So in my take on the Death Knight class, the main mechanic is basically permanence. Since we don’t have auras in Hearthstone, each of the cards modifies the board in a semi-permanent fashion through invincible minions like the Determinator and the Lazy Lich.
Flavorwise, the Death Knight minions are the undead before their "unfortunate accident". Sorcerer 'fights' for your opponent upon death, whereas Determinator decides to stay in the same place for eternity. Meanwhile, Ner'zhul's still getting there
Steadfast Sorcerer: In the Top Two brawl, my favorite deck to play was Hex and Spellbreaker. Naturally, I thought that it would be cool to make a card that shrinks the opponents board, as a kind of tech against board flood and N’zoth decks. I imagine you could try and make some janky combo deck with reincarnate and N’zoth that fills your opponent’s board with useless minions, though I doubt it would be good. This is more of a utility card. Two of these might make a significant difference against aggro though, so I imagine this could see play in some control decks.
Determinator: He's basically Dreadsteed, with a twist. He has +1/+1 over the horse, but he also cannot attack. His purpose, as opposed to a free ping, is as a permanent taunt, a mechanic that I imagine would be pretty cool with Belcher in wild.
Ner'Zhul: I really enjoy this guy's flavor. Ner'zhul, an orc shaman, noted for his ability to converse with elemental spirits, is able to discover some spirits upon summoning. However, these meetings are also spliced with visions of Kil'Jaedan...
Anyway, here are the tokens:
One last thing about this guy: If there was a single noncollectable card that I wish was actually in the game, it would probably be Gothik the Harvester.
Spirits:
An annoying thing I found out while making these cards, was how the immune effect worked. Initially I was planning to make all of these minions immune, but after finding out that immune worked like stealth, where enemies couldn't target immune minions as well as damage them, I realized that they would be way too broken and had to change them. This way, they can be affected by hard removal like Hex and Assassinate, making them much easier to deal with. I imagine that if Blizzard actually printed these cards, than they would still use the keyword Immune, but would change how it works.
Of course, like with Immune, these cards can't be taunted up.
It's a pile of rocks. I suggest never picking it, as it is rarely powerful given that Purify is a priest card (kappa). The reason for this card is to dilute the card pool for Ner'Zhul, so you're not guaranteed to get the card you want as an option from him.
This card is extremely powerful in Mage and Shaman games. It guarantees a proc off spirit claws, though it's not as huge an issue this late in the game, and the level of permanence makes sure that you'll get significant value off your spells throughout the game.
This is a card I've really wished to see for some time. A counter to randomness would be very cool to see, with all the interesting situations and counters, the most obvious being Ragnaros. I also would imagine that this card works like Noggenfogger, Sylvanas or Rag would only affect this if it is your opponent's minion. Friendly Rags and Sylvanas wouldn't be affected. Cards like Blood Imp are fair game though.
The last is Kil'Jaeden, and unlike the others, he can actually attack! As a shaman o mage card, this might be a slightly worse Dreadsteed, but I thought this would be a cool card in the hands of paladins, with all the different buffs in their arsenal. A card like this would be frightening with enough buffs, and because of it, this card can only be used as board control and removal, not for going face.
Because of previous Pandaren cards, such as Youthful Brewmaster and Ancient Brewmaster, interacted with Battlecries, I decided to go with a Battlecry themed faction.
Brewmaster Sensei allows Battlecry minions to trigger a second time. Battlecries that require a target though will be chosen randomly among the valid targets. Brewmaster Sensei has a very interesting interaction with Brann Bronzebeard though. If Brann is on the board, then it would trigger it's Battlecry twice, in turn, triggering another minion's Battlecry twice per Battlecry. Playing Brann into a Battlecry minion into Brewmaster Sensei would trigger the minion's Battlecry 6 times. That's a lot of Battlecries.
All Class Factions in Hearthstone have a minion discover cards from among its Classes. The rare minion is always the one to discover them.
The legendary of this faction gives +1/+1 to the minion that triggered its Battlecry. With Brann and Brewmaster, you can increase that amount to +2/+2 or even +6/+6.
