This weeks theme comes from Zanywoop, whose "Anubisath Crusher" was the winner of our "Revenge of the Keywords" competition.
The nine Hearthstone classes represent the nine original World of Warcraft classes. As World of Warcraft has introduced a few new classes since its launch, there have been frequent requests from the community for Hearthstone to add those classes as well: The Death Knight, the Monk, and the Demon Hunter. It's often been debated what the best way would be to introduce these classes, or even if they should ever be introduced at all, but the Mean Streets of Gadgetzan expansion has given us a new potential way of conceptualizing these classes: What if we introduce the Death Knight, the Monk, and the Demon Hunter into the game as class "factions" similar to the Grimy Goons, the Kabal, and the Jade Lotus, taking advantage of the tri-class card mechanic?
With this hypothetical in mind, we've split the existing nine classes into three: Mages, Paladins, and Shamans will form the new Death Knight faction. Druids, Priests, and Warriors will form the new Monk faction. And Hunters, Rogues, and Warlocks will form the new Demon Hunter faction.
Your task will be to select one of these new factions and design three tri-class cards for it, similar to how each of the Gadgetzan crime families includes three tri-class cards. Your three cards will similarly be comprised of one Common minion, one Rare minion, and one Legendary minion, all representing your chosen faction.
Competition-Specific Restrictions:
Your submission must have the following elements to be legal
Three cards for one of the proposed factions, consisting of a common, a rare and a legendary.
Since these cards would be inherently 'neutral' if this design were chosen, they must be minions, and they must use the neutral card background.
You must state in your submission which faction you are designing for - don't assume just because you used pandas that you don't have to say you were making cards for Monk.
UPDATE: In order to keep the submission topic clean, your cards must fit on one line. Any additional cards must be in spoilers.
The factions, for reference, are broken down as follows
Death Knight - Paladin, Mage and Shaman
Monk - Warrior, Druid and Priest
Demon Hunter - Warlock, Rogue and Hunter
As always, you may not delete any posts you make in this Submission Topic. Message one of the Fan Creation moderators if you've posted here in error or otherwise would like your post removed.
Remember that, although HearthCards is awesome, you must host your card somewhere other than Hearthcards, such asImgur or Photobucket.
General Competition Rules
These are the rules that remain consistent from competition to competition.
First, these are the rules about Posting:
You are allowed to submit only one entry. An entry normally consists of only one collectible card, plus any necessary additional material or commentary (explained below).
You are allowed to post in this Submission Topic only once, only to submit your one entry.
You may not delete ANY posts you make in this Submission Topic, not even accidental ones you may make over your one allowed, such as by double-posting or by accidentally posting something here that you meant for the Discussion Topic. If you do accidentally post more than once, inform any of the Fan Creation Forum moderators via PM, and we will handle it.
Speaking of the Discussion Topic, that is where any discussion of this competition should go. This thread is for submissions only. If you want to discuss your card or ask questions about the competition rules or process, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
Once you have submitted your one entry, you are allowed to make only minor changes to it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
These are the rules about your Submission:
Accompanying the image of your card, you may offer some minimal additional commentary to explain its design, balance, and/or other qualities. Flavor text is also welcome.
You may not submit any Gold cards or animated cards. (It's just a cheap attention grab tactic that makes it unnecessarily difficult to determine what class your card is for.)
Your entry must be a card of your own creation. We've been doing this for a while, so if you blatantly rip off somebody else's idea, we will know.
Remember that, although HearthCards is awesome, you MUST host your card somewhere other than Hearthcards. Save it and upload it toImgur, Photobucket, or some other similar site. HearthCards has a limited server space and will purge cards after a few days, and nobody wants your card disappearing part-way through the finals. We understand that there are some HearthCards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
Fun and even humorous entries are perfectly allowed, but "troll" entries will be disqualified. If you're worried that your card may be misinterpreted as a troll card, contact a moderator before you submit.
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
Competition Process
Entry and Early Voting Phase (Starts Now! Ends 17:00 UTC 16/January/2016) During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like! Voting Phase (Starts 17:00 UTC 16/January/2016, Ends 17:00 UTC 17/January/2016) During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites! Final Phase (Starts 18:00 UTC 17/January/2016, Ends 18:00 UTC 18/January/2016) During this Phase, the Discussion Topic will also be locked, and a new Poll Topic will go up. Discussion will be allowed to continue in the Poll Topic, and it will also include all the qualifying finalists and poll to decide the winner of the competition!
How do we determine the qualifying finalists? First, we'll pull up-vote data from each submission using the formula detailed below:
(ab) / (c) = x
Where, a = The total number of submissions on the same page as the submission. b = The total number of up-votes that the submission received. c = The total number of up-votes on the same page as the submission. x = The submission's final score.
