This is the Submission Topic. The Discussion Topic is
here
.
Hello, puny mortals, this is Shadows checking in again. For those of you who missed out on the Challenge voting, welcome to this insanity, and for those of you who voted, I hope you got what you wanted!
To recap, Deathwing, Destroyer of Worlds, Big Scary Dragon Dude, has been captured by Alexstrasza and her glamorous assistant Cogito, who have decided that what he really needs to go from burning to bonding is a nice friend. However, since this is all a convoluted way to get you all to compete against each other, they've decided that the best way to find his new best bud is with a game show, where potential friends are put forward to be judged.
Like previous class competitions, over the course of the event you'll show us more and more cards from your class, following a basic guideline of rules. However, before each phase Cogito will spin her Comically Oversized Multicoloured Wheel of Destiny, on which six extra challenges will be featured. Since this is a Hearthstone competition, though, and we
all
know how you guys feel about random, unexpected outcomes, you'll be voting on which three of the challenges to follow. We've already done that for this phase, and you can see them below!
Have fun, play fair, and I hope to see some fantastically imaginative ideas in our fourth Class Creation Competition!
GENERAL RULES
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only.
If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, 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.
* You are allowed only one submission
, consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I.
* You may make only minor edits to your entry once you have submitted 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.
* You may not delete any posts you make in this topic.
No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that.
* You may not create your own topics on this forum for competition-related material.
If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with a class that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. You also may not reference or link to your topic in official competition topics.
* You must host your card somewhere other than Hearthcards.
We encourage you to
create
your entry material using
Hearthcards.net
, but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to
Imgur
,
Photobucket
, or some other similar site. 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.
* You may not submit any Gold cards or animated cards, nor may you include any images in your post other than the requested submission materials. A single banner or border, to introduce the class, is allowed.
We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners.
* You must insert your images into your post using this icon on the bar above the post text editor:
. Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good.
* Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate.
The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through
will
be disqualified. How should you size your cards? Well...
Adjust cards to a width of
250
, and you should be able to get
three
in a row!
Adjust cards to a width of
180
, and you should be able to get
four
in a row!
Adjust cards to a width of
150
, and you should be able to get
five
in a row!
* "Troll" entries will be disqualified.
Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
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.
PHASE I: The Concept
SUBMISSION REQUIREMENTS
Before you get to creating dozens of cards for your class, we want to hear your proposals. Here are the requirements for your Phase I Entry:
THE CLASS'S NAME
Obviously, you have to tell everybody the name of your new Class.
Your may not submit a Death Knight, Monk, or Demon Hunter.
I know, I know, those are the three classes in WoW that haven't made it to Hearthstone, so they're the most logical places to go, right? Well that's actually the problem. These three classes have already been created and speculated about dozens of times over by countless people already, from popular streamers to many different members of this forum. We want to breed new creativity with this competition.
A HERO PORTRAIT
Your class must be represented by a specific Hero, and that Hero should have a name.
Your Hero's starting/maximum Health
must be 30
, just like every existing hero. If it's not included explicitly on your Hero Portrait, it will be assumed.
A HERO POWER
Every Hero needs their own unique Hero Power, and so does yours.
Like all existing basic Hero Powers, yours
must cost (2)
.
Your Hero Power must also contain the words "
Hero Power
" at the top of the card text (e.g.
Fireblast
).
Note:
A common mistake some folks make with their Hero Power is making it unusable without certain class-exclusive interactions like a new keyword. In addition to making the power useless to other classes when obtained by
Sir Finley Mrrgglton
, it may also be useless to the class itself when a player only has access to the class's Basic Set, which does not allow class-exclusive keywords.
EXAMPLE CARDS
We do not want to see your Class's entire collection, just enough for us to get a good idea of its concept.
You are allowed
up to five (5)
example cards. What kinds of cards? That's entirely up to you and what you believe would best showcase what makes your Class unique. You might decide to show off a Basic card that would find its home in any deck your class could make, or you might decide to showcase a card that plays a major role in one of your Class's win conditions, or you might decide to show us an example of a card that uses a new Class-exclusive keyword. Tell us a little something about these cards and how they fit into the grand scheme of things.
Your example cards
may not
produce any unique token elements. The only exception to this would be if the only unique token cards they produce are one that are already produced by your Hero Power.
Your example cards
are not
required to show up in any future Phases as part of your final product. They are just examples and may be modified or even abandoned entirely as the competition progresses.
KEYWORD
Your class is required to have a unique keyword (as per the challenges), and you should tell us about it!
You can generate a keyword tooltip definition image
here on Hearthcards
. Just remember to host the image elsewhere, like any other.
Your class may not use the
Choose One
,
Combo
, or
Overload
keywords during this or any other phase.
EXPLANATION
Tell us a little bit about all of the above. Remember, the point of having different Classes in Hearthstone is that each of them plays differently, so consider telling us how your Hero Power and Example cards lend to or exemplify your class's unique features. You can also let us know, is your class more focused on aggressive, control, or
combo
decks? Does it place particular focus on minions, spells, or weapons? Is it fairly straightforward or does it have multiple different viable deck archetypes? Does it have a unique win condition? You can even tell us a little bit about where your Class's concept came from.
You voted furiously to determine what extra challenges entrants would have to follow, and here they are! As a reminder,
all entries must also meet these requirements
. Don't get disqualified over a simple fix!
For our first challenge, we want to see that your class can be friends with all sorts of creatures - after all, Deathwing's new friend is going to have to deal with all sorts of fiery rages, so having a great recommendation from a
Fire Elemental
or
Soot Spewer
will go a long way towards getting you in.
Deathwing's new friend must also be highly intelligent, so our second challenge is to show off your brains and dazzle us with a fantastic new keyword! You can be as pervasive as
Choose One
or as picky as
Enrage
with your keyword, so long as it isn't already in the game.
Finally, Deathwing will want a friend who has traveled all across the land, bringing back tales of adventure and intrigue to keep him occupied and not burning people alive. As such, we'll need to see that each of your example cards comes from a different card set. Standard only, too, nobody wants to hear about those crazy Wild places; you'll be picking from Basic, Classic, TOG, ONiK, MSG, JtU, KFT and KnC.
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase II of the competition be determined? The answers to these questions and more can be found below...
PHASE IV: Whispers of the Old Gods + One Night In Karazhan
Challenges Poll: TBD
Submission: TBD
Poll #1: TBD
Poll #2: TBD
PHASE V: Mean Streets of Gadgetzan + Journey to Un'Goro
Challenges Poll: TBD
Submission: TBD
Poll: TBD
PHASE VI: Knights of the Frozen Throne + Kobolds & Catacombs
Challenges Poll: TBD
Submission: TBD
Poll: TBD
NOTE: All stages of the competition begin and end at 22:00 UTC.
ALSO NOTE: This timetable
is
subject to change at any time, even after the competition begins, if it seems like too many folks are struggling.
* During Submission stages, Submission Topics will be unlocked and (remaining) participants may submit their entries. During Phases I-II, you may also use this time to go ahead and up-vote submissions that you like.
* During Up-Voting stages for Phases I-II, Submission Topics will be locked. Use this time to up-vote submissions that you like. Note that advancement during these Phases depends entirely on up-votes.
* During Polling stages for Phases III-VI, Submission Topics will be locked, and all eligible remaining participants will have their submission material included in a separate Poll Topic to determine advancement. Phases III-IV include two Poll Topics because I anticipate we will have enough participants remaining that we will not be able to fit everybody in one Poll Topic. Note that up-votes in the Submission Topics are irrelevant to advancement during these Phases.
How will eliminations be done, and how many competitors will advance from each phase to the next?
I'm glad you asked! We will be taking a equal proportion of competitors from each Phase of the competition to the next, and we will be ending with exactly four finalists. That being the case and their being five total eliminations before the final round, that proportion can be found by solving for x:
[# of valid Phase I entries] * x^5 = 4
The higher the number of valid Phase I entries, the lower that proportion becomes. Just so you have an idea, the proportion hits 50% when we hit 128 entries, which is likely, but it only hits 33.3% when we hit 972 entries, which is less likely.
As mentioned above, advancement to Phases II and III will be determined by up-votes only. However, these up-votes are weighted using a formula identical to the process used by our Weekly Card Design Competitions:
(
ab
) / (
c
) =
x
(Where
a
is the total number of up-votes that your submission received,
b
is the total number of valid submissions on the same page as your submission,
c
is the total number of up-votes on valid submissions on the same page as your submission, and
x
is your submission's final weighted up-vote score.)
Why bother with this formula rather than just taking each submissions up-votes directly?
Because earlier pages simply get a lot more views that later pages do, and we do not want rushed, early submissions to have an advantage over later submissions that took more time to get their entries just right. The formula basically measures which submissions stood out the most, with the necessary assumption that each page is about equal in overall submission quality.
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.
As mentioned above, advancement to Phases IV, V, and VI will be determined by polls. These polls will be multi-choice, meaning that voters can vote for every entry that they like. Whenever we have to split a Phase's poll into two to make it more manageable for voters, advancement will be determined by looking at each class's final percentage scores, not by looking at the direct number of votes they received, since we can't guarantee that the same number of voters will vote each day. Poll results will always be hidden until the poll has concluded, and for polls split in two, this does also mean that the results of the first poll will not be revealed until the second poll has concluded as well.
The winner of Phase VI, and thus the entire competition, will be determined by a poll much like the ones before, except that it will be single-choice, requiring voters to pick their single favorite class, and will have a much longer polling phase than usual to give us plenty of opportunity for promotion and such.
In the event of a tie
during Phases I-IV for the last possible advancing position, all entries involved in the tie will be allowed to advance; the more the merrier, I say. We will absolutely not have more than four finalists, however, and so in the event of a tie during Phase V, the three Fan Creation Forum moderators (that is, Cogito_Ergo_Sum, ShadowsOfSense, and PupleMD) will vote to break the tie. In the event of a tie during Phase VI to determine the competition's winner, the title will simply be shared unless both finalists request and agree to a tie-breaking round.
But wait, there's more!
During Phases I-IV of the Competition, each Fan Creation Forum moderator (ShadowsOfSense, PupleMD, Phoenixfeather, ThisOtherGuyTox, Cogito_Ergo_Sum, Otovent, linkblade91) will have a
Wild Card
, which we may (though are
not
required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. 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.
Are you curious what will be required for future phases of the competition? The challenges will remain a
secret
, but I'm happy to tell you the general submission requirements.
PHASE II: The Basic Set
In this Phase, you will each construct your class's
Basic Set
. Here are the requirements for your Class Creation Competition Phase II Entry (And these may vary due to certain challenges)
CLASS, HERO, AND HERO POWER
There are just a few elements of your class that you will repeat from your Phase I entry to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
Note that it is okay if you've decided to make some minor alteration to your Hero Power since Phase I.
EXAMPLE BASIC CARDS
We do not want to see your Class's entire Basic Set out in the open.
You are allowed
up to five (5)
example Basic cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
As these are Basic cards, they should have
no
expansion watermark and
no
rarity gem.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the
!
symbol on the top bar of the text editor.).
There are many keywords that do not appear on any existing Basic Card, and they
may not
appear on any of your Basic Cards either:
Counter
,
Deathrattle
,
Enrage
,
Immune
,
Secret
,
Silence
,
Stealth
, and any other keyword that has been introduced in future expansions (e.g.
Adapt
). In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Spellstones and C'Thun synergy, and so on. Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elemental or Dragons.
Just as
Choose One
,
Combo
, and
Overload
do not appear on any Basic cards,
neither
may any of your class's unique keywords appear on any of its Basic cards.
REMAINING BASIC SET
The remaining
five (5)
cards of your class's Basic Set
must
be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the
!
symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
PHASE III: The Classic Set
In this Phase, you will each construct your class's
Classic Set
. Here are the requirements for your Class Creation Competition Phase III Entry:
CLASS, HERO, AND HERO POWER
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE CLASSIC CARDS
We do not want to see your Class's entire Classic Set out in the open.
You are allowed
up to five (5)
example Classic cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
As these are Classic cards, they should have the Classic watermark, and you should include
6
Common cards,
5
Rare cards,
3
Epic cards, and
1
Legendary minion.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the
!
symbol on the top bar of the text editor.).
There are many keywords that do not appear on any existing Classic Card, and they may not appear on any of your Basic Cards either:
Discover
,
Adapt
,
Lifesteal
,
Recruit
, or any other keyword that has been introduced in future expansions. In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Spellstone and C'Thun synergy, and so on. Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elementals or Dragons.
REMAINING CLASSIC SET
The remaining
ten (10)
cards of your class's Basic Set
must
be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the
!
symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC SET
You should include your completed Basic Set from Phase II behind a Spoiler (Inserting a Spoiler can be done by clicking the
!
symbol on the top bar of the text editor.) either before or after your Classic Set material. It is fine if these cards have undergone some minor modification since the end of Phase II, but thy must still adhere to all of Phase II's requirements.
PHASE IV: Whispers of the Old Gods and One Night in Karazhan
By having your class's Classic Set approved of, you've shown that you can make a completely functional class. But functional isn't good enough. Your class must also have room to grow beyond that. For this phase, you'll be proving that it can by giving your class
Whispers of the Old Gods
and
One Night in Karazhan
cards. Here are the requirements for your Class Creation Competition Phase IV Entry:
CLASS, HERO, AND HERO POWER
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE WOG & ONiK CARDS
We do not want to see your Class's entire WOG and ONiK Sets out in the open.
You are allowed
up to five (5)
example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
For this phase, you should have
3
Common cards,
3
Rare cards,
2
Epic cards, and
1
Legendary minion with the Whispers of the Old Gods watermark. These may not have
Adapt
, Spellstone Upgrades,
Quest
, etc., as those mechanics did not exist until later expansions.
You should also have
2
Common cards and
1
Rare card with the One Night in Karazhan watermark. These may not have
Quest
,
Lifesteal
,
Jade Golems
, etc., as those mechanics did not exist until later expansions.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the
!
symbol on the top bar of the text editor.).
REMAINING WOG & ONiK CARDS
The remaining
seven (7)
cards of your class's WOG and ONiK Sets
must
be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the
!
symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC AND CLASSIC SETS
You should include your completed Basic and Classic Sets from Phases II and III behind a Spoiler (Inserting a Spoiler can be done by clicking the
!
symbol on the top bar of the text editor.) either before or after your Phase IV material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE V: Mean Streets of Gadgetzan and Journey to Un'Goro
Congratulations on being a semi-finalist! With positively received Whispers of the Old Gods and One Night in Karazhan sets, you've proven that your class's concept and mechanics have room for expansion. Now, there's only one last thing to do: narrow down the best of the best. For this phase, you'll be giving your class
Mean Streets of Gadgetzan
and
Journey to Un'Goro
cards. Here are the requirements for your Class Creation Competition Phase V Entry:
CLASS, HERO, AND HERO POWER
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE MSG & JtU CARDS
We do not want to see your Class's entire MSG and JtU Sets out in the open.
You are allowed
up to five (5)
example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
For this phase, you should have
3
Common cards,
3
Rare cards,
2
Epic cards, and
1
Legendary minion with the Mean Streets of Gadgetzan watermark. These may not have
Adapt
,
Recruit
, or other mechanics that did not exist until later expansions.
Your class must belong to a crime family, but it is up to you to determine how you want to go about that!
You may have it join one of the existing Crime Families (Grimy Goons, Kabal, or Jade Lotus). You
would not
make any Tri-class cards as they already exist.
You may invent an entirely new crime family with its own unique mechanical gimmick(s). This new Crime Family would be comprised of your class and two other classes, which can either be official Hearthstone classes (e.g. Mage) or other fan-made classes within this competition. You would then need to create
3
tri-class cards for this new Crime Family (
1
Common minion,
1
Rare minion, and
1
Legendary minion) , and like the existing crime families, your family's Rare minion should just have the card text "Battlecry:
Discover
a ______, ______, or ______ card.". To be clear, you
would not
need to make any class-specific cards for the other two classes you select to be in your class's crime family if you choose to go that route.
You should also have
3
Common cards,
3
Rare cards,
2
Epic cards, and
1
Legendary minion, and
1
Legendary Quest with the Journey to Un'Goro watermark. These may not have
Lifesteal
,
Death Knight
cards, or other mechanics that did not exist until later expansions.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the
!
symbol on the top bar of the text editor.).
REMAINING MSG & JtU CARDS
The remaining cards of your class's MSG and JtU Sets
must
be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the
!
symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC, CLASSIC, WOG, and ONiK SETS
You should include your completed Basic, Classic, WOG, and ONiK Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the
!
symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE VI: Knights of the Frozen Throne and Kobolds & Catacombs
Here we are, finalists! In the last phase of our competition, you'll be giving us your class's Knights of the Frozen Throne and Kobolds & Catacombs sets, as well as constructing your own custom Finale Topics:
FINALE TOPIC
There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such:
[Class Competition Finalist] DEATHWING
(Replace DEATHWING with your own class's name, of course.)
Then, bring it to our attention, and we'll link to it from this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Class however you think is best.
KFT & KnC CARDS
In addition to including the required material from all previous phases, you must add the following:
3
Common cards,
3
Rare cards,
2
Epic cards, and
1
Legendary minion, and
1
Legendary Hero card with the Knights of the Frozen Throne watermark. These may not have
Recruit
, Spellstone Upgrades, or other mechanics that did not exist until later expansions.
3
Common cards,
3
Rare cards,
2
Epic cards, and
1
Legendary minion, and
1
Legendary Weapon with the Kobolds and Catacombs watermark.
And of course, it wouldn't be a Game Show if your Finalist Topic didn't have...
P
R
E
S
E
N
T
A
T
I
O
N
!
EXAMPLE CARDS
These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send
ShadowsOfSense
8
example cards from your completed collection, preferably via PM, to be included in the Final Poll Topic. The Final Poll topic will look very similar to
this one
from our first CCC, except that no token cards will be included.
REWARDS
In addition to truly epic bragging rights,
ALL
finalists will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 7 competition themed around their winning class!
ARCHIVES
Want to see how things went during our first three Class Creation Competitions? Want to see what the winners and other finalists did during each phase? Then check out the links below!
Note, that some competition rules, especially formatting rules, may have been different for past competition.
THE HERO
Paul Erdos is one of the most prolific and excentric mathematicians ever existed. A very well known character in the history of math, specially for the Erdos Number, a number that states how "distant" is the connection between Erdos and a mathematician through their scientific papers. Having a low Erdos number for a mathematician is an honour: whoever worked with him on a paper has Erdos number equal to 1; whoever worked with someone with Erdos number equal to 1 has Erdos number equal to 2, and so on. He is an ispiration for many young math students, and for me, too.
THE
KEYWORD
It is a minion-exclusive keyword. A minion with
Exponent: (x)
can be played as a Spell. It will be considered as a Spell (any Spell-related effect will trigger, like
Counterspell
).
Battlecry
effects will not work, but minions with
Exponent
will not have any
Battlecry
effect. They will have, instead, effects like Taunt,
Spell Damage
, Deathrattles, end-of-turn effect, etc. When played as Spell, they will cost
(x)
, which can be completely different from the cost of the original minion. The idea is that sometimes certain effects can be useful on a different minion, while sometimes, because of your strategy (or maybe a bad hand, or a cleared board) you'll need to play the minion in its original form. It is a versatile keyword that is funny to balance while creating cards, depending on how the original minion is, and I hope is funny to play, too.
EXAMPLES
Here are a few examples of cards. These are respectively from the Basic, Standard, Whispers of the Old Gods, Journey to Un'Goro and Knights of the Frozen Throne sets.
Young Math Students:
a simple 2-drop, a young student who has begun to study the wonderful magics of mathematics.
Multiple Integral:
calculating these things are annoying and, at points, very difficult. But if your computational power is high, they become very strong means for any mathematician who is applying in physics. You can see a new mechanic, where
Spell Damage
does not affect only...
spell damage
, but other values, like Attack and Health of a minion.
Graham's Number Shadow:
Graham's number is a very, very, VERY big number. Long story short, is the biggest number used in a mathematical demonstration. It is powerful, and impossible to compute: that's why it gets very stronger thanks to the
Spell Damage
double bonus. It is so enourmous, mysterious and evil, in a sense, that it deserves a place in the WotOG expansion.
Ancient Calculator:
old, dust-ridden, found between some eggs in a dinosaur nest in Un'Goro, this Calculator still works, and can help your hero distracting enemy minions. You can trow it on the ground (playing it as a minion) or give it to one of your colleagues (playing it as a Spell through the
Exponent
keyword).
Factorization Shapes:
numbers are not only numbers. They can be "dissected" or, as we mathematicians say, factorized, to understand their nature in a better way. But what happens if you factorize numbers through shapes? Well, numbers become pointy, complex, I would say even dangerous. Factorizing a minion will give it the ability to hurt your opponent when it will die in a very very threatening way. I chose KotFT for this card because of the
Deathrattle
theme, and the idea that a factorized minion, in a sense, comes back from the death by dealing damage through its "shapes".
EXPLANATION ON THE CLASS
This class can be both spell-oriented or minion-oriented. The Hero Power and the
Spell Damage
theme in general suggests that this hero can work very well with Spells. However, I am not gonna put too many strong damaging spells in this class. My idea is that Spell Power in this class shall be used in more original ways. The Multiple Integral is an example. I plan to make more cards, and especially more minions, like that. Thanks this point of view on
Spell Damage
, and thanks to the
Exponent
keyword, this class could also play minions heavily , even a zoo deck or an aggro.
Spell Power, in this class, is considered as Computational Power, as the Hero Power's name tells. That means that the higher the Spell Power, the better calculations, operations, computations or whatever you want to call them can be made by the mathematician. That's why minions and spells become stronger thanks to it.
Instead, the idea for the
Exponent
keyword comes from the concept of exponentiation: elevating a number to an n-th power will increase the number; "elevating" a minion on the field with the "powers" of a minion in your hand will make that minion stronger. I also wanted to create a keyword that works "from the hand", like
Combo
,
Choose One
and
Overload
, which are basically exclusive class keywords. This way, I hope this keyword feels "natural" among the other ones.
Thanks for your attention, good luck to everybody.
NOTE: I used the Archmage class template for my cards, it can be found on the hearthcard.net site. Any image, except for some minor modifications, have been found on the internet. All rights belong to their respective owners.
EDIT: corrected a typo in "Multiple Integral"'s text.
Hi Deathwing, I am but a humble Tinker by the name of Click Spansnap who thinks he can give you what you are after. I am skilled in engineering, but also explosives, lots of fire for you. Here are some of my creations.
Class Explanation
So basically what Tinker is all about is messing with minions. Whether buffing, silencing, or even changing their tribe it's about changing them, for better or worse. Also to a lesser extent, they like dealing small amounts of damage either over time or to all enemies, hence the new keyword.
New Keyword
For Starters, I have a special Keyword of my own called Burn.
How it works is after the minion attacks or a spell is cast with burn, the same amount of damage is dealt with the target(s) for X amount of turns. And also, it doesn't stack. So if you attack with burn 3, then next turn attack the same target, the burn counter will simply reset to 3, instead of stacking up to 5 or 6.
Hero and Hero Power
Next, here is my special skill.
Example Cards
And lastly, here are some of my creations that I think will please you.
Steamsuit: (Gadgetzan) An example of the Tinker's signature tweaking, in this case changing the tribe. In case it wasn't obvious, he's part of the Goons.
Goblin Rocket: (K&C) Yes they have secrets! This one is a nice example of the Burn effect.
Tomb Golem: (Frozen Throne) A very powerful Deathrattle , yet also justified because it could trigger an enemy's Battlecry . I think it could be really interesting to play around with.
Ashran Portal: (Karazhan) A portal card. Pretty simple.
Mekkatorque's Suit: A powerful legendary with an awesome burn effect. P.S. It doesn't get much higher than that Burn Damage wise.
Thank you so much, Deathwing and please consider my submission.
Alistra Shardweaver of Silvermoon has always been jealous of the other Heroes for their magical talent or expertise in the art of combat. However, she has been honing her craft as a Jewelcrafter for years, creating potent crystals and dangerous golems, and she's come to show the Heroes of Hearthstone that she and her dazzling creations are just as powerful as they are beautiful!
Alistra boasts not one, but TWO Hero Powers, which alternate upon use! To clarify, while the hero power does change from Socket Garnet to Socket Jade upon use, this does not refresh the hero power, meaning that Socket Jade is only available for use a turn AFTER Socket Garnet, requiring Jewelcrafter players to think carefully about their decisions to Hero Power, deciding whether they want to give a minion a specific buff right away, or to wait and use the gem they have right now on another minion later!
At the start of the game, the hero power will always be set to Socket Garnet, giving the Jewelcrafter an aggressive edge in the early game, provided they can get a minion out on turn 1! Additionally, this gradual minion buffing is emblematic of a larger part of the Jewelcrafter class, which is minion buffing through spells and effects! Which leads us to the Jewelcrafter's unique
Keyword
...
Clarification: The Refract effect will always trigger after the spell is applied to the minion. So for instance, if you wanted to use a spell that would destroy your Refract minion, it would be destroyed and then the effect would trigger.
Refract!
Yes, the facets of her crystalline allies can often end up taking in arcane energy from Alistra's spells and putting it to use through various devastating effects that can give the Jewelcrafter more board control, stronger minions, or even additional spells!
Here are a few of the cards that Alistra can use to both awe and destroy her enemies!
Therazane, Stonemother (Classic):
A powerful new legendary, utilizing the Jewelcrafter's unique keyword,
Refract
, to shock the enemy with crystalline grace and beauty whenever the Jewelcrafter casts a spell on her! In conjunction with a few of Alistra's minion buffing spells, the Stonemother can become a serious threat!
Soul Gem (Whispers of the Old Gods):
A powerful tool that Alistra can use to turn the tides by stealing an enemy's minion from under their feet! It does, however, prove to be a downside when you have only this in your hand and nothing to actually destroy the enemy's minion with, and additionally, this cannot affect Alistra's own minions and, therefore, cannot trigger
Refract
.
Jade Poacher (Mean Streets of Gadgetzan):
Of course, the ones to provide the Jade Lotus with their vast stores of Jade would be Jewelcrafters with invaluable knowledge of how to find and harvest it! In return, the Lotus offers the Jewelcrafters their aid, in the form of access to their
Jade
Golem
-producing minions and spells.
Sanguine Ruby (Knights of the Frozen Throne):
An example of how Jewelcrafters can unleash the
Refract
ing power of their bejeweled minions through cheap spells!
Combo
this with Therazane for an insane amount of damage and healing!
Sapphire Berserker (Kobolds and Catacombs)
: An example of another one of the Jewelcrafter's powerful
Refract
ive servants, but of a lower cost than Therazane. Drop this onto the board early with a cheap spell and you can end up with a very powerful minion!
Class Summary:
The Jewelcrafter class attempts to dominate the battlefield through the strength of the relationship between their minions, their spells, and
Refract
. Similarly to Priest and Paladin, Jewelcrafter spells feature a large amount of minion buffs, but with a higher amount of variance as to their usefulness than the flat stat upgrades of spells like
Power Word: Tentacles
and
Blessing of Kings
. For instance, Sanguine Ruby is a pretty strong card in that it's a very cheap method of health recovery, and it also is one of the few cards in the game that can give a minion
Lifesteal
(with the only other at the time of writing being a random effect off of
Unidentified Elixir
). However, for a Jewelcrafter to do well and succeed, it's important that they retain board control, which can sometimes be difficult without the kind of board clear and removal Warlocks and Mages have. Under the right circumstances, Jewelcrafters can use their spells on their minions to make them powerful, and, in conjunction with their
Refract
powers, trigger powerful effects that can give them a great amount of swing in terms of board control.
Thank you for your attention and consideration, and I hope you all enjoy the class creation competition! Let's find our favourite 12/12 a friend!
Note:
All art used in these custom hearthstone cards was found on the internet. I do not own the rights to, nor did I create, any of it. Additionally, all custom cards were made using the card generator at hearthcards.com, using the "Sorcerer King" custom class border by Xervian. Thank you for reading!
The
Predator Class
, as represented by Alalirith is thematically focused on targeting the right prey, and hunting down your victims.
Hunt the Weak
is the Hero Power and essentially sidekick to the
Predator.
It is simple and sweet where it acts as a ping that finishes off weakened enemies (following that predator theme). It is better than
Reinforce
in terms of removal and trading, but weaker in terms of aggressive face pressure where it cannot attack heroes.
Hunt
is the new exclusive Keyword for
Predator
in which is core to the mechanics of the class. It essentially acts as if the card was "hunting" another target and is waiting patiently for the right time to strike. This tempo-oriented, skill focused Keyword would separate players in their decision making; "Should I reveal this minion and deny the
Hunt
effect, or should I decline to attack and use the effect's value instead?"
Card Explanations:
Waystalker
is one of the Classic cards for the Predator which utilizes the
Hunt
ability which gives the player the option to either attack, or use the ability to kill of a minion they would've otherwise needed to trade into. Thematically, the
Waystalker
is a card that stalks down weakened opponents and finish them off with an arrow to the temple.
Panther Rider
is an Epic card in the MSoG Expac that is a great finisher for the
Predator.
The 5/5 Stealthed body makes for a great trading tool as well as a threat on the board that upon death (the Rider falls off the Panther), summons ANOTHER Stealthed body in the form of
Jungle Panther
.
Premeditated Attack
is the Basic bread-and-butter card for
Hunt
decks that thematically exposes the hunting minions from their hideouts to perform an epic attack all at once. Combined with just the new card,
The Predator
, it can make for a great removal option and leave giant bodies on the board. It all depends on how this card is used, and there are many ways it can be.
New World Hunter
is from the Ungoro Expac, utilizing the
Hunt
ability to Adapt, as if the "New World" creature was adapting to its jungle surroundings. As it Adapts to its targets, it could potentially grow to be unstoppable early game value card, or just a playable 2/3 minion that is good on its own.
The Predator
is the last card of the Example Card set, and probably one of the most interesting. It plays off from the movie and ties in really well with the jungle and hunting thematics of this class. I think the artwork as well as the design of the card makes it to be a great card to fit in a
Hunt
deck, or a card that will lead to a huge tempo swing. The stats on its own force it to be
combo
'd with cards like
Premeditated Attack
and make for extremely fun back-and-forth games.
The Swindler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking.
To achieve his goals, he'll slip into any role that's necessary. You might meet his kin as a beggar in rags, as well as dressed in finest fabrics.
And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well.
So many of his classcards will have a combination of positive and negative effects.
His hero power grants him some sustenance and money to gain more flexibility. (Flavor-idea: The Swindler is a survivor. Scrounging will get him some money, but also a piece of bread or something like that). The scrounged coins can be used to afford expensive spells and minions. And they are necessary to activate additional bonusses through the new keyword:
By spending coins (sometimes even in cases where you don't actually need the additional mana...) you can motivate your minions to do better work or "buy" something from your opponent.
(First I played around with the concept of actually giving the coins to your opponent, which would have captured the idea of bribing a bit better. But that would have meant that your enemy gets an effective advantage of 2 Mana for each given coin. Balancing the effects appeared too difficult, so I went for this "specialized
combo
-effect". By altering the number of coins needed, balancing should be easier while still being playable.)
Example Cards
Attentive Waitress
"Hey boys! What about some refreshments? You sure could use a little break..."
First example of the ambivalent character of the Swindler's classcards. The stunning waitress keeps the enemies busy, but the served Ale grants them some recovery, too.
Seductive Dancer
In battle as well as in business it's "location, location, location!".
This gorgeous young lady is a well-known guest in Karazhan. Maybe she'll ask you for a little dance...?
I just like the concept of messing around with positions, though there'll be only very selected occasions when it's actually useful. Position-sensitive cards (and modifying positions) is supposed to be part of the Swindler's class identity. That's why the Dancer can also be used on your own minions.
Polished Pewter-Dagger
"Yeah, that King's Bane is really cool, but looks a bit battered. For just two Coins, this shiny masterpiece can be yours!"
The first weapon, which I tried to design in a "Kobolds would like it"-fashion. A nice shiny blade which is actually crap. Playing against non-weapon-classes will make it quite tech, but I like the idea of being able to trade weapons with your opponent. The Swindler will not have powerful weapons himself, so tricking your opponent to trade weapons would be his logical way of acting.
Shimmering Ice-Charm
"Your comrades will surely perceive you differently! Try it out!"
Most spells will have the flavor of negotiation or selling useless junk. This little pendant might be a real eyecatcher - but it also blinds the comrades. In some situations you might even want to give it to one of your own minions.
Slot Machine-Gun
"If Player 2 likes to join - insert another coin!".
While bribing a Mech seems a bit odd, I still hope the idea gets across. Surely, 5/5 in Round 3 is pretty dangerous, but possible for other classes, too. Getting a head-start is supposed to be part of the class-identity. (Sure: A bit reminiscent of Druid, but hopefully different enough to be interesting...). I know this card seems to appear a bit out of place. But to comply with the challenges I had to include a Mech! (Elementals and Dragons don't feel like natural companions of a swindler, so I went for this one. The original concept embodied a "Bored Bully", who could be bribed to do better work. But I hope, this version still seems fitting enough...)
Eager to read your comments!
Good luck to everyone and have fun!
EDIT: Corrected some typos in the explanationtext. Corrected an error on "Slot Machine-Gun": Instead of just "Bribe", it was meant to be "Bribe (1)". Admin was informed.
2nd EDIT: Balance changes and new Artwork, allowed by Admin.
Bending time is overrated. How about the very fabric that encompasses everything that exists in the universe? The Spacebender is a powerful spell caster that epitomizes complete mastery over space, all real things in the universe, from matter to distance. A skilled Spacebender can do anything, from open portals, rip objects out of their dimensions, transport themselves or others anywhere, and even exist everywhere at once.
Themes
Spacebenders are the masters of deck and hand manipulation, with access to stelar card draw, tutoring, and even replacing cards! They also exert their dominance over the battlefield, cheating cards into play through portals, and phasing enemy minions out of existence. What separates Spacebenders from a nightmare hybrid of big priest and razakus is their lack of control over health. Spacebenders rely on altering objects rather than traditional magic, and as a result typically have very weak direct damage and healing.
Keyword
This class's keyword is
Swap
, which allows you to select a card in your hand, and swap it out with one in your deck. If not otherwise specified, whenever you
Swap
a card, you will get a card of the same type back (Minion for Minion, Spell for Spell, etc). If there are no cards of the same type in your deck, you will get a random card (Death Knight for ???). Cards you receive from
Swap
count as being drawn, so effects that trigger off drawing cards will activate. Potential uses for a keyword like this are endless, you could replace useless tech cards, fish for specific
combo
pieces you need, sculpt a perfect hand to crush any opener, or bounce a
Magma Rager
back and forth for no reason.
Cards
Explanations
Spacial Scribe: A good fit anywhere really. Not much to say other than 5 star card.
Deep Space Medivh Finder: Unlike the Spacial Scribe, this is harder to make work in just any deck. Perhaps this fits better into a deck focused on finding one specific card rather than just replacing for the sake of removing useless cards.
Eldritch Bombardment:
Defile
is an extremely popular card among many people including myself, and I wanted something similar to replicate that feeling only a card like
Defile
can give. However I did run into a problem after seeing how this would work in game, so here is some clarification.
This will not ever be cast on 2 minions at the same time, the minion to the left will always take damage before the other adjacent minion
Additionally, this spell will skip hitting dead minions if they are adjacent to the minion that died, and will go right to the next minion if there is another, with the one on the left taking damage first of course. If the minion to the left would die, the spell first finishes on the minion to the right before an extra copy is cast.
Tidal Shift: I'm surprised no card like this exists in hearthstone already, it's essentially just 'Replace your hand with cards in your deck.' except
Swap
causes it to fetch cards exactly like the ones you lost. Very good for any deck that is susceptible to getting bad hands.
Edith Waybreaker: Yeah this is why I put in that bit about
Swap
counting as drawing a card. Like lots of other cards from KnC, it requires a specialized deck to really make full use of its power, but the amount of deck warping you do is up to you. Targets for spells are chosen randomly, of course.
-
Swap
:
Swap
was a very hard keyword to get right, but I'm glad I did in the end, though I do feel sorry for those whose class ideas got shafted by the necessity of a keyword.
Twist The Dimensions (Hero Power): Not entirely sure about this one. Probably too polarizing depending on the situation, but I like the concept, so even if it is bad at least theres going to be some cool Spacebender mill decks.
Thanks for reading, I really appreciate any feedback as this is the first time I've made a custom class.
Hero Power:
The Spirit
class is based on full Health minions.
Soul link
helps them to stay at high health and prevent from dying.
NOTE: You can use Hero Power even if there aren't any minions on your side. It heals only your hero then.
NEW KEYWORD
Alleviation:
New Keyword for this class, on
which
The Spirit
is based. This class has no problems to keep minions at full health, so you can use their effects almost all the time.
EXAMPLE CARDS
Explanation:
(Basic)
Charge
Flame:
Every class must have its own board clear. For
The Spirit
it depends on how many minions you control. Class has got many small minions, so dealing 5 or more damage shouldn't be hard.
(Classic) Kuro:
A big minion with good card text. It is hard remove all, but it must survive at least 1 turn, so be careful !
(Un'Goro) The Spirit Tree:
Your minions must stay ready all the time ! Help them restoring them to full health but watch out !
Spirit Tree
must be at full health to heal your minions, so you must protect it.
(Frozen Throne) Ice Slime:
Some
freeze
is good, isn't it ? But this is even better. If this minion stays alive, the enemy stays frozen and frozen... Prevent this minion from taking damage to exclude an enemy minion from play.
(Kobolds) Dash:
Nice way to protect your minions from spells that destroy them. It makes great
combo
with
The Spirit Tree
for example, so your opponent must use their minions to kill it ( it wouldn't be so easy ).
Hey everyone! My class for this competition is the Pilot! It's pretty close to the traditional engineer/tinker class, though I'm hoping I'll be able to make this class different from a typical engineer class. Now, for the hero, hero power, and keyword:
Firstly, the Hero himself (Sparkhammer) is a character I made up just for this with no real significance, but I'd like to imagine that there used to be a military of Mech Pilots, and he was a strong member of the said army and has plenty of partners and friends from his time serving. As for the hero power and keyword, I believe they work off of each other really well, but the hero power also works well by itself, and could even be a strong choice off of Finley.
(Note on balancing: I made the hero power discount the Spare Part for the turn only for a few reasons, 1) It felt really clunky and slow if it wasn't discounted, as you would effectively need 3 mana to fully utilise your hero power, and 2) If it just cost 0 forever, they could be hoarded up for a huge insane turn with Gadgetzan or any of the upgrade cards. So with it only costing 0 for the turn you get it, it adds another layer of decision making)
Now for the cards themselves, which will also give you a better sense of the uses of the Upgrade Keyword
Now for a further explanation of each card:
Rookie Pilot
(Classic): A nice simple card that could be a staple in almost any deck, you can keep buffing it making it grow bigger and bigger, and use it for either big value trades or just aggro out on face with an ever-growing attack stat.
Rogue Lizar-tron
(Un'goro): Here's a card that I feel combines the flavor of both the class and the set, and while it's pretty similar to Rookie Pilot, the effect can be way more versatile, and it almost feels like you're really just making your own brand new minion.
Mech Suit, Model Spider
(KoFT): This is not the only mech suit that would be seen in this class, Mech Suits take some inspiration from
Spikeridged Steed
, but there's gonna be about one of these cards per set. These cards are designed to further enhance the fantasy of being a mech pilot, and using different mech suits to empower your army, and then after the pilot falls, the mech is still there and able to fight for you.
(Other notes about this card: I balanced it around
Blessing of Kings
, and I think this is a good statline and cost. Also it's a frozen throne card because spiders are spooky)
Cacaph-o-tron
(ONiK):
Annoy-o-Tron
and
Psych-o-Tron
have a new member of the family, and this one is infinitely more annoying. Whenever you upgrade this minion, you also get to repair it, sending it back up to full health. This card is a really strong control card, giving you a big beefy
This is the Submission Topic. The Discussion Topic is here .
Hello, puny mortals, this is Shadows checking in again. For those of you who missed out on the Challenge voting, welcome to this insanity, and for those of you who voted, I hope you got what you wanted!
To recap, Deathwing, Destroyer of Worlds, Big Scary Dragon Dude, has been captured by Alexstrasza and her glamorous assistant Cogito, who have decided that what he really needs to go from burning to bonding is a nice friend. However, since this is all a convoluted way to get you all to compete against each other, they've decided that the best way to find his new best bud is with a game show, where potential friends are put forward to be judged.
Like previous class competitions, over the course of the event you'll show us more and more cards from your class, following a basic guideline of rules. However, before each phase Cogito will spin her Comically Oversized Multicoloured Wheel of Destiny, on which six extra challenges will be featured. Since this is a Hearthstone competition, though, and we all know how you guys feel about random, unexpected outcomes, you'll be voting on which three of the challenges to follow. We've already done that for this phase, and you can see them below!
Have fun, play fair, and I hope to see some fantastically imaginative ideas in our fourth Class Creation Competition!
GENERAL RULES
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only. If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, 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.
* You are allowed only one submission , consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I.
* You may make only minor edits to your entry once you have submitted 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.
* You may not delete any posts you make in this topic. No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that.
* You may not create your own topics on this forum for competition-related material. If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with a class that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. You also may not reference or link to your topic in official competition topics.
* You must host your card somewhere other than Hearthcards. We encourage you to create your entry material using Hearthcards.net , but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to Imgur , Photobucket , or some other similar site. 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.
* You may not submit any Gold cards or animated cards, nor may you include any images in your post other than the requested submission materials. A single banner or border, to introduce the class, is allowed. We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners.
* You must insert your images into your post using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good.
* Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified. How should you size your cards? Well...
Hey, look! Some cards!
Open the Waygate : Look at how nice this is.
Frost Lich Jaina : All neat, organized, and concise.
Aluneth : What a great post.
Wait, what are you doing?
Seriously, please don't.
This is painful. Why are you doing this?
You are a monster.
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
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.
PHASE I: The Concept
SUBMISSION REQUIREMENTS
Before you get to creating dozens of cards for your class, we want to hear your proposals. Here are the requirements for your Phase I Entry:
Obviously, you have to tell everybody the name of your new Class.
Your class must be represented by a specific Hero, and that Hero should have a name.
Every Hero needs their own unique Hero Power, and so does yours.
We do not want to see your Class's entire collection, just enough for us to get a good idea of its concept.
Your class is required to have a unique keyword (as per the challenges), and you should tell us about it!
Tell us a little bit about all of the above. Remember, the point of having different Classes in Hearthstone is that each of them plays differently, so consider telling us how your Hero Power and Example cards lend to or exemplify your class's unique features. You can also let us know, is your class more focused on aggressive, control, or combo decks? Does it place particular focus on minions, spells, or weapons? Is it fairly straightforward or does it have multiple different viable deck archetypes? Does it have a unique win condition? You can even tell us a little bit about where your Class's concept came from.
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase II of the competition be determined? The answers to these questions and more can be found below...
PHASE I: CLASS CONCEPT
Challenges Poll: 27/December - 30/December
Submission: 30/December - 7/January
Up-Voting: 7/January - 10/January
PHASE II: BASIC SET
Challenges Poll: 10/January - 13/January
Submission: 13/January - 21/January
Up-Voting: 21/January - 24/January
PHASE III: CLASSIC SET
Challenges Poll: TBD
Submission: TBD
Poll #1: TBD
Poll #2: TBD
PHASE IV: Whispers of the Old Gods + One Night In Karazhan
Challenges Poll: TBD
Submission: TBD
Poll #1: TBD
Poll #2: TBD
PHASE V: Mean Streets of Gadgetzan + Journey to Un'Goro
Challenges Poll: TBD
Submission: TBD
Poll: TBD
PHASE VI: Knights of the Frozen Throne + Kobolds & Catacombs
Challenges Poll: TBD
Submission: TBD
Poll: TBD
NOTE: All stages of the competition begin and end at 22:00 UTC.
ALSO NOTE: This timetable is subject to change at any time, even after the competition begins, if it seems like too many folks are struggling.
* During Submission stages, Submission Topics will be unlocked and (remaining) participants may submit their entries. During Phases I-II, you may also use this time to go ahead and up-vote submissions that you like.
* During Up-Voting stages for Phases I-II, Submission Topics will be locked. Use this time to up-vote submissions that you like. Note that advancement during these Phases depends entirely on up-votes.
* During Polling stages for Phases III-VI, Submission Topics will be locked, and all eligible remaining participants will have their submission material included in a separate Poll Topic to determine advancement. Phases III-IV include two Poll Topics because I anticipate we will have enough participants remaining that we will not be able to fit everybody in one Poll Topic. Note that up-votes in the Submission Topics are irrelevant to advancement during these Phases.
How will eliminations be done, and how many competitors will advance from each phase to the next?
I'm glad you asked! We will be taking a equal proportion of competitors from each Phase of the competition to the next, and we will be ending with exactly four finalists. That being the case and their being five total eliminations before the final round, that proportion can be found by solving for x:
[# of valid Phase I entries] * x^5 = 4
The higher the number of valid Phase I entries, the lower that proportion becomes. Just so you have an idea, the proportion hits 50% when we hit 128 entries, which is likely, but it only hits 33.3% when we hit 972 entries, which is less likely.
As mentioned above, advancement to Phases II and III will be determined by up-votes only. However, these up-votes are weighted using a formula identical to the process used by our Weekly Card Design Competitions:
( ab ) / ( c ) = x
(Where a is the total number of up-votes that your submission received, b is the total number of valid submissions on the same page as your submission, c is the total number of up-votes on valid submissions on the same page as your submission, and x is your submission's final weighted up-vote score.)
Why bother with this formula rather than just taking each submissions up-votes directly? Because earlier pages simply get a lot more views that later pages do, and we do not want rushed, early submissions to have an advantage over later submissions that took more time to get their entries just right. The formula basically measures which submissions stood out the most, with the necessary assumption that each page is about equal in overall submission quality.
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.
As mentioned above, advancement to Phases IV, V, and VI will be determined by polls. These polls will be multi-choice, meaning that voters can vote for every entry that they like. Whenever we have to split a Phase's poll into two to make it more manageable for voters, advancement will be determined by looking at each class's final percentage scores, not by looking at the direct number of votes they received, since we can't guarantee that the same number of voters will vote each day. Poll results will always be hidden until the poll has concluded, and for polls split in two, this does also mean that the results of the first poll will not be revealed until the second poll has concluded as well.
The winner of Phase VI, and thus the entire competition, will be determined by a poll much like the ones before, except that it will be single-choice, requiring voters to pick their single favorite class, and will have a much longer polling phase than usual to give us plenty of opportunity for promotion and such.
In the event of a tie during Phases I-IV for the last possible advancing position, all entries involved in the tie will be allowed to advance; the more the merrier, I say. We will absolutely not have more than four finalists, however, and so in the event of a tie during Phase V, the three Fan Creation Forum moderators (that is, Cogito_Ergo_Sum, ShadowsOfSense, and PupleMD) will vote to break the tie. In the event of a tie during Phase VI to determine the competition's winner, the title will simply be shared unless both finalists request and agree to a tie-breaking round.
But wait, there's more! During Phases I-IV of the Competition, each Fan Creation Forum moderator (ShadowsOfSense, PupleMD, Phoenixfeather, ThisOtherGuyTox, Cogito_Ergo_Sum, Otovent, linkblade91) will have a Wild Card , which we may (though are not required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. 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.
Are you curious what will be required for future phases of the competition? The challenges will remain a secret , but I'm happy to tell you the general submission requirements.
PHASE II: The Basic Set
In this Phase, you will each construct your class's Basic Set . Here are the requirements for your Class Creation Competition Phase II Entry (And these may vary due to certain challenges)
There are just a few elements of your class that you will repeat from your Phase I entry to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire Basic Set out in the open.
The remaining five (5) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
PHASE III: The Classic Set
In this Phase, you will each construct your class's Classic Set . Here are the requirements for your Class Creation Competition Phase III Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire Classic Set out in the open.
The remaining ten (10) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You should include your completed Basic Set from Phase II behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Classic Set material. It is fine if these cards have undergone some minor modification since the end of Phase II, but thy must still adhere to all of Phase II's requirements.
PHASE IV: Whispers of the Old Gods and One Night in Karazhan
By having your class's Classic Set approved of, you've shown that you can make a completely functional class. But functional isn't good enough. Your class must also have room to grow beyond that. For this phase, you'll be proving that it can by giving your class Whispers of the Old Gods and One Night in Karazhan cards. Here are the requirements for your Class Creation Competition Phase IV Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire WOG and ONiK Sets out in the open.
The remaining seven (7) cards of your class's WOG and ONiK Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You should include your completed Basic and Classic Sets from Phases II and III behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase IV material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE V: Mean Streets of Gadgetzan and Journey to Un'Goro
Congratulations on being a semi-finalist! With positively received Whispers of the Old Gods and One Night in Karazhan sets, you've proven that your class's concept and mechanics have room for expansion. Now, there's only one last thing to do: narrow down the best of the best. For this phase, you'll be giving your class Mean Streets of Gadgetzan and Journey to Un'Goro cards. Here are the requirements for your Class Creation Competition Phase V Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire MSG and JtU Sets out in the open.
The remaining cards of your class's MSG and JtU Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You should include your completed Basic, Classic, WOG, and ONiK Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE VI: Knights of the Frozen Throne and Kobolds & Catacombs
Here we are, finalists! In the last phase of our competition, you'll be giving us your class's Knights of the Frozen Throne and Kobolds & Catacombs sets, as well as constructing your own custom Finale Topics:
There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such:
[Class Competition Finalist] DEATHWING
(Replace DEATHWING with your own class's name, of course.)
Then, bring it to our attention, and we'll link to it from this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Class however you think is best.
In addition to including the required material from all previous phases, you must add the following:
P R E S E N T A T I O N !
These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send ShadowsOfSense 8 example cards from your completed collection, preferably via PM, to be included in the Final Poll Topic. The Final Poll topic will look very similar to this one from our first CCC, except that no token cards will be included.
REWARDS
In addition to truly epic bragging rights, ALL finalists will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 7 competition themed around their winning class!
ARCHIVES
Want to see how things went during our first three Class Creation Competitions? Want to see what the winners and other finalists did during each phase? Then check out the links below!
Note, that some competition rules, especially formatting rules, may have been different for past competition.
Class Creation Competition #1 - Class Design Competition
Phase I: Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion
Phase II: Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion , Poll
Phase III : Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion , Poll
Phase IV: Discussion ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Final Poll
Class Creation Competition #2 - Worlds Beyond Warcraft
Phase I: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion
Phase II: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion
Phase III: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion , Poll 1 , Poll 2
Phase IV: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion , Poll
Phase V: Discussion ( Bard , Agent , Nightmare , Pokemon Trainer ), Final Poll
Class Creation Competition #3 - Asylum's Gauntlet
Phase I: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion
Phase II: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion
Phase III: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll 1 , Poll 2
Phase IV: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll 1 , Poll 2
Phase V: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Phase V Discussion , Poll
Grande Finale: Discussion ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Final Poll
THE MATHEMATICIAN
THE HERO
Paul Erdos is one of the most prolific and excentric mathematicians ever existed. A very well known character in the history of math, specially for the Erdos Number, a number that states how "distant" is the connection between Erdos and a mathematician through their scientific papers. Having a low Erdos number for a mathematician is an honour: whoever worked with him on a paper has Erdos number equal to 1; whoever worked with someone with Erdos number equal to 1 has Erdos number equal to 2, and so on. He is an ispiration for many young math students, and for me, too.
