The Runesmith is able to enchant his weapons to make them more powerful. He can forge powerful Runes to aid him in battle and Channel their energy into his cards.
THE HERO POWER
The Runesmith's basic training allows him to cobble together basic Runes easily. They break easily, and aren't very powerful on their own, but he can make a lot of them, and their effect stacks.
BALANCE: Reinforce and Totemic Call
EXAMPLE CARDS
Runed Axe makes use of the Channel keyword:
Essentially, you get 2 Choice Cards like Choose One- one does nothing, the other costs as much as the Channel and gives the extra effect. Compare it to Forbidden cards.
The axe itself is bad on curve and average with Channel. It's between Assasin's Blade and Light's Justice if channeled, and worse than Fiery War Axe if not.
Blazing Rune is an example of the new Rune tribe- 0 attack minions with strong effects. (Think Flametounge Totem) It's loosely balanced on Baron Geddon. It's strong but I wouldn't call it OP.
Finally, Empower shows off the Spell-Runesmith archetype. It looks overpowered as well, but you need cards to combo with it. Compare it to Bloodlust.
Indiana Jackson is the younger sister of the infamous capitalist Reno. She travels Azeroth in search of relics left from the ages of the Titans. Unlike the reckless Reno, she plans out her every move and leaves prepared every morning with her trusty SpyGlass.
Hero Power
As said above, Indie plans her every move withher trusty ol' SpyGlass and gains an upper hand as she anticipates new challenges. Her hero power reflects exactly that. Indie finds the tools she needs ahead of time to combat whatever challenge lies before her.
The Explorer's hero power acts like a tutor. It allows combo decks to dig for combo pieces, Control decks to find answers or just aggro decks to find more face damage. Furthermore, it grants insane synergy with our new Key Word, ANTICIPATED!
Edit: Sorry, it seems like the image didnt show up. Anticipated: If this is the first card you've drawn this turn, do something.
I really liked the Miracle mechanic in Magic and I thought it would fit very well in the explorer's class theme of being prepared. You find the tools you need a turn ahead, AND BOOM! NOW WHO'S GOT THE UPPER HAND? *Im sorry*
Example Cards!
So as you can see, both these cards have pretty normal effects, but it is enormously empowered by the anticipated mechanic. In essence, the class is all about playing a few turns ahead to create an advantageous position for yourself. So there's quite a lot of thinking involved-even for any aggro variants!
Spellbreakers are masters of magical manipulation and negation. They are some of the best defenders on Azeroth against spell-casters with how they more easily ward off their spells. The focus of the class is largely control, as the hero power and the cards below do illustrate. It makes your opponent think a bit differently with how they will deal with you.
And now a small explanation for each card:
Sentry Golem- This highlights the negation aspects I talked about. Utilizing a few cards using the 'Elusive' keyword is going to be one of the aspects of this class. It will provide you with a solid minion that can be used against your opponents.
Thought Architect- What better way to control and manipulate your opponent than by seeing what they are going to draw? Thought Architect has got you covered in that regard. Of course, at a bit of a downside considering your opponent will also see what you will draw. This card is great at playing mind-games with your opponent and will take the match onto a whole new level of thought process.
Thought Retention- Want another great way at beating spell casters? Using their own magic against them. This card would be a great tool for the class to use as it makes your opponent think about their spell order and such, allowing you to copy whatever the last thing they or perhaps even yourself cast.
Orc last names are not inherited, but earned. They might name themselves after a certain weapon (see Doomhammer), or after a particular act (see Hellscream). In Grom's case, the only word that he could is Lok'Tar, or vitctory. He is a champion of the arena, and can do alone what most others couldn't do with an army.
Playing the Champion: Grom and his minions are so used to fighting in single combat that they shine best when they're alone. Hence, the class keyword: Paragon. The class will revolve around having one incredibly tough minion that allows you to control the board with much cheaper and more powerful spells.
Draenei Scrapper
Every class needs a 1-drop. Obviously, it's pretty counter-intuitive for aggro play. However, dropping this on turn one gives you a non-healing Zombie Chow. This gets better when you remember that you can always choose to play more minions after attacking on turn two, or that you can trade with your turn two minion to trade again on turn three before playing your 3-drop.
Overwhelming Odds
I needed to show off a basic card which had synergy with the class theme, but didn't have the keyword itself. The price is put at three based on the general assumption of hearthstone, where to get value your opponent must have three minions (See Mind Control Tech, Second-Rate Bruiser). You should have one minion, and hey, 3 - 1 = 2. Exactly in line with Arcane Intellect.
Single Combat
I like this card mainly for it's flavour, and because it accomplishes two things. The first is a cheap control spell that will help you manage the board and not feel overwhelmed be a sheer number of enemy minions. Otherwise, if you've messed up or simply wanted to get a Battlecry off, this allows you to operate without losing your Paragon bonus. For balance, the classic "If you get the trigger, value, if you don't, not so great.
There are those who prefer to specialize and perfect their craft, unlocking amazing powers and becoming masters without equal. The Battlemage, however, is a student of both magic and war, able to weave magic and martial prowess together to create an overwhelming onslaught of fire and steel. Preferring to fight alone, the Battlemage deploys artifacts of power that help distract foes and focus her magical energies, with powerful spells sweeping through the battlefield like curtains of flame while she strikes at her opponent with ever more powerful blows.
A Battlemage is taught is that no power should ever be wasted; as such, the first trick that each Battlemage learns is how to imbue her surplus energies into an unremarkable gem, creating a Focusing Crystal that can be used in the future to provide a brief surge of extra power for whatever incantation they are weaving. Battlemages often keep multiples of these crystals, using them to unleash a surprise barrage of augmented abilities just when their foe suspects that they have survived the worst.
The Battlemage is a weapon focused class, funneling more and more destructive energies into her weapons as the battle continues, weaving together permanent magical enchantments to create a destructive tool capable of winning her the battle. As she relentlessly attacks her opponent, she uses her magical prowess to keep other enemies at bay and protect herself. Additionally, Azarel deploys a multitude of potent magical artifacts to assist her in battle, as the methods and techniques she uses in battle are far too violent and indiscriminate, which has made any ally weary to fight beside her.
In game terms, the Battlemage's weapons act as her main way of dealing damage to the enemy hero, while she uses her spells to influence and keep control of the board, and summons magical artifacts as her class minions. The Battlemage has two main methods of playing: a slow, grinding game where you attack face continuously for chip damage while maintaining controlling the board, or by focusing more heavily on the weapon enchantments to get a more powerful weapon, and excluding some of board control. The Battlemage has no class based healing options, and relies instead on damage mitigation to survive to the end game.
Core Weaknesses: Survivability, Weak Class Minions, Reliant on Draw, Vulnerable to Weapon Removal, Weak Burst
Example Cards
Summon Magical Artifacts
The Battlemage minions will all be magical artifacts that can are deployed to help aid the battle. As a result of this, the minions will generally be biased towards having weaker defensive statlines and strong effects (ex: Brann Bronzebeard), rather than simply being efficient piles of stats for their mana cost (ex: Totem Golem)
This example card provides easy access to Spell Damage, of which is a necessity when Spell Damage synergies are fundamental to the playstyle and construction of the class.
Permanently Enchant your Weapons
The Battlemage relies on stacking permanent weapon enchants, eventually building her weapon up into the ultimate tool of destruction. These enchants work by applying an aura to your hero; any weapon you equip automatically receives all the effects that you have already cast this game, regardless of how the weapon is created or equipped.
This example card also shows an example of the interesting synergies the class will have with Spell Damage aside from simply boosting damage spells. It also introduces the "Enchant" header for the spell, which will be used as a card category (similar to Potions), for Discover and random effects.
Empower Devastating Spells
The Battlemage is capable of injecting extra power into her spells and artifacts, bolstering their abilities at an extra cost to herself. The set of Empower cards that will be provided for the Battlemage is intended to provide flexible cards, allowing more flexible deckbuilding.
The example card provides both a moderate and strong AOE in one card, showing the final main pillar of the class: strong, symmetric, and flexible board control spells.
Chronos was once a powerful King who sought out higher power. He reached a higher level of being. Chronos surpassed his mortal limits and was reborn as a Titan. Anyone, be they orcs, humans, elves, elementals, even dwarfs can ascend to become titans. Even the weakest in the world can unlock their hidden potential! Titans welcome any and all who strive for true greatness.
Hero Power, Ascension - To become a Titan, you must ascend. This power gives your cards a chance to enter the Realm of Titans. Realm of TItans has a unique effect of increasing the costs of cards in your hand. Unlike most cards, Titans love increasing their mana cost! The bigger they are, the more powerful they can be. Since Realm of Titans only increases the cost of adjacent cards it will take careful planning and positioning cards in your hand to utilize properly. And if you don't need to increase the costs of cards in your hand you can always play it out to heal up your minions and even save yourself.
Keyword, Ascended: X - The Titan keyword. For example, a 3 mana card with "Ascended: (2)" would only trigger it's Ascended effect when it costs 5 or more. Many cards in the Titan class gain additional bonuses when they are cost more than their original mana cost. While cards may be decent on their own, getting them to Ascend increases their power dramatically!
Titans love war and Warcaller helps the war effort by calling in his allies and pumping them up. This card has a strong body, card draw, and synergizes with Ascended.
For 2 Mana, Giant's Wrath is more like a cool breeze, dealing 1 damage to enemy minions. However, when ascended it becomes a powerful 3 damage typhoon for only 3 mana.
An example of Titan's never ending quest for higher power. Ascended cards gain a flat bonus when they cost a certain amount more but cards like Rising Power can soar to insane heights.
What is this class about?
The Titan's main theme is increasing the costs of your own cards in order to gain more powerful effects but this class is by no means 1 dimensional.
Health and Healing - Much like Paladin, Druid, and Priest, TItans will have several cards that buff their minions health and heal their minions and themselves allowing control Titans to shine. Holding the Big Guns - Similar to the holding a dragon mechanic some Titan cards will gain additional effects when holding cards with high costs. Crushing the Weak - Many Titan cards will have the power to manipulate and even outright destroy low cost minions Ramp - In order to pump out high cost cards Titans will have the ability to increase their mana in the early game to play devastating Ascended cards in the mid-late game.
