“If things go exactly according to plan, then ya aren't dreaming big enough.” – Kandy Turnwrench
The Tinker knows more than anybody that to make it in this world, you’ll need some ingenuity, and to know how to work with whatever monkey-wrenches get thrown your way. This class very much enjoys getting value, something which its Hero Power especially hopes to accomplish. Much of this value is achieved through the class’s token synergy, through which the value of future cards can be increased. The class’s spells mostly interact with friendly minions (the class will only have a few direct damage spells, and indirect removal), applying effects to them which may not trigger immediately. The ride to victory might be bumpy, but that’s exactly what Kandy is counting on. (Yahoo!)
What’s in a Name?
So, who exactly is Kandy Turnwrench? Back in the day, this gnome worked in Gnomeregan as an engineer for Mekgineer Thermaplugg, but turned on him when she overheard of his plans to manipulate High Tinker Gelbin Mekkatorque into releasing a radiation bomb. However, Thermaplugg found out about her attempts to warn Mekkatorque, and forced her to flee Gnomeregan. After the irradiation of Gnomeregan, Kandy would soon meet Mekkatorque again, and would be trained by him before helping Mekkatorque to build new machines for the Alliance. It is still unknown whether Kandy or Gelbin is the “crazy” one in their engineering pair. (It's our little secret, hehe.)
A Gal Needs Her Toys!
Hero Power: The Tinker’s Hero Power is quite interesting in that the token it summons has the “On your turn” mechanic, as that mechanic will be recurrent in this class (though the example cards shown in this phase won’t have it). The Faulty Mech’s effect highly encourages your opponent to remove it on their turn in the early game, lest you get to kill their 3/2 without spending a card; so in a way, even when the minion has no Attack on your opponent’s turn, it can have a sort of pseudo-taunt.
Class Keyword: Deconstruct is similar to Battlecry, except you have to have a one-drop on the board to trigger it. Of course, the keyword has very good synergy with your Hero Power, and can be utilized to trade a token to get more mileage out of your cards (similar to how Combo uses a card to get the effect). Furthering this mechanic is the fact that the class will have several cards that summon 1-Cost tokens. However, something else to consider is that if you've got any important 1-Cost minions in play, you take a risk by using Deconstruct. (Hey,that's the cost of real engineering.)
Behold, Her Mighty Inventions!
Scrapyard Scavenger: An example of how the Deconstruct mechanic could be used, you could use this to curve out from turn 1 to turn 2 if you’ve played a disposable 1-drop, or you could use it with your Hero Power turn 4. While most often Deconstruct will be used to gain value, some cards in the class will use Deconstruct for a tempo gain (for instance, this card could easily be made into a tempo card if it dealt damage instead).
Rig Explosives: This card reflects another major theme in the Tinker class: applying effects to minions. However, unlike Paladin’s direct stat buffs such as Blessing of Kings, this class’s buffs (and spells in general) will often be used to indirectly set up other effects, such as AoE (in this case, it is done. In this card, you can use it on a small minion to immediately trigger the AoE (your Hero Power makes it fairly easy to keep a minion on the board), or place it on a higher Health minion to discourage your opponent from flooding the board.
Circuit Breaker: Yup, this is a Weapon class. Anyway, this card showcases another mechanic that the class uses to save up value for the future: the “The next spell/minion you play also does X” mechanic. This class mechanic allows it to essentially stack up effects on the next spell or minion you play until you play a minion or spell from your hand, allowing specific effects you don’t necessarily want to be used now to be held as a sort of threat against your opponent. In this case, Circuit Breaker, while of course functioning as weapon removal, can also let you clean up low-Health minions later by casting a spell.
(How the “Next spell/minion you play also doesX” Mechanic Might Look In-Game:)
(Excuse the lackluster editing)
In this example, let’s say you played the Circuit Breaker weapon. After the Battlecry goes off, all of your spells in your hand would have a “sparks flying” type animation to signify that all cards of that type (either spell or minion) will give off the effect described in the Battlecry in addition to the card's normal text (the additional effect itself is shown in the tooltip shown above when you mouse over the card). Once the card is played and the additional effect is used, the animation disappears on the other cards.
Hello everyone, let me introduce you to the Hermit
Darren Pieceful (not a typo, lol), the Hermit, is a lonely keeper of balance between the elements. Capable of harvesting pure energy he stores it and uses that energy to empower his spells and the few lucky ones he allows to follow and serve him. Never in a good mood but always fair, the Hermit wanders the plains and forests of Azeroth.