The Fury token is a 2 mana spell that gives your hero +1 attack, Windfury, and Immune this turn. I made it in order to synergise with the classes - Rogue and Hunter are both weapon classes, so they benefit from both the 'Windfury' and the 'Immune' part of the effect, allowing them extra use of their weapon while also preventing their hero from taking damage. Warlock is well-known for being a masochist that hits himself a lot, so the 'Immune' part of the effect greatly benefits him, while the +1 attack still allows him to make use of the Windfury bonus.
I made the Demon Hunter's theme Immunity given that they're a powerful class lore wise, so they should have a powerful keyword as well. The main theme about them is not taking damage, since they are supposedly very mobile, hard to hit and are able to pack a punch.
Hellish Hunter: The hunter representative. The point of him is to boost the control meta since he's excellent at trading whilst being very vulnerable during your opponent's turn. And no, he's not just the hunter one because 'Hunter' is in his name. I just thought he would fit perfectly in control hunter decks given the use of their hero power as a main source of face damage.
Illidari Archon: The rogue representative. It relies on your minions having been already immune and not taken any damage because of it. It goes with rogues swell because Stealthed minions are probably also undamaged, and the card draw is a big plus for them.
Matron Mother Malevolence: The warlock representative. It's an immensely powerful card, but it requires a decent board presence to be able to play it, otherwise it's trash. The main reason I thought it's a warlock card is because it's a Demon (sorry), and because you can reach the required board presence to trade by playing either Zoolock with many small minions or Handlock with a couple of tough ones.
Warrior and Priest are two control classes that often reach fatigue. This is less frequent for Druid, but druid has resources to mill his opponent. Therefore, the general objective of my monk faction is to mill your opponent and put bad, Ambush!-like cards in their deck.
Hangover and Intoxication tokens:
Drunken Fighter, the standard tool for the general mill strategy of the class. The card is balanced around the Naturalize-Assassinate distinction which shows that drawing two cards for your opponent amounts to a 4-mana discount. They will likely have an answer to this in those two cards.
Alemaster is the standard "shuffle shit into your opponent's deck" card. It is a delayed 4 damage into face.
Chen Stormstout is the mill finisher. Its battlecry means that your opponent will take 15 damage upon reaching the end of his deck (which is accelerated by your cards) so they will likely die. Note that unlike "Hangover", "Intoxication" does not draw a card since that would necessarily be a fatigue one.
My Deathknight concept is centered around raising undead minions, based on what the Undead race does in Warcraft III. It introduces the Graveyard. This isn’t like an MTG graveyard, though. Whenever one of your non-Undead minions dies, it deposits a body into your Graveyard. Like how the Necromancers use bodies to summon new units in Warcraft III, the Death Knight faction uses these as a resource to summon minions. Minions that cost 5 or more deposit two, like how large units in Warcraft III could create 2 skeletons. Bodies decay after two turns, so you need to use them or lose them. You use them with the cards above, and presumably with class cards if this were a real thing.
Your Graveyard can only hold 5 bodies at once, as well. The Graveyard will have a UI that shows you the bodies you have and when they will decay, so you don't have to memorize it. Some of you might be saying that you shouldn't be creating new keywords, but that is exactly what Jade Lotus did with Jade Golems, and it was the most interesting MSoG faction, by far.
This faction would synergize best with decks with lots of tokens or small creatures, so the Paladin and Shaman hero powers work well with it. Note, also, that the minions you summon never drop bodies themselves because they're all Undead, so they aren't self-sustaining.
I based these cards off a new-ish mechanic "Can't attack unless". Flavor wise this supports the idea that Monks are peaceful yet very powerful in the right circumstances. The mechanic supports a slower, control play-style. Each trigger represents a different identity to the monk class.
Monk of the Martial Arts uses the idea of using your opponents strength against them in combat.
Monk of Solitude speaks for itself.
Card draw cards like Arcane Intellect and Thought steal have a flavor of knowledge so the theme is appropriate for Monk of Knowledge. Keep in mind that you only have to draw 1 extra card to attack since you draw a card at the start of your turn.
These cards were tricky to balance. I'll leave it to others to judge whether I got it right or not. Unlike other weeks, these cards have to be balanced on a vacuum since there are no hearthstone monk cards.