The formula basically measures which cards stood out the most, with the necessary assumption that each page is about equal in overall submission quality. It will be the entries that receive the highest final scores that move on to the Final Phase.
The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
But wait, there's more! During each Weekly Card Design Competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the Final Phase, regardless of its final score. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun. (Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
Rewards
Bragging rights are always awesome, but as usual, we do offer a couple of HearthPwn site rewards to competition winners: Their card forever immortalized in our Winners' Gallery! They will be allowed to select the next card design competition theme. And a unique Avatar Border & "Card Design Champion" Title, as depicted below!
There are 3 benefits: (1) Kill a friendly minion and trigger its eventual Deathrattle for free; (2) Keep the original copy in your deck; (3) Have a dead copy ready to be Discovered by your Liches.
Go fishing with your Lich to Discover some dead minions (yours and your opponent's ones, chosen randomly). You will probably find your previously played minions Oppressive Death Knights and Ner'zhul who can't wait to use their Battlecry again.
If your deck has no more minions when you play an Oppressive Death Knight, you summon a Forbidden Sepulture.
If there are less than 3 dead minions when you play a Lich, the missing minions discovered are replaced by Lost Artifact cards.
If your opponent has less than 3 minions in their deck when you play Ner'zhul, the missing minions discovered are replaced by Unguarded Secrets cards.
Oppressive Death Knight
Lich
Ner'zhul
Even better than a Lich who discovers dead minions: an Oppressive Death Knight who summons them directly!
If you succeed to play a Lich before 3 minions died, your hero can puts his/her hands on a free random weapon!
As long as Ner'zhul comes back from the dead thanks to your Liches, you can exploit your opponent's deck and get Secrets when it runs out of minions. Some Secrets have very interesting synergies with those 3 faction cards (Getaway Kodo), and Deathrattle minions (Redemption).
Check the "Spoiler" more details on the additional cards (Forbidden Sepulture, Lost Artifact and Unguarded Secrets) and the main synergies.
I'm representing Death Knights. One of the unique powers these guys have is manipulating frost, and I reflect them with Ice Pillars!
This is an Ice Pillar:
Bad minion, right? Well fear not, because you're supposed to give your opponent these!
Here's the 3 cards. Since you can't show the class cards I can't reflect the whole thing, but basically you summon these pillars for your opponent and sometimes exploit them with other cards:
To clarify on Beletha Frostheart, the Ice Pillar she summons can still be destroyed by 'destroy an Ice Pillar' cards like Coldblooded Looter.
For my Death Knight, I really wanted a theme that seemed logical and fun for all three of the Mage, Pally, and Shaman playstyles. What I ended up with is a wide board/spell damage hybrid mechanic, that I think shows promise. Having a wide board or spell damage will help you get the other, and if you have both, you enable finishers.
Descriptions:
Unholy Crusader- A smaller Shattered Sun Cleric that also gives spell power. A straightforward yet versatile card that makes the bigger cards more playable.
Dark Commander- A midrange body that creates (barring Malygos shenanigans) 0-3 Skeleton tokens if you have the spell power. This creates a new use for spell power and helps create a wide board for trading or a finisher.
Bloodrose Datura- A powerful card that takes finesse to use right. Note that she permanently buffs ALL minions, including herself and enemies. Best used as a finisher if you set things up right, but she can also be used to empower your small guys to trade for the board and leave one giant taunt minion standing. Like the Dark Commander, Malygos makes her insane.
NOTE: This mechanic fits with all classes, but Shaman fits best. For this reason, if there were an actual expansion to go with these cards, the Pally and Mage cards would synergize with the theme more directly to better balance that.
(Frostmourne is a token only, not collectable, but marked legendary like the Ashbringer)
For this challenge, I wanted to make cards that would fit into existing deck archetypes, specifically Reno Mage, Freeze Mage, Mid-Range Shaman, Control Shaman, Dragon Paladin and N'zoth Paladin. Allowing these decks to get access to additional Freeze effects, they are able to excel at the control and attrition by slowing down your opponent or preventing trades and setting up lethal for your next turn.
Icecrown Juggernaut is my common card. It's a decently statted minion that might see play in any of these decks, assuming they have access to freeze effects. Nothing too fancy, it essentially casts the 0 mana spell Shatter when you play it.
Ancient Frostwyrm is my rare card. With only 12 Freeze cards in the current standard format, it's an extremely consistent Discover card. Interestingly, 10 of those Freeze cards come from mage, while there is a single shaman card and one neutral. You'll more often than not have a Frost Nova, Blizzard or Frostbolt to pick from, but will also likely see some underpowered cards like Ice Lance, Frost Shock, Freezing Potion orShatter. As a dragon it fits into Dragon Paladin, and as a 6 cost card it is purposefully difficult to combo with Reno Jackson.
