Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form (similarly to how Combo triggers an extra effect). Human/Worgen keyword cards are generally inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
Themes and Playstyle
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity and hardiness of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
Beast Within: This is an example of a Worgen removal card. While there will be direct damage, one of the themes is increasing your hero's attack, representing Howe's vicious Worgen side. This is also an example of a card using the Worgen keyword. If played in human form, this card is inefficient, while it has great value while played in Worgen form.
Hark Steward: While some cards will be like Beast Within, there will be others like this one that have both the Human and Worgen keywords. This are inefficient, but more versatile. The two choices you have represent the aggressive theme of Worgen and the supportive theme of Human. Human-themed cards will also do things like buff your minions and support them in other ways.
Winter Has Come: This is an efficient board clear with the downside that it will hit your own neutral minions. This is an example of both an Alterac-themed card (my original Worgen character is from Alterac if you didn't read the lore) and the theme of interacting with class minions. In this case, the class interaction represents the hardiness of your units.
WELCOME TO MIRAGE RACEWAY!! WHERE THE SPEED ENTHUSIAST IN ALL OF US CAN GET A FIX! YOU ALL KNOW MOST OF OUR RACERS TODAY BUT WE DO HAVE A FIRST TIME ENTRANT FROM OUR FINAL QUALIFIER, GYRO AND SIRI QUIKREV! TODAY'S RACE SHOULD BE EXCITING!! LADIES AND GENTLEMAN, START YOUR ENGINES!!!
The Draft mechanic is probably a touch confusing to new players, and its very very likely it shouldn't show up on my hero power and related effects. I do want to push the idea of tempo though and I think the mechanic is extremely vital to that and my vision. For clarification, Draft only effects the cards in your hand and only for the current turn. Its not going to make your deck free and allow you to play your whole deck at any point. Its not going to reduced cards over a period of time, thus it can only be used to gain tempo at that moment. I feel like while the effect is powerful, its properly balanced around its weakness and the cards I plan to create for the class.
My inspiration was to try to find something that had minor development in WoW but also broad spectrum appeal. Therefore I want with Racing. We don't see tons of it, Shimmering Flats and the Mirage Raceway aren't the same as when I started playing WoW 10 years ago, and its also certainly wasn't the Mario Kart-esque concept chose to create here, but I think we all enjoy a good battle racer. Also I wanted to explore the idea of tempo and comebacks, which led me to the Draft mechanic and some of the other underlying concepts within the class. I hope you find it both interesting and unique and perhaps you can have an open mind about what I plan to do after seeing just these few cards. I am aware of Combo fear and burst potential, and I already have plenty of "safe" but cool options created if I could just get past this round to show you.
Eliminate the Competition - Our first card is very Basic. But I want to point out some of the design points. This is between Flamestrike and Consecration. Its the sort of card every class has, a basic AoE. However, if you look closely at what the card does you'll notice it is more Flamestrike, no face damage on the opponent and this is intentional. We want to remove our opponents minions, but we don't want to influence the health difference in hopes of maximizing that later off of different cards. So its not simply missing face damage simply to make it different than another classes AoE, it serves a purpose.
Pit Stop - here we have one of those purposes. Pit Stop is one of our card draw spells but it also highlight our comeback mechanics. This is one of the more basic ideas, and I don't want you to think they will all be about gaining life or drafting, there will be a number of variation of possible effects. I feel like the mana cost and base effect are a bit over priced, while triggering the secondary affect will lead to a decent mana advantage, though you may not be able to maximize the Draft unless you play this later in the game.
Rocket Fuel Tech - Lastly we have one of our Draft beneficiaries. Drafting is a big deal, and there will be a small group of cards that gain benefits from Drafting them all the way to 0 mana. Now, obviously Draft won't show itself on tons and tons of cards, as it is also tied to our hero power, it will however show up often enough to allow you try to set up powerful dynamic turns, potentially turning what look like lost games into fighting chances. I don't want to over do anything, and there is a large amount of balance to be considered.
I hope you're not only interested but excited to see what I've got in store. Thank you for any votes.