Hero power explained:
The Hermit's hero power Store Energy is rather unique. It shuffles an Energy Orb into your deck. The position of the Orb is random. When you draw the Orb, it works similarly to Ambush!. The card is revealed, it's effect takes place (hero is healed) and then you draw another card. You don't actually draw the Orb - it never gets in your hand. If you get milled (draw an eleventh card) it's effect doesn't trigger.
Balancing this effect was kind of difficult but I believe 3 health is the right amount. 2 health seemed too low compared to Priest but 4 health seemed like a little too much since you can get the orbs from other cards (yet to be introduced).
The true power of the Orbs comes from the other cards. Some of those are listed below.
Energy Blast is the first example of how you can utilize the Energy Orbs in a different way. It is quite straightforward and there will be more effects based on the number of Orbs in your deck.
Spirit Warden is a second example of a card utilizing Energy Orbs. It's and other cards' effect is only triggered if your deck contains the specified number of Orbs. The card will be yellow highlighted if the effect is available.
Virtues are a new type of card that the Hermit can use. There will be more of those and they will all be worded 'Whenever you draw or play this, do something.' meaning their effect gets triggered twice. Once when you draw them (they are revealed) and then when you cast them for the full mana cost.
Playing as the Hermit should be full of expectations, you should be looking forward to the next card you draw. A lot of cards he draws have an immediate effect and there isn't a 'bad top-deck'.
The Hermit's hero power and some cards related to it are his only but powerful ways to heal up. He is good at taking care of single targets but lacks efficient AOE. He does have a lot of card draw but that isn't necessarily a good thing for him.
The Hermit can easily summon a lot of small minions or stall and use his hero power to enable some combo and tempo plays. He isn't a good fatigue player and he isn't a big friend with Reno Jackson but, hey, maybe in a future expansion he will ;-) What I'm trying to get at is that he can be played in different ways.
In the end it all comes to using the energy the right way.
Good luck to fellow competitors, hope you like my entry!
«They laugh at us. They persecute us. We must gather in secret and keep our allegiance hidden. But that's fine. The fear and the pain are bearable. It's nothing compared to what has yet to come. What, demons you say? No, things far worse than demons. Weirder than the N'raqi. More painful than a nasty splinter under your fingernail. It, it hurts badly you know. Luckily, our Great Leader Isabella will guide us during those dark times. May the faith in The Cult protect us. When the time will come, you will know my friend. When the time will come, you will be laughing too. But from madness.»
Hero Power & Token
Hero power : Convert. Convert shuffles a Cultist token into your deck. Since your hero power's effect is delayed, your Cultist is a strong minion for a low mana cost. (Cultists like to gather in hidden places, like the deep depths of your deck, where they wait for their hour of glory.)
Token : Cultist. A Cultist is a good minion. Every cult leader needs some cultists. Cultists may be played as soon as you draw them, to obtain immediate value, or you can gather them to trigger powerful effects. (Cultists are strong and loyal to your cause. As long as they don't become mad...)
Keyword : Cult. When you build your deck, you may include up to 4 copies of a card with the keyword Cult. Cards with Cult are meant to be played in great numbers. Some cards reward you for having multiple copies in your deck, or for playing them multiple times. (Cults need followers, a lot of followers, to be strong.)
Deck manipulation, shuffling and other deck-related effects. (Peculiar and mysterious effects that are beloved by the cult...)
Cults and cards that are meant to be played in great numbers. (Bigger the cult, the better.)
Powerful, slow cards. (Effects that are slow, but that will gradually overwhelm your opponent. The Cult will always grow...)
Endless Rats : This strong minion emphasizes the Cult mechanic. The fact that you (should) have 4 copies in your deck makes this a consistent, early game threat. However, this early advantage is compensated for by the card being a weaker draw late game. (Cultists tend to gather in poorly advisable places, filled with vermin.)
Ill-Advised Mentor : This minion is extremely versatile and will help you improve your deck quality. It lets you adapt your strategy, depending on your opponent playstyle, by shuffling cards you actually need into your deck. Overall, this is a card that can be played in various decks; control or synergy-based, for example. It works well with Cult cards, like Endless Rats. (Listen to the mentor. Listen to the tentacles...)
Creepy Giant : In the Cult Leader class, your deck is seen as a useful ressource, that will be exploited by various cards. Creepy Giant, an impressive body, will let you demolish your opponent. It works well with your hero power (which shuffle a card into your deck), other cards from your class (like Ill-Advised Mentor) and already existing cards (like Prince Malchezaar). Also, it's a card from The Grand Tournament expansion; its high cost synergizes well with the Joust mechanic.