Ner'zhul the Frozen King is obviously modeled on Tirion Fordring. A sticky Taunt minion that, even once removed, gives the player a powerful weapon. There are a lot of ways to play this card beyond using it as a big Taunt. Shaman's can hit it with an Earth Shock to remove it's Always Frozen condition, letting you attack with it. Any of the 3 classes could destroy it with the Icecrown Juggernaut to unexpectedly gain access to the Frostmourne during your turn. And if that N'Zoth, the Corruptor comes down, imagine reviving both Tirion and Ner'zhul.
I saw everyone going to Death Knight, so I was like "notgonnabetheEXACTsameasthosenubs". jk.
I decided to do Demon Hunter (I couldn't find enough Panda art). The basis of these cards follow the Demon Hunter's "Fury". As a Demon Hunter uses abilities (In this case, your hero uses it's hero power) it gains the ability to do stronger attacks. In a similar sense, both Furious Outcast and Monzique Darkweaver have the ability to "charge up" strength and unleash it, in a similar way as a Demon Hunter's Metamorphosis ability, for later use.
Fuious Outcast is my common card. In a sense, this is similar to the Grimy Goon's Grimestreet Smuggler. This card is basically a minion that attacks as a Succubus, while defending like Bloodfen Raptor.
Blindfolded Watcher keys into a Demon Hunter's Spectral Sight. Demon Hunters notably have the ability to see through walls. Like Kabal Courier, Lotus Agents, and Grimestreet Informant, the rare discovers a class card.
Monzique Darkweaver is the legendary card. It has the same stats as Illidan Stormrage, but with a slightly different ability. For "8" mana, you can get a 10/8 creature, that will only get stronger as you continue to Inspire. This card may seem like Furious Outcast, but I predict it will be played more like a Shade of Naxxramas, charging up strength before sending a brutal attack.
I don't play much WoW, and I may have some of the lore incorrect. Monzique Darkweaver is an original, made-up character and does not exist in the WoW world. (yet) Thank you, and I hope you enjoy. :D
So as we know, Monk's are big Brewmasters, and in this case I went with the option of giving yourself "Ancient Brew's" to either help you maintain the board control or to stack em' up and combine with the Legendary effect. So lets start with the Common card:
Stats are not that good, but the effect is what makes this card really interesting. A Brewery produces Brew for you at the end of the opponent's turn, this means if the opponent can't deal with it fast, you will be getting alot of brew's which will help you either with it's effects or with synergizing with the Legendary minion.
Next, the Rare card:
Stats are decent, the cost comes from Chillwind Yeti + 1 mana and the effect, which in my opinion, is decent enough to be played. + The effect helps by itself or with the Legendary.
And now the Legendary minion:
In my opinion, the power of this card depends on how you play your early game, if you maintain the board control and do not use alot of the Ancient Brew effects early on, you could get some really good value with this card. Without the effect this card is terrible and not playable at all.
I wanted to create cards that represent the Death Knight class and what it stands for: fear, unholy forces, and daunting power.The common card is for the Death Knight's unholy specialty, specifically its poison and miasma which rewards the player for board control. The second one deals with thier frost specialization and besides being a discount Blizzard, it's great for Frost Mage synergy. The last one is obvious (how can you mention Death Knight's without bringing up Arthas?) and offers both board presence with his Mass Grave hero power and the Frostmourne which may seem OP but by the time you're able to play this card most weak minions will already be destroyed.
It may nt be that balanced but I really like it and think it fits the motives of the Death Knight.
As a Hearthstone player, when I read the reasoning behind the Death Knight faction, I immediately thought of the Naxxramas adventure. As such, my cards will be a throwback to Naxxramas (RIP in Wild), without allowing constructed level Naxxramas plays.
Necropolis Merchant - Balanced against Netherspite Historian. Again, this allows you to get your hands on the Naxxramas set again, but in very limited supply. This also goes along with the factions' "Rare card has Discover", albeit rather loosely. This is consistent enough to get a good card from Naxxramas, but inconsistent enough to disallow the so called "cancer" from the good old days.
Mr. Bigglesworth - Stats are based off the boss card, Mr. Bigglesworth (I think it's OK that my card has the same name as a boss card). This is the most interesting card of my creation, I think. Not only is it a great reference to Kel'Thuzad's personality (HOW DARE YOU KILL MY KITTY???), it is a great way to bring back the actual card without doing a complete reprint. The reason he costs less than Kel'Thuzad himself is because you basically spend an entire turn doing nothing (what's a 6 mana 1/1 gonna do?). I believe that a delayed effect like this should cost less because your opponent can brace for it. An example of this in-game is Twilight Summoner, with ~6 mana worth of stats, but costs 4 mana because of the horrible distribution. Also, Kel'Thuzad is linked multiple times just for reference.