I envision Titan's having 2 main playstyles.
Tempo/Midrange - Titan's can focus on the tempo game and gain quick advantages by playing Ascended cards on curve. Playing a 3 mana Giant's Wrath can completely swing the game in your favor against aggro. There will be several cards that have powerful effects on curve if they are ascended. Control - Titan's can play the value game and ramp up their cards to high costs for huge effects. The potential for a 5 mana Pyroblast with Rising Power is incredible although increasing cards more than 2 or 3 times will be very difficult for this deck. The possibility for combo decks is definitely there but since many cards in the class will increase the cost of ALL cards in your hand shenanigans with cards like Malygos won't be easy to pull off.
Gendan was once a high ranking officer of the Scarlet Crusade as a Priest of the Light. He worked devoutly trying to purge the undead from the world, and was renown for his skills in torture and alchemy, particularly when combining the two. He served at Hearthglen until the Lich King and his Death Knights slew nearly everyone there. Gendan was one of the few who escaped, only to be taken prisoner by the forsaken. Tortured for his crimes against their people, he eventually forsook the light, believing it had failed him. Eventually falling into darker practices, Gendan became a shadow priest much like the forsaken he despises. During the Cataclysm, as the world tore itself apart, Gendan managed to make his escape. Tormented both by his past and what he became, he gathered what few followers he could corrupt, and began a new Inquisition, lead by Void Doctors. While little better than the Old Gods themselves, the Void Doctors still work to eradicate the undead using the powers of the void and dark alchemical practices.
The Void Doctor is a very control oriented class which combines Alchemy (potions and poisons) and Void magic (Shadow Priests). They will use keywords such as Silence and Stealt . Any form of healing found in the class will require some form of sacrifice, and there is no weapons to be found. Since Void Doctors are a small society, Stealth is important to some of the minions that will appear. The Void Doctor also employs a new Class-specific Keyword:
Explanation of the Keyword: A minion or weapon with "Blight still deals normal damage to the enemy hero, but if they would deal 2 damage to an enemy minion, they instead give it a -2/-2 debuff. In the case of spells, they would say "Deal X Blight Damage" and would follow the same rule whether they hit the enemy hero, or a minion. Since Blight cannot be healed, the only way to remove the debuff would be through Silence or death. It is a very powerful effect for a control oriented deck.
Example Cards
Dark Ritual is a spell I originally designed for priest to give them a powerful form of burst damage, and it felt fitting to recreate the card for the Void Doctor. It still gives the hero a strong form of burst damage, with the obvious downside of damage to themselves for every spell cast for the rest of the turn.
Corrosive Blast showcases how spells utilize the new Keyword Blight which is a very powerful control tool against minion, but may still be a 3-mana 3+ spell to deal face damage.
Insane Doctor is the last card to showcase Blight as a keyword. Most of the minions with Blight will have lower Attack stats with higher Health stats. In general, most minions will have between 1-3 Attack unless they're a legendary.
COMING THROUGH! No one dare cross the path of the courageous (more reckless) ruler of the seas of Azeroth, Captain Immo!He and his motley crew travel around the lands in his ship, the Nemesis, with the sole purpose of finding and collecting all the precious treasure his crew can fit in their chests, so that they can be known throughout the lands as the richest and most dangerous ship around.Armed with many dangerous allies (and enraged enemies he stole from) with unique abilities on both Nemesis and Azeroth, Immo will fight to the death... on a slow day. Mostly he likes to use his charms (and a few bribes) to convince his enemies to join the winning side. Steal precious resources, find new allies, and protect you and your treasure for those who seek to destroy it, Adventure never stops for the Nemesis, so the choice is up to you:Join, or Die.
Class Traits:
Lots of Card Draw/Generation
Gives info about your opponent's deck
Gives info about your deck order
Compensates longer sustain and defense for being able to draw out forces from hero power
Will have synergy for all kinds of tribes
Hero Power Explained:
Immo has a seemingly endless supply of resources at his disposal, so naturally his Hero Power reflects this. Use it to stockpile Loot! cards when you can, so if you play one and you get something very favorable, you can add multiple copies to your hand! Also extremely useful in a pinch, if you ever run low on cards (which should almost never happen), you can use it to draw out a copy of a card to play that turn. So for example, you can play this to draw out the Ragnaros the Firelord you desperately needed to clear out some minions, and then draw him again the turn after for double value.
The Hero Power can also be used to tell what card you are about to draw next, so you can prepare your defenses accordingly. Immo might have a tendency to rush into battle, but don't think he didn't come prepared!
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Mechanic
Mechanic Explained:
A pretty straightforward mechanic, the card that you play determines what card you copy. So if for example a card has an effect that Snatches a minion, it will add the next minion that shows up to your opponents deck to your hand. Very useful for generating more cards to play, and although the cards you get will be random, you are most likely not getting something that hurts your deck, and simultaneously gives you info about what kind of heat your opponent is packing. Snatched cards will have a blue sparkle effect on them to both players. Beware how you use stolen cards, because as soon as you play it your opponent WILL know what card they get next and can use that info against you.
Example Cards:
Example Cards Explained:
Soul Stealer:
This card takes a twist on the new mechanic. If you manage to Snatch a minion, this card suddenly becomes much more. You can gain much tempo by playing a 3 mana 4/4, especially in the early game. If not its still a 3 mana 2/2 that gives you a card, with isn't optimal but passable on curve. Overall it is a very capable and dangerous minion that could easily find a home in many Tempo or Control Pillager decks.
Assemble!:
Easy to use for pulling out the many minions you have in your deck. When having to play cards manually starts getting too slow, you can use this to instantly draw out some much needed minions. A strong class card, it can easily turn the tides on a losing battle (Imagine, a 2/2 Bloodmage Thalnos! Free Dream card from Ysera! and other combos). Another thing like a lot of other Pillager cards is that it allows you to preview your incoming cards, and in the case of Immo and the Nemesis crew, knowing is half the battle.
North Sea Betrayer:
Here is an example of one of the people Immo has crossed paths with that didn't end well. Obviously this pirate wants all the precious artifacts to himself and will sacrifice any of Immo's crew to get there. He's a very capable minion, able to deal a lot of damage to an enemy for a cheap price, and simultaneously leave a big body on the board to deal with. Good at securing damage and better at countering cards that opponents may have gotten more value than normal on, even with the risk he is a very capable and dangerous assailant. Gains more value if he targets a minion you copied from your opponents' deck upon death.
Felix is a goblin of extreme luck but that comes at the price of everyone around him becomes extremely unlucky and his often brings misfortune to anyone he gets close to. He is the student of a priest that is an extremely powerful priest however after he was found to be the source of misfortune to all the priests in the temple he was exiled. He found refuge in Gatgetzan where Trade Prince Gallywix taught him the skills of the trade. However after Gallywix suddenly disappeared Felix had to rely on gambling to survive. But sometimes luck is just not enough to win...
How the class plays out:
This classes playstyle is a Midrange/Control style that most likely will not support a very aggro-ish playstyle but you never know what to expect from the community, however you will also scale very well into the late game and finish the game off with some well placed combos.
Hero Power and Keyword:
This Hero Power went through sever difficulties during balancing but i think with some feedback and help from the people in my shoutout section at the end I think we managed to come up with a good inbetween without ruining the synergy it has with the deck. You will see what I mean in the example cards.
At first sight it seems too RNG based but I will explain below why i think that isn't specifically true.
My Example Cards:
Firstly, I can't stress enough how being able to show 4 cards would provide such clarity for my concept as I had to decide between showing off the keyword or showing how deck manipulation can work in several turn combos.
Explanation Time: (FunFunFunFunFunFunFunFun)
Murloc Mascot - This card is a really good example of how the Luck mechanic isn't a win or lose as some people said as even if it lands on Heads it is still playable and this deck will involve enough defense and healing to make up for the lost health. On the other hand if it lands on Tails it will give a good tempo boost on board.
Weighted Coins - Originally I was told his class was overly RNG based but i think this (which will also be somehow implemented into other cards) fixxes the problem in situations where getting Tails is absolutely mandatory and is what gives you the final push/saves you from dying. Using this won't always be necessary as cards that have Luck on them usually dont have effects that punish you too hard for not getting Tails.
Cowardly Reserve - I think this card emphasizes what you can do with this decks Hero Power. I was debating long and hard on if I should include Bribed Dealer which is the sister card to this and shows how you can put cards to the back of your deck forcefully but decided against it.
Thank you for reading, thank you to my friend Kosta and Broeck1 for the help with balancing the class. I appreciate anyone who will decide to vote for me. Good luck and may the best one win :3
"Who needs friends when Lady Luck is smiling your way?" - Felix the Lucky
Editlog; Added Murloc tribe to Murloc Mascot. ; Fixxed typo in Weighted Coins text.
LORE Shadowbinders hail from the Broken Isles, and consist of those who after the Great Sundering would rather protect themselves with darkness than be consumed by it. They are Nightelves closely related to the Nightborne, but have not yet been consumed by the twisted energies as their cousins have. Numbra is one of many that has decided to help Azeroth fully knowing the true powers of the Legion and how poisonous their gifts can be.
CLASS OVERVIEW Shadowbinders bend shape and space in order to disguise, hide and become more powerful; your minions and spells will blend together into one card to become more powerful and cost efficient. Key is good hand management and deck interaction. Since Shadowbinders live in the dark and shadows, they are all about mitigating damage and returning it straight to their enemies. They are also masters of copying their opponents and mimicking their special powers. Other than that, the base for every Shadowbinder is the Phantom, a real living Shadow, that grows stronger if left unchallenged. Several of Numbra's cards will benefit the Phantom directly, and any copies of it.