Born into a poor farming family, Erin stood apart from her peers due to her latent magical ability. So great was her power that she drew the attention of the Bronze Dragonflight. Under the tutelage of Chromie, Erin was brought to the Caverns of Time to learn how to safely use her magic and keep safe the world's timelines. But even here Erin stands apart, as she does not share the dragons' belief of predetermination, that one's fate is already written. With both a will to make her own destiny and the power to do so, Erin Fatespan now seeks to protect the past and future of Azeroth.
As a Chronomancer, Erin uses time itself to confuse and disable her enemies while protecting her allies. Her Hero Power allows her to Bend Time, borrowing energy from other timelines to make her minions and spells more efficient, more powerful. Her's is a class with the ability to ramp, create combos, play control, and endure fatigue. Many of her cards involve bouncing minions, replaying cards, and high card draw. She does not have weapons, secrets, or a unique keyword. Instead, she takes existing rules and flips them on their head, changing the board and her hand to better secure victory.
"Some events cannot be prevented. Some monsters cannot be stopped."
Playing a combo deck? What about C'Thun? Then this is one way to guarantee you get what you need. Be wary, your opponent will get their high end minion too. The Chronomancer will have powerful card draw abilities to help them create combos and ramp minions. For this particular card, if you have two 10-cost minions, you draw one at random.
"There's only two people I can trust for this job."
Google Splinter Twin for the art and flavor text inspiration. Twisting time to meet your needs is the hallmark of this class. Whether its summoning allies from different timelines, or erasing enemies from existence, the Chronomancer will have many options to transforming the battlefield. Past and Future, Present is a difficult card to balance, but an extremely powerful card that can end games itself.
"That watch she's spinning? It's her cell phone. She's listening to 'The Final Countdown' on loop."
If you're playing a fatigue deck, you might as well give your opponent a head start. Drawing 1 Fatigue card won't do much, but what happens when you play several cards with similar effects? There will only be a handful of ways to force your opponent to draw Fatigue cards to keep the effect balanced.
Thank you for reading and for all the feedback I've received! Best of luck to all competitors!
EDIT: Following feedback, modified Time Bend and buffed Borrowed Time. Also fixed spelling errors.
A BAND OF DISGRACED AND DISHONOURED PALADINS AND PRIESTS THAT WERE FORSAKEN FOR THIER PRIOR ACTS, THEY WERE LOST AND AIMLESS UNTIL LADY TOUKA RALLIED THEM TOGETHER IN SEARCH OF REDEMPTION. THEY NOW TRAVEL TO THE DARKNESS PARTS OF AZEROTH BRINGING LIGHT AND HOPE TO THOSE THAT NEED IT MOST.
HERO: LADY TOUKA
NOT MUCH IS KNOWN OF LADY TOUKA, A FORMER PALADIN WHO ABUSED THE POWER OF THE HOLY LIGHT FOR HER OWN SELFISH QUEST FOR POWER. RUMOURS OF DARK DEEDS, TALES OF BLOOD MAGIC AND HUMAN SACRIFICE FOLLOW HER WHEREVER SHE GOES BUT ONE THING IS CERTAIN NOW, HER SOLE PURPOSE IS REGAIN WHAT LITTLE HONOUR SHE HAS LEFT AND THOSE WHO FOLLOW HER COMMAND.
HERO POWER: LIGHT REMNANT
THE FORLORN CAN SUMMON A LIGHT REMNANT A SYMBOL OF HOPE TO GUIDE THEM IN THIER TIMES OF DARKNESS, A 1/1 CHARGER THAT IS ADDED TO THE HAND. NUMEROUS LIGHT REMANTS HAVE COMBO POTENTIAL.
RESILIENT SCOUT - A SOLID EARLY GAME DROP THAT NOT ONLY ALLOWS YOU TO REFILL YOUR HAND WITHOUT DRAWING FROM YOUR DECK BUT ALLOWS TO PICK A CARD YOU'VE PLACED IN YOUR DECK CUTTING DOWN THE RNG FACTOR FOR DISCOVERING SOMETHING INEFFECTIVE.
A LIGHT IN THE DARK- AMAZING WITH SPELLPOWER AS YOU CAN DO 2 OR 3 DAMAGE TWICE , THIS IS THE PRIMARY EARLY GAME REMOVAL AOE.