As you must have guessed it already, the main theme I chose for the Death Knight is avoiding damage, based on a few different abilities of the Death Knight according to WoW lore. My second main concern was crafting balanced minions that would fit well with different cards without overpowering anything.
Night Elf: I wanted to do a Shadowmeld spell that related to the WoW ability, but due to the competition rules, I decided to make a card for the race that can use this ability instead.
Steed of the Ebon Blade: Well, how come the coolest mount in Warcraft still doesn't have its card? A wrong righted here, and I really feel like it's logic that a mounted hero avoids damage because of his mount.
Teron Gorefiend: It was the first Dark Knight ever, and according to lore, he killed all of the clerics of the Temple of Karabor, and was then allowed to live by Doomhammer after having pledged loyalty to him. The ability I gave him kinda reflects all of this, methinks.
DEMON HUNTER: Theme is that the Demon Hunter's are hunting demons that are hidden in your opponent's deck regardless of whether there were really demons there.
In arena, these cards probably are auto-picked due to their desirable effects on top of their decent bodies. In constructed, they may also be seen played in certain builds. See below for a bit more elaboration:
Friend to the Small: Without using its effect, it's still a decent 1 mana 1/3 body. If you play a 3/2 minion on turn 2 and it survives, you can play Friend to the Small on turn 3 coupled with your Hero Power and gives the 3/2 +2 Health. Not to mention, if you are playing a Priest, you can Power Word: Shield this minion for example, and gives more friendly minions a chance to double their Health.
Strong of Stomach: Likewise, without any effects, it's still a decent 4 mana 3/6 body. If you are playing a control game, you may have just spent your turn 2 and 3 using your Hero Power, and on turn 4, you can play this minion with a Battlecry: gain 4 Armor (if you are a Warrior); or gives your Hero +2 Attack and +2 Armor (if you are a Druid); or restores 4 Health (if you are a Priest).
Iron-Body Ponshu: Again, it already is a decent 5 mana 5/6 body. If you are facing against aggro decks, you may have a chance to already gain 10 Armor if you play this on curve on turn 5. To aggro players, this minion is perceived to have Taunt due to its strong effect if left alive. So essentially this minion protects at least 16 damage to your face.
My theme for this particular tri-class is restoration + self harm and is represented by the new keyword called Harm(x): which reads as " X is equal to the damage your hero must take from enemy's last turn and/or your current turn to gain effect from Harm." It works similarly with Enrage, wherein their difference lies in the condition that has to be met to gain the bonuses. If damage quota hasn't been met when you summon a minion with Harm, it is summoned normally without its effects. With this in mind, here are my examples:
Damage taken from your enemy's turn and your current turn are accumulated and added up by the damage counter on Harm.
Ex. Hero took 1 damage from enemy hero power from enemy turn + Life tap (current turn) = 3 total damage harm counters, which means cards with Harm(3) or less that are played this turn gain their effects/bonuses.
P.S. I find it sad that we should use the neutral background art and not their designated class art on Hearthcards.
My concept is for the Monk. Their unique thingy is Storm, Earth and Fire, three unique tokens similar to Beast Companion.
The tokens:
And the cards:
Pandaren Trainee: Very simple, summons one of the three spirits as her Battlecry. The randomness allows her to summon the spirits for 2 Mana, despite their values being closer to 3 Mana.
Thieving Scamp: Just the obligatory Discover card.
Chen Stormstout: Being a tri-class Legendary with Deathrattle should allow Chen to summon all three spirits for 1 Mana each.
My Demon Hunter is a class that takes advantage of duplicates in deck.
Since Demon Hunter counters magicians in Warcraft, these DH minions also counter Kabal Classes (Mage, Priest and Warlock). When you face a Kabal deck, these cards will be very powerful, especially Alandien can prevent the Battlecry of Reno Jackson andKazakus, and Demon Reaper can make only you draw cards.
If your are facing a normal deck, you can use Demon Reaper to remove duplicates from your opponent's deck, then make Demon Hound and Alandien useful earlier.
Dispite their ability, Demon Hound is a Beast, Alandien is a Demon and she can shuffle Ambush! into your opponent's deck, so i think these cards are also useful for Warlock, Rogue and Hunter in some other ways.
The same way The Kabal was inspired by Reno Jackson, The Monk is inspired by Emperor Thaurissan. Monks reduce the Cost of their cards enabling cool combos and tempo plays. All three monk classes can work very well with discounted cards so I find it only fitting that they get that option.
Pandaren Scout is a staying true to the concept introduced by the Gadgetzan gangs with a little Monk twist to it.
Pandaren Mistweaver is the footsoldier of the Monks ready to enable some combo plays.
Chen Stormstout is a very powerful minion. His stats are relatively week but his ability makes up for it.
To clarify, Abhorrent 'Scientist' works like Master of Evolution, except you can transform ANY minion and you get to Discover what the card will transform into, which means there is less RNG involved and more decision making. Spectral Challenger should seem quite blunt, for example, if I cast a card like Ice Lance on an enemy minion, then Spectral Challenger will attack it. Lord Darion Mograine should be pretty obvious, the secrets are below.
This is the Submission Topic. The Discussion Topic is here.
Competition Theme: Triple Threat
This weeks theme comes from Zanywoop, whose "Anubisath Crusher" was the winner of our "Revenge of the Keywords" competition.
The nine Hearthstone classes represent the nine original World of Warcraft classes. As World of Warcraft has introduced a few new classes since its launch, there have been frequent requests from the community for Hearthstone to add those classes as well: The Death Knight, the Monk, and the Demon Hunter. It's often been debated what the best way would be to introduce these classes, or even if they should ever be introduced at all, but the Mean Streets of Gadgetzan expansion has given us a new potential way of conceptualizing these classes: What if we introduce the Death Knight, the Monk, and the Demon Hunter into the game as class "factions" similar to the Grimy Goons, the Kabal, and the Jade Lotus, taking advantage of the tri-class card mechanic?
With this hypothetical in mind, we've split the existing nine classes into three:
Mages, Paladins, and Shamans will form the new Death Knight faction.
Druids, Priests, and Warriors will form the new Monk faction.
And Hunters, Rogues, and Warlocks will form the new Demon Hunter faction.
Your task will be to select one of these new factions and design three tri-class cards for it, similar to how each of the Gadgetzan crime families includes three tri-class cards. Your three cards will similarly be comprised of one Common minion, one Rare minion, and one Legendary minion, all representing your chosen faction.
Competition-Specific Restrictions:
General Competition Rules
These are the rules that remain consistent from competition to competition.
First, these are the rules about Posting:
These are the rules about your Submission:
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
Competition Process
Entry and Early Voting Phase (Starts Now! Ends 17:00 UTC 16/January/2016)
During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like!
Voting Phase (Starts 17:00 UTC 16/January/2016, Ends 17:00 UTC 17/January/2016)
During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
Final Phase (Starts 18:00 UTC 17/January/2016, Ends 18:00 UTC 18/January/2016)
During this Phase, the Discussion Topic will also be locked, and a new Poll Topic will go up. Discussion will be allowed to continue in the Poll Topic, and it will also include all the qualifying finalists and poll to decide the winner of the competition!
How do we determine the qualifying finalists? First, we'll pull up-vote data from each submission using the formula detailed below:
(ab) / (c) = x
Where,
a = The total number of submissions on the same page as the submission.
b = The total number of up-votes that the submission received.
c = The total number of up-votes on the same page as the submission.
x = The submission's final score.
The formula basically measures which cards stood out the most, with the necessary assumption that each page is about equal in overall submission quality. It will be the entries that receive the highest final scores that move on to the Final Phase.
The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
But wait, there's more! During each Weekly Card Design Competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the Final Phase, regardless of its final score. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
(Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
Rewards
Bragging rights are always awesome, but as usual, we do offer a couple of HearthPwn site rewards to competition winners:
Their card forever immortalized in our Winners' Gallery!
They will be allowed to select the next card design competition theme.
And a unique Avatar Border & "Card Design Champion" Title, as depicted below!
Good Luck!
Death Knight faction
There are 3 benefits: (1) Kill a friendly minion and trigger its eventual Deathrattle for free; (2) Keep the original copy in your deck; (3) Have a dead copy ready to be Discovered by your Liches.
Summoned-dead minions are good not only for your Liches, but also for minions like Backroom Bouncer, Cult Master, Flesheating Ghoul, Knife Juggler...
You also get the opportunity to add one of the discovered minions to the pool of dead minions. Your Liches will be glad to Discover it for you then.
When playing Ner'zhul, you might unveil Deathrattle minions from your opponent and trigger their effect for you (Savannah Highmane, Shifting Shade, Tomb Pillager, Darkshire Librarian...).
Oppressive Death Knight
Lich
Ner'zhul
Check the "Spoiler" more details on the additional cards (Forbidden Sepulture, Lost Artifact and Unguarded Secrets) and the main synergies.