EXAMPLE OF BLENDED CARDS
If the Grand Schemer and After Life would blend, the card would end up looking like this:
If you play Miss Alice Gloomhearth, and you have 2 Abusive Sergeant in your deck, you now have only one Abusive Sergeant in your deck looking like this:
You have no idea how many times she's accidentally flipped her name backwards.
Hero Explanation and Lore:
The Alchemist class will be a relatively combo-oriented class, using the potions from the Hero Power to effectively combo with attack- or health-heavy minions, temporary and aura buffs, as well as hand size and spell synergies.
Crazed Alchemist, although it's a bad card, has a really good effect. Reversing Switch, having the same effect, was one of the better Spare Parts you could get back in GvG. I always thought the flip effect was really cool, so I decided to make my class around it.
Malrokorlam is a random palindrome name I made up, and it explains why she's relatively unaffected by her flipping potions. The lore to Malrokorlam is as follows; it may not be that believable since I never played WoW, but it's something, right?
Malrokorlam was a young Cleric during the time of an ancient war. During that time, field medics were in high demand, but fieldwork was extremely dangerous. Malrokorlam found a solution: she infused water with power from the Holy Light to create healing potions that could be taken to battle in glass vials. However, the demand for healing potions became too great, and she needed a faster way to brew potions. Yogg-Saron whispered to her stressed mind, and convinced her to use his magic to create healing potions. The resulting potions healed as they were supposed to, but a "minor" side effect was the growing of extra limbs, tentacles, etc.
Horrified by these new potions, her townspeople exiled her, and soon, all the races on Azeroth shunned her. With nowhere to go, she hid in a cave somewhere and honed her skills in brewing. Legend says she still hides in her unnamed cave. Her potions made her essentially immortal, and she still waits for the day when she can return to the daylight, and give the world a taste of her "New Recipe".
Hero Power Explanation:
Obviously, the Hero Power has to be the flip effect; it wouldn't be the Alchemist without it. It will have synergy with aura buffs (which will be in relative abundance in the Alchemist class), it will have hand size synergy, and it will have spell synergy. The synergies available will justify the relatively weak Hero Power - 3 mana for a flip effect: there will be strong synergies such as the Brew Addict below, as well as more efficient ways to obtain flip effects.
The Hero Power also does not always cost 3 mana. If used when you would otherwise float mana, you basically pull a phantom Innervate: the 2 mana that was used would not have otherwise been used. The problem of a Hero Power doing nothing, on turn 2 especially, has been common before Mean Streets of Gadgetzan was introduced. The ability to store the Hero Power is very important for the Alchemist, since if the Hero Power was simply "Flip a minion", it would be completely dead on a turn with no minions on the board.
Example Cards:
Example Cards Explanation:
Brew Addict: At first glance, this looks like a vanilla 2/3, but if you give it a potion, it will keep the +2/+2 buff from its aura and gain +2/+2 from its aura buff again. Flip it a few times, and you've got a big powerhouse. This is balanced on the fact that you're paying 3 mana per +2/+2 (more than Mana Geode) and your opponent can remove it.
Master of Poisons: An anti-aggro tool that can also be paired with flip effects to shrink enemy minions. Inspiration from the Karazhan chess event. Balanced against Sen'jin Shieldmasta, but might be better at 6 Health, against Water Elemental. Still deciding.
Invalidated Doomsayer: This is the most interesting of the bunch. Like the other two Doomsayers, this is a 0/7 Epic minion with a powerful effect. But Dxiled, this will always just die when you play it! That's where aura buffs come in. Any ongoing buff to the Doomsayer's Attack or Health will cause it to survive its battlecry, making it a 4 mana 7/7, plus a copy of whatever aura buff it had when you flipped it. Brann Bronzebeard can make him a 0/21, which is actually pretty strong considering your abundance of attack buffs and flips. The reason he costs 4 mana (besides being a 4 mana 7/7) is that at 3 mana, he was too strong a follow-up to an on curve Dire Wolf Alpha. Overall, this card highlights the Alchemist's use of aura buffs and flips too nicely to not include in my example cards.
Strategy:
Like the Heroic Maloriak encounter (which was one of the most annoying encounters in existance), the Alchemist class aims to have bigger minions than their opponent. They achieve this through fabricated buffs using auras and their flips, as well as through large minions with downsides, such as Ancient Watcher, Eerie Statue, and the Invalidated Doomsayer given as an example card. Alchemists will also have many cards that take advantage of large minions. Some existing examples of such cards are: Sunfury Protector, Sparring Partner, Celestial Dreamer, Fight Promoter.
A potentially effective deck archetype would be the Hand Alchemist. The Alchemist's Hero Power allows them to fill their hand quickly with useful spells without taking damage, and follow up with cards like Twilight Drake, Midnight Drake, and Mountain Giant. Although it would be better against aggressive decks than the Hand Warlock, it would be much slower, as the Alchemist's cards are created as tokens instead of drawn from the deck. As a result, a Hand Warlock would win most of the time against a Hand Alchemist just by whittling them down, but the Warlock would have more bad matchups.
Another potentially effective deck archetype would be the Aggro Murloc Alchemist. Murloc Tidecaller can buff its Attack to very high levels quickly, and a simple Hero Power can turn it into a next to immortal threat. Furthermore, Murloc Warleader has the strongest aura buff in the game, and can easily be abused by the many flip effects that the Alchemist will have access to. This again reflects the Alchemist's overall goal of getting bigger minions than the opponent.
EDIT 1: Fixed broken formatting and added Strategy section EDIT 2: Fleshed out the Hero Power explanation a bit
Waterspeaker (from WoW.Gamepedia): In the days before the Sundering, legend has it that all rivers flowed to Pandaria. Few were more aware of this than the clever jinyu. Over time the wisest of their people learned to commune with the waters of the river and listen for the future and news it would bring. These elders were respected by most races and earned their title of "Waterspeakers".
Shui Lee is a waterspeaker living peacefully near the Vale of the Eternal Blossoms. However, his life one day is changed forever when the True Horde led by Garrosh attacked, not only killed and corrupted many of his friends and creatures in his home, they also corrupted the Vale - the thing that gave him the wisdom and hope to go on with his life. While the Vale has been cleansed, the damage to him has been done and Shui Lee now only live for vengeance by hunting down every single Horde members that he came across, considering them nothing more than savage beasts.
Keyword:
As a Waterspeaker, you seek to hear and control the element. However, unlike those Shaman overachievers, you intimately hear the art of the water along with the creatures that live in them and listen to the voices in those domain. By waiting for the water to align, you will use their power to turn the tide of the battle. Like the water you control, your cards are versatile and can be utilized in different scenario with patience or proper preparation. Flow let you build your deck filled with cards that literally can transform themselves to fit the situation at hand and the Hero Power to assist with that versatility and survive in order to cast them.
Cards
With Flow is a slow keywords, this class will need careful planning and stalling tools to survive! Frozen Lance demonstrate this flavor for the class with many stall / heal / board clear / removal / 1-for-2 or sticky under-stated minions. The cards you control will also have versatility to swap out and back together with another card (in this example, a Blizzard) to fit in with the situation at hand.
However, with enough water, you can turn them into a tsunami! Lady Vashj along with your Hero Power will help you cast many spells at once and combine with your combo pieces to sweep away your opponent.
As a member of the Jinyu, a race that came from the Murloc lived near the Eternal Blossom, you don't stray as far from your root as you think. Murlocs synergy is a core part of your strategy. However, like Murl-volve, the cards you have available will be more beneficial playing control / combo rather than a rush deck.
Strategy
Because of the slow but powerful nature of your Keywords, you will have many dynamic decision making that came from playing, set up and predicting your opponent move. Will you activate your effect right away to survive or wait in order to extract value?
Your Murloc synergy might make it tempting to play a rush deck, but your class draw mechanic is mostly lacking, delayed draw or add a pretty useless card for aggro decks to your hand as well as the lack of an active cards, not to mention the unstable nature of the cards can damper your aggressive potential. You can never really run an effective rush or aggro deck for this class's core cards. This might be mitigated in later expansions and neutral cards but this class will be more beneficial running combo, token or control decks. And control Murloc decks aren't impossible if Anyfin Can Happen Paladin is anything to go by.
On the contrary, your class has excellent combo tools through smart playing and casting of Hydroblast and class spell cards. Spell synergy like Spell Damage, Gadgetzan Auctioneer, Violet Teacher, Yogg-Saron, Hope's End etc. along with Mana Reduction like Emperor Thaurissan will open up an interesting playstyle to your deck.
Edit: Bump up the rarity and reworded Frozen Lance.
Seian is a genius inventor, but also a recluse (he loves company, but things are safer this way). He is able to make machines out of useless piles of junk and is renowned for his skills.
Hero Power
Salvage add Scrap to your hand, a useful tool for the Engineer class, as it is the main tool for the special keyword, and a card draw if your ever in a pinch.
Keyword: Upgrade
Upgrade uses Scrap to unlock abilities and buffs on minions, weapons, and spells. This applies before the minion hits the ground, so Upgrade can unlock battlecrys and they will trigger as normal. To clarify if an Upgrade requires 2 Scrap to trigger and you have 2 Scrap in hand, the Scrap will be destroyed then the effect will be unlocked.
Cards
There are a few other ways to generate Scrap other than your hero power. Weapons, such as Mechanic's Wrench, Spells, and Minions can also help.
Fire Bot (creative name, I know) is a great example of how Upgrade and Battlecry work together. You have 1 Scrap, the bot deals 2 damage to all, simple
Rocket Barrage is a cheap board clear mana wise, but if you want to control it, you'll need to Upgrade. This card shows the benefits to using Upgrade and generating Scrap, as it makes this card into a huge board clear. (3 is also on the high end for Upgrade value, nothing will ever be more than 4)
Public Mod Note
(Asylum_Rhapsody):
Please see the rules regarding formatting. There's no reason this needs to take up so much vertical space.
-An attempt to bring DBG (deck-building game) play-style into Hearthstone
1. What is DBG?
A deck-building game is a game where you build a deck DURING playing it. A good example in the current Hearthstone is the prologue challenge of One Night in Karazhan adventure. Medivh's hero power allows you to draw 3 cards for 2 mana, which would be quite decent if there were more than the 30 cards in your deck as usual; but there's still a way to avoid fatigue for you in the challenge - Archmage's Apprentice. You can determine what kind of deck you want by shuffling different spells into your deck, and different choices may end up with completely different deck types. This is what we call DBG.
2. Hero Power and basic features of the class
As you can see, the Hero Power has the same mechanic as Beneath the Grounds. But instead of shuffling the token into your opponent's deck, it is shuffled into your own one, which is the basic element of DBG. The other features of the class are as follows:
a. Potions:
As a alchemist, creating potions is one of your main abilities. Similar to the Healing Potion shown above, potion cards are ones that gets shuffled into your deck and triggers when drawn. There will be 3 different kinds of potions in the classic set, and for each expansion there will be 1 new potion. Due to the restrictions of phase one, I could not show these potions here, but they are one of the basic features of the class.
b. Fatigue:
In a deck-building game, a player often needs to draw cards fast in order to take benefits from their deck building plays. This is also true for alchemists. The class will have a large quantity of card draws and thus would reach fatigue often. But don't worry; fatigue is NOT a bad thing for alchemists. There will be cards that benefit from your reaching fatigue. And, by the way, the best time to do deck-building is when there are no cards in your deck, since you'll draw whatever gets shuffled into it very quickly.
c. Mixture:
Alchemist often mix things up and test what happens. Here in Hearthstone, what you mix up is not only potions, but also CLASSES. One of the main features of the class is that you'll have access to cards from all classes via your own class cards. There will also be cards that benefit from playing cards from outside your class.
3. Example Cards:
Darkmoon Cabalist:
This card was inspired by Asylum's Anub'et'kan in WCD 5.01. For alchemists, one of the main issues is to ensure that cards you shuffle into your deck gets drawn when you need, and this is the solution. Notice that you not only restore health by drawing those Healing Potions, but also draw cards equal to the number of Healing Potions in your deck, due to the 'when you draw this, draw a card' effect of Healing Potion. You may concern this is much overpowered, but I promise this class will have no access to any OTK combo (unless obtained from class cards outside the class, which varies from game to game), so that a large amount of card draw effects wouldn't be broken for alchemists.
Lord Walden:
This is one of the cards that benefit from your reaching fatigue as mentioned above. The card itself is of the traditional DBG style. Also notice its synergy with the following card.
Mezzik Darkspark:
One of the keys in a DBG is that cards in your deck are not disposable products - that's why building a good deck grants you value. Team 5 was also aware of this, and in the DBG tavern brawl Deck Assemble!, they shuffle cards you've played back into your deck. The alchemist also needs cards of this kind. Mezzik Darkspark is only an example of these cards and there will be more in the classic set.
Unlike his brother Nat, Matt is a strong, reliable and dashingly handsome fisherman. He shares his daily catch with the local villages in return for their services in glorious battle against murlocs, pirates and demons.
Hero Power
Keyword: Squid (X)
The villages don't work for free. They have a family to feed!
A card with Squid (1) requires 1 squid in you hand to be played. When played, that squid card is discarded. Squid (2) would require 2 squids to be discarded and so on.
Cards
Matt is quite the ladies man and can charm even the most notorious pirates of the land. Of course, he keeps these exploits a secret from the town folk. The card allows for a solid turn 3 play after hero powering on turn 2 and the coins provide tempo in turns to come.
Don't get between men and food. This card gets you board presence and gets you some delicious squids.
With proper nourishment this is what the villagers a capable of. Their natural fat has granted them resistances to all natural forms of pain and injury. It is difficult to build up enough squids to play this card however it is one of the most difficult cards to deal with once played.
Public Mod Note
(Asylum_Rhapsody):
Please see the formatting rules. This not does not need to be taking up so much space.
"Special correspodent Max Focus is live at the scene!"
Lore:
Max Focus was a reporter of a long unknown galaxy, reporting the most insane news and action, direct, and live directly at the TV, aren´t you watching this on a TV don´t you? Well, as time passed, he was living the most adrenaline, hard action, war, REAL TALK, none of your business, but his business, but after knowing the war at the WoW universe, he instantly decided to pack its things for report the most real fights, having max adrenaline, etc, also, comes with some cookies if you want to... ;)
I AM HEAVY REPORTS GUY, AND THIS, IS MY NEW REPORT
Max focuses (Get it?) on damage pings, getting mostly value and saving from his hero power, he also wants a lot of news followers, so then he can complete have support from their fans and get the action to the direct TV! His light cameras are strongly and slighty alined, so even the mightiest C´Tun would have pain of his intensive, hard, and persistent reports.
The Reporter synergises firstly on damage pings, as an easy example, the Ironforge Rifleman, you use your Hero Power turn, 2, turn 3, deal 2 damage, nice? Now the good part, later in our reporting adventure, we might find ourselves to complete our own notices, and get own of them! And our public support!
Unique "Reportword"
"And that´s the way the cookie crumbles.."
In depht: Reports are special cards wich require to fill a requeriment before getting its effect, like a later battlecry, but you must also accept the contract first.. so... BOOM AND THE MANA IS GONE! Ok, our contract is on, we got a Report to complete... eh... 10 minions die, ok, 10 minions die of calamity, headache, too much light, too insane, etc, and then, we get our reward! Wich is for example... draw 4 cards, simple as that, in spells, you must only complete them, they´ll stay in there until you complete them, on minions, it must survive AND you must fullify its requeriments and on weapons, you must not break them... DO NOT TOUCH THE LAMP RENO!
Our Glad Equipment and Special Reporters Keep us way up from above!
Explanations:
In-Cover Reporter: Is an easy example of synergy with the Hero Power, its a vanilla 2/3 by itself, BUT when we use Flood Light, it will deal more damage, and the more times we use Flood Light, the more damage it deals, also, synergises with Brann Bronzebeard and with other "Takes X more damage" that we will see soon.
Scene Iluminator: Warning: If you are epileptic, don´t use this. Did you just watched this as a worse Fireball? Yes it is! But as In-Cover Reporter, synergises with our Damage Increasing sources, dealing even more damage, pings now will be the double, triple.. ehh... ONE-TWO!
Mysterious Disappearance: An easy example of a Report card, wich has an easy requeriment to fullify, the battlefield is empty, with our removals and all, we can just abuse from this! And maybe getting it instantly, wich rewards us the appearance of a 7/7 an-ALMOST FREE MINION! As board precense is also escencial for The Reporter, it can give us a BIG minion or just a small, but appreciated Wisp, anything can happen.
+1 attack is worth .5 mana. The on kill effect makes the hero power a bit less powerful than paladin but rewards you for clearing, which i think is important. Having your hero power reward a certain playstyle is fairly integral to making a class tic in my opinion.
Swarmlord is a class designed around advantage through enemy minion deaths. The hero power is weak when you can't kill but believe me, you will have many cards that buff your hero and give him new on kill conditions. Several of your cards will be buffing your new drones that establishing dominance through massive minions and buffed swarms.
Moth of Wrath:
So many drones I might as well call my class NSA. One of the big themes of this class is the unending aspect of the qiraji swarm, and Moth of Wrath embodies the constant drones on drones that you'll come to expect. The drones are cheap and can be dropped to make your Buff cards not as dead they might have been. There's a bit off Beast druid and a lot of Paladin in here, making a beast defined class that clears with hero and constantly swarms the opponent with big old bugs. To clarify it'll be the Beetle drone for most cards that don't have differently statted drones.
Swarmheart:
This is where the paladin similarities become slightly more pronounced. With drones your buffs become majorly viable and because you can remove enemy minions it's a bit simpler to keep Drones alive early game. The on a beast effect makes sure that you can gain some advantage over your opponent (Which is important in a buff deck) because as a player of buff paly, you need an incentive to stay in a design like that.
Royal Attendee:
Many of Swarmlord's most powerful effects are linked to your hero removing enemy minions, and several cards buff your hero's attack. Later on there'll be several "when your hero kills a minion" style effects, but for now I wanted to showcase a card that defines the post Kara game style. By that point in the meta, being able to remove enemy minions became an issue do to several rush style shaman decks, so I gave my bug queen yet another way to nuke enemy minions. This also continues uptime on your drones, keeping your buffs viable.
I hope you like what I've got! I've been putting in a lot of thought to this class for a while now so I hope you consider voting for me. Good luck to all contestants!
Many in the world fear the shadows, and the dark power they can provide. Others still fear the spirits, believing them to be malevolent in nature. People fear what they don't understand; some, however, do understand, and they have been gifted with great and mysterious power, so they may use it as they see fit. Enter:
The Shadow Hunter
The shadow hunters are masters of voodoo magic, and are among the most highly respected in troll society. Their spirit powers both heal and curse, walking the line of dark and light in hope of saving the future of the trolls. They are able to commune with the loa, powerful wild gods that grant them an array of abilities for their worship. There are many ways to obtain voodoo power, including blood rituals.
Voodoo is a power utilised by shadow hunters, hexxers and witch doctors, and as such, I thought it only fitting that the shadow hunter class should have it as a Keyword.
Clarifications on Voodoo:
Multiple Voodoo effects can be active at the same time.
The turns are counted on the start of your turn, e.g. a Voodoo 1 effect would last for the rest of your current turn, the your opponent's whole turn, and then would end at the start of your next turn.
Next, the cards. Each of these cards shows off a potential theme/archetype for a shadow hunter deck. The class leans more towards midrange/control styles of decks, but has options for more tempo or aggressive variants of its core themes.
Shadow Acolyte: The Shadow Acolyte is one of those basic cards that defines a class in a certain way (think Fiery War Axe or Fireball). This card is an example of a theme present within the shadow hunter: sacrificing your own health for power. Witch Doctor: This is the flagship Voodoo card, granting a potentially powerful effect, but giving your opponent a means to counter it, as they could either use spells or just not attack. This is the main goal of the voodoo mechanic: to provide unique interactive gameplay for both players. Bwonsamdi: I wanted to pursue a deathrattle theme for the shadow hunter, and who better than the loa of death. Bwonsamdi is a loa worshipped almost solely by the Darkspear trolls, and he is responsible for taking care of their spirits after they die. As a result, I can't imagine a better ability for him than guiding your minions towards the afterlife, while allowing their power to live on.
The Runesmith
The Runesmith is able to enchant his weapons to make them more powerful. He can forge powerful Runes to aid him in battle and Channel their energy into his cards.
THE HERO POWER
The Runesmith's basic training allows him to cobble together basic Runes easily. They break easily, and aren't very powerful on their own, but he can make a lot of them, and their effect stacks.
BALANCE: Reinforce and Totemic Call
EXAMPLE CARDS
Runed Axe makes use of the Channel keyword:
Essentially, you get 2 Choice Cards like Choose One- one does nothing, the other costs as much as the Channel and gives the extra effect. Compare it to Forbidden cards.
The axe itself is bad on curve and average with Channel. It's between Assasin's Blade and Light's Justice if channeled, and worse than Fiery War Axe if not.
Blazing Rune is an example of the new Rune tribe- 0 attack minions with strong effects. (Think Flametounge Totem) It's loosely balanced on Baron Geddon. It's strong but I wouldn't call it OP.
Finally, Empower shows off the Spell-Runesmith archetype. It looks overpowered as well, but you need cards to combo with it. Compare it to Bloodlust.
The Explorer!
Uh oh. God made two of them.
Indiana Jackson is the younger sister of the infamous capitalist Reno. She travels Azeroth in search of relics left from the ages of the Titans. Unlike the reckless Reno, she plans out her every move and leaves prepared every morning with her trusty SpyGlass.
Hero Power
As said above, Indie plans her every move withher trusty ol' SpyGlass and gains an upper hand as she anticipates new challenges. Her hero power reflects exactly that. Indie finds the tools she needs ahead of time to combat whatever challenge lies before her.
The Explorer's hero power acts like a tutor. It allows combo decks to dig for combo pieces, Control decks to find answers or just aggro decks to find more face damage. Furthermore, it grants insane synergy with our new Key Word, ANTICIPATED!
Edit: Sorry, it seems like the image didnt show up. Anticipated: If this is the first card you've drawn this turn, do something.
I really liked the Miracle mechanic in Magic and I thought it would fit very well in the explorer's class theme of being prepared. You find the tools you need a turn ahead, AND BOOM! NOW WHO'S GOT THE UPPER HAND? *Im sorry*
Example Cards!
So as you can see, both these cards have pretty normal effects, but it is enormously empowered by the anticipated mechanic. In essence, the class is all about playing a few turns ahead to create an advantageous position for yourself. So there's quite a lot of thinking involved-even for any aggro variants!
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
Introducing the Spellbreaker
Spellbreakers are masters of magical manipulation and negation. They are some of the best defenders on Azeroth against spell-casters with how they more easily ward off their spells. The focus of the class is largely control, as the hero power and the cards below do illustrate. It makes your opponent think a bit differently with how they will deal with you.
And now a small explanation for each card:
Sentry Golem- This highlights the negation aspects I talked about. Utilizing a few cards using the 'Elusive' keyword is going to be one of the aspects of this class. It will provide you with a solid minion that can be used against your opponents.
Thought Architect- What better way to control and manipulate your opponent than by seeing what they are going to draw? Thought Architect has got you covered in that regard. Of course, at a bit of a downside considering your opponent will also see what you will draw. This card is great at playing mind-games with your opponent and will take the match onto a whole new level of thought process.
Thought Retention- Want another great way at beating spell casters? Using their own magic against them. This card would be a great tool for the class to use as it makes your opponent think about their spell order and such, allowing you to copy whatever the last thing they or perhaps even yourself cast.
The Champion
Orc last names are not inherited, but earned. They might name themselves after a certain weapon (see Doomhammer), or after a particular act (see Hellscream). In Grom's case, the only word that he could is Lok'Tar, or vitctory. He is a champion of the arena, and can do alone what most others couldn't do with an army.
Playing the Champion: Grom and his minions are so used to fighting in single combat that they shine best when they're alone. Hence, the class keyword: Paragon. The class will revolve around having one incredibly tough minion that allows you to control the board with much cheaper and more powerful spells.
Draenei Scrapper
Every class needs a 1-drop. Obviously, it's pretty counter-intuitive for aggro play. However, dropping this on turn one gives you a non-healing Zombie Chow. This gets better when you remember that you can always choose to play more minions after attacking on turn two, or that you can trade with your turn two minion to trade again on turn three before playing your 3-drop.
Overwhelming Odds
I needed to show off a basic card which had synergy with the class theme, but didn't have the keyword itself. The price is put at three based on the general assumption of hearthstone, where to get value your opponent must have three minions (See Mind Control Tech, Second-Rate Bruiser). You should have one minion, and hey, 3 - 1 = 2. Exactly in line with Arcane Intellect.
Single Combat
I like this card mainly for it's flavour, and because it accomplishes two things. The first is a cheap control spell that will help you manage the board and not feel overwhelmed be a sheer number of enemy minions. Otherwise, if you've messed up or simply wanted to get a Battlecry off, this allows you to operate without losing your Paragon bonus. For balance, the classic "If you get the trigger, value, if you don't, not so great.
Azarel Starblade, The Battlemage
There are those who prefer to specialize and perfect their craft, unlocking amazing powers and becoming masters without equal. The Battlemage, however, is a student of both magic and war, able to weave magic and martial prowess together to create an overwhelming onslaught of fire and steel. Preferring to fight alone, the Battlemage deploys artifacts of power that help distract foes and focus her magical energies, with powerful spells sweeping through the battlefield like curtains of flame while she strikes at her opponent with ever more powerful blows.
A Battlemage is taught is that no power should ever be wasted; as such, the first trick that each Battlemage learns is how to imbue her surplus energies into an unremarkable gem, creating a Focusing Crystal that can be used in the future to provide a brief surge of extra power for whatever incantation they are weaving. Battlemages often keep multiples of these crystals, using them to unleash a surprise barrage of augmented abilities just when their foe suspects that they have survived the worst.
The Battlemage is a weapon focused class, funneling more and more destructive energies into her weapons as the battle continues, weaving together permanent magical enchantments to create a destructive tool capable of winning her the battle. As she relentlessly attacks her opponent, she uses her magical prowess to keep other enemies at bay and protect herself. Additionally, Azarel deploys a multitude of potent magical artifacts to assist her in battle, as the methods and techniques she uses in battle are far too violent and indiscriminate, which has made any ally weary to fight beside her.
In game terms, the Battlemage's weapons act as her main way of dealing damage to the enemy hero, while she uses her spells to influence and keep control of the board, and summons magical artifacts as her class minions. The Battlemage has two main methods of playing: a slow, grinding game where you attack face continuously for chip damage while maintaining controlling the board, or by focusing more heavily on the weapon enchantments to get a more powerful weapon, and excluding some of board control. The Battlemage has no class based healing options, and relies instead on damage mitigation to survive to the end game.
Core Mechanics: Spell Damage, Strong Symmetric Board Wipes, Flexible Cards, Permanent Weapon Enchants
Core Weaknesses: Survivability, Weak Class Minions, Reliant on Draw, Vulnerable to Weapon Removal, Weak Burst
Example Cards
Summon Magical Artifacts
The Battlemage minions will all be magical artifacts that can are deployed to help aid the battle. As a result of this, the minions will generally be biased towards having weaker defensive statlines and strong effects (ex: Brann Bronzebeard), rather than simply being efficient piles of stats for their mana cost (ex: Totem Golem)
This example card provides easy access to Spell Damage, of which is a necessity when Spell Damage synergies are fundamental to the playstyle and construction of the class.
Permanently Enchant your Weapons
The Battlemage relies on stacking permanent weapon enchants, eventually building her weapon up into the ultimate tool of destruction. These enchants work by applying an aura to your hero; any weapon you equip automatically receives all the effects that you have already cast this game, regardless of how the weapon is created or equipped.
This example card also shows an example of the interesting synergies the class will have with Spell Damage aside from simply boosting damage spells. It also introduces the "Enchant" header for the spell, which will be used as a card category (similar to Potions), for Discover and random effects.
Empower Devastating Spells
The Battlemage is capable of injecting extra power into her spells and artifacts, bolstering their abilities at an extra cost to herself. The set of Empower cards that will be provided for the Battlemage is intended to provide flexible cards, allowing more flexible deckbuilding.
The example card provides both a moderate and strong AOE in one card, showing the final main pillar of the class: strong, symmetric, and flexible board control spells.
The Titan
Lore
Chronos was once a powerful King who sought out higher power. He reached a higher level of being. Chronos surpassed his mortal limits and was reborn as a Titan. Anyone, be they orcs, humans, elves, elementals, even dwarfs can ascend to become titans. Even the weakest in the world can unlock their hidden potential! Titans welcome any and all who strive for true greatness.
Hero Power, Ascension - To become a Titan, you must ascend. This power gives your cards a chance to enter the Realm of Titans. Realm of TItans has a unique effect of increasing the costs of cards in your hand. Unlike most cards, Titans love increasing their mana cost! The bigger they are, the more powerful they can be. Since Realm of Titans only increases the cost of adjacent cards it will take careful planning and positioning cards in your hand to utilize properly. And if you don't need to increase the costs of cards in your hand you can always play it out to heal up your minions and even save yourself.
Keyword, Ascended: X - The Titan keyword. For example, a 3 mana card with "Ascended: (2)" would only trigger it's Ascended effect when it costs 5 or more. Many cards in the Titan class gain additional bonuses when they are cost more than their original mana cost. While cards may be decent on their own, getting them to Ascend increases their power dramatically!
Titans love war and Warcaller helps the war effort by calling in his allies and pumping them up. This card has a strong body, card draw, and synergizes with Ascended.
For 2 Mana, Giant's Wrath is more like a cool breeze, dealing 1 damage to enemy minions. However, when ascended it becomes a powerful 3 damage typhoon for only 3 mana.
An example of Titan's never ending quest for higher power. Ascended cards gain a flat bonus when they cost a certain amount more but cards like Rising Power can soar to insane heights.
What is this class about?
The Titan's main theme is increasing the costs of your own cards in order to gain more powerful effects but this class is by no means 1 dimensional.
Health and Healing - Much like Paladin, Druid, and Priest, TItans will have several cards that buff their minions health and heal their minions and themselves allowing control Titans to shine.
Holding the Big Guns - Similar to the holding a dragon mechanic some Titan cards will gain additional effects when holding cards with high costs.
Crushing the Weak - Many Titan cards will have the power to manipulate and even outright destroy low cost minions
Ramp - In order to pump out high cost cards Titans will have the ability to increase their mana in the early game to play devastating Ascended cards in the mid-late game.
I envision Titan's having 2 main playstyles.
Tempo/Midrange - Titan's can focus on the tempo game and gain quick advantages by playing Ascended cards on curve. Playing a 3 mana Giant's Wrath can completely swing the game in your favor against aggro. There will be several cards that have powerful effects on curve if they are ascended.
Control - Titan's can play the value game and ramp up their cards to high costs for huge effects. The potential for a 5 mana Pyroblast with Rising Power is incredible although increasing cards more than 2 or 3 times will be very difficult for this deck. The possibility for combo decks is definitely there but since many cards in the class will increase the cost of ALL cards in your hand shenanigans with cards like Malygos won't be easy to pull off.
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
Gendan Tharzak, Void Doctor
Lore:
Gendan was once a high ranking officer of the Scarlet Crusade as a Priest of the Light. He worked devoutly trying to purge the undead from the world, and was renown for his skills in torture and alchemy, particularly when combining the two. He served at Hearthglen until the Lich King and his Death Knights slew nearly everyone there. Gendan was one of the few who escaped, only to be taken prisoner by the forsaken. Tortured for his crimes against their people, he eventually forsook the light, believing it had failed him. Eventually falling into darker practices, Gendan became a shadow priest much like the forsaken he despises. During the Cataclysm, as the world tore itself apart, Gendan managed to make his escape. Tormented both by his past and what he became, he gathered what few followers he could corrupt, and began a new Inquisition, lead by Void Doctors. While little better than the Old Gods themselves, the Void Doctors still work to eradicate the undead using the powers of the void and dark alchemical practices.
The Void Doctor is a very control oriented class which combines Alchemy (potions and poisons) and Void magic (Shadow Priests). They will use keywords such as Silence and Stealt . Any form of healing found in the class will require some form of sacrifice, and there is no weapons to be found. Since Void Doctors are a small society, Stealth is important to some of the minions that will appear. The Void Doctor also employs a new Class-specific Keyword:
Explanation of the Keyword: A minion or weapon with "Blight still deals normal damage to the enemy hero, but if they would deal 2 damage to an enemy minion, they instead give it a -2/-2 debuff. In the case of spells, they would say "Deal X Blight Damage" and would follow the same rule whether they hit the enemy hero, or a minion. Since Blight cannot be healed, the only way to remove the debuff would be through Silence or death. It is a very powerful effect for a control oriented deck.
Example Cards
Dark Ritual is a spell I originally designed for priest to give them a powerful form of burst damage, and it felt fitting to recreate the card for the Void Doctor. It still gives the hero a strong form of burst damage, with the obvious downside of damage to themselves for every spell cast for the rest of the turn.
Corrosive Blast showcases how spells utilize the new Keyword Blight which is a very powerful control tool against minion, but may still be a 3-mana 3+ spell to deal face damage.
Insane Doctor is the last card to showcase Blight as a keyword. Most of the minions with Blight will have lower Attack stats with higher Health stats. In general, most minions will have between 1-3 Attack unless they're a legendary.
RedneckBudha
PILLAGER CLASS
COMING THROUGH! No one dare cross the path of the courageous (more reckless) ruler of the seas of Azeroth, Captain Immo! He and his motley crew travel around the lands in his ship, the Nemesis, with the sole purpose of finding and collecting all the precious treasure his crew can fit in their chests, so that they can be known throughout the lands as the richest and most dangerous ship around. Armed with many dangerous allies (and enraged enemies he stole from) with unique abilities on both Nemesis and Azeroth, Immo will fight to the death... on a slow day. Mostly he likes to use his charms (and a few bribes) to convince his enemies to join the winning side. Steal precious resources, find new allies, and protect you and your treasure for those who seek to destroy it, Adventure never stops for the Nemesis, so the choice is up to you: Join, or Die.
Class Traits:
Hero Power Explained:
Immo has a seemingly endless supply of resources at his disposal, so naturally his Hero Power reflects this. Use it to stockpile Loot! cards when you can, so if you play one and you get something very favorable, you can add multiple copies to your hand! Also extremely useful in a pinch, if you ever run low on cards (which should almost never happen), you can use it to draw out a copy of a card to play that turn. So for example, you can play this to draw out the Ragnaros the Firelord you desperately needed to clear out some minions, and then draw him again the turn after for double value.
The Hero Power can also be used to tell what card you are about to draw next, so you can prepare your defenses accordingly. Immo might have a tendency to rush into battle, but don't think he didn't come prepared!
``
Mechanic
Mechanic Explained:
A pretty straightforward mechanic, the card that you play determines what card you copy. So if for example a card has an effect that Snatches a minion, it will add the next minion that shows up to your opponents deck to your hand. Very useful for generating more cards to play, and although the cards you get will be random, you are most likely not getting something that hurts your deck, and simultaneously gives you info about what kind of heat your opponent is packing. Snatched cards will have a blue sparkle effect on them to both players. Beware how you use stolen cards, because as soon as you play it your opponent WILL know what card they get next and can use that info against you.
Example Cards:
Example Cards Explained:
Soul Stealer:
This card takes a twist on the new mechanic. If you manage to Snatch a minion, this card suddenly becomes much more. You can gain much tempo by playing a 3 mana 4/4, especially in the early game. If not its still a 3 mana 2/2 that gives you a card, with isn't optimal but passable on curve. Overall it is a very capable and dangerous minion that could easily find a home in many Tempo or Control Pillager decks.
Assemble!:
Easy to use for pulling out the many minions you have in your deck. When having to play cards manually starts getting too slow, you can use this to instantly draw out some much needed minions. A strong class card, it can easily turn the tides on a losing battle (Imagine, a 2/2 Bloodmage Thalnos! Free Dream card from Ysera! and other combos). Another thing like a lot of other Pillager cards is that it allows you to preview your incoming cards, and in the case of Immo and the Nemesis crew, knowing is half the battle.
North Sea Betrayer:
Here is an example of one of the people Immo has crossed paths with that didn't end well. Obviously this pirate wants all the precious artifacts to himself and will sacrifice any of Immo's crew to get there. He's a very capable minion, able to deal a lot of damage to an enemy for a cheap price, and simultaneously leave a big body on the board to deal with. Good at securing damage and better at countering cards that opponents may have gotten more value than normal on, even with the risk he is a very capable and dangerous assailant. Gains more value if he targets a minion you copied from your opponents' deck upon death.
CLASS: The Gambler
Lore:
Felix is a goblin of extreme luck but that comes at the price of everyone around him becomes extremely unlucky and his often brings misfortune to anyone he gets close to. He is the student of a priest that is an extremely powerful priest however after he was found to be the source of misfortune to all the priests in the temple he was exiled. He found refuge in Gatgetzan where Trade Prince Gallywix taught him the skills of the trade. However after Gallywix suddenly disappeared Felix had to rely on gambling to survive. But sometimes luck is just not enough to win...
How the class plays out:
This classes playstyle is a Midrange/Control style that most likely will not support a very aggro-ish playstyle but you never know what to expect from the community, however you will also scale very well into the late game and finish the game off with some well placed combos.
Hero Power and Keyword:
This Hero Power went through sever difficulties during balancing but i think with some feedback and help from the people in my shoutout section at the end I think we managed to come up with a good inbetween without ruining the synergy it has with the deck. You will see what I mean in the example cards.
At first sight it seems too RNG based but I will explain below why i think that isn't specifically true.
My Example Cards:
Firstly, I can't stress enough how being able to show 4 cards would provide such clarity for my concept as I had to decide between showing off the keyword or showing how deck manipulation can work in several turn combos.
Explanation Time: (FunFunFunFunFunFunFunFun)
Murloc Mascot - This card is a really good example of how the Luck mechanic isn't a win or lose as some people said as even if it lands on Heads it is still playable and this deck will involve enough defense and healing to make up for the lost health. On the other hand if it lands on Tails it will give a good tempo boost on board.
Weighted Coins - Originally I was told his class was overly RNG based but i think this (which will also be somehow implemented into other cards) fixxes the problem in situations where getting Tails is absolutely mandatory and is what gives you the final push/saves you from dying. Using this won't always be necessary as cards that have Luck on them usually dont have effects that punish you too hard for not getting Tails.
Cowardly Reserve - I think this card emphasizes what you can do with this decks Hero Power. I was debating long and hard on if I should include Bribed Dealer which is the sister card to this and shows how you can put cards to the back of your deck forcefully but decided against it.
Thank you for reading, thank you to my friend Kosta and Broeck1 for the help with balancing the class. I appreciate anyone who will decide to vote for me. Good luck and may the best one win :3
"Who needs friends when Lady Luck is smiling your way?" - Felix the Lucky
Editlog; Added Murloc tribe to Murloc Mascot. ; Fixxed typo in Weighted Coins text.
Thank you Kanye,
Very Cool.
THE SHADOWBINDER
LORE
Shadowbinders hail from the Broken Isles, and consist of those who after the Great Sundering would rather protect themselves with darkness than be consumed by it. They are Nightelves closely related to the Nightborne, but have not yet been consumed by the twisted energies as their cousins have. Numbra is one of many that has decided to help Azeroth fully knowing the true powers of the Legion and how poisonous their gifts can be.
CLASS OVERVIEW
Shadowbinders bend shape and space in order to disguise, hide and become more powerful; your minions and spells will blend together into one card to become more powerful and cost efficient. Key is good hand management and deck interaction. Since Shadowbinders live in the dark and shadows, they are all about mitigating damage and returning it straight to their enemies. They are also masters of copying their opponents and mimicking their special powers. Other than that, the base for every Shadowbinder is the Phantom, a real living Shadow, that grows stronger if left unchallenged. Several of Numbra's cards will benefit the Phantom directly, and any copies of it.
EXAMPLE OF BLENDED CARDS
If the Grand Schemer and After Life would blend, the card would end up looking like this:
If you play Miss Alice Gloomhearth, and you have 2 Abusive Sergeant in your deck, you now have only one Abusive Sergeant in your deck looking like this:
The Alchemist Class
You have no idea how many times she's accidentally flipped her name backwards.
Hero Explanation and Lore:
The Alchemist class will be a relatively combo-oriented class, using the potions from the Hero Power to effectively combo with attack- or health-heavy minions, temporary and aura buffs, as well as hand size and spell synergies.
Crazed Alchemist, although it's a bad card, has a really good effect. Reversing Switch, having the same effect, was one of the better Spare Parts you could get back in GvG. I always thought the flip effect was really cool, so I decided to make my class around it.
Malrokorlam is a random palindrome name I made up, and it explains why she's relatively unaffected by her flipping potions. The lore to Malrokorlam is as follows; it may not be that believable since I never played WoW, but it's something, right?
Malrokorlam was a young Cleric during the time of an ancient war. During that time, field medics were in high demand, but fieldwork was extremely dangerous. Malrokorlam found a solution: she infused water with power from the Holy Light to create healing potions that could be taken to battle in glass vials. However, the demand for healing potions became too great, and she needed a faster way to brew potions. Yogg-Saron whispered to her stressed mind, and convinced her to use his magic to create healing potions. The resulting potions healed as they were supposed to, but a "minor" side effect was the growing of extra limbs, tentacles, etc.
Horrified by these new potions, her townspeople exiled her, and soon, all the races on Azeroth shunned her. With nowhere to go, she hid in a cave somewhere and honed her skills in brewing. Legend says she still hides in her unnamed cave. Her potions made her essentially immortal, and she still waits for the day when she can return to the daylight, and give the world a taste of her "New Recipe".
Hero Power Explanation:
Obviously, the Hero Power has to be the flip effect; it wouldn't be the Alchemist without it. It will have synergy with aura buffs (which will be in relative abundance in the Alchemist class), it will have hand size synergy, and it will have spell synergy. The synergies available will justify the relatively weak Hero Power - 3 mana for a flip effect: there will be strong synergies such as the Brew Addict below, as well as more efficient ways to obtain flip effects.
The Hero Power also does not always cost 3 mana. If used when you would otherwise float mana, you basically pull a phantom Innervate: the 2 mana that was used would not have otherwise been used. The problem of a Hero Power doing nothing, on turn 2 especially, has been common before Mean Streets of Gadgetzan was introduced. The ability to store the Hero Power is very important for the Alchemist, since if the Hero Power was simply "Flip a minion", it would be completely dead on a turn with no minions on the board.
Example Cards:
Example Cards Explanation:
Brew Addict: At first glance, this looks like a vanilla 2/3, but if you give it a potion, it will keep the +2/+2 buff from its aura and gain +2/+2 from its aura buff again. Flip it a few times, and you've got a big powerhouse. This is balanced on the fact that you're paying 3 mana per +2/+2 (more than Mana Geode) and your opponent can remove it.
Master of Poisons: An anti-aggro tool that can also be paired with flip effects to shrink enemy minions. Inspiration from the Karazhan chess event. Balanced against Sen'jin Shieldmasta, but might be better at 6 Health, against Water Elemental. Still deciding.
Invalidated Doomsayer: This is the most interesting of the bunch. Like the other two Doomsayers, this is a 0/7 Epic minion with a powerful effect. But Dxiled, this will always just die when you play it! That's where aura buffs come in. Any ongoing buff to the Doomsayer's Attack or Health will cause it to survive its battlecry, making it a 4 mana 7/7, plus a copy of whatever aura buff it had when you flipped it. Brann Bronzebeard can make him a 0/21, which is actually pretty strong considering your abundance of attack buffs and flips. The reason he costs 4 mana (besides being a 4 mana 7/7) is that at 3 mana, he was too strong a follow-up to an on curve Dire Wolf Alpha. Overall, this card highlights the Alchemist's use of aura buffs and flips too nicely to not include in my example cards.
Strategy:
Like the Heroic Maloriak encounter (which was one of the most annoying encounters in existance), the Alchemist class aims to have bigger minions than their opponent. They achieve this through fabricated buffs using auras and their flips, as well as through large minions with downsides, such as Ancient Watcher, Eerie Statue, and the Invalidated Doomsayer given as an example card. Alchemists will also have many cards that take advantage of large minions. Some existing examples of such cards are: Sunfury Protector, Sparring Partner, Celestial Dreamer, Fight Promoter.
A potentially effective deck archetype would be the Hand Alchemist. The Alchemist's Hero Power allows them to fill their hand quickly with useful spells without taking damage, and follow up with cards like Twilight Drake, Midnight Drake, and Mountain Giant. Although it would be better against aggressive decks than the Hand Warlock, it would be much slower, as the Alchemist's cards are created as tokens instead of drawn from the deck. As a result, a Hand Warlock would win most of the time against a Hand Alchemist just by whittling them down, but the Warlock would have more bad matchups.
Another potentially effective deck archetype would be the Aggro Murloc Alchemist. Murloc Tidecaller can buff its Attack to very high levels quickly, and a simple Hero Power can turn it into a next to immortal threat. Furthermore, Murloc Warleader has the strongest aura buff in the game, and can easily be abused by the many flip effects that the Alchemist will have access to. This again reflects the Alchemist's overall goal of getting bigger minions than the opponent.
EDIT 1: Fixed broken formatting and added Strategy section
EDIT 2: Fleshed out the Hero Power explanation a bit
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Class: Waterspeaker
Hero: Shui Lee
Waterspeaker (from WoW.Gamepedia): In the days before the Sundering, legend has it that all rivers flowed to Pandaria. Few were more aware of this than the clever jinyu. Over time the wisest of their people learned to commune with the waters of the river and listen for the future and news it would bring. These elders were respected by most races and earned their title of "Waterspeakers".
Shui Lee is a waterspeaker living peacefully near the Vale of the Eternal Blossoms. However, his life one day is changed forever when the True Horde led by Garrosh attacked, not only killed and corrupted many of his friends and creatures in his home, they also corrupted the Vale - the thing that gave him the wisdom and hope to go on with his life. While the Vale has been cleansed, the damage to him has been done and Shui Lee now only live for vengeance by hunting down every single Horde members that he came across, considering them nothing more than savage beasts.
Keyword:
As a Waterspeaker, you seek to hear and control the element. However, unlike those Shaman overachievers, you intimately hear the art of the water along with the creatures that live in them and listen to the voices in those domain. By waiting for the water to align, you will use their power to turn the tide of the battle. Like the water you control, your cards are versatile and can be utilized in different scenario with patience or proper preparation. Flow let you build your deck filled with cards that literally can transform themselves to fit the situation at hand and the Hero Power to assist with that versatility and survive in order to cast them.
Cards
Strategy
Edit: Bump up the rarity and reworded Frozen Lance.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
The Engineer
Seian is a genius inventor, but also a recluse (he loves company, but things are safer this way). He is able to make machines out of useless piles of junk and is renowned for his skills.
Hero Power
Salvage add Scrap to your hand, a useful tool for the Engineer class, as it is the main tool for the special keyword, and a card draw if your ever in a pinch.
Keyword: Upgrade
Upgrade uses Scrap to unlock abilities and buffs on minions, weapons, and spells. This applies before the minion hits the ground, so Upgrade can unlock battlecrys and they will trigger as normal. To clarify if an Upgrade requires 2 Scrap to trigger and you have 2 Scrap in hand, the Scrap will be destroyed then the effect will be unlocked.
Cards
There are a few other ways to generate Scrap other than your hero power. Weapons, such as Mechanic's Wrench, Spells, and Minions can also help.
Fire Bot (creative name, I know) is a great example of how Upgrade and Battlecry work together. You have 1 Scrap, the bot deals 2 damage to all, simple
Rocket Barrage is a cheap board clear mana wise, but if you want to control it, you'll need to Upgrade. This card shows the benefits to using Upgrade and generating Scrap, as it makes this card into a huge board clear. (3 is also on the high end for Upgrade value, nothing will ever be more than 4)
"Moose are dangerous"
Class: Alchemy
-An attempt to bring DBG (deck-building game) play-style into Hearthstone
1. What is DBG?
A deck-building game is a game where you build a deck DURING playing it. A good example in the current Hearthstone is the prologue challenge of One Night in Karazhan adventure. Medivh's hero power allows you to draw 3 cards for 2 mana, which would be quite decent if there were more than the 30 cards in your deck as usual; but there's still a way to avoid fatigue for you in the challenge - Archmage's Apprentice. You can determine what kind of deck you want by shuffling different spells into your deck, and different choices may end up with completely different deck types. This is what we call DBG.
2. Hero Power and basic features of the class
As you can see, the Hero Power has the same mechanic as Beneath the Grounds. But instead of shuffling the token into your opponent's deck, it is shuffled into your own one, which is the basic element of DBG. The other features of the class are as follows:
a. Potions:
As a alchemist, creating potions is one of your main abilities. Similar to the Healing Potion shown above, potion cards are ones that gets shuffled into your deck and triggers when drawn. There will be 3 different kinds of potions in the classic set, and for each expansion there will be 1 new potion. Due to the restrictions of phase one, I could not show these potions here, but they are one of the basic features of the class.
b. Fatigue:
In a deck-building game, a player often needs to draw cards fast in order to take benefits from their deck building plays. This is also true for alchemists. The class will have a large quantity of card draws and thus would reach fatigue often. But don't worry; fatigue is NOT a bad thing for alchemists. There will be cards that benefit from your reaching fatigue. And, by the way, the best time to do deck-building is when there are no cards in your deck, since you'll draw whatever gets shuffled into it very quickly.
c. Mixture:
Alchemist often mix things up and test what happens. Here in Hearthstone, what you mix up is not only potions, but also CLASSES. One of the main features of the class is that you'll have access to cards from all classes via your own class cards. There will also be cards that benefit from playing cards from outside your class.
3. Example Cards:
Darkmoon Cabalist:
This card was inspired by Asylum's Anub'et'kan in WCD 5.01. For alchemists, one of the main issues is to ensure that cards you shuffle into your deck gets drawn when you need, and this is the solution. Notice that you not only restore health by drawing those Healing Potions, but also draw cards equal to the number of Healing Potions in your deck, due to the 'when you draw this, draw a card' effect of Healing Potion. You may concern this is much overpowered, but I promise this class will have no access to any OTK combo (unless obtained from class cards outside the class, which varies from game to game), so that a large amount of card draw effects wouldn't be broken for alchemists.
Lord Walden:
This is one of the cards that benefit from your reaching fatigue as mentioned above. The card itself is of the traditional DBG style. Also notice its synergy with the following card.
Mezzik Darkspark:
One of the keys in a DBG is that cards in your deck are not disposable products - that's why building a good deck grants you value. Team 5 was also aware of this, and in the DBG tavern brawl Deck Assemble!, they shuffle cards you've played back into your deck. The alchemist also needs cards of this kind. Mezzik Darkspark is only an example of these cards and there will be more in the classic set.
THERE IS NO GAME.
Matt Pagle
Unlike his brother Nat, Matt is a strong, reliable and dashingly handsome fisherman. He shares his daily catch with the local villages in return for their services in glorious battle against murlocs, pirates and demons.
Hero Power
Keyword: Squid (X)
The villages don't work for free. They have a family to feed!
A card with Squid (1) requires 1 squid in you hand to be played. When played, that squid card is discarded. Squid (2) would require 2 squids to be discarded and so on.
Cards
Matt is quite the ladies man and can charm even the most notorious pirates of the land. Of course, he keeps these exploits a secret from the town folk. The card allows for a solid turn 3 play after hero powering on turn 2 and the coins provide tempo in turns to come.
Don't get between men and food. This card gets you board presence and gets you some delicious squids.
With proper nourishment this is what the villagers a capable of. Their natural fat has granted them resistances to all natural forms of pain and injury. It is difficult to build up enough squids to play this card however it is one of the most difficult cards to deal with once played.
Removed.
I have no Idea what I am doing, help
"Special correspodent Max Focus is live at the scene!"
Lore:
Max Focus was a reporter of a long unknown galaxy, reporting the most insane news and action, direct, and live directly at the TV, aren´t you watching this on a TV don´t you? Well, as time passed, he was living the most adrenaline, hard action, war, REAL TALK, none of your business, but his business, but after knowing the war at the WoW universe, he instantly decided to pack its things for report the most real fights, having max adrenaline, etc, also, comes with some cookies if you want to... ;)
I AM HEAVY REPORTS GUY, AND THIS, IS MY NEW REPORT
Max focuses (Get it?) on damage pings, getting mostly value and saving from his hero power, he also wants a lot of news followers, so then he can complete have support from their fans and get the action to the direct TV! His light cameras are strongly and slighty alined, so even the mightiest C´Tun would have pain of his intensive, hard, and persistent reports.
The Reporter synergises firstly on damage pings, as an easy example, the Ironforge Rifleman, you use your Hero Power turn, 2, turn 3, deal 2 damage, nice? Now the good part, later in our reporting adventure, we might find ourselves to complete our own notices, and get own of them! And our public support!
Unique "Reportword"
"And that´s the way the cookie crumbles.."
In depht: Reports are special cards wich require to fill a requeriment before getting its effect, like a later battlecry, but you must also accept the contract first.. so... BOOM AND THE MANA IS GONE! Ok, our contract is on, we got a Report to complete... eh... 10 minions die, ok, 10 minions die of calamity, headache, too much light, too insane, etc, and then, we get our reward! Wich is for example... draw 4 cards, simple as that, in spells, you must only complete them, they´ll stay in there until you complete them, on minions, it must survive AND you must fullify its requeriments and on weapons, you must not break them... DO NOT TOUCH THE LAMP RENO!
Our Glad Equipment and Special Reporters Keep us way up from above!
Explanations:
In-Cover Reporter: Is an easy example of synergy with the Hero Power, its a vanilla 2/3 by itself, BUT when we use Flood Light, it will deal more damage, and the more times we use Flood Light, the more damage it deals, also, synergises with Brann Bronzebeard and with other "Takes X more damage" that we will see soon.
Scene Iluminator: Warning: If you are epileptic, don´t use this. Did you just watched this as a worse Fireball? Yes it is! But as In-Cover Reporter, synergises with our Damage Increasing sources, dealing even more damage, pings now will be the double, triple.. ehh... ONE-TWO!
Mysterious Disappearance: An easy example of a Report card, wich has an easy requeriment to fullify, the battlefield is empty, with our removals and all, we can just abuse from this! And maybe getting it instantly, wich rewards us
the appearance of a 7/7an-ALMOST FREE MINION! As board precense is also escencial for The Reporter, it can give us a BIG minion or just a small, but appreciated Wisp, anything can happen.This is Max Focus signing off!
The joke is you.
The Murloc Class
The Hero - Murrglemrrm
Riding the South Sea waters on his trusty shark, Murrglemrrm seeks to dominate the Hearthstone universe with his devastating minions and spells!
The Hero Power - Mrgrgl
Summons:
The Keyword - Fish
A little bit of irony in this name, Murloc are basically fish.
Example Cards - Deepwater Seer, Murloc Swarm, Bulky Murloc
A great example of the Keyword Fish. When played, you draw 2 random spells from your deck.
Similar to Muster for Battle, but minus the 1/4 weapon and a lower mana cost.
A Shieldbearer with +1/+1 and costs 1 more.
EDIT: labeled Shieldbearer as a card, and changed Sample to Example.
EDIT (1/9/17): Some card links were broken, so I reposted them.
The Swarmlord
+1 attack is worth .5 mana. The on kill effect makes the hero power a bit less powerful than paladin but rewards you for clearing, which i think is important. Having your hero power reward a certain playstyle is fairly integral to making a class tic in my opinion.
Swarmlord is a class designed around advantage through enemy minion deaths. The hero power is weak when you can't kill but believe me, you will have many cards that buff your hero and give him new on kill conditions. Several of your cards will be buffing your new drones that establishing dominance through massive minions and buffed swarms.
Moth of Wrath:
So many drones I might as well call my class NSA. One of the big themes of this class is the unending aspect of the qiraji swarm, and Moth of Wrath embodies the constant drones on drones that you'll come to expect. The drones are cheap and can be dropped to make your Buff cards not as dead they might have been. There's a bit off Beast druid and a lot of Paladin in here, making a beast defined class that clears with hero and constantly swarms the opponent with big old bugs. To clarify it'll be the Beetle drone for most cards that don't have differently statted drones.
Swarmheart:
This is where the paladin similarities become slightly more pronounced. With drones your buffs become majorly viable and because you can remove enemy minions it's a bit simpler to keep Drones alive early game. The on a beast effect makes sure that you can gain some advantage over your opponent (Which is important in a buff deck) because as a player of buff paly, you need an incentive to stay in a design like that.
Royal Attendee:
Many of Swarmlord's most powerful effects are linked to your hero removing enemy minions, and several cards buff your hero's attack. Later on there'll be several "when your hero kills a minion" style effects, but for now I wanted to showcase a card that defines the post Kara game style. By that point in the meta, being able to remove enemy minions became an issue do to several rush style shaman decks, so I gave my bug queen yet another way to nuke enemy minions. This also continues uptime on your drones, keeping your buffs viable.
I hope you like what I've got! I've been putting in a lot of thought to this class for a while now so I hope you consider voting for me. Good luck to all contestants!
Many in the world fear the shadows, and the dark power they can provide. Others still fear the spirits, believing them to be malevolent in nature. People fear what they don't understand; some, however, do understand, and they have been gifted with great and mysterious power, so they may use it as they see fit. Enter:
The Shadow Hunter
The shadow hunters are masters of voodoo magic, and are among the most highly respected in troll society. Their spirit powers both heal and curse, walking the line of dark and light in hope of saving the future of the trolls. They are able to commune with the loa, powerful wild gods that grant them an array of abilities for their worship. There are many ways to obtain voodoo power, including blood rituals.
Voodoo is a power utilised by shadow hunters, hexxers and witch doctors, and as such, I thought it only fitting that the shadow hunter class should have it as a Keyword.
Clarifications on Voodoo:
Next, the cards. Each of these cards shows off a potential theme/archetype for a shadow hunter deck. The class leans more towards midrange/control styles of decks, but has options for more tempo or aggressive variants of its core themes.
Shadow Acolyte: The Shadow Acolyte is one of those basic cards that defines a class in a certain way (think Fiery War Axe or Fireball). This card is an example of a theme present within the shadow hunter: sacrificing your own health for power.
Witch Doctor: This is the flagship Voodoo card, granting a potentially powerful effect, but giving your opponent a means to counter it, as they could either use spells or just not attack. This is the main goal of the voodoo mechanic: to provide unique interactive gameplay for both players.
Bwonsamdi: I wanted to pursue a deathrattle theme for the shadow hunter, and who better than the loa of death. Bwonsamdi is a loa worshipped almost solely by the Darkspear trolls, and he is responsible for taking care of their spirits after they die. As a result, I can't imagine a better ability for him than guiding your minions towards the afterlife, while allowing their power to live on.