Warlock, Rogue and Hunter are very different classes, so I decided not using their particular mechanics, with the exception of the Demon tag, which is indeed present in some common cards, too. Also, both Hunter and Rogue use the stealth mechanics, and it matched with Demon Hunter's Blur and other similar abilities. Warcraft class is about high mobility and dealing damage, or about taking damage; I went up with a keyword for the first one: Blindsight. Blindsight refers to the supernatural senses of Demon Hunter, and it allows a minion to bypass Taunt minions and attack Stealth ones. Being a strong keyword, it isn't attached to cheap high attack minion, it can instead be used to control strategic targets such as a Knife Juggler, or another card with stronger text. Demon Hunter has also some heal mechanics, which I tried to use without making the concept too rich or too strong. Last thing I did with the class is introducing the Metamorphosis spell from WoW, in a way that let a minion be something in a turn and something different in the next one, in a way similar to MtG werewolves.
My theme for monks is to empower your hand and deck not by buffs or anything, but by allowing you to meditate and always get the cards you want. You can get rid of cards that you wont need for awhile (Pilgrim), can try search for cards that you need now (Visionary), and can even give your win condition a second shot if it doesn't work the first time (Chan). All the cards also draw a card keeping your hand advantage which is great for control decks that they are mostly meant to fit in.
I decided not to do the typical discover a card from 3 classes as I felt for monks none of the cards would really make much sense. Holy, nature, weapons and armor (that monks don't really use). Just doesn't seem to fit.
Balance:
Monk Pilgrim: I largely used Kabal Courier to balance this guy. Same mana, both give you a card (discover is worth a similar amount to a normal draw). Monk Pilgrim loses a health for the ability to shuffle a card you don't need for a likely better one. Seems fair since 1 health can be taken out with a hero power 1/3 of the time.
Monk Visionary: Balanced using Azure Drake. You trade the spell power for the rearrange. The extra mana gives +1/+1. May still seem pretty strong especially since you get the draw after the rearrange but it's fighting for the 6 slot against Sylvanas Windrunner, Emperor Thaurissan, and Justicar Trueheart so it seems balanced given that.
Master Chan: You need more than one entomb or death for this matchup? Need to use maly as druid to clear minions but have no other win condition? Need more cards to avoid fatigue as control warrior? He's got your back! Since his effects aside from the draw are largely not impactful until awhile after you play him, I balanced him off of Don Han'Cho. He gets an extra stat and draw off the bat compared to Don but Don gives an extra 5/5 the turn after, the rest of Chans effect probably isn't relevant for at least a few turns so it seems fair.
The Death Knight class uses Transform as their special trait. The inspiration comes from the following:
Necromancer: Well, they raise the dead, soooo.... I see it as a negative thing (in most cases) that you'd have to transform a friendly minion into a zombie chow which is why it has a bonus stat.
Frosted Lich: Known for their shadow and frost spells, this fella' uses the power of frost. If you have two spells that cost the same (and they're the spells that cost the least), then only one of them would transform into a frostbolt, at random.
The Lich King: Arthas, as a Death Knight, raised Sylvanas Windrunner as Undead. He wasn't the Lich King when doing so, but it felt more intuitive to name it like this. It can be done on enemy and friendly minions, so you probably don't want to do it on an empty board. The reason I made it possible to target enemy minions as well, is because I love to see people who use it for crazy plays, and who are able to use it for their advantage (maybe making them take a doomsayer or something like that).
Theme: Add extra card to your deck at start of game
Every single Hearthstone and MTG Pros out there will tell you, a bigger deck means you're less likely to draw the cards you need, reducing the consistency of your deck and thus makes your deck weaker. In Hearthstone, this is demonstrated by Prince Malchezaar, a card that, while fun and unique, sees little to no play in constructed.
But what if, instead of big legendary that mess up your curve, we get cards that can help counter aggros and maintain board control?
Dark Iron Weaponsmith - A pretty standard Monk card. It trade stats for a Fiery War Axe, one of the best early game board control tool. Provided you can draw the ax that is.
Shadow-Pan Blackguard - You could also get something great likeExecute, or some useless thing like Shield Slam (Non-Warriors) The randomness of the three spells limits this minion's power. Note that you'll get 1 spell from each class, similar to MSoG's Discover will always net you one option from each class.
Deathwing, Aspect of Death - Do I really need to say more? Two Shadow Word: Death help you to control the board, allowing you to survive til turn 10 to drop the big dragon. Oh, and if you're a Priest using this minion, you can have up to 4 copies of Shadow Word: Death in your deck! Which is a strength and weakness onto itself.
My Monk decks, by nature, are Control oriented. They will have a much bigger deck size compare to your opponent's, giving you an edge in Fatigue battle and extra resources to take your opponents down.
Assuming, of course, you manage to draw the answer you need when you need them.
The theme I've picked for the Death Knight focuses on reanimating minions. As you may notice, the two resurrect cards can pick from dead creatures for either player, which I think accurate reflects the lore of the Death Knight that they reanimate whoever they want and without permission.
The Small-Time Death Knight is a new initiate, as evidenced by her common status. As a result, she's really bad at resurrecting: she can only reanimate weak creatures, and they tend to die immediately. The Knight of the Ebon Blade is better at it, but still can't reanimate properly; whenever she tries, she finds that she's unable to fully capture the former strength of her target. Darion Mograine, as the leader of the Ebon Blade, only reanimates the most powerful champions.
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Faction: Demon Hunter
Demon Hunter Apprentice: Avarage stats for the mana cost with potencial for high damage when enraged.
Murloc Demon Hunter: Can be used as an early game minion or later be buffed to get board contral and face damage at the same time.
Hanya Whitesorrow: Mid game minion which can make efficient trades or snowball with buffs.
Death Knight (Shaman, Mage, Paladin)
So in my take on the Death Knight class, the main mechanic is basically permanence. Since we don’t have auras in Hearthstone, each of the cards modifies the board in a semi-permanent fashion through invincible minions like the Determinator and the Lazy Lich.
Flavorwise, the Death Knight minions are the undead before their "unfortunate accident". Sorcerer 'fights' for your opponent upon death, whereas Determinator decides to stay in the same place for eternity. Meanwhile, Ner'zhul's still getting there
Steadfast Sorcerer: In the Top Two brawl, my favorite deck to play was Hex and Spellbreaker. Naturally, I thought that it would be cool to make a card that shrinks the opponents board, as a kind of tech against board flood and N’zoth decks. I imagine you could try and make some janky combo deck with reincarnate and N’zoth that fills your opponent’s board with useless minions, though I doubt it would be good. This is more of a utility card. Two of these might make a significant difference against aggro though, so I imagine this could see play in some control decks.
Determinator: He's basically Dreadsteed, with a twist. He has +1/+1 over the horse, but he also cannot attack. His purpose, as opposed to a free ping, is as a permanent taunt, a mechanic that I imagine would be pretty cool with Belcher in wild.
Ner'Zhul: I really enjoy this guy's flavor. Ner'zhul, an orc shaman, noted for his ability to converse with elemental spirits, is able to discover some spirits upon summoning. However, these meetings are also spliced with visions of Kil'Jaedan...
Anyway, here are the tokens:
One last thing about this guy: If there was a single noncollectable card that I wish was actually in the game, it would probably be Gothik the Harvester.
Spirits:
An annoying thing I found out while making these cards, was how the immune effect worked. Initially I was planning to make all of these minions immune, but after finding out that immune worked like stealth, where enemies couldn't target immune minions as well as damage them, I realized that they would be way too broken and had to change them. This way, they can be affected by hard removal like Hex and Assassinate, making them much easier to deal with. I imagine that if Blizzard actually printed these cards, than they would still use the keyword Immune, but would change how it works.
Of course, like with Immune, these cards can't be taunted up.
It's a pile of rocks. I suggest never picking it, as it is rarely powerful given that Purify is a priest card (kappa). The reason for this card is to dilute the card pool for Ner'Zhul, so you're not guaranteed to get the card you want as an option from him.
This card is extremely powerful in Mage and Shaman games. It guarantees a proc off spirit claws, though it's not as huge an issue this late in the game, and the level of permanence makes sure that you'll get significant value off your spells throughout the game.
This is a card I've really wished to see for some time. A counter to randomness would be very cool to see, with all the interesting situations and counters, the most obvious being Ragnaros. I also would imagine that this card works like Noggenfogger, Sylvanas or Rag would only affect this if it is your opponent's minion. Friendly Rags and Sylvanas wouldn't be affected. Cards like Blood Imp are fair game though.
The last is Kil'Jaeden, and unlike the others, he can actually attack! As a shaman o mage card, this might be a slightly worse Dreadsteed, but I thought this would be a cool card in the hands of paladins, with all the different buffs in their arsenal. A card like this would be frightening with enough buffs, and because of it, this card can only be used as board control and removal, not for going face.
Faction: Monk
Because of previous Pandaren cards, such as Youthful Brewmaster and Ancient Brewmaster, interacted with Battlecries, I decided to go with a Battlecry themed faction.
Brewmaster Sensei allows Battlecry minions to trigger a second time. Battlecries that require a target though will be chosen randomly among the valid targets. Brewmaster Sensei has a very interesting interaction with Brann Bronzebeard though. If Brann is on the board, then it would trigger it's Battlecry twice, in turn, triggering another minion's Battlecry twice per Battlecry. Playing Brann into a Battlecry minion into Brewmaster Sensei would trigger the minion's Battlecry 6 times. That's a lot of Battlecries.
All Class Factions in Hearthstone have a minion discover cards from among its Classes. The rare minion is always the one to discover them.
The legendary of this faction gives +1/+1 to the minion that triggered its Battlecry. With Brann and Brewmaster, you can increase that amount to +2/+2 or even +6/+6.
Faction: Demon Hunter (Warlock, Rogue, Hunter)
The token:
The Fury token is a 2 mana spell that gives your hero +1 attack, Windfury, and Immune this turn. I made it in order to synergise with the classes - Rogue and Hunter are both weapon classes, so they benefit from both the 'Windfury' and the 'Immune' part of the effect, allowing them extra use of their weapon while also preventing their hero from taking damage. Warlock is well-known for being a masochist that hits himself a lot, so the 'Immune' part of the effect greatly benefits him, while the +1 attack still allows him to make use of the Windfury bonus.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Demon Hunter
Just putting together some synergy between Demons and the new cards, and the respective Hunter, Rouge and Warlock themes
Worthless Imp
Edit: changing pic size
Demon Hunter
Theme: Immunity
I made the Demon Hunter's theme Immunity given that they're a powerful class lore wise, so they should have a powerful keyword as well. The main theme about them is not taking damage, since they are supposedly very mobile, hard to hit and are able to pack a punch.
Hellish Hunter: The hunter representative. The point of him is to boost the control meta since he's excellent at trading whilst being very vulnerable during your opponent's turn. And no, he's not just the hunter one because 'Hunter' is in his name. I just thought he would fit perfectly in control hunter decks given the use of their hero power as a main source of face damage.
Illidari Archon: The rogue representative. It relies on your minions having been already immune and not taken any damage because of it. It goes with rogues swell because Stealthed minions are probably also undamaged, and the card draw is a big plus for them.
Matron Mother Malevolence: The warlock representative. It's an immensely powerful card, but it requires a decent board presence to be able to play it, otherwise it's trash. The main reason I thought it's a warlock card is because it's a Demon (sorry), and because you can reach the required board presence to trade by playing either Zoolock with many small minions or Handlock with a couple of tough ones.
Edit: Pic resize.
Meet the Monk faction
Warrior and Priest are two control classes that often reach fatigue. This is less frequent for Druid, but druid has resources to mill his opponent. Therefore, the general objective of my monk faction is to mill your opponent and put bad, Ambush!-like cards in their deck.
Hangover and Intoxication tokens:
Drunken Fighter, the standard tool for the general mill strategy of the class. The card is balanced around the Naturalize-Assassinate distinction which shows that drawing two cards for your opponent amounts to a 4-mana discount. They will likely have an answer to this in those two cards.
Alemaster is the standard "shuffle shit into your opponent's deck" card. It is a delayed 4 damage into face.
Chen Stormstout is the mill finisher. Its battlecry means that your opponent will take 15 damage upon reaching the end of his deck (which is accelerated by your cards) so they will likely die. Note that unlike "Hangover", "Intoxication" does not draw a card since that would necessarily be a fatigue one.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Here are the tokens:
My Deathknight concept is centered around raising undead minions, based on what the Undead race does in Warcraft III. It introduces the Graveyard. This isn’t like an MTG graveyard, though. Whenever one of your non-Undead minions dies, it deposits a body into your Graveyard. Like how the Necromancers use bodies to summon new units in Warcraft III, the Death Knight faction uses these as a resource to summon minions. Minions that cost 5 or more deposit two, like how large units in Warcraft III could create 2 skeletons. Bodies decay after two turns, so you need to use them or lose them. You use them with the cards above, and presumably with class cards if this were a real thing.
Your Graveyard can only hold 5 bodies at once, as well. The Graveyard will have a UI that shows you the bodies you have and when they will decay, so you don't have to memorize it. Some of you might be saying that you shouldn't be creating new keywords, but that is exactly what Jade Lotus did with Jade Golems, and it was the most interesting MSoG faction, by far.
This faction would synergize best with decks with lots of tokens or small creatures, so the Paladin and Shaman hero powers work well with it. Note, also, that the minions you summon never drop bodies themselves because they're all Undead, so they aren't self-sustaining.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
The Monks
I based these cards off a new-ish mechanic "Can't attack unless". Flavor wise this supports the idea that Monks are peaceful yet very powerful in the right circumstances. The mechanic supports a slower, control play-style. Each trigger represents a different identity to the monk class.
Monk of the Martial Arts uses the idea of using your opponents strength against them in combat.
Monk of Solitude speaks for itself.
Card draw cards like Arcane Intellect and Thought steal have a flavor of knowledge so the theme is appropriate for Monk of Knowledge. Keep in mind that you only have to draw 1 extra card to attack since you draw a card at the start of your turn.
These cards were tricky to balance. I'll leave it to others to judge whether I got it right or not. Unlike other weeks, these cards have to be balanced on a vacuum since there are no hearthstone monk cards.
Monk Tri-Class
Few examples, if you have Gain Rate +1:
More things Gain Rate touches: Temple Enforcer, Druid of the Claw, Grimy Gadgeteer, Savage Combatant, Feral Rage, Savage Roar, Velen's Chosen, Bloodsail Cultist, Addled Grizzly, Bolster, Mark of Y'Shaarj, Stolen Goods, Power Word: Tentacles, Doomcaller, Stormwind Champion, Anubisath Sentinel, Captain Greenskin, Nourish, Bananas, etc.
Gain Rate doesn't affect any healing effect, card draws, Spell Damage or itself.
Demon Hunter
Warlock, Rogue and Hunter are very different classes, so I decided not using their particular mechanics, with the exception of the Demon tag, which is indeed present in some common cards, too. Also, both Hunter and Rogue use the stealth mechanics, and it matched with Demon Hunter's Blur and other similar abilities. Warcraft class is about high mobility and dealing damage, or about taking damage; I went up with a keyword for the first one: Blindsight. Blindsight refers to the supernatural senses of Demon Hunter, and it allows a minion to bypass Taunt minions and attack Stealth ones. Being a strong keyword, it isn't attached to cheap high attack minion, it can instead be used to control strategic targets such as a Knife Juggler, or another card with stronger text. Demon Hunter has also some heal mechanics, which I tried to use without making the concept too rich or too strong.
Last thing I did with the class is introducing the Metamorphosis spell from WoW, in a way that let a minion be something in a turn and something different in the next one, in a way similar to MtG werewolves.
Demon form from Felthirsty Stalker:
My take on the monk! (warrior, priest, druid).
My theme for monks is to empower your hand and deck not by buffs or anything, but by allowing you to meditate and always get the cards you want. You can get rid of cards that you wont need for awhile (Pilgrim), can try search for cards that you need now (Visionary), and can even give your win condition a second shot if it doesn't work the first time (Chan). All the cards also draw a card keeping your hand advantage which is great for control decks that they are mostly meant to fit in.
I decided not to do the typical discover a card from 3 classes as I felt for monks none of the cards would really make much sense. Holy, nature, weapons and armor (that monks don't really use). Just doesn't seem to fit.
Balance:
Monk Pilgrim: I largely used Kabal Courier to balance this guy. Same mana, both give you a card (discover is worth a similar amount to a normal draw). Monk Pilgrim loses a health for the ability to shuffle a card you don't need for a likely better one. Seems fair since 1 health can be taken out with a hero power 1/3 of the time.
Monk Visionary: Balanced using Azure Drake. You trade the spell power for the rearrange. The extra mana gives +1/+1. May still seem pretty strong especially since you get the draw after the rearrange but it's fighting for the 6 slot against Sylvanas Windrunner, Emperor Thaurissan, and Justicar Trueheart so it seems balanced given that.
Master Chan: You need more than one entomb or death for this matchup? Need to use maly as druid to clear minions but have no other win condition? Need more cards to avoid fatigue as control warrior? He's got your back! Since his effects aside from the draw are largely not impactful until awhile after you play him, I balanced him off of Don Han'Cho. He gets an extra stat and draw off the bat compared to Don but Don gives an extra 5/5 the turn after, the rest of Chans effect probably isn't relevant for at least a few turns so it seems fair.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
mistake post, wrong submission thread.
Death Knight
The Death Knight class uses Transform as their special trait. The inspiration comes from the following:
Necromancer: Well, they raise the dead, soooo.... I see it as a negative thing (in most cases) that you'd have to transform a friendly minion into a zombie chow which is why it has a bonus stat.
Frosted Lich: Known for their shadow and frost spells, this fella' uses the power of frost. If you have two spells that cost the same (and they're the spells that cost the least), then only one of them would transform into a frostbolt, at random.
The Lich King: Arthas, as a Death Knight, raised Sylvanas Windrunner as Undead. He wasn't the Lich King when doing so, but it felt more intuitive to name it like this. It can be done on enemy and friendly minions, so you probably don't want to do it on an empty board. The reason I made it possible to target enemy minions as well, is because I love to see people who use it for crazy plays, and who are able to use it for their advantage (maybe making them take a doomsayer or something like that).
You should probably have him say 'another minion'
Just so he can't raise himself from the dead as a Sylvanas Windrunner. That would be a major flavor fail.
THE MONK
Theme: Add extra card to your deck at start of game
Every single Hearthstone and MTG Pros out there will tell you, a bigger deck means you're less likely to draw the cards you need, reducing the consistency of your deck and thus makes your deck weaker. In Hearthstone, this is demonstrated by Prince Malchezaar, a card that, while fun and unique, sees little to no play in constructed.
But what if, instead of big legendary that mess up your curve, we get cards that can help counter aggros and maintain board control?
Dark Iron Weaponsmith - A pretty standard Monk card. It trade stats for a Fiery War Axe, one of the best early game board control tool. Provided you can draw the ax that is.
Shadow-Pan Blackguard - You could also get something great likeExecute, or some useless thing like Shield Slam (Non-Warriors) The randomness of the three spells limits this minion's power. Note that you'll get 1 spell from each class, similar to MSoG's Discover will always net you one option from each class.
Deathwing, Aspect of Death - Do I really need to say more? Two Shadow Word: Death help you to control the board, allowing you to survive til turn 10 to drop the big dragon. Oh, and if you're a Priest using this minion, you can have up to 4 copies of Shadow Word: Death in your deck! Which is a strength and weakness onto itself.
My Monk decks, by nature, are Control oriented. They will have a much bigger deck size compare to your opponent's, giving you an edge in Fatigue battle and extra resources to take your opponents down.
Assuming, of course, you manage to draw the answer you need when you need them.
Here is my submission for the Death Knight :
" I see dead people ! ... "
Card Design Competition : Check out my creation -> Here ! // Finalist : #5.07 #5.09 #5.11 #5.17
I love the cards but I think playing against Emperor Shaohao would lead me to quit hearthstone :)
The Monk Faction
Now in Hearthstone: The Three Wise Monkeys
"See No Evil, Hear No Evil, Speak No Evil."
Edit: Removed unnecessary spaces
Vote for my Soulmancer class in Class Design Competition #3
The Death Knight
The theme I've picked for the Death Knight focuses on reanimating minions. As you may notice, the two resurrect cards can pick from dead creatures for either player, which I think accurate reflects the lore of the Death Knight that they reanimate whoever they want and without permission.
The Small-Time Death Knight is a new initiate, as evidenced by her common status. As a result, she's really bad at resurrecting: she can only reanimate weak creatures, and they tend to die immediately. The Knight of the Ebon Blade is better at it, but still can't reanimate properly; whenever she tries, she finds that she's unable to fully capture the former strength of her target. Darion Mograine, as the leader of the Ebon Blade, only reanimates the most powerful champions.