I'm representing Death Knights. One of the unique powers these guys have is manipulating frost, and I reflect them with Ice Pillars!
This is an Ice Pillar:
Bad minion, right? Well fear not, because you're supposed to give your opponent these!
Here's the 3 cards. Since you can't show the class cards I can't reflect the whole thing, but basically you summon these pillars for your opponent and sometimes exploit them with other cards:
To clarify on Beletha Frostheart, the Ice Pillar she summons can still be destroyed by 'destroy an Ice Pillar' cards like Coldblooded Looter.
For my Death Knight, I really wanted a theme that seemed logical and fun for all three of the Mage, Pally, and Shaman playstyles. What I ended up with is a wide board/spell damage hybrid mechanic, that I think shows promise. Having a wide board or spell damage will help you get the other, and if you have both, you enable finishers.
Descriptions:
Unholy Crusader- A smaller Shattered Sun Cleric that also gives spell power. A straightforward yet versatile card that makes the bigger cards more playable.
Dark Commander- A midrange body that creates (barring Malygos shenanigans) 0-3 Skeleton tokens if you have the spell power. This creates a new use for spell power and helps create a wide board for trading or a finisher.
Bloodrose Datura- A powerful card that takes finesse to use right. Note that she permanently buffs ALL minions, including herself and enemies. Best used as a finisher if you set things up right, but she can also be used to empower your small guys to trade for the board and leave one giant taunt minion standing. Like the Dark Commander, Malygos makes her insane.
NOTE: This mechanic fits with all classes, but Shaman fits best. For this reason, if there were an actual expansion to go with these cards, the Pally and Mage cards would synergize with the theme more directly to better balance that.
THE DEATH KNIGHT
(Frostmourne is a token only, not collectable, but marked legendary like the Ashbringer)
For this challenge, I wanted to make cards that would fit into existing deck archetypes, specifically Reno Mage, Freeze Mage, Mid-Range Shaman, Control Shaman, Dragon Paladin and N'zoth Paladin. Allowing these decks to get access to additional Freeze effects, they are able to excel at the control and attrition by slowing down your opponent or preventing trades and setting up lethal for your next turn.
Icecrown Juggernaut is my common card. It's a decently statted minion that might see play in any of these decks, assuming they have access to freeze effects. Nothing too fancy, it essentially casts the 0 mana spell Shatter when you play it.
Ancient Frostwyrm is my rare card. With only 12 Freeze cards in the current standard format, it's an extremely consistent Discover card. Interestingly, 10 of those Freeze cards come from mage, while there is a single shaman card and one neutral. You'll more often than not have a Frost Nova, Blizzard or Frostbolt to pick from, but will also likely see some underpowered cards like Ice Lance, Frost Shock, Freezing Potion orShatter. As a dragon it fits into Dragon Paladin, and as a 6 cost card it is purposefully difficult to combo with Reno Jackson.
Ner'zhul the Frozen King is obviously modeled on Tirion Fordring. A sticky Taunt minion that, even once removed, gives the player a powerful weapon. There are a lot of ways to play this card beyond using it as a big Taunt. Shaman's can hit it with an Earth Shock to remove it's Always Frozen condition, letting you attack with it. Any of the 3 classes could destroy it with the Icecrown Juggernaut to unexpectedly gain access to the Frostmourne during your turn. And if that N'Zoth, the Corruptor comes down, imagine reviving both Tirion and Ner'zhul.
The Demon Hunter
I saw everyone going to Death Knight, so I was like "notgonnabetheEXACTsameasthosenubs". jk.
I decided to do Demon Hunter (I couldn't find enough Panda art). The basis of these cards follow the Demon Hunter's "Fury". As a Demon Hunter uses abilities (In this case, your hero uses it's hero power) it gains the ability to do stronger attacks. In a similar sense, both Furious Outcast and Monzique Darkweaver have the ability to "charge up" strength and unleash it, in a similar way as a Demon Hunter's Metamorphosis ability, for later use.
Fuious Outcast is my common card. In a sense, this is similar to the Grimy Goon's Grimestreet Smuggler. This card is basically a minion that attacks as a Succubus, while defending like Bloodfen Raptor.
Blindfolded Watcher keys into a Demon Hunter's Spectral Sight. Demon Hunters notably have the ability to see through walls. Like Kabal Courier, Lotus Agents, and Grimestreet Informant, the rare discovers a class card.
Monzique Darkweaver is the legendary card. It has the same stats as Illidan Stormrage, but with a slightly different ability. For "8" mana, you can get a 10/8 creature, that will only get stronger as you continue to Inspire. This card may seem like Furious Outcast, but I predict it will be played more like a Shade of Naxxramas, charging up strength before sending a brutal attack.