Keyword: Enfeeble - weakens one or more stats (Health/Attack) of the target.
Hero Power: Voodoo Artifact - To help empowering Voodoo Magic effects it's common the usage of special artifacts, and so Zae'Tish has a Voodoo Skull with the power to make enemies weaker. The weapon does no damage, but instead curses the target.
The Enfeebler focus his gameplay into efficient trades to get board control and finish the opponet with overwhelming presence.
Voodoo Warrior: Early game minion able to trade with most other minions of same cost and stay alive.
Primal Voodoo Master: Mid game minion to make friendly smaller minions trade with bigger enemies.
Zaheet Blackheart: Late game threat that forces enemies to either have hard removal or lose the game.
* Edit: Changed the cards and hero to fit the challenges.
Clare Dawnlight is the hero for the Spritcaller class. Once a prisoner captured by the Tauran during a failed alliance raid, Clare escaped by stealing concepts from their shamanic arts and infusing it with her own ideas. She has learned to harness spiritual energies by weaving mana without the use of totems, instead preferring staffs, average sticks, or even fingers if necessary. Through extensive practice, Clare Dawnlight has earned the help of many intangible spirits, mainly Moonglow Moths, who will willingly come to her aid. Instead of returning to the army as a battlemage, she now wanders Azeroth as a lone spiritcaller, seeking others who are willing to learn her arts.
Flavor: Spirituality, Clarity, Manipulation, Control
Pros and Cons
Spiritwalkers are powerful in their ability to abuse board control and execute powerful combos to win the game.
The fudgin' moths.
If this class loses the board, it has a hard time earning it back. I want to make this similar to priest, where it's hero power is nearly useless if you lose board control.
Also, this class has very few ways to efficiently deal damage. Often, spiritcallers are forced to lower the enemy's attack instead of improving their own. This makes it hard to remove minions with powerful effects, such as Ragnaros the Firelord or Ysera.
In addition, spiritcallers will not have strong AoE to deal with many small minions, instead having to use Moonglow Moths to render them useless.
Get many moths. Get bigger moths. Wreck their day. (You'll get it if you keep reading)
Class Keyword - Glow
This class has the specific keyword glow. Somewhat similarly to Jade Golems, the word Glow summons a 0/4 Moonglow Moth. Clare Dawnlight is always happy to buff these fun moths, who are perfect for destroying the offensive ability of your opponents. Is that a Stonetusk Boar I see? Hmm... Lets turn it into a tauntless Frog.
Moonglow Moths can be summoned from spells, minions, and even weapons, depending on the way they are used. Have fun and enjoy!
The Spiritcaller's hero power is EXTREMELLY important. Although alone, a pesky Moonglow Moth doesn't do much, but five of them, and pretty much every enemy minion will be looking at one another saying "How the Dawnlight are we supposed to attack now?". Sure, these guys are pretty weak to a good Dragonfire Potion, and don't exactly have the ability to OTK, but couple in a few Bladed Spiritcallers, and you make quite an army. Of moths. fudgin' moths. (I almost feel bad about it)
These three cards demonstrate the power in having many cards work together. Each of them help Clare Dawnlight in taking control of the boar. The class specializes in lowering your opponent's attacks, and eventually clogging the board with 0 attack minions.
Bladed Spiritcaller is a perfect demonstration to how this class can gain quite a bit of attack power. This allows Moonglow Moths to be able to deal (depending on the scenario) a lot of damage. In addition, this can set up the act for powerful synnergies, inciting a wave of 4/4 moths. fudgin' moths.
Spiritform: Distraction is an example of a possible removal spell. It spells (Ha, I'm not punny) disaster for certain minions such as Mountain Giant or Sylvannes Windrunner (since deathrattles may never trigger), but Ragnaros the Firelord? Not so much. In addition to a removal card, this summons a friendly moonglow moth. This just helps with the flavor and other synnergies. Also, the card is one of many to com Spiritforms. I imagine that these spiritforms are like a priest's power words. These are spells that come from the artistic weavings of spiritual energies that Clare Dawnlight, and other spiritcallers, use. (This is a way to categorize certain cards).