WILLFUL RESURRECTOR- A POWERFUL MIDGAME AND LATE GAME CARD AS YOU CAN DISCOVER A FRIENDLY MINION THAT DIED AND SUMMON IT INTO PLAY. THE FACT YOU DISCOVER THE MINION INCREASES THE ODDS OF SUMMONING A PRIME TARGET WHICH COULD BE GREAT FOR TEMPO OR LATE GAME THREATS.
MANY THANKS FOR CHECKING OUT THE CLASS REALLY ENJOYED CREATING IT.
Thon-Horas was raised in a life of near royalty. As a high elf, magic had always been around him but to him, people had been using it in the wrong way. I dedicated his life to using arcane magic to enhance weapons and this made him rather famous. Famous until some rather dark characters became interested in his work. After several attempted kidnappings Thon-Horas decided to go into to hiding. He burned nearly all his records and go far across to seas to avoid any of his magic going into the wrong hands. After 150 long years of reclusion in Northrend (And some helpful anti-ageing spells) Thon return home to find his family killed and his home city burnt to the ground. After talking to some scavengers he found that it was his own Phoenix Stone that had grated some local troll the power to destroy his city.
But they are gone, and thanks to years of study at the Nexus, Thon-Horas is wondering the lands showing and gifting his power to those who need it most. But he is always up to a friends duel, to show or the old collection.
The enchanter is all about buff and uses buff on minions, weapons and even spells. The enchanter plans for the long game, storing stones ion their hand with their hero power and uses buffs to control the board and turn any creature into a fearsome foe. Unlike other spellcasters Thon-Horas has access to weapons and a range of mechanics which makes him a epic blend of Mage and Paladin. While The enchanter will not have a Keywords himself, he will use as many other mechanics that Hearthstone has to offer to his full advantage.
Note, The enchanter is a full Registered member of the Kabal.
Public Mod Note
PLEASE SEE RULES REGARDING EXTRA/FANCY IMAGES AND BANNERS
An ability that support's the theme of card draw for this class and also aids the hero power. Can be applied to spells, weapons, and creatures.
Casting Rune Gifted Apprentice Brainstorm
This card is meant to push the idea Because this class uses many This card is an important card for
of playing a lot of low cost spells in spells, many of the minions in the Aethermacer to help get it's draw
one turn. I am also planning on class are spell related. Also Gifted Turns going. If used with other
making more runes for this class Apprentice's spell damage works small damage spells, it can make
in the future. well with playing a lot small spells. you draw a lot of cards.
Aethermancer is a class who wins by playing a whole bunch of low curve removal spells (which casting rune helps with) and drawing a whole bunch of cards to replenish their hands. This effect of course also works well with your hero power to make it more relevant and not completely RNG based. Spell damage also takes a huge part in this class because of the low cost removal (which I am planning on posting some of later.) Aethermancer also uses cards like brainstorm and runes like casting rune (I'm planning on making this a card type for the class, if only I could show more cards...) to make big turns.
Opening Remark: "Do you like things that go 'BOOM'?"
Mirror Start: "You bet I do!"
Greetings: "Hi honey!"
Well played: "Nice move!"
Thanks: "So kind of you! Hihi!"
Wow: "That's insane!"
Oops: "Oops. My bad!"
Threaten: "Hey! You will pay for that!"
The Sapper class main characteristics is to meddle with your opponent's resources by placing "bombs" into their deck, hand or field, defuse their cards, and throwing big taunt minions and good board clears while your opponent dies to your stuff. However, the class can also play aggressively by not only quickly cycling your deck but by adding more resources into it as well. Sapper is therefore a control or aggro class similar to Warrior, but it plays very differently.
The class has access to 4-mana secrets but not to weapons. Due to their high price, secrets will generally only trigger under very specific conditions that will guarantee you a good result.
General sub-themes of the class
Good AOEs but AOEs that generally clean both player's board. Those will be the keystone of the control part of the class.
Put into hand and deck: The mechanic that makes this class unique. They are either benefitial cards for you or bad cards for your opponent (think Burrowing Mine and Ambush!).
Good Taunt minions but with a drawback unlike Warrior and Druid minions.
"When you draw this" cards to go with the heavy cycling of the deck.
It doesn't look very interesting like this, however there are several cards in the class that benefits from minions dying and this hero power will help a lot. It also gives the class the ability to ping.
A powerful early game removal in the form of a minion. For example, it can single-handedly deal with Patches the Pirate + Small-Time Buccaneer. Is it OP ? Not for this class, since good removals is part of its identity.
One of the powerful secrets the class has access to. It would be the single card in the game that could counter a battlecry and the second card to feature the under-used keyword "counter" in its card text. Can single-handedly win you the game against a reno/control deck like Ice Block against a combo deck.
A card that meddles with your opponent's deck, again typical of the class. It looks innocuous like this but Spies don't draw an additional card when drawn themselves which effectively denies them 3 cards. Topdecking a Spy when you need an answer can be very infuriating and that is kind of the identity of the class.
Incubi were once great paladins of men, twisted and fallen to fell deeds. They have wholly forsaken the Light to pursue darker magics and sinister objectives, which are virtually unknown to all save the Incubi themselves. To the common folk, Incubi appear as Nightmarish silhouettes too terrible to behold directly, wielding the strength of the greatest warriors and the cunning of the most wicked warlocks. They take pleasure in the pain they inflict upon their victims, stopping at nothing to pursue the deepest sensual experiences via combat and torture. They come and go, so the adventurers say, leaving nothing but flame and agony in their wake.
The Incubus is a class that thrives on attaining victims, then subsequently torturing and killing them, reaping great pleasures from their cruel deeds. This is represented by the Incubus' Hero power, Torment, which allows for the summoning of more bodies that the Hero can abuse to his/ her advantage. The main idea here is to slowly build up your side of the board, lull your opponent into doing the same, then playing powerful cards to "mutilate" the board state.
Slave: One of the core tokens of the class. A reliably on-demand Taunt minion can be useful in a pinch against aggressive deck types. The effect is symmetrical to feign balance – in truth, the Incubus gains the initiative as there will be potentially many minions, weapons, spells (including secrets) that will be able to abuse the fact that the Hero power summons two minions at once. But this won't be that easy to do, since both players will need to clear the Taunts in order to interact with the rest of the characters on the board, the Incubus must use his power wisely in order to achieve the greatest advantage. Of course, there will also be many cards that can help summon these Slaves, and perhaps manipulate the Slaves themselves...
Sadistic Succubus: An early game board control minion. It comes with the temporary downside of giving your opponent a Taunt in exchange for its strong stats. But luckily if you draw this minion in the later stages of the game, it can still provide a lot of utility since you will invariably have cards in your hand or deck that can abuse the Slave that it summons.
Screaming Talons: Speaking of abusing Slaves, the first weapon sneak-peaked from the Incubus class rewards for consistent usage of your Hero power. While cost-inefficient in a pinch, it can be very useful in maintaining board control if you have been using your Hero power wisely and effectively.
Torture Dungeon: Rather straightforward - a draw engine that rewards you for interacting with the board. I might decide to change it to "every minion," but that would require spiking the cost and the fact that its pretty conditional means it can sometimes be a totally dead card. There will be some sweet board clears to come with further competition phases for this class, so hopefully stay tuned!
Hey, so my submission is the Runic Guardian. As an ancient beast sworn to protect ancient relics, the Runic Guardian draws power from the artifacts it finds and takes damage for destroying them. It will play usually as a control deck with weakness in the early game but strong recovery tools.
My solution to this challenge was to have a token that is used as a resource which would influence the power of class spells. Adding a fairly "useless" token card to your hand forces players to balance spell power with card options and the 1 dmg to your hero discourages greed/abuse of auctioneer like effects.
Of course there are concerns that with this particular keyword neutral minions would have a hard time finding a place in the deck, so the class cards are going to be fairly spell heavy with only a few minons that give a little added support to the artifact system. It also takes a while to accumulate enough artifacts so neutral early game minions are needed.
The three cards I've included showcase the general flavor of the class as well as a few different directions I plan to take it in future expansions.
Violet Runescribe is one of the staple classic minions that addresses a few of the tempo issues with such a heavy hero power dependence. It has pretty premium stats and helps ramp up your artifact count early on.
Disruption represents the first and main archetype for this class where accumulation of artifacts is encouraged. It can go from worst case 4 mana 1 dmg aoe to a fairly strong/cheap late game board clear.
Harness the Power is a different archetype for this class that I intend to develop over a few of the expansions. This archetype will encourage using up your artifacts to gain power which improves synergy with violet teacher type cards.
Some other archetypes/themes I have in mind to explore include:
Warlockesque cards where benefits are gained for damage dealt to your hero (probably in the basic set since key words can't be used)
Relic "Activation" where cards change the effect of the relics ie heal, summon tokens, buffs
Tribal Synergy either with prexisting tribes (dragons/beasts etc) or a newly made tribe (probably based on buildings/ruins)
The Trickster class. Infamous for their tricks and illusions, they fight their opponents with deck-manipulating abilities and card copying.
Their special keyword is:
So it's something like a conditional battlecry, except it also works on spells. Like previously stated, many of their cards will be themed around deck-manipulating and other tricks and illusions.
It is probably going to be mostly a control or combo focused class, because of the slow mechanics affiliated with shuffling things into someone's deck. Some of their cards are stronger than similar cards, but have a delay to them.
They are the fourth class to have secrets in Hearthstone, and their secrets are, like the Paladins', 1-cost.
Lore and backstory
Darmin Wendell was a normal Gilnean until the Worgen attacked. After he was transformed, he started toying with a mixture of arcane magic, fel magic and physical tricks to combat the Forsaken who wanted to unleash the undead plague on Gilneas. The result was the first Trickster. They use illusions and tricks to confuse and defeat their enemies. Some of them also have demonic familiars (though it is rare for it to be more than an imp).
I've chosen to show three themes from the Trickster. Mirroring, Trickery and shuffling.
Mirror Bomb is a card that could potentially be good, especially if you use it on a powerful Deathrattle or end of turn effect minion (hey look, Ragnaros was inside the bomb!). But if your opponent only plays small minions, it's probably not that good.
Spectral Imp is a very generic example of what a Trickery bonus could be. It's a solid two-drop, with an upside if you shuffle cards into someone's deck.
Ethereal Spellbinder is a card that you can use to trigger Trickery, or just escape from fatigue/gain more combo pieces. Might be a tiny bit overpowered, I'm not sure? Just remember to judge the concept, not the exact values.
Thanks for reading! Hope to see you in the next phase.
Stargazers look to the skies to study the stars — whether they use them for tools of navigation or calendar, belief in the ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with some encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts the card at the end of your deck, so you'll draw them last, helping you prevent fatigue damage without disturbing your draw throughout the game. But Wait!
The keyword for this class is called Constellation
To clarify, each individual card with constellation in your deck will provide you with a copy of it if you have a starlight card in your deck to replace. This only happens once, so you can't get infinite copies of a card by playing it each time. So, if you put two copies of one constellation card in your deck, you could potentially end up playing it four times that game. If one was added to your hand, such as through a random effect like Spellslinger, that would also produce a copy when played, and so on and so forth.
Trained from birth to track down and trap dangerous wild beasts, jungle trolls have long been renowned for their hunting and survival skills. The best among them are also cunning warriors able to fend for themselves against capable enemies. Troll headhunters excel at two things: Tracking down quarries and flinging spears at their foes. Because of these reasons, they are invaluable to the Horde. Their ability to hurl spears at distant enemies with deadly accuracy make the headhunters among the best soldiers at providing cover fire to the other warriors of the Horde. Their superior tracking skills also make them tremendous scouting and reconnaissance experts as well as capable bounty hunters.
As a Heathstone Class the Headhunter has the ability to fetch for specific cards in your deck, set up traps, remove minions and counter enemy plays like removing their secrets or playing arround abilities like stealth or taunt.
It´s not a choice.
If you have no weapons the hero power will equipe the Hunter´s Spear. If you already have a weapon equiped it will automatically buff it´s attack.