THE KEYWORD
It is a minion-exclusive keyword. A minion with Exponent: (x) can be played as a Spell. It will be considered as a Spell (any Spell-related effect will trigger, like Counterspell ). Battlecry effects will not work, but minions with Exponent will not have any Battlecry effect. They will have, instead, effects like Taunt, Spell Damage , Deathrattles, end-of-turn effect, etc. When played as Spell, they will cost (x) , which can be completely different from the cost of the original minion. The idea is that sometimes certain effects can be useful on a different minion, while sometimes, because of your strategy (or maybe a bad hand, or a cleared board) you'll need to play the minion in its original form. It is a versatile keyword that is funny to balance while creating cards, depending on how the original minion is, and I hope is funny to play, too.
EXAMPLES
Here are a few examples of cards. These are respectively from the Basic, Standard, Whispers of the Old Gods, Journey to Un'Goro and Knights of the Frozen Throne sets.
Young Math Students: a simple 2-drop, a young student who has begun to study the wonderful magics of mathematics.
Multiple Integral: calculating these things are annoying and, at points, very difficult. But if your computational power is high, they become very strong means for any mathematician who is applying in physics. You can see a new mechanic, where Spell Damage does not affect only... spell damage , but other values, like Attack and Health of a minion.
Graham's Number Shadow: Graham's number is a very, very, VERY big number. Long story short, is the biggest number used in a mathematical demonstration. It is powerful, and impossible to compute: that's why it gets very stronger thanks to the Spell Damage double bonus. It is so enourmous, mysterious and evil, in a sense, that it deserves a place in the WotOG expansion.
Ancient Calculator: old, dust-ridden, found between some eggs in a dinosaur nest in Un'Goro, this Calculator still works, and can help your hero distracting enemy minions. You can trow it on the ground (playing it as a minion) or give it to one of your colleagues (playing it as a Spell through the Exponent keyword).
Factorization Shapes: numbers are not only numbers. They can be "dissected" or, as we mathematicians say, factorized, to understand their nature in a better way. But what happens if you factorize numbers through shapes? Well, numbers become pointy, complex, I would say even dangerous. Factorizing a minion will give it the ability to hurt your opponent when it will die in a very very threatening way. I chose KotFT for this card because of the Deathrattle theme, and the idea that a factorized minion, in a sense, comes back from the death by dealing damage through its "shapes".
EXPLANATION ON THE CLASS
This class can be both spell-oriented or minion-oriented. The Hero Power and the Spell Damage theme in general suggests that this hero can work very well with Spells. However, I am not gonna put too many strong damaging spells in this class. My idea is that Spell Power in this class shall be used in more original ways. The Multiple Integral is an example. I plan to make more cards, and especially more minions, like that. Thanks this point of view on Spell Damage , and thanks to the Exponent keyword, this class could also play minions heavily , even a zoo deck or an aggro.
Spell Power, in this class, is considered as Computational Power, as the Hero Power's name tells. That means that the higher the Spell Power, the better calculations, operations, computations or whatever you want to call them can be made by the mathematician. That's why minions and spells become stronger thanks to it.
Instead, the idea for the Exponent keyword comes from the concept of exponentiation: elevating a number to an n-th power will increase the number; "elevating" a minion on the field with the "powers" of a minion in your hand will make that minion stronger. I also wanted to create a keyword that works "from the hand", like Combo , Choose One and Overload , which are basically exclusive class keywords. This way, I hope this keyword feels "natural" among the other ones.
Thanks for your attention, good luck to everybody.
NOTE: I used the Archmage class template for my cards, it can be found on the hearthcard.net site. Any image, except for some minor modifications, have been found on the internet. All rights belong to their respective owners.
EDIT: corrected a typo in "Multiple Integral"'s text.
Hi Deathwing, I am but a humble Tinker by the name of Click Spansnap who thinks he can give you what you are after. I am skilled in engineering, but also explosives, lots of fire for you. Here are some of my creations.
Class Explanation
So basically what Tinker is all about is messing with minions. Whether buffing, silencing, or even changing their tribe it's about changing them, for better or worse. Also to a lesser extent, they like dealing small amounts of damage either over time or to all enemies, hence the new keyword.
New Keyword
For Starters, I have a special Keyword of my own called Burn.
How it works is after the minion attacks or a spell is cast with burn, the same amount of damage is dealt with the target(s) for X amount of turns. And also, it doesn't stack. So if you attack with burn 3, then next turn attack the same target, the burn counter will simply reset to 3, instead of stacking up to 5 or 6.
Hero and Hero Power
Next, here is my special skill.
Example Cards
And lastly, here are some of my creations that I think will please you.
Steamsuit: (Gadgetzan) An example of the Tinker's signature tweaking, in this case changing the tribe. In case it wasn't obvious, he's part of the Goons.
Goblin Rocket: (K&C) Yes they have secrets! This one is a nice example of the Burn effect.
Tomb Golem: (Frozen Throne) A very powerful Deathrattle , yet also justified because it could trigger an enemy's Battlecry . I think it could be really interesting to play around with.
Ashran Portal: (Karazhan) A portal card. Pretty simple.
Mekkatorque's Suit: A powerful legendary with an awesome burn effect. P.S. It doesn't get much higher than that Burn Damage wise.
Thank you so much, Deathwing and please consider my submission.
All Images were found on Google.
Check out what this little Tinker has to offer for Deathwing.
New Class: Jewelcrafter!
Alistra Shardweaver of Silvermoon has always been jealous of the other Heroes for their magical talent or expertise in the art of combat. However, she has been honing her craft as a Jewelcrafter for years, creating potent crystals and dangerous golems, and she's come to show the Heroes of Hearthstone that she and her dazzling creations are just as powerful as they are beautiful!
Alistra boasts not one, but TWO Hero Powers, which alternate upon use! To clarify, while the hero power does change from Socket Garnet to Socket Jade upon use, this does not refresh the hero power, meaning that Socket Jade is only available for use a turn AFTER Socket Garnet, requiring Jewelcrafter players to think carefully about their decisions to Hero Power, deciding whether they want to give a minion a specific buff right away, or to wait and use the gem they have right now on another minion later!
At the start of the game, the hero power will always be set to Socket Garnet, giving the Jewelcrafter an aggressive edge in the early game, provided they can get a minion out on turn 1! Additionally, this gradual minion buffing is emblematic of a larger part of the Jewelcrafter class, which is minion buffing through spells and effects! Which leads us to the Jewelcrafter's unique Keyword ...
Clarification: The Refract effect will always trigger after the spell is applied to the minion. So for instance, if you wanted to use a spell that would destroy your Refract minion, it would be destroyed and then the effect would trigger.
Refract! Yes, the facets of her crystalline allies can often end up taking in arcane energy from Alistra's spells and putting it to use through various devastating effects that can give the Jewelcrafter more board control, stronger minions, or even additional spells!
Here are a few of the cards that Alistra can use to both awe and destroy her enemies!
Therazane, Stonemother (Classic): A powerful new legendary, utilizing the Jewelcrafter's unique keyword, Refract , to shock the enemy with crystalline grