draw a single card?": Well, it depends on how lucky you are, but drawing a card is not the only advantage to this. Your 1 drops and 2 drops are usually minions that you want to use on the early game, and they are not always there for you. Sometimes they come too late and you have to play an angry chicken on turn 5. This hero power is designed to make your draws much more consistent. And it also has an interesting third advantage, that I'll mention later on.
Instructed Spellcaster:
One of the ways that this class can activate Plan B effects on spells!
"Isn't this a 4 mana deal 8 damage to the enemy leader?": It can be, but don't worry, on turn 4 the cards you want are mostly boardclears and removal, and as i said before, the Plan B effects are mostly win conditions, so you would not want to deal damage to the enemy leader so early (unless you were an aggro deck O_o). Well, we'll have to see the rest of the cards.
Offensive Push:
A great and simple example of a card with Plan B!
This can be single target removal or a win condition. The Plan B effects of high cost cards are hard to activate, and in a late stage of the game a win condition can be way more useful than mere removal.
Master Summoner:
The third upside of the hero power, summoning from the deck!
This card is not so different from the Spellcaster, but it represents what i think is the most fun part of this class, designing a deck around cards like these so you can get the most value out of it. I'm very excited to see what i can create :)
Swa Shbur Glar the Swashburglar. This is a class about Swashing and Burglaring.
Note that if you use the Hero Power after using a Burglarize you got last turn, then you will transform the card you just Burglarized into a new Burglarize. This is important for the times when you pull a Totemic Might or when you want to get 20000 upvotes on Reddit and transform that Tirion into a Humility.
What's the win condition? Nothing. Everything. Whatever you steal is yours. And if you're in a mirror match with another Swashburglar, no worries, because as long as you have cards that are Burglarized, then your other cards can still buff them and synergize with them. The class is reliant on RNG, but not too much, because you can always turn a bad haul into a better one with the Hero Power.
The Burglarized keyword literally means if the card was added to your hand by Burglarize.
Other Notes: Like, 7 minions total in this class will be Pirates before you get on my case for not making any of these 3 cards Pirates.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
TIME MAGE
Methra, a young wood elf, who idolized the great mage, Medivh. She practices her magic everyday of creating portals into other dimensions just so that one day, she may find and meet her idol, Medivh.
Hero Power
So you use your hero power and you get a Portal. Play the Portal in the board and nothing will happen yet. Use your hero power again and now you will have another Portal in your hand. From now on any minion in your hand will be played for free at the start of your turn, as long as the Portal in the board is still alive. Playing big minions is key to winning with this class. 2 or more portals in the board means 2 or more minions being summoned. (You only need 1 portal in hand for this to work)
3 Cards
All these cards help make your minions in the board survive especially your Portals. Having a Portal or multiple Portals on the board will help you get your big minions on the board faster.
Ancient Priest is similar to Dark Cultist to make your portals survive
Second Chance is really strong Kel'thuzad-like effect, resurrecting strong minions
Ancient mana wraith is like mana wraith but stronger (doesn't affect you since your summon minions through portals)
The Lifestealer Class
Lore
Gi'llax the Lifestealer is a ghoul that was made by one of the Lich's acolyte so serve the Lich King but has gone rogue because it was too overwhelming to control. It had been said that this ghoul alone had slaughter and taken the lives of many, and has now even eaten it's creator to gain his knowledge. Gi'llax's Hero power is a weapon created from fallen enemies that had been quelled by Gi'llax and serve as a tool to destroy new enemies. He now has his own pack to lead and he shall ravage anything that comes in his way to get what he wants. He is also called the Grim-reaper by many.
Class Mechanics:
This class revolves around survivability, you could say this can be considered as an anti-aggro class because of the healing it can get. The class takes advantage of having high health or low health situation able to pull out early aggro and dish out heavy damage in the late game. The other mechanic in this class is having to sacrifice your own minions with substantial amount of health too boost or use an effect.
Unique Keyword:
Explanation:
Cards in this class either require you to have above or below certain health to trigger, instead of dealing with slot problems and deciding how to fit healing into the deck. This keyword makes sure that you can adjust your health quiet nicely and keep aggro away from you most of the time. Feast can come essential because in cards that are not shown here need a certain amount of healing to trigger.
Example Cards
Explanation for Example Cards:
-Blood Bite is a 3 cost spell with the keyword "Feast", which essentially means this is a 3 cost spells that deals 3 damage and heals for 3. It's like the card Drain Life from Warlock and Bash from Warrior but instead on getting a set amount of health or armor, you heal more when you deal more damage. More +Spell Damage with this spell = More Healing + More Damage.
-Curious Zombie is a minion which can be very useful in many cases being that it is a 6/2 when played and a 0/4 after the effect has taken place. This minion can dish out a lot of damage to your opponent if your opponent decides not to deal with it. It gradually becomes weaker but has a benefit to it as it turns into a vanilla 0/4 which still can be buffed. Future cards in the basic sets, soon to be shown if this idea passes, will introduce some sort of benefit for these kind of cards.
-Starving Taste is a 1 cost-spell that kills your own minion to restore your health. Combo it with the Curious Zombie, it is essentially creating a 4 mana 6/6 minion that heals, at highest, 4 health. Good card to pull out of aggro and is able to be utilised quiet often to deal with unnecessary minions on board.
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GO CHECK OUT MY HERO -->GI'LLAX THE LIFESTEALER
Class: The Alchemist
The idea behind the hero power is that at the cost of the versatility you have to pay an extra mana. On the plus side you can stack the cards in your hand, they benefit from spell damage, and you get access to the Concoct class specific keyword!
This essentially allows you to empower your cards by investing in them on prior turns with your hero power. This leads to many swings within the game as you fall behind while stocking up on potions only to use them all at once to reclaim the bored with unfathomable power! You never know how games will turn out when an alchemist is involved. Concoct will always trigger if possible so a good alchemist will plan out their potions to get the results they want.
Bottled cards like Bottled Death are largely going to be removal with powerful Concoct bonuses. This makes it really hard to come back if they manage to get Putricide off on several potions, a sort of win condition for the control alchemist. While Concoct effects may seem a lot stronger than your typical 0 mana effect from other hero powers, it's an investment much like Beneath the Grounds and Corruption so that gives it a bit more power. Plus the effects are more so on the cards than the hero power!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!