First off - the Hero and their unique Hero Power. I've picked Emperor Shaohao, last emperor of the Pandaren as the class' hero, mainly because all the other variations of Monk had Chen Stormstout as the hero. Shaohao is also a revered Monk among the Pandaren, but is definitely less iconic than Chen in the Warcraft lore. As for the Hero Power, I went with "The Circle of Life", which is a little pun on the shape of the Sphere. Since Monks use Chi and Energy as resource in WoW, I felt that the representation of spending Chi to empower card effects was somewhat compulsory. Chi Spheres isn't exactly the same as Chi - the resource, but for simplicity's sake, I made a compromise and the two became one card. Note that Chi Spheres are not collectible. When buffed by Justicar Trueheart, it becomes "Endless Circulation", which adds a Chi Sphere AND a Healing Sphere to your hand. Healing Sphere is a card from the basic set.
Basic Set
Unlocked at level 1. The card demonstrates how Chi Spheres are important to the Monk.
Unlocked at level 1. Allows for a slow Monk deck and encourages card draw.
Unlocked at level 1. Give players the dilemma of keeping or playing the Chi Spheres. Encourages a Zoo Monk deck.
Unlocked at level 1. Another card that boosts the Zoo Monk archetype.
Unlocked at level 1. Allows the Monk to win trades, but costs tempo.
Unlocked at level 2. Low cost card for swarming the board. Usable in the Zoo Monk archetype.
Unlocked at level 4. Demonstrates how Chi Spheres can be spent / removed from the hand for effects.
Unlocked at level 6. Fun card incorporated in Spell Damage / Burst Monk decks, comparable to Arcane Explosion and Bane of Doom.
Unlocked at level 8. Shows how sometimes you discard all your Chi Spheres, instead of just one or two. Pretty decent board clear and does not actually require Chi Spheres to be played.
Unlocked at level 10. What is essentially a larger Shang Xi's Student. Another card for the Midrange and control Monk archetypes.
Classic Set
Aysa! Our beloved Master of Tushui! Fright not, WoW players, her counterpart Ji will be joining us shortly. This card acts as a huge anti-aggro body. Really weak to silences, though.
Chi Burst is the go-to late game removal card... given that you get your Chi Spheres back soon.
A cheap Recycle, at the cost of discarding cards. Note that you can shuffle friendly minions into your opponent's deck. I think they'll LOVE that Mini-Mage that you put in your deck.
Late game card for the Zoo Monk. This works with Chi Spheres in the hand, so consider that before you dump your Chi Spheres into the field.
Yet another board clear for the control archetype. Scales with Spell Damage!
Another Zoo Monk card. Heavily countered by Swipe...
A card for the Burst Monk. Also a decent removal (More or less a Fireball?)
Midrange card. This class lacks Deathrattle minions so I made this.
Gives your Chi Spheres value! Not a lot of value, but value nonetheless...
Since Healing Spheres are difficult to dig out of the deck, Master Hight's Student gives you a version of Chi Sphere that doesn't always get discarded!
Pandaren Spirits are well respected by the Pandaren. I think that it's fitting that they give Monks energy (Chi Spheres).
A-ha! Who needs Dr. Boom when you have a Chi Sphere? In all seriousness, this card allows for some insane set-ups (I mean topdeck lethal).
A bit worse than King Krush, but at least it kills 2 minions.
Another on-going theme - spending Chi Spheres to lower the mana cost of an effect.
GvG Cards
Tried to give this card a bit of a Mech theme since it is after all a GvG legendary, and also wanted to showcase her playful personality, so messing around with gimmicky Spare Parts should give you energy (or Chi Spheres).
Boosts the Mech archetype. The Mech Monk could probably inherit some traits from the Zoo Monk.
The current, neutral Brewmasters can't really fit into the deck. Hopefully this allows them to be played in the Monk, returning something with a strong Battlecry. Note that the minions themselves are summoned, instead of a copy of these minions, meaning that they will be pulled out of the deck (like Deathlord, instead of Mindgames.)
Fistweaving may have been removed in the Legion Alpha, but at least this card is here!
Bruise Knee = Bruce Lee. 'Nuff said. While Bruise seems like a broken card, Wisdom Seeker itself has terrible stats. Even combined, this card is only a 9 mana 6/7 with Windfury and Charge, with draw backs like the Windfury only hitting for 5 x 2 damage and that you have to draw this card 2 times, potentially holding your deck back when you could've drawn another card that you might need more.
While the targeted minion can no longer attack (unless they are silenced) and takes up a space in the board, it has synergy with cards like Sea Giant and Shadowflame. It can also be Taunted up, but its Deathrattle effect does not trigger.
Like the Crackling Jade Lightning in WoW, this card gives you Chi instead of spending it.
Probably the only Pandaren themed machine. Dark Animus is Mogu / Zandalari so it doesn't count.
TGT Cards
Ji! This card is more or less the damage version of Aysa, much like in WoW. However, this guy discards Chi Spheres, whereas Aysa lets you keep it. Probably used in control decks for a better chance at the Control vs Control matchup.
Good if they don't have taunt. Played on an empty board or against aggro. The AoE healing cards really benefit this card.
Thinking of adding a Chi Brew card to work with this fella. Doesn't follow the Brewmasters' effect, but I really don't see how returning cards back to the hand will make a good 6 drop effect.
Jab. The bread and butter ability for WoW Monks. Also known as the Anti-Leper Gnome in Hearthstone.
Not sure if this card is strong enough to be played in a Dragon Monk deck. Couldn't think of too many Inspire cards, so this will have to do.
AoE heal for the Zoo deck. Again. Also works in a control or midrange deck, I guess.
Note that this card, like Touch of Death, cannot be played if you do not discard the required Chi Spheres.
Decent 4 drop for a slower deck that doesn't run a ton of Chi Sphere generating cards.
This card, along with Master of the Mists, forms a new archetype - Aggro Monk. Not that it can't already be done without these two cards.
WoG Cards
"I am Lei Shen, slayer of Kings and Gods"
"Outsiders" here refer to the non-Pandaren inhabitants of Azeroth (e.g. Night Elves, Humans, Orcs etc.) These outsiders cost the Pandarens a lot and came in wrecking everything, which is more or less the goal of this card.
Defend Pandaria today with two copies of this card!
Tranquil Master is a title your get in WoW for defeating all of the Shas (fragments of Y'Shaarj). He is also Pandaria's premium janitor when Shas are not around.
13/13 against Deathwing, 2/2 against a Wisp. Very weak against Mage Hero Power, but you can trade a Chi Sphere into an actual minion.
Discovering really crappy cards might be a negative thing. Also a potential enabler of Mill Monk.
"Takes Sylvanas' effect"
More Chi Sphere generation for Standard mode.
It could be C'thun. It could be anything.
Mean Streets of Gadgetzan Cards
Because mill. This card has good synergy with the Chi Spheres too. (Not a Beast because Hozen are humanoid in WoW).
Yup! The Monk belongs in the Jade Lotus! What a surprise! And they get an Inspire card too! My enthusiasm here is so justified!
Brewmaster Monks, which are tanks, have this ability called Stagger, which delays their damage intake. This kind of mimics that, and I think that it's a pretty cool mechanic for a card.
Let me casually do three things in one turn...
Card text means that any minion that targets it takes 3 damage. For example, Elven Archer targets this card with its battlecry. The archer is dead, but this card takes 1 damage; now say a Leeroy Jenkins attacks this card. Leeroy will take 3 damage before the attack goes through, which will destroy it and this card will not take damage.
Encourages the discarding of Chi Spheres. Not a lot of good neutral healing cards so I feel that this is necessary for a slower monk deck to exist.
Combo with Outsiders! can be a bit crazy. Could also be good in a Reno Monk to get some removal or card draw back.
Usually they're watching Keeping Up With The Windrunners or Firelands' Got Talent, but sometimes they play some Hearthstone as well.
This looks awesome. I like the concept of chi spheres and how you can interact with card draw and tempo. In my opinion, there are too many cards that destroy chi and not enough that supply it in the basic and classic sets. Fantastic design though.
Okay so I love to see new class concepts but I think your Hero Power is problematic in terms of design.
My first complain is that it fails the "Finley test". What I mean is that if your Hero Power is changed to another basic Hero Power or if another class obtains this Hero Power, it doesn't work. You can have synergy between the Hero Power and the class' cards but you need to be a little more subtle about it.
Then, I don't really like Hero Powers that add a card to your hand. It's a personnal preference but there are good reasons for it. Mainly, it fills the hand or the board with (almost) useless tokens which is a big issue for any deck that's not hyper aggro. It's also a very passive effect which is never a good thing for a Hero Power.
Finally, it seems to me like this design limits deckbuilding because if you don't include Chi Sphere synergy card in every deck, you'll end up with a Hero Power that does nothing.
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The Monk
(Custom Class by In_Your_Phase)
First off - the Hero and their unique Hero Power. I've picked Emperor Shaohao, last emperor of the Pandaren as the class' hero, mainly because all the other variations of Monk had Chen Stormstout as the hero. Shaohao is also a revered Monk among the Pandaren, but is definitely less iconic than Chen in the Warcraft lore. As for the Hero Power, I went with "The Circle of Life", which is a little pun on the shape of the Sphere. Since Monks use Chi and Energy as resource in WoW, I felt that the representation of spending Chi to empower card effects was somewhat compulsory. Chi Spheres isn't exactly the same as Chi - the resource, but for simplicity's sake, I made a compromise and the two became one card. Note that Chi Spheres are not collectible. When buffed by Justicar Trueheart, it becomes "Endless Circulation", which adds a Chi Sphere AND a Healing Sphere to your hand. Healing Sphere is a card from the basic set.
Basic Set
Unlocked at level 1. The card demonstrates how Chi Spheres are important to the Monk.
Unlocked at level 1. Allows for a slow Monk deck and encourages card draw.
Unlocked at level 1. Give players the dilemma of keeping or playing the Chi Spheres. Encourages a Zoo Monk deck.
Unlocked at level 1. Another card that boosts the Zoo Monk archetype.
Unlocked at level 1. Allows the Monk to win trades, but costs tempo.
Unlocked at level 2. Low cost card for swarming the board. Usable in the Zoo Monk archetype.
Unlocked at level 4. Demonstrates how Chi Spheres can be spent / removed from the hand for effects.
Unlocked at level 6. Fun card incorporated in Spell Damage / Burst Monk decks, comparable to Arcane Explosion and Bane of Doom.
Unlocked at level 8. Shows how sometimes you discard all your Chi Spheres, instead of just one or two. Pretty decent board clear and does not actually require Chi Spheres to be played.
Unlocked at level 10. What is essentially a larger Shang Xi's Student. Another card for the Midrange and control Monk archetypes.
Classic Set
Aysa! Our beloved Master of Tushui! Fright not, WoW players, her counterpart Ji will be joining us shortly. This card acts as a huge anti-aggro body. Really weak to silences, though.
Chi Burst is the go-to late game removal card... given that you get your Chi Spheres back soon.
A cheap Recycle, at the cost of discarding cards. Note that you can shuffle friendly minions into your opponent's deck. I think they'll LOVE that Mini-Mage that you put in your deck.
Late game card for the Zoo Monk. This works with Chi Spheres in the hand, so consider that before you dump your Chi Spheres into the field.
Yet another board clear for the control archetype. Scales with Spell Damage!
Another Zoo Monk card. Heavily countered by Swipe...
A bigger Kor'kron Elite! MUAHAHA!
A card for the Burst Monk. Also a decent removal (More or less a Fireball?)
Midrange card. This class lacks Deathrattle minions so I made this.
Gives your Chi Spheres value! Not a lot of value, but value nonetheless...
Since Healing Spheres are difficult to dig out of the deck, Master Hight's Student gives you a version of Chi Sphere that doesn't always get discarded!
Pandaren Spirits are well respected by the Pandaren. I think that it's fitting that they give Monks energy (Chi Spheres).
A-ha! Who needs Dr. Boom when you have a Chi Sphere? In all seriousness, this card allows for some insane set-ups (I mean topdeck lethal).
A bit worse than King Krush, but at least it kills 2 minions.
Another on-going theme - spending Chi Spheres to lower the mana cost of an effect.
GvG Cards
Tried to give this card a bit of a Mech theme since it is after all a GvG legendary, and also wanted to showcase her playful personality, so messing around with gimmicky Spare Parts should give you energy (or Chi Spheres).
Boosts the Mech archetype. The Mech Monk could probably inherit some traits from the Zoo Monk.
The current, neutral Brewmasters can't really fit into the deck. Hopefully this allows them to be played in the Monk, returning something with a strong Battlecry. Note that the minions themselves are summoned, instead of a copy of these minions, meaning that they will be pulled out of the deck (like Deathlord, instead of Mindgames.)
Fistweaving may have been removed in the Legion Alpha, but at least this card is here!
Bruise Knee = Bruce Lee. 'Nuff said. While Bruise seems like a broken card, Wisdom Seeker itself has terrible stats. Even combined, this card is only a 9 mana 6/7 with Windfury and Charge, with draw backs like the Windfury only hitting for 5 x 2 damage and that you have to draw this card 2 times, potentially holding your deck back when you could've drawn another card that you might need more.
While the targeted minion can no longer attack (unless they are silenced) and takes up a space in the board, it has synergy with cards like Sea Giant and Shadowflame. It can also be Taunted up, but its Deathrattle effect does not trigger.
Like the Crackling Jade Lightning in WoW, this card gives you Chi instead of spending it.
Probably the only Pandaren themed machine. Dark Animus is Mogu / Zandalari so it doesn't count.
TGT Cards
Ji! This card is more or less the damage version of Aysa, much like in WoW. However, this guy discards Chi Spheres, whereas Aysa lets you keep it. Probably used in control decks for a better chance at the Control vs Control matchup.
Good if they don't have taunt. Played on an empty board or against aggro. The AoE healing cards really benefit this card.
Thinking of adding a Chi Brew card to work with this fella. Doesn't follow the Brewmasters' effect, but I really don't see how returning cards back to the hand will make a good 6 drop effect.
Jab. The bread and butter ability for WoW Monks. Also known as the Anti-Leper Gnome in Hearthstone.
Not sure if this card is strong enough to be played in a Dragon Monk deck. Couldn't think of too many Inspire cards, so this will have to do.
AoE heal for the Zoo deck. Again. Also works in a control or midrange deck, I guess.
Note that this card, like Touch of Death, cannot be played if you do not discard the required Chi Spheres.
Decent 4 drop for a slower deck that doesn't run a ton of Chi Sphere generating cards.
This card, along with Master of the Mists, forms a new archetype - Aggro Monk. Not that it can't already be done without these two cards.
WoG Cards
"I am Lei Shen, slayer of Kings and Gods"
"Outsiders" here refer to the non-Pandaren inhabitants of Azeroth (e.g. Night Elves, Humans, Orcs etc.) These outsiders cost the Pandarens a lot and came in wrecking everything, which is more or less the goal of this card.
Defend Pandaria today with two copies of this card!
Tranquil Master is a title your get in WoW for defeating all of the Shas (fragments of Y'Shaarj). He is also Pandaria's premium janitor when Shas are not around.
13/13 against Deathwing, 2/2 against a Wisp. Very weak against Mage Hero Power, but you can trade a Chi Sphere into an actual minion.
Discovering really crappy cards might be a negative thing. Also a potential enabler of Mill Monk.
"Takes Sylvanas' effect"
More Chi Sphere generation for Standard mode.
It could be C'thun. It could be anything.
Mean Streets of Gadgetzan Cards
Because mill. This card has good synergy with the Chi Spheres too. (Not a Beast because Hozen are humanoid in WoW).
Yup! The Monk belongs in the Jade Lotus! What a surprise! And they get an Inspire card too! My enthusiasm here is so justified!
Brewmaster Monks, which are tanks, have this ability called Stagger, which delays their damage intake. This kind of mimics that, and I think that it's a pretty cool mechanic for a card.
Let me casually do three things in one turn...
Card text means that any minion that targets it takes 3 damage. For example, Elven Archer targets this card with its battlecry. The archer is dead, but this card takes 1 damage; now say a Leeroy Jenkins attacks this card. Leeroy will take 3 damage before the attack goes through, which will destroy it and this card will not take damage.
Encourages the discarding of Chi Spheres. Not a lot of good neutral healing cards so I feel that this is necessary for a slower monk deck to exist.
Combo with Outsiders! can be a bit crazy. Could also be good in a Reno Monk to get some removal or card draw back.
Usually they're watching Keeping Up With The Windrunners or Firelands' Got Talent, but sometimes they play some Hearthstone as well.
7 mana Ysera. Or a 7 mana Faerie Dragon.
[1/2]
moar cards plz
This looks awesome. I like the concept of chi spheres and how you can interact with card draw and tempo. In my opinion, there are too many cards that destroy chi and not enough that supply it in the basic and classic sets. Fantastic design though.
nice
Dranzerr#2178
If we have learned something from Demon Hunter, blizzard should not release any new classes anytime soon.
Okay so I love to see new class concepts but I think your Hero Power is problematic in terms of design.
My first complain is that it fails the "Finley test". What I mean is that if your Hero Power is changed to another basic Hero Power or if another class obtains this Hero Power, it doesn't work. You can have synergy between the Hero Power and the class' cards but you need to be a little more subtle about it.
Then, I don't really like Hero Powers that add a card to your hand. It's a personnal preference but there are good reasons for it. Mainly, it fills the hand or the board with (almost) useless tokens which is a big issue for any deck that's not hyper aggro. It's also a very passive effect which is never a good thing for a Hero Power.
Finally, it seems to me like this design limits deckbuilding because if you don't include Chi Sphere synergy card in every deck, you'll end up with a Hero Power that does nothing.