With a single use it´s worse than the Druid Hero Power. But, like Rogue, it has the capacity of holding the Hero power to use in a different turn. The hability to buff a weapon also keeps the Hero Power relevant after having another weapon equippped or can be used to deal 2 damage on a single attack making it an excellent removal for small minions. It´s a really good Hero Power and because of that the class won´t receive much support regarding to other weapons or weapon sinergy to avoid it being overpowered.
For those who remember it´s like half of the Rogue original Hero Power during the Hearthstone Beta.
Relentless Pursuer shows the class hability to avoid being deceived and playing around your opponent advantages. It´s a very conditional benefit so the card has to have a good statline to be relevant.
Arcanite Spear shows one of the mains aspects of the class, it´s capacity to search for speciffic cards in your deck. The cost may seen a little high but it´s because there will be more cards that will shuffle copies of Arcanite Spear into your deck, ennabling you to chain many of them. Suffling copies of cards or token cards in your own deck is also a mechanich that will be explored in this class.
Sen'jin has an ability that is a little similar to Vol'jin in Hearthstone, swaping stats. I thought a lot about the cost and stats regarding it´s balance. Yeah, you can play him on turn 5 and get an 8/8 body or 10/10 or something like that, It´s huge but not that easy to set up. Van Cleef and Mountain Giant both have a similar impact and have easier and faster set ups. But Sen'jin potential relies more on little combos with cards like Acolite of Pain, Raging Worgen or Ragnaros, all good targets for his ability. It´s more like a combo card than a tempo card.
Boetius Bannister, King of Fireheart. After his ship's captain died, many, many years ago, sending him as well as a shipload of men and women off to a large landmass off to the East of the Eastern Kingdoms, Boetius has managed to build an entire Kingdom, one that rivals Stormwind itself. He keeps in contact with the Wrynn's to this day, but only they know of his empire, for Boetius' Kingdom mustn't be found out, as in it he gathers the forces and strength necessary to make his way back, and take down the Horde for good.
The King is a class that focuses on something that others care little for. He is a King that cares for the finer things in life, such as golden knives and forks, shiny jewels adorning his crown and his pride and joy, his Kingdom. The King cares for class, not the combat kind, the society kind. When he brings out a minion, most are concerned with how tough they are, how they can handle themselves in a fight etc, but not him, that comes second to checking out the quality of their clothing, their job, and how many rubies they can purchase before going broke. This class implements the games rarity system into a heirarchy. The best way to show this off, is to just show off his unique keyword. I present to you, Promote.
When a minion appeases the King, he might just take their pitchfork away and give them some armor and a sword, dubbing them a knight. This will not only put the minion higher up on the heirarchy, but it will also make them more skilled combatants, allowing them to endure more hits and make theirs hurt for more. However, he can't exactly just put people at his own tier of the heirarchy, thus, legendaries cannot be promoted. He can also promote weapons and rarely even spells, showing off the accomplishments of them whilst making them even better. Do note that only one card actually promotes spells, justifying the rather large looking effect.
His hero power allows him to prepare the medals of honour, the documentation and the equipment necessary to give a minion a promotion. Using the card on the same turn as the hero power essentially makes it cost 3, however they can be stockpiled in the hand to suddenly cast a bunch at once, rapidly promoting your minions, but again, not past legendaries, so commoners can be promoted 3 times, green skinned merchants can only be promoted twice, providing pretty good deals, but necessarily the best ones anywhere, and noblemen will only get to be promoted with this once. To any other class, this is literally just a banana that doesn't work on legendaries. However, to Boetius, rarity matters a lot, and to his minions, going up in life is pretty nice. Thus, many of his minions interact with different rarities in different ways, and some interact with promotions.
The Example Cards
These 3 cards show off the importance of rarity, their implementations, all while not completely requiring you to build around them to be good.
Lowly commoner shows off one of the few archetypes that will be available to The King. The Peasant King, as I imagine he would be named, would use lots of common cards that create more common cards which create more common cards, forming a militia, which is basically an army of commoners and maybe merchants. Basically, in a kingdom, you don't want the kingdom to fall, so, if you got no fully trained, kickass knights at hand, you just get everyone you can see and pass them a weapon to start smashing skulls and slicing necks. Applying that to the archetype, you protect your King by using just about any commoner you can see, regardless of who it is, you get a bunch more of those commoner's, and then you make them all go stand outside the castle gate and fight off attackers. In other words, you get random commons, you don't whine if you get wisps, you chuck them out there, you get more and more and more until you get a full on army to use group buffs on. So it's sort of like a token control deck. And, this card shows that. It gets good value by paying for itself with another card, yet the effect is made inconsistent but still guarenteed to be relatively cheap, in exchange for some better stats to contest the enemies board in the early game.
Personal Trainer doesn't fit into any one archetype, he's kind of like a Houndmaster that works best on commons instead of beasts. He buffs commons twice, rares and epics once and can't buff legendaries. He allows you to double up on promotion triggers as well, so he'd definately be used as an activator card for small comboes throughout the game. He obviously works well for Peasant King, but he's also good in midrange decks as well as epic decks, because his effect allows any commons to turn into epics, which can be interacted with using certain cards. He also shows off some of the ways promote could be implemented into cards.
Spear of Champions is a midrangey kind of weapon for Epic King, or Noble King, which is going to be a gimmicky but hopefully fairly alright. I intend to have it be a midrange deck that have a few epic cards that reward either aggressive playing or protective playing. The card itself has a lot of flavour, it promotes epics, which are one rarity away from legendaries, therefore, making the minions it buff become "Champions". The card is like an Arcanite Reaper, which is a card that is used usually quite aggressively, and then combines that with a relatively slow effect that takes place over two turns. However, it does provide quite a bit of stats for the cost of the weapon in comparison to its own stats, and there will be a couple of epic minions that reward promotions of epics that will be benefitting from this as well. However, it should ideally be used in epic decks, but with the hero having the ability to get minions to epic despite not originally being epics, it's not completely necessary.
In addition to the common and epic decks you can play, regular aggro, midrange, control and combo decks will, ideally, be available to play as well as the fabled 30 legendary deck, although that one might not be quite as viable as the others.
As a member of the Bronze Dragonflight, Moradormi has extensive knowledge about the future. She knows exactly what is meant to happen, and what isn't. Or so she thought. Discovering the ultimate fate of her flight, their corruption into the Infinite Dragonflight, turned the once optimist dragon into a full-on cynic. Still, she strives to make the future a better place, perhaps trying to atone for deeds not yet commited.
Certain events are just meant to happen, and there's nothing one can do to stop them, though they can always be delayed or, for better or worse, brought about earlier. This Hero Power has gone through some revisions, but this version is the one I found most balanced yet. Inevitability and Temporal Bomb set the main theme of the class.
Much like the Warlock's Life Tap, this Hero Power gives you a net total of 1 draw, but instead of paying with Health, the drawbacks of this Hero Power are manifold, the most evident one being the 1 mana cost of Temporal Bomb. There's also the fact that it's placed at the top of your deck, meaning it's on a 1 turn delay (if you don't have additional draw) and it denies your own next draw if not played immediately, which its second effect encourages. Speaking of, the second effect also serves to introduce the class' unique keyword: Latent.
Latent is meant to represent the ability of the Bronze Dragonflight of being 'just in time' by giving cards additional effects if they've been held long enough just to play them at the best possible moment. Mechanically, the easiest paralel to Latent effects are Rogue's Combo effects, except their trigger condition is different. Temporal Bomb's Latent effect is meant as a soft enabler for combo decks (since the cards hit by the reduction are random).
All in all, the Hero Power is meant to enable control archetypes by providing them resources throughout the game, with Latent effects such as Temporal Bomb's being particularly powerful in slow greedy decks. It also enables combo decks by giving them access to consistent draw to get their combo quickly while also reducing card's costs. Faster decks also see benefit from the Hero Power in a manner similar to Zoo Warlock, being able to play multiple cheap minions while having access to draw (although unlike Life Tap, the draw isn't immediate).
Incoming Meteor: A very straightforward example of a Latent card. An overcosted Arcane Explosion that becomes much stronger if held for a few turns. One of the best sources of non-destruction AoE in the class.
Uncertain Death: An example of a "counter" Latent effect. Uncertain Death is a 4 mana Assassinate the turn your draw it, but becomes a 4 mana Deadly Shot afterwards. It is part of a rather small subset of Latent effects that are better off played right away, but are undercosted because of it.
Preacher of Destruction: Having all 3 example cards have Latent effects would defeat the point, though rest assured there are minions with Latent on them (since it works just like Combo would, the have Latent instead of Battlecry). This card embodies another theme of the class: each turn this is in your hand effects. Much like Shifter Zerus or Nerubian Prophet, these effects always happen at the start of your turn. These particular effects go hand in hand with Latent effects in the sense that you don't want to play them right away but rather squeeze the most value out of them.
Honorable mentions for effects the class features: "When drawn" effects, "For each turn this was in your hand" Battlecries and "At the start/end of your turn" effects.
In the depths of the Undercity there lives a girl a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child (hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling. But such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.
Mediums are all about spirits and dark magic. By communing with the spirits of the land, her fallen ancestors, and other such spiritual bodies, Rhuna can receive 'Guidance' from them, allowing her to play her cards more cheaply and enabling combos that would otherwise be impossible, much like Emperor Thaurissan does now (I swear, they are not related in any way, shape, or form). As such, she generally lends herself to a more combo/control-based, late-game playstyle, although other deck types aren't out of the question. You can use the tokens as you get them for some immediate benefit, or save them until you have certain combo pieces in hand, and use them to reduce the cost of those. The cost reduction is randomly split amongst your hand cards, and is capable of hitting the same card once, twice, or even three times, just like Arcane Missiles can hit the same minion multiple times. 'Guidance' spells and cards with similar effects will NOT attempt to reduce the cost of cards that already cost (0), or have the Ethereal keyword. <-This is important.
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Now, for the example cards:
One of the many spirits at the Medium's beck and call is the Wisp, and the Dalaran Spiritcaller is an example of her Wisp-summoning powers. Wisps are small, easy to summon and easy to talk to, and thus the Medium makes generous use of them, unlike other, more volatile spirits, which take a bit more effort. When the cost of the Dalaran Spiritcaller is reduced, it uses the mana you saved in order to summon two of those little spirit servants. It's a rather basic example of what can be done with this kind of effect, but I think it fits well with what the class tries to do.
Mediums also make use of one-turn-only temporary effects in order to do their combos. Wind and Water is a reference to the chinese art of 风水, which translates to - you guessed it - wind and water. By adjusting her methods and channeling devices in accordance to the ley lines and other forms of energy, the Medium can temporarily bring out her summons with a bit more power than usual. The +1/+3 buff is great for buffing minions out of AOE range, allowing you to swing the board back in your favour in a single turn in conjunction with cards that summon multiple minions, like the Dalaran Spiritcaller. Many of her other combo cards also focus on the summoning and buffing/keeping alive of minions, or other synergies with minion summons. The golden rule of all Mediums is that if you treat spirits well, they will treat you well in return.
The Yuki-Onna (or Snow Woman) is a spirit in Japanese folklore, said to be the ghost of someone who perished in the snow. She casts Blizzard upon entering the battlefield, without discriminating between friend and foe. A vengeful and wild spirit by nature, she is difficult to control, acting as a board clear and stalling tool for the Medium, helping her survive until her big combo turns later in the game. Her Ethereal nature allows you to hold her for the opportune moment without fear of having cost reductions land on her instead of your combo pieces, but at the same time makes it difficult for you to combo her with other cards.
And now... Presenting the one, the only... Jester Class!
There once was a jester class
That was lead by a playful lass
She rolled the dice
A six did suffice
And she whooped ol' Anduin's ass
Who is Lena Moreau?...
Of all of the acts in stormwind, none are as entertaining or bizarre as that of Lena Moreau. She amazes with the pure impossibility of her tricks, the craziness of her stunts, and the ingenuity of her characters. The favorite student of Barnes himself, she is always wanted by royals and commoners alike. She is also well renowned in the gambling scene. She's banned from many clubs because of her uncannily good rolls and draws. Some call it luck, Some call it skill, some call it magic. No one truly knows the secrets of Lena Moreau.