The White Phoenix is a powerful spirit that is often accompanies by thousands of Moonglow Moths. If you summon him/her (idk) you will find a swarm of "fudgin' moths". The White Phoenix is an example of spiritcaller's win condition. It causes powerful attack reduction against enemy minions. If this fallows a Bladed Spiritcaller, you're in some serious trouble. Just make sure you got Shadow Word: Horror ready somewhere. That, or pray. fudgin' moths.
And that's basically it. Thanks to everyone above for giving me a few ideas on what-in-the-world I'm supposed to do. This is just a sliver of the many great ideas I have for the class. Moonglow Moth Zoo is just one of many archetypes that are possible for this class. I know that I'm not the best card creator out there but I hope you (the reader) enjoyed this insultingly annoying yet frustratingly powerful class. Thanks for reading, and I hope you vote for me!
The Bard is strong buff-debuff themed class for Hearthstone. Bard's main Hero is Raoul Spellsinger. He is a famous human bard from Dalaran. His Hero power is "Song of Night" a strong debufff specially on early game. Also reducing attack of enemies is very important mechanic for keeping alive of his low health minions. Bard class cards are mostly has buff & debuff mechanic. Song of the bard gives courage to friends and terrorize to enemies. Minions of Bard's has low health and spells (songs) has multi effects. Also "At the end of the turn" effects is very common concept for Bard.
"The deeds of every great hero inspire countless songs of triumph, virtue, and epic adventure. But although a hero’s glory endures in song, the creators of those songs are seldom remembered. After ages spent singing of the heroic exploits of others, the bards of Azeroth are finally stepping into the spotlight on their own terms, proving once and for all that while just about anyone can pick up a sword or cast a spell, only a true hero can vanquish evil with the power of ROCK!
The time has come for the bards to claim glory for themselves. No longer will they remain shrouded in obscurity while less-talented adventurers are hailed by the masses."
Members of Elite Tauren Chieftains will be legendary cards of this class. Song themed multi effect spells will provide different playing options with Bard.
The Dancer class revolves around moving minions around the board. The class synergies greatly from minions moving around. The Hero Power adds 1/1 Dancers to your hand. These Dancers will move all the way to the left side of the board when summoned, shifting all the other minions to the right. Minions swapped, as a result of a shift,are considered shifted, even if they weren't specifically targeted by the effect.
Pandaren Dancer benefits from moving around on the board, growing bigger each time. The Dancer's Battlecry is one of the ways to trigger Pandaren Dancer's effect.
Draenei Dancer is a well-stated minion with a targetable version of the Dancer's Battlecry. Although it can't cause every minion to shift, it does provide a decent body for its mana cost. Typically on turn 3, your board won't have a lot of minions that benefit from shifting, making the Battlecry just as good as the Dancer's when played on curve.
Brazier of Dancing Flames is 2 mana 0/6, slightly bigger than Lightwell. Lightwell's effect allowed it a little more survivability because it could heal itself, which is why I gave Brazier of Dancing Flames 1 more health than Lightwell. At the end of each turn, it will shift the left minion to the left and the right minion to the right. It can potentially shift four minions at once. The placement of Brazier of Dancing Flames is different from minions like Dire Wolf Alpha. The key is to place it so it has at least two minions on one side. If you only have two minions on the board, then you should place it on the far left or right, preferably the left. This will allow the two minions to shift. The left side is preferred over the right because of the Dancer generated by the hero power. The Dancer will always end up on the left side of the board and it can start filling the other side of the Brazier of Dancing Flames.
Future spells planned for this class are ones that destroy enemy minions based on their placement, ones that shift a random friendly minion with a random enemy minion, ones that summon backup dancers that will allow the main dancer minions to easily shift around. Future minions planned for this class are ones that gain different effects depending on which direction it shifts, ones that shift to the right, ones that shift in your hand, and ones that gain bonuses from minions shifting.
I've made some changes to the hero power to follow the second challenge. The core concept of the class hasn't changed, though. I've also changed the wording of the Shift tooltip.
Buffed Brazier of Dancing Flames, fixed mistakes, and updated the planned section.
Sal'this Moonsong was a member of the Shadowleaves when Tyrande arrived in Ashenvale forest during the spreading of the undead plague in Kalimdor. She helped her defeat both the allied human orc forces and the undead who were commanded by Archimonde himself.
After those events she became the leader of the Shadowleaves. A reclusive group living away even from the other elven groups in the wilds, but still protecting all of them from the shadows. They are masters of stealth revering the powers of the great moonmother Elune and the balance of the nature around them, using the art of Shadowmeld to turn completely invisible as long as they stand still.
Sal'this holds Tyrande in very high esteem but they both remember their days of hunting together and when Tyrande is with Sal'this, she completely drowns in the happiness of the hunt, becoming a totally different Elf.
While the Hunters are very aggresive with trespasers, they do not mindlessly barge into battle. However, they prefer hiding in the shadows planning their attack in detail to finish their enemies in one fel swoop.
Although this class is heavily based on stealth, I will be trying to use it in ways that feel at home with the huntress and allien to all other stealth classes. Here are some of the cards I have made.
this will be a very combo based class using stealth as a key to making this class work with one thought in mind. Prepare about what is to come ahead of time.
For instance, playing Tyrande at 8 mana, along with 4 Shadowmelds, will result in having a 4/5 on board, casting a flamestrike and dealing 4 damage to your opponent for "8 mana". However you would have to use your hero power 4 times in the past to do nothing up until that point. That roughly translates to 16 mana.
Awaiting for your feedback and your upvotes, see you at the tavern.
He used to just be a minion in the Horde but after a brutal battle he was left wounded with many others. he banded them together and formed the Reckoning, a force made up of minions and grunts left behind. His goal is to end the wars and claim the land of azeroth for him and his minion brethren.
His special Keyword is Overrun
So in other words as along as you have 1 more minion than your opponent it activates, it doesn't activate if you have a equal number so if the board is full nothing happens
This class is based around keeping your opponents board clear and yours full with benefits for keeping it that way, With lots of bonuses from adjacent minion based bonuses and having a couple wildcards aswell.
Hero: Ga'rok The Blademaster. Master of the Swift blade. He is the leader of the wind clan. One of the ancient blademaster tribes. He has many followers and teaches "The Way of the Blade".
Your Hero Power is Mirage. You make a copy of a minion on the board and Summon it on your side of the board. This minion is a Mirage and thus it will be destroyed by any source of damage. It will gain this effect as a buff cardtext. Edit: This is a strong effect and if it proves too strong Mirages might get Can't Attack?
Bladestorm: The Iconic Bladestorm of the Blademaster! Whirlwind X 4 only on your enemy minions. Student of the Blade: When attacked or targeted with a spell it is a 2/2 but when it attacks it is a 4/2 (or more). Trades well against bigger minions. Blade Elder: This card is made to synergize with your Hero power. If you copy this card, both this card and the Mirage will be a 6/6. But the Mirage will die from any source of damage and if it does this returns to a 3/3. Combo with Garrison Commander etc. for extra Mirages and buffs.
The rest of his Kit: We will likely see Windwalk as a spell giving stealth in some form. Maybe some Enrage minions. A spell that makes a unit Critical strike a.k.a. double damage. Maybe a spell or unit that buffs Mirages in some way.
Hero: Lady Iethas Ravenwing "Hear my cries ring throughout the cosmos!"
Keywords & Terms: The Telepath is a class based around Balance and Control. Its key abilities are Psyche,Mind, Body, and Influence. Influence, Body, and Mind are certain abilities. Influence is a measurement of how much Mind or Body you have. Certain cards require influence in a specific field, being Mind or Body. This is called Psyche. Here's an example: Psyche: Ability 1 (Amount of Mind Required); or Ability 2 (Amount of Body Required). Note that choosing these does NOT decrease the level of Influence for that specific field. Note that the first ability is always Mind, and the second is always Body. HOWEVER, when choosing a Psyche ability, the field that is NOT chosen will be reduced by 1, with a minimum of 0 for each. Your Influence is shown above your Hero Power (Mind/Body). Any other class will not display this unless they end up receiving Influence, which is unlikely.
Lore: The Ravenwing family, made up of Iethas Ravenwing (F), Athena Ravenwing (F), and Arundar Ravenwing (M), are Night Elf triplets who will stand by each other no matter what. Athena, after becoming a follower of Kalecgos, became a Dragon. She very rarely entered her Night Elf form, causing tension between her and her siblings. Eventually, seeking her, the other two triplets set out to find her. Upon finding her, they noticed she was lying in the snow of the northern regions. There was a raven nearby, and it flew over to her body. Distraught with grief, the two remaining siblings left. A few days later, Athena awoke. She was alone in the snow, the raven beside her. In fact, she had even developed the ability to channel her spirit.
A few years later, Arundar, out of grief, became a Death Knight. After the defeat of Arthas, he began to wander around Azeroth. With his armor and cold, shining blade, he became desolate. One day, Iethas saw a tall, looming figure walking toward her direction. His ragged cloak blew in the wind. Like Athena, she had also began to learn more magic. She became a telepath. She entered the mind of this man. He was a Death Knight, but.... She cried out to him, figuring out it was her long lost brother. She ran to him, and they had a conversation about what had happened in the years. Then, he yelled at her to run. In the howling winds, other people could be heard. Running, she watched as her brother was killed right behind her. Icy tears flew down her cheeks. However, she continued to run.
Disclaimer: I'm not a native English speaker, so in advance, sorry for my English grammar. I have never played WoW, so I do not have lore.
This class is based around disabling your opponent and getting stronger from that. It does not have specific keyword. Although Silence is one of it's major strenghts.
The Hero Power:
On its own the mana eater is a weak minion a 0/2 does nothing for you. The effect makes it something to keep in mind. Whenever your opponent casts a spell all of the mana eaters get +1 attack. This makes the enemy think about the spell and how he wants to use them.
With the class working around silence and counters the opponent is losing value from his minions, so if the mana eater can stay on the board for a while, it can get you a lot of value.
The hero power on it's own is also decent for other classes F.E getting it from Sir Finley Mrrgglton.
The preview cards:
Explaining of the Cards:
Student of Supression:
Student of Supression is a minion working around disabling battlecries. How would this work, F.E. I play Student of Supression on turn 2, then the next turn your opponent plays a Bloodsail Cultist, the weapon would not get +1/+1.
For just dealing 1 damage with it, it may seem weak. But the effect is massive if you can get it early. Silencing a random minion early on can resort in a huge tempo swing. F.E. Your opponent plays a Doomsayer on turn 2 and you get this out turn 3, you can silence the doomsayer and keep your board alive.
Agent of Supression:
After the battlecry triggers, you silence the minion. This can remove threaths like Deathrattle or inspire. A good example would be Aya Blackpaw. It summons a Jade golem for Battlecry, but gets silence afterwards, removing the deathrattle.
The Spirit Caller class main theme is deck manipulation, and the main benefit is the ability to summon 1/1 copies of minions from your deck. The hero power is the most reliable source of shuffled cards and Echo triggers, but other cards will help as well.
Since the Echoed minions die at the end of your turn, a deathrattle deck can be viable, and powerful "at the end of your turn" effects can also work really well. Other cards can make the Echoed minions a powerful aggro tool, since they have charge.
SIlencing or returning an Echoed minion to your hand will NOT change its stats, it remains a 1/1. Echoed minions have an little blue aura around them to identify them easily.
Edit:Added extra explaination of Echo
Extra edit: Slight change to hero power to meet challenge (2).
Commander Los (a play on Line Of Sight) is the leader of an elite group of Stormwind soldiers. He is known to hone in on specific enemies and make them pay for getting in his way. Los and his followers are known for their dominant battleplans, punishing numbers and precise execution. They are feared for their ability to fill a battlefield and control it by any means necessary. Enemies are told to make sure they place their troops in the correct order lest they get lined up in the Sightline of one of Los's soldiers.
This works like a battlecry for a minion played from hand as it lands in its position. But it ONLY works if there is another minion/character directly across from it. If you drop it on an empty board and they have two minions then nothing will happen. (Refer to the Chess Challenge for when the opposing hero is considered directly across from a minion) This allows these effects to be a little more powerful. There will be spells and weapons that can trigger these effects a second time. The 'Guards' won't deal 1 damage unless triggered by another card.
Daunting Infantry: A solid 2-drop with potential to shut down early aggression or enable safe trading later in the game.
Right-Hand Man: The class legendary that helps clear an opponent's board while filling yours. The added effect of summoning another minion to the right side of the board is to allow this minion to stay aligned with the enemies if they die to 2 damage. Kills a maximum of 4 enemies.
In Formation: A nice keyword tech that can unleash havoc with a full board of Sightline minions.
Other Sightline effects include destroying opposing minions, silencing, and charge! I have some really cool cards cooked up for this class and I hope you see the potential!
Edit: It would be specified whether the effect targets a minion specifically or any character. Sightline from a spell or weapon would use your hero as a character. In other words, targeting the opposing hero on an open board only. This class values board control so an empty opposing board will happen often. (But it doesn't really matter if that still doesn't qualify because no one likes this concept :( )
So, there are a lot of skilled fighters in Azeroth, this guys is no exception. One day, Galen here had an idea: To get together a lot of guys and buid his own army. Not for conquering purposes, but to form a free knight company (basically mercenaries, but with a funny name) : The Blazing Guard. (Blazing<=>Blaze, well, he is the founder, he can make an homage to himself)
The Knight Captain would be good at control/midrange playstile, relying mostly on spells, weapons and his hero power on the earlyer stages of the game, but taking off on the later stages with minion and weapon buffs, big minions and both single target removal and board clears.
As the Knight Captain of the Blazing Guard, he is able to call Recruits. They on their own are not very much, and need the Inspiration of their leader to fight, unlike the paladin's Silver Hand Recuits, but are a bit more skilled (which... means they will take longer to die, so more health... makes sense...?)
Thoughts on it:
My original plan would be giving the Guard Recruits +1 attack permanetly, but it would be too strong, basically summoning a Lowly Squire for free, so I went for +1 attack until the end of the turn. This might seem a bit underwealming, but the class will have some ways to either summon more of them, or buff them.
As any good Knight Captian, Galen is able to control many troops, and tell them to execute a lot of different Maneuvers, so...
So, Galen tell his dudes to do something, they do it. But he is a sensible man: he wont tell them to do it for the whole eternity, just for a certain amont of time. But they make sure it counts.
Maneuver is an ongoing effect that only happens in your turns, beginning in the same turn (if possible). I tried to make them a bit more mana-ineficient than normal cards, as they will really show value later, either by staying on the board or being used later on the game. I hope the cards will help make it clear.
Now, the cards:
Rally the troops:
Things have happened, and someone called the Blazing Guard, and they are calling their troops to follow them. The thing is: not every single soldier is in the close vicinity, but they will arive at due time. And when they do, they are eager to fight.
This card is an example of conditional Maneuver effects, meaning it can only happen once a condition is met, in this case, the start of your turn, so it will only take effect your next turn, meaning the 3 turn count will only begin next turn as well, you will not loose any turn of it.
Glowing Long Lance:
As a Knight Captain, you are not afraid to take matters in to your own hands. Also, as a Knight Captain, you know the value of not taking damage to your face. This lance is useful for that reason: it is looong, in fact so long I could barely fit it into the image box without exeding the maximum zoom! But what is most important is that smaller weapons (like those with 3 or less attack) cant reach you, so you can hit that Elven Archer from a safe distance... wait... what?
Also, it glows.
Even tough Galen is a very good comander, he can't control all his troops alone, so he has his trusty mates control smaller groups of soldiers into battle, and his inspiring acts make them do a better job at it, inspiring their soldiers to do better.
This is an example of imediate Maneuver effects, which means that, in the turn you play this card, if you Inspire, you will trigger the effects of two minions, instead of just one. (I have no idea what would happen if there were only two of those in the board and you used your hero power)
Edit: Well, looks like I forgot to tell what our buddy Galen is good at.
Edit Nº2: Fixed some grammar errors on the cards as well as the text (hopefully all of them).
Edit Nº3: removed the "spoiler" from the Hero Power, so you don't have to click to see it.
Edit Nº4: changed the text a litle bit and reworked Rally the Troops to give them Charge.
EDIT: My original Hero Power design violated Challenge #2, so I made revisions with Asylum's blessing.
Azeroth's a big place, and there's - oh boy, I just set myself up for a Gnome joke right there... Anyway, it's a big place full of people who need help. Help equals quests, and quests equal loot! I got my feet wet in the adventuring business, so to speak, in Dun Morogh a loooong time ago. Now I'm in the big leagues, and I'm ready for darker dungeons and bigger rewards. So if I see you out there, remember: I always roll Need!
- Trixie Whizzlefizz
Playing the Adventurer class in Hearthstone is like leveling a character in World of Warcraft - complete as many Quests as you can to get Rewards and grow in power! Similar to Jade Golem decks, this mechanic is designed to build towards an incredibly strong late game.
The higher the mana cost of a Quest minion or spell, the greater the Reward (and sometimes, the challenge of completing that Quest). In order to survive to the late game, where the class really shines, you need to make smart tempo plays and interact with the board in a way that allows you to complete Quests as often and effectively as possible. The Hero Power New Quest! helps with this, adding a 0-mana basic Quest spell to your hand upon activation that requires you to deal 3 damage in whatever way possible in order to draw a card.
Cards like Glory Hog incentivize the player to complete as many Quests as they can in order to get huge benefits in the mid and late game. In addition to mana-cost discounts, you can gain items or give your minions buffs.
Undercity Courier is the kind of strong and reliable early game minion this class needs, but it has an interesting drawback. On death, it gives your opponent a random basic Quest spell, like Escort Mission. Basic quests can be earned for your own hero through several low-cost cards, and are necessary not only for surviving the early game, but also for building towards greater benefits later in the game with cards like Glory Hog.
In addition to the Quest mechanic, the hallmarks of The Adventurer class all take inspiration for the leveling experience in World of Warcraft:
Buffs - many Quest cards give Rewards in the form of Trinkets, cheap spells that give strong buffs to minions or your hero.
Weapons - the Adventurer can't access weapons as easily as Warriors, Shamans, or Rogues, but their weapons gained from Quests have the potential to be very powerful.
Bosses - in the late game, higher cost Quest cards give you the opportunity to summon legendary enemies from WoW raids and dungeons (Hogger, Ragnaros the Firelord, Onyxia, for example).
I'm really jazzed about this class design and hope I can share more with you guys!
Introducing the hero: Cyraeneus... ...He is in command of the Atlantean army.
Far beyond the coast of Tanaris, lies secrets no wanderer has ever discovered. For centuries, it has been an avoided and dangerous region to visit for even the most persevered adventurers. Clearly the weird gnomish village that has been discovered isn't the only secret that lies in the great sea. Far within the waters, lies an entire kingdom where the Atlanteans live in peace. They seek on training their army even further before making a breach to the surface, finally revealing themselves to the surface, in hopes of forming alliances with the rest of the world.
Cyraeneus, once a prince of the atlantean kingdom, is now on a high level of command of his atlantean army. He is a benevolent king that makes a lot of the strategic decisions in the great sea and decided it was time to venture out into the biggest mystery to them, known as the surface world. His army is his top priority and his goals involve preparing his atlantean fighters for the worst that might be to come.
After the preparation and strategy planning, they breached the surface, with no land in sight yet. However, one thing they did realize on spot is their miraculous powers gained from the surface. They sensed a spiritual energy drawn into them and were ready to take on any confrontation. After this discovery, the Atlanteans head out, seeking for more.
"The air, it feels like magic..."
You heard them, apparently they can breathe air. Some kind of spiritual magic out there is igniting them with power as they get closer to the potential source. And here, we introduce our ocean friends' main keyword: Surface. And now we see a form of an ignition effect in the Hearthstone trading card game. Minions with the effect of Surface in their effect makes them a Surface Minion. If a Surface Minion is Surfaced, like all the atlanteans, they feel strength, they're special effect gets triggered, making your hero power completely dependent on your own Surface Minions. So make sure you have lots of them on board, and be sure to protect them with your life. Surface effects can range from drawing a card to straight up destroying an opponent's minion. But hey, you're not going to get such a big effect off of a small 1 cost Surface minion. The higher their cost, the better their effects will tend to be.
Now if a minion were not a Surface minion, it is not an atlantean (lore-wise). Even non- atlanteans can feel strength from a fresh breath of air. Surfacing non- Surface Minions gives them +1 Health.
Oh hello there. And yes, I love me some Gadgetzan Auctioneer synergy.
As you can see, a class like this would definitely have to focus on a board control strategy. Oh dear, I sure hope we don't get an aggro version of this class anytime soon... How about dealing 5 damage to the enemy hero upon surfacing, huh? Okay I'll stop there, maybe if it were a 7 cost or something. But please do take care of your minions, and do not take the high base health for granted, we don't want any pesky AOE taking down our entire win condition all at once, losing us the game in a snap. Is this strategy or concept balanced? I'm not sure, I personally think it could be underwhelming early on, but the high health certainly makes up for it. Having more than 1 Surface minion on board gives our hero power a multi-functional use.
I hope you enjoyed your quick visit in the great sea. So much excitement is to come as the atlanteans discover more about this power they sense in the surface world. Thank you for reading! :)
The Noble's gameplay is all about avoiding face damage while whittling down the opponent (aka Control). Not one for summoning giant creatures, the Noble will hide behind her defenses and poke. Speaking of defenses, the Noble is known to have a general array of guards at her disposal:
The Noble comes with her own new keyword:
Sounds easy when you apply it with your hero power, to be sure. Your guards are, however, unfortunately weak. Perhaps hiring better protectors would be beneficial. Of course, you can always rely on your own prowess or the forces that will follow you into battle.
These are all basic cards for the Noble but show the versatility of the new keyword.
Edit for presentation (size of cards) and card balance.