I don't play much WoW, and I may have some of the lore incorrect. Monzique Darkweaver is an original, made-up character and does not exist in the WoW world. (yet) Thank you, and I hope you enjoy. :D
Wished to be pink.
Then did.
Then fired myself.
Then did again.
The Monk Faction | by Grazle
So as we know, Monk's are big Brewmasters, and in this case I went with the option of giving yourself "Ancient Brew's" to either help you maintain the board control or to stack em' up and combine with the Legendary effect.
So lets start with the Common card:
Stats are not that good, but the effect is what makes this card really interesting. A Brewery produces Brew for you at the end of the opponent's turn, this means if the opponent can't deal with it fast, you will be getting alot of brew's which will help you either with it's effects or with synergizing with the Legendary minion.
Next, the Rare card:
Stats are decent, the cost comes from Chillwind Yeti + 1 mana and the effect, which in my opinion, is decent enough to be played.
+ The effect helps by itself or with the Legendary.
And now the Legendary minion:
In my opinion, the power of this card depends on how you play your early game, if you maintain the board control and do not use alot of the Ancient Brew effects early on, you could get some really good value with this card.
Without the effect this card is terrible and not playable at all.
♔
Monk
Just to clarify, all three cards give the effect to both players.
THE DEATH KNIGHT
I wanted to create cards that represent the Death Knight class and what it stands for: fear, unholy forces, and daunting power.The common card is for the Death Knight's unholy specialty, specifically its poison and miasma which rewards the player for board control. The second one deals with thier frost specialization and besides being a discount Blizzard, it's great for Frost Mage synergy. The last one is obvious (how can you mention Death Knight's without bringing up Arthas?) and offers both board presence with his Mass Grave hero power and the Frostmourne which may seem OP but by the time you're able to play this card most weak minions will already be destroyed.
It may nt be that balanced but I really like it and think it fits the motives of the Death Knight.
Death Knight Faction
As a Hearthstone player, when I read the reasoning behind the Death Knight faction, I immediately thought of the Naxxramas adventure. As such, my cards will be a throwback to Naxxramas (RIP in Wild), without allowing constructed level Naxxramas plays.
Explanations, if you want:
Necropolis Scout - Balanced against Swashburglar and Babbling Book. Should be a pretty good card, as both of the existing cards this is based on see play. It should be noted that this can actually produce a Death's Bite, since it says, "deathrattle card" instead of, "deathrattle minion". The list of possible drops is as follows: Haunted Creeper, Nerubian Egg, Unstable Ghoul, Sludge Belcher, Dancing Swords, Deathlord, Mad Scientist, Zombie Chow, Anub'ar Ambusher, Webspinner, Voidcaller, Death's Bite, Dark Cultist, Stalagg and Feugen
Necropolis Merchant - Balanced against Netherspite Historian. Again, this allows you to get your hands on the Naxxramas set again, but in very limited supply. This also goes along with the factions' "Rare card has Discover", albeit rather loosely. This is consistent enough to get a good card from Naxxramas, but inconsistent enough to disallow the so called "cancer" from the good old days.
Mr. Bigglesworth - Stats are based off the boss card, Mr. Bigglesworth (I think it's OK that my card has the same name as a boss card). This is the most interesting card of my creation, I think. Not only is it a great reference to Kel'Thuzad's personality (HOW DARE YOU KILL MY KITTY???), it is a great way to bring back the actual card without doing a complete reprint. The reason he costs less than Kel'Thuzad himself is because you basically spend an entire turn doing nothing (what's a 6 mana 1/1 gonna do?). I believe that a delayed effect like this should cost less because your opponent can brace for it. An example of this in-game is Twilight Summoner, with ~6 mana worth of stats, but costs 4 mana because of the horrible distribution. Also, Kel'Thuzad is linked multiple times just for reference.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
I'm gonna be original as hell and go with...
Death Knight
As you must have guessed it already, the main theme I chose for the Death Knight is avoiding damage, based on a few different abilities of the Death Knight according to WoW lore. My second main concern was crafting balanced minions that would fit well with different cards without overpowering anything.
Night Elf: I wanted to do a Shadowmeld spell that related to the WoW ability, but due to the competition rules, I decided to make a card for the race that can use this ability instead.
Steed of the Ebon Blade: Well, how come the coolest mount in Warcraft still doesn't have its card? A wrong righted here, and I really feel like it's logic that a mounted hero avoids damage because of his mount.
Teron Gorefiend: It was the first Dark Knight ever, and according to lore, he killed all of the clerics of the Temple of Karabor, and was then allowed to live by Doomhammer after having pledged loyalty to him. The ability I gave him kinda reflects all of this, methinks.
DEMON HUNTER: Theme is that the Demon Hunter's are hunting demons that are hidden in your opponent's deck regardless of whether there were really demons there.
"quz wsxed crafvtg byhn jmikolp?" ~zsxefvh
THE MONK
In arena, these cards probably are auto-picked due to their desirable effects on top of their decent bodies. In constructed, they may also be seen played in certain builds. See below for a bit more elaboration:
Friend to the Small: Without using its effect, it's still a decent 1 mana 1/3 body. If you play a 3/2 minion on turn 2 and it survives, you can play Friend to the Small on turn 3 coupled with your Hero Power and gives the 3/2 +2 Health. Not to mention, if you are playing a Priest, you can Power Word: Shield this minion for example, and gives more friendly minions a chance to double their Health.
Strong of Stomach: Likewise, without any effects, it's still a decent 4 mana 3/6 body. If you are playing a control game, you may have just spent your turn 2 and 3 using your Hero Power, and on turn 4, you can play this minion with a Battlecry: gain 4 Armor (if you are a Warrior); or gives your Hero +2 Attack and +2 Armor (if you are a Druid); or restores 4 Health (if you are a Priest).
Iron-Body Ponshu: Again, it already is a decent 5 mana 5/6 body. If you are facing against aggro decks, you may have a chance to already gain 10 Armor if you play this on curve on turn 5. To aggro players, this minion is perceived to have Taunt due to its strong effect if left alive. So essentially this minion protects at least 16 damage to your face.
DEMON HUNTER (WARLOCK , ROGUE , HUNTER)
My theme for this particular tri-class is restoration + self harm and is represented by the new keyword called Harm(x): which reads as " X is equal to the damage your hero must take from enemy's last turn and/or your current turn to gain effect from Harm." It works similarly with Enrage, wherein their difference lies in the condition that has to be met to gain the bonuses. If damage quota hasn't been met when you summon a minion with Harm, it is summoned normally without its effects. With this in mind, here are my examples:
Damage taken from your enemy's turn and your current turn are accumulated and added up by the damage counter on Harm.
Ex. Hero took 1 damage from enemy hero power from enemy turn + Life tap (current turn) = 3 total damage harm counters, which means cards with Harm(3) or less that are played this turn gain their effects/bonuses.
P.S. I find it sad that we should use the neutral background art and not their designated class art on Hearthcards.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
My concept is for the Monk. Their unique thingy is Storm, Earth and Fire, three unique tokens similar to Beast Companion.
The tokens:
And the cards:
Pandaren Trainee: Very simple, summons one of the three spirits as her Battlecry. The randomness allows her to summon the spirits for 2 Mana, despite their values being closer to 3 Mana.
Thieving Scamp: Just the obligatory Discover card.
Chen Stormstout: Being a tri-class Legendary with Deathrattle should allow Chen to summon all three spirits for 1 Mana each.
Demon Hunter cards
My Demon Hunter is a class that takes advantage of duplicates in deck.
Since Demon Hunter counters magicians in Warcraft, these DH minions also counter Kabal Classes (Mage, Priest and Warlock). When you face a Kabal deck, these cards will be very powerful, especially Alandien can prevent the Battlecry of Reno Jackson andKazakus, and Demon Reaper can make only you draw cards.
If your are facing a normal deck, you can use Demon Reaper to remove duplicates from your opponent's deck, then make Demon Hound and Alandien useful earlier.
Dispite their ability, Demon Hound is a Beast, Alandien is a Demon and she can shuffle Ambush! into your opponent's deck, so i think these cards are also useful for Warlock, Rogue and Hunter in some other ways.
Death Knight
REMOVED
The Monk
The same way The Kabal was inspired by Reno Jackson, The Monk is inspired by Emperor Thaurissan. Monks reduce the Cost of their cards enabling cool combos and tempo plays. All three monk classes can work very well with discounted cards so I find it only fitting that they get that option.
Pandaren Scout is a staying true to the concept introduced by the Gadgetzan gangs with a little Monk twist to it.
Pandaren Mistweaver is the footsoldier of the Monks ready to enable some combo plays.
Chen Stormstout is a very powerful minion. His stats are relatively week but his ability makes up for it.
THE DEATH KNIGHT
To clarify, Abhorrent 'Scientist' works like Master of Evolution, except you can transform ANY minion and you get to Discover what the card will transform into, which means there is less RNG involved and more decision making. Spectral Challenger should seem quite blunt, for example, if I cast a card like Ice Lance on an enemy minion, then Spectral Challenger will attack it. Lord Darion Mograine should be pretty obvious, the secrets are below.
Legendary Secrets: