Simple, Demon Hunters always kill their target which is why these cards are based around Hard Removal. By "destroy" card, I mean Deadly Shot, Assassinate, Sacrificial Pact, also included is my Demon Huntress card.
Ok so here is my submission. As one of the people to originally explore this idea it was tremendously fun and exciting to do
Faction: Demon Hunter
Mechanic: "Havoc"
Havoc: An aura bonus stacked once per "Chaotic Aura" spell in hand.
This entry is created with a FULL set in mind, including corresponding class cards to interact with and support the Havoc mechanic.
Here are the cards:
And the token spell:
Card Explanations:
Chaos Adept: The basic tool for triggering Havoc. The Chaotic Aura is permanently stuck in hand unless discarded.
Vengeance Seeker: The basic Havoc minion, fairly weak with no Chaotic Auras, but potentially devastating in the late game.
Feronas Sindweller: A famous Demon Hunter and ally of Illidan, it both increases the Chaotic Aura count and has a powerful Havoc ability.
Chaotic Aura: The idea here is to give a potential drawback to the tempo and combo strength of the Havoc mechanic. Forcing the card to remain in your hand intentionally limits your USABLE hand size for the rest of the game.
Lowly Demon hunter discovers a random demon from any expansion or the vanilla set. There are no special demon cards generated from this card. Same with the well of eternity's deathrattle effect. It will be random demons, so it may summon stuff like Doomguard or Mal'Ganis but for the sake of balance, bigger minions such as those two will be not as possible as smaller demons such as Imp gang boss or blood imp.
My submission uses the discover, battlecry, and deathrattle aspects respectively. Before some of you complain about Illidan already being a card in the game, remember that Deathwing has 2 different versions of himself in Hearthstone as well.
I thought it was a cool idea to have Illidan summon the well of eternity because it's a nod to the world of warcraft lore, if you do not know what i'm talking about - In a nutshell, after the original well of eternity was destroyed, he created another one beneath Nordrassil - the world tree. You can read the whole story here.
Demon Hunter is a faction for Warlock, Rogue and Hunter.
The token of Illidari Pioneer.
The class cards would be more powerful and special. The three cards shown here are only common cards with the style of the faction. Since Gatgetzan expension has already set that three factions with particular temple, I want to set the new three factions to be compatible with any temple.
So this is my entry for this week. This is for the Monk. The idea for these cards is based on the minions on the board. Warriors have spells based on injured minion, while the Druid and Priest have healing factors. Based on this these minions will help to make use of the damaged minions on the board.
All meant to help control/reno archetypes, with Windwalker potentially having some agro use. Windwalker is good for those turns when you have nothing to do but tap, and can potentially snowball so works as early game bait for removal spells or unfavourable trading. Temple Defender is perfectly basic and playable, but can really keep you standing if you're at a disadvantage in the late game, and would work wonders in Reno decks. And Wise Old Fung has multiple uses; he can reduce key minions cost to create a possible OTK or finisher combo (eg. Grommash Hellscream, Prophet Velen), to stall some huge enemy minions, or just slow the game down a turn and establish a bit of a board.
The Monk Faction is heavily influenced by the notions of health and balance, so virtually all cards from this faction have effects based on these principles. Monk effects frequently check for minion stats and minion numbers, meaning that the player has to be attentive of their board state and their play order.
Brave Windwalker
The Brave Windwalker is designed to be a common minion in Monk decks, offering a 3/4 statline for 2 if his effect resolves, making him a genuine threat in the early game. His effect is heavily dependent on play order though, meaning that an inexperienced player might play him at the wrong time. But if he manages to bring balance to your board by being an even-numbered minion, he packs quite a punch. Furthermore it should be noted that he is one of the few neutral Monk cards to not be Pandaren (after all even Orcs can be monks, as this minion will frequently remind you).
Seeker of Tranquility
Seeker of Tranquility is one of the examples of a health-based Monk card. As long as you have any other minions on the board while you summon him and those minions have full health, his effects activates and turns this minion into a useful card generator. Thanks to a low-ish mana cost and his 7 total base stats, he can easily be woven into decks and your turn, though with his stat distribution and his effect he fits best in Priest decks (hello, Inner Fire!), though he would also work well in Zoo-type decks. So go ahead and find serenity/cards with this hairy guy!
Aysa Cloudsinger
Aysa Cloudsinger is a very useful legendary for both warriors and druids, though even a Priest might be able to build their deck around this Pandaren lady. Run your shapeshifted/armed face right into enemy minions without fear, because Aysa turns you into a trading machine. Her effect is continuous, meaning that if you prepare yourself properly she will continue to protect your hero even during your opponent's turn. However the effect can be managed quite well by your opponent, even if they can't manage to get to Aysa directly, because turning your minion uneven deactivates the effect again.
For my take on the Monk faction, I'm going with a new mechanic, Chi.
Chi basically works as a stacking resource that can be used to boost the power of your cards. The cards gain you Chi up to a max of (4), and cannot stack further until spent. Monks also rely on healing and Armor, which is why they are a more tanky-ish class. They can take advantage of this and make sure to use the most out of their Chi cards.
Chi is visualised as a green Chi Sphere in the bottom center of your hero's portrait, which shows how much Chi (from 0-4) you currently have. At (1) Chi, the orb appears in bright green and gives off a faint glow. Fast forward to max (4) Chi, the glow is stronger and the number of Chi turns green to show that you've reached max Chi capacity. If you were to spend all of your Chi, the Sphere will turn dark and the glow will dissapear, as well as the counter reaching number 0.
>> >>
The three faction cards belonging to Monks are the following:
Hunting Party summons a minion which represents each class, thus enabling tribal synergy; a beast for hunter, a demon for warlock and a pirate for rogue. Hunting Party has a similar role to Kabal Courier or Lotus Agents in their respective set.
The Demon Hunter is symbolized through each card. Hunting Party represents his vocation; a hunter and a tracker. Vengeful Fighter embodies his strength as a fighter, both strong and graceful. Selenas Heartstriker represents his furious demonic form.
The unifying mechanic is «Whenever your hero takes damage on your turn, do X.» Just like demon hunters who use fel energy to strengthen their powerful attacks, your hero needs to drain his energy to trigger strong effects. Each class has a way to activate this mechanic: hunters and rogues have access to weapons, and warlocks have plenty of ways to hurt themselves.
Monks have two simple gimmicks: 1) Giving your hero Attack bonuses in ways that have no been done in the past, specifically in ways where they last during your opponent's turn, meaning that anything that attacks your hero takes damage (I put these in parentheses on the card just to make sure that was clear). To my knowledge, this has not yet before been explored in Hearthstone, but I think it's simple and straightforward enough to be believable, and I also think it's a cool reflection of Monks' martial arts. 2) "Battlecry and Inspire". There are a few cards with "Battlecry and Deathrattle", but "Battlecry and Inspire" has yet to be done and could potentially redeem some Inspire mechanics by introducing more Inspire minions that do also have an immediate effect even if you can't use your Hero Power in the same turn. Plus, I think it fits thematically as a reflection of monastic spirituality.
I think that this is particularly interesting for this assortment of classes (Druid, Priest, and Warrior), because they're all ones that are more well known for their later-game control-oriented decks (the current anomalous aggro Warrior meta aside), so giving them attack bonuses that apply during the opponent's turn could give them some interesting anti-aggro options. Druid may finally see some use out of Savagery or similar effects, Priest gets some exciting new aggressive potential, and as with Heroic Strike Warrior will get to stack the bonus on to its weapons for added power.
Ji Firepaw in particular might raise some eyebrows, but consider that, by the time in the game that you get to play him, most of the aggro decks that the effect hurts the most have either already won or weren't going to anyway. Further, it's important to keep in mind that if you really want to have that additional Inspire effect guaranteed, it's a turn 9 play, and a turn 9 play that has little immediate impact on the board and produces an (at that point) only moderately strong body is risky, especially since most of the decks that do well against Druid/Priest/Warrior's late game aren't going to be extremely bothered by their big minions taking only a point or two of damage for attacking face.
Theme/Mechanic - The Shado-Pan, and their unique keyword, Shadow, hidden below.
When I was looking at Monks, but also looking into a way to bring together these 3 classes with somewhat different identities I choose to focus on a theme that could draw from the classes but while also being unique. I looked around for something that caught my eye and it was the Shado-Pan, who have 3 disciplines containing many different classes. Druid isn't really highly represented by Monks, and I think Rogue would clearly have been a better fit here and Druid a better fit in Demon Hunter, because of the feel and racial restrictions commonly applied to each class but that wasn't my call, so I went with this as the next best thing.
As for the ability Shadow. I wanted to pick something that felt like it not only fit the theme but brought something cool and new to the game. Shadow is here to represent the idea of learning from someone, friend or foe and then using that knowledge yourself. I felt like this was not only strongly Monk-like, but also just a cool concept. Obviously with most Tri-Class groups we get a bit of extra identity from the actual class cards and how each of those classes use the ability distinctly, and I can't quite show that.
Shado-Pan Blackguard - Though I posted the cards in Rarity order, I wanted to talk about this card first. So far, Blizzard has used the rare slot as a Tri-Class value card. I felt like this approach would almost certainly be kept if it was done again. I also felt like I shouldn't need all 3 cards to drive home my theme or make it functional, and so I decided to make this card what it is. I did improve on the theme somewhat by giving the card a relevant additional keyword to help tie the classes together and enforcing the overall theme. The Blackguard are defenders of all of Pandara, and there ranks include many Warriors and Monks. I felt like all of these factors made it an easy card to design.
Omnia Disciple - The Omnia is a discipline within the Shado-Pan containing mostly Priests and Mages and it focuses on wisdom, knowledge, and the tradition of the order. This is where I first started with the Shadow idea. Initially it was just a Battlecry that made this a kind of Faceless Manipulator, but as I tried to make the wording work in such a way as to copy the targets Battlecry I decided on using a new keyword. The Omnia are here to uphold the traditions, so obviously they only copy friendly targets and not enemy ones. I went with a slightly reduced statline and a moderate cost to try to help prevent too much combo abuse.
Taran Zhu - Let's be honest, this guy is super cool in WoW and this card is pretty cool. The idea that he can copy anyone I thought was great for one of the most bad ass Monks in all of Warcraft lore. I thought it also fit thematically that he could copy your moves while also preventing you from being able to use it. Obviously, compared to the Omnia Disciple, he's much stronger, but I think as we all know, that's what legendaries have to do.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
So what is Transcend you ask? Click the spoiler to find out...
Monks, being masters of one's self, can leave their spirits for a time, before coming back. So I decided to bring this cool feature into the Hearthstone universe, being able to come back when you would think you're dead.
The way how it works is that once a minion with this ability dies, your opponent will have their turn as usual, with the previously stated dead minion not being there to interfere. Once your turn starts however, your minion will resummon itself, and be able to attack (similarly to how you can use Shadow Madness and the targeted minion will gain charge). It is a very strong effect, so you can see how this can be compensated with the bodies of these cards.
NOTE: In case you read the mechanic wrong, this isn't an endless resurrect, minions with Transcend only return once(FIRST TIME THIS MINION DIES)
For further explanation of the cards, click the spoiler ^_^
Guiding Monk: Similar to the other Tri-Class discover cards, but with a twist. This Monk is no courier, oh no, he will take the time to teach those he finds how to use the Transcend ability, hence granting minions with it if it is discovered.
Mistweaver Monk: Even with his body and spirit split he spreads his power and grants blessings of power on others. A good controllable effect, and as a bonus, if you don't summon minions before he comes back, he will return a 4/4, stronger than ever! And still keeping the deathrattle for one more go!
Isaclya Shoudmind: The crown jewel of this mechanic, she has spent most of her time deep in the forests meditating and guiding others to the way of Transcendence. However, this always makes her target of some unwanted attention, so she moves often. Very strong because she basically gives all your minions a lease on life, making virtually anything you play an even higher threat. Also reliable because you choose when you want to play her (preferably with many minions already in hand) and can guarantee that her effect hits the minions you want.
The idea of this cards are giving you a variable ressource tou can spend in one way or another depending on the match:
Example 1: This is a hard aggro deck, I have to bring all the brew I can in order to survive. So I'll try to drink a lot and make monk wanderer to give brew too, while shadowkeg will be almost unnecesary.
Example 2: This is a very slow control deck. As there is few chances I get many damage, the brew will either help my minions to survive longer, or will give an important boost to Monk Wanderer and Shadowkeg. Also can be paired with other cards in order to make a sort of "hand-deck", thanks to the many brews you can eventually gain to sustain your hand.
DEMON HUNTER
Simple, Demon Hunters always kill their target which is why these cards are based around Hard Removal. By "destroy" card, I mean Deadly Shot, Assassinate, Sacrificial Pact, also included is my Demon Huntress card.
Make control rogue a thing!!!
Monk
So the theme is unspent mana because, you know, it's pretty 'zen'. Here's the Disciple token:
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Ok so here is my submission. As one of the people to originally explore this idea it was tremendously fun and exciting to do
Faction: Demon Hunter
Mechanic: "Havoc"
Havoc: An aura bonus stacked once per "Chaotic Aura" spell in hand.
This entry is created with a FULL set in mind, including corresponding class cards to interact with and support the Havoc mechanic.
Here are the cards:
And the token spell:
Card Explanations:
Chaos Adept: The basic tool for triggering Havoc. The Chaotic Aura is permanently stuck in hand unless discarded.
Vengeance Seeker: The basic Havoc minion, fairly weak with no Chaotic Auras, but potentially devastating in the late game.
Feronas Sindweller: A famous Demon Hunter and ally of Illidan, it both increases the Chaotic Aura count and has a powerful Havoc ability.
Chaotic Aura: The idea here is to give a potential drawback to the tempo and combo strength of the Havoc mechanic. Forcing the card to remain in your hand intentionally limits your USABLE hand size for the rest of the game.
Demon Hunter
Lowly Demon hunter discovers a random demon from any expansion or the vanilla set. There are no special demon cards generated from this card. Same with the well of eternity's deathrattle effect. It will be random demons, so it may summon stuff like Doomguard or Mal'Ganis but for the sake of balance, bigger minions such as those two will be not as possible as smaller demons such as Imp gang boss or blood imp.
My submission uses the discover, battlecry, and deathrattle aspects respectively. Before some of you complain about Illidan already being a card in the game, remember that Deathwing has 2 different versions of himself in Hearthstone as well.
I thought it was a cool idea to have Illidan summon the well of eternity because it's a nod to the world of warcraft lore, if you do not know what i'm talking about - In a nutshell, after the original well of eternity was destroyed, he created another one beneath Nordrassil - the world tree. You can read the whole story here.
Demon Hunter is a faction for Warlock, Rogue and Hunter.
The token of Illidari Pioneer.
The class cards would be more powerful and special. The three cards shown here are only common cards with the style of the faction. Since Gatgetzan expension has already set that three factions with particular temple, I want to set the new three factions to be compatible with any temple.
The Monk Faction Inspired by Inspire!
Celestial Companions.
Scared Pandaren Cub Inspire.
You get Warrior (Armor Up!), Druid (Shapeshift), Priest (Lesser Heal) effects this turn excluding your own.
Keg Smash Hero Power.
*Reason for editing the Size of the 3 Cards fit in the editor but when uploaded they were larger.
So this is my entry for this week. This is for the Monk. The idea for these cards is based on the minions on the board. Warriors have spells based on injured minion, while the Druid and Priest have healing factors. Based on this these minions will help to make use of the damaged minions on the board.
EDIT: Uploaded wrong Monk Disciples... sorry.
My Entry for this week's Card Design Competition - Season 8.16:
Death Knight
Monk
Warrior / Druid / Priest
All meant to help control/reno archetypes, with Windwalker potentially having some agro use.
Windwalker is good for those turns when you have nothing to do but tap, and can potentially snowball so works as early game bait for removal spells or unfavourable trading.
Temple Defender is perfectly basic and playable, but can really keep you standing if you're at a disadvantage in the late game, and would work wonders in Reno decks.
And Wise Old Fung has multiple uses; he can reduce key minions cost to create a possible OTK or finisher combo (eg. Grommash Hellscream, Prophet Velen), to stall some huge enemy minions, or just slow the game down a turn and establish a bit of a board.
Monk
(Warrior, Priest, Druid)
The Monk Faction is heavily influenced by the notions of health and balance, so virtually all cards from this faction have effects based on these principles. Monk effects frequently check for minion stats and minion numbers, meaning that the player has to be attentive of their board state and their play order.
Brave Windwalker
The Brave Windwalker is designed to be a common minion in Monk decks, offering a 3/4 statline for 2 if his effect resolves, making him a genuine threat in the early game. His effect is heavily dependent on play order though, meaning that an inexperienced player might play him at the wrong time. But if he manages to bring balance to your board by being an even-numbered minion, he packs quite a punch. Furthermore it should be noted that he is one of the few neutral Monk cards to not be Pandaren (after all even Orcs can be monks, as this minion will frequently remind you).
Seeker of Tranquility
Seeker of Tranquility is one of the examples of a health-based Monk card. As long as you have any other minions on the board while you summon him and those minions have full health, his effects activates and turns this minion into a useful card generator. Thanks to a low-ish mana cost and his 7 total base stats, he can easily be woven into decks and your turn, though with his stat distribution and his effect he fits best in Priest decks (hello, Inner Fire!), though he would also work well in Zoo-type decks. So go ahead and find serenity/cards with this hairy guy!
Aysa Cloudsinger
Aysa Cloudsinger is a very useful legendary for both warriors and druids, though even a Priest might be able to build their deck around this Pandaren lady. Run your shapeshifted/armed face right into enemy minions without fear, because Aysa turns you into a trading machine. Her effect is continuous, meaning that if you prepare yourself properly she will continue to protect your hero even during your opponent's turn. However the effect can be managed quite well by your opponent, even if they can't manage to get to Aysa directly, because turning your minion uneven deactivates the effect again.
Monk Faction
For my take on the Monk faction, I'm going with a new mechanic, Chi.
Chi basically works as a stacking resource that can be used to boost the power of your cards. The cards gain you Chi up to a max of (4), and cannot stack further until spent. Monks also rely on healing and Armor, which is why they are a more tanky-ish class. They can take advantage of this and make sure to use the most out of their Chi cards.
Chi is visualised as a green Chi Sphere in the bottom center of your hero's portrait, which shows how much Chi (from 0-4) you currently have. At (1) Chi, the orb appears in bright green and gives off a faint glow. Fast forward to max (4) Chi, the glow is stronger and the number of Chi turns green to show that you've reached max Chi capacity. If you were to spend all of your Chi, the Sphere will turn dark and the glow will dissapear, as well as the counter reaching number 0.
>> >>
The three faction cards belonging to Monks are the following:
P.S: "Gain Chi" cards gain you (1) Chi.
DEATH KNIGHT
Submission: Death Knight.
Armour: Reduce damage taken from attacks (not spells) by a certain amount.
"As housecarl I am sworn to your service. I will protect you and all you own, with my life." - Lydia of Whiterun
The Demon Hunter
Hunting Party summons a minion which represents each class, thus enabling tribal synergy; a beast for hunter, a demon for warlock and a pirate for rogue. Hunting Party has a similar role to Kabal Courier or Lotus Agents in their respective set.
The Demon Hunter is symbolized through each card. Hunting Party represents his vocation; a hunter and a tracker. Vengeful Fighter embodies his strength as a fighter, both strong and graceful. Selenas Heartstriker represents his furious demonic form.
The unifying mechanic is «Whenever your hero takes damage on your turn, do X.» Just like demon hunters who use fel energy to strengthen their powerful attacks, your hero needs to drain his energy to trigger strong effects. Each class has a way to activate this mechanic: hunters and rogues have access to weapons, and warlocks have plenty of ways to hurt themselves.
MONK
Monks have two simple gimmicks:
1) Giving your hero Attack bonuses in ways that have no been done in the past, specifically in ways where they last during your opponent's turn, meaning that anything that attacks your hero takes damage (I put these in parentheses on the card just to make sure that was clear). To my knowledge, this has not yet before been explored in Hearthstone, but I think it's simple and straightforward enough to be believable, and I also think it's a cool reflection of Monks' martial arts.
2) "Battlecry and Inspire". There are a few cards with "Battlecry and Deathrattle", but "Battlecry and Inspire" has yet to be done and could potentially redeem some Inspire mechanics by introducing more Inspire minions that do also have an immediate effect even if you can't use your Hero Power in the same turn. Plus, I think it fits thematically as a reflection of monastic spirituality.
I think that this is particularly interesting for this assortment of classes (Druid, Priest, and Warrior), because they're all ones that are more well known for their later-game control-oriented decks (the current anomalous aggro Warrior meta aside), so giving them attack bonuses that apply during the opponent's turn could give them some interesting anti-aggro options. Druid may finally see some use out of Savagery or similar effects, Priest gets some exciting new aggressive potential, and as with Heroic Strike Warrior will get to stack the bonus on to its weapons for added power.
Ji Firepaw in particular might raise some eyebrows, but consider that, by the time in the game that you get to play him, most of the aggro decks that the effect hurts the most have either already won or weren't going to anyway. Further, it's important to keep in mind that if you really want to have that additional Inspire effect guaranteed, it's a turn 9 play, and a turn 9 play that has little immediate impact on the board and produces an (at that point) only moderately strong body is risky, especially since most of the decks that do well against Druid/Priest/Warrior's late game aren't going to be extremely bothered by their big minions taking only a point or two of damage for attacking face.
Monk: Taunt, Divine Shield and Windfury
- Trying to bring to hearthstone some value to have minions with Taunt, Divine Shield or Windfury :)
Monk
(Warrior, Priest, Druid)
Theme/Mechanic - The Shado-Pan, and their unique keyword, Shadow, hidden below.
When I was looking at Monks, but also looking into a way to bring together these 3 classes with somewhat different identities I choose to focus on a theme that could draw from the classes but while also being unique. I looked around for something that caught my eye and it was the Shado-Pan, who have 3 disciplines containing many different classes. Druid isn't really highly represented by Monks, and I think Rogue would clearly have been a better fit here and Druid a better fit in Demon Hunter, because of the feel and racial restrictions commonly applied to each class but that wasn't my call, so I went with this as the next best thing.
As for the ability Shadow. I wanted to pick something that felt like it not only fit the theme but brought something cool and new to the game. Shadow is here to represent the idea of learning from someone, friend or foe and then using that knowledge yourself. I felt like this was not only strongly Monk-like, but also just a cool concept. Obviously with most Tri-Class groups we get a bit of extra identity from the actual class cards and how each of those classes use the ability distinctly, and I can't quite show that.
Shado-Pan Blackguard - Though I posted the cards in Rarity order, I wanted to talk about this card first. So far, Blizzard has used the rare slot as a Tri-Class value card. I felt like this approach would almost certainly be kept if it was done again. I also felt like I shouldn't need all 3 cards to drive home my theme or make it functional, and so I decided to make this card what it is. I did improve on the theme somewhat by giving the card a relevant additional keyword to help tie the classes together and enforcing the overall theme. The Blackguard are defenders of all of Pandara, and there ranks include many Warriors and Monks. I felt like all of these factors made it an easy card to design.
Omnia Disciple - The Omnia is a discipline within the Shado-Pan containing mostly Priests and Mages and it focuses on wisdom, knowledge, and the tradition of the order. This is where I first started with the Shadow idea. Initially it was just a Battlecry that made this a kind of Faceless Manipulator, but as I tried to make the wording work in such a way as to copy the targets Battlecry I decided on using a new keyword. The Omnia are here to uphold the traditions, so obviously they only copy friendly targets and not enemy ones. I went with a slightly reduced statline and a moderate cost to try to help prevent too much combo abuse.
Taran Zhu - Let's be honest, this guy is super cool in WoW and this card is pretty cool. The idea that he can copy anyone I thought was great for one of the most bad ass Monks in all of Warcraft lore. I thought it also fit thematically that he could copy your moves while also preventing you from being able to use it. Obviously, compared to the Omnia Disciple, he's much stronger, but I think as we all know, that's what legendaries have to do.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Monk
(Warrior, Druid, Priest)
So what is Transcend you ask? Click the spoiler to find out...
Monks, being masters of one's self, can leave their spirits for a time, before coming back. So I decided to bring this cool feature into the Hearthstone universe, being able to come back when you would think you're dead.
The way how it works is that once a minion with this ability dies, your opponent will have their turn as usual, with the previously stated dead minion not being there to interfere. Once your turn starts however, your minion will resummon itself, and be able to attack (similarly to how you can use Shadow Madness and the targeted minion will gain charge). It is a very strong effect, so you can see how this can be compensated with the bodies of these cards.
NOTE: In case you read the mechanic wrong, this isn't an endless resurrect, minions with Transcend only return once (FIRST TIME THIS MINION DIES)
For further explanation of the cards, click the spoiler ^_^
Guiding Monk: Similar to the other Tri-Class discover cards, but with a twist. This Monk is no courier, oh no, he will take the time to teach those he finds how to use the Transcend ability, hence granting minions with it if it is discovered.
Mistweaver Monk: Even with his body and spirit split he spreads his power and grants blessings of power on others. A good controllable effect, and as a bonus, if you don't summon minions before he comes back, he will return a 4/4, stronger than ever! And still keeping the deathrattle for one more go!
Isaclya Shoudmind: The crown jewel of this mechanic, she has spent most of her time deep in the forests meditating and guiding others to the way of Transcendence. However, this always makes her target of some unwanted attention, so she moves often. Very strong because she basically gives all your minions a lease on life, making virtually anything you play an even higher threat. Also reliable because you choose when you want to play her (preferably with many minions already in hand) and can guarantee that her effect hits the minions you want.
MONK CLASS
(DRUID, PRIEST, WARRIOR)
Brew token below:
The idea of this cards are giving you a variable ressource tou can spend in one way or another depending on the match:
Example 1: This is a hard aggro deck, I have to bring all the brew I can in order to survive. So I'll try to drink a lot and make monk wanderer to give brew too, while shadowkeg will be almost unnecesary.
Example 2: This is a very slow control deck. As there is few chances I get many damage, the brew will either help my minions to survive longer, or will give an important boost to Monk Wanderer and Shadowkeg. Also can be paired with other cards in order to make a sort of "hand-deck", thanks to the many brews you can eventually gain to sustain your hand.
Click to see my Hearthstone projects:
The Death Knight faction:
Edited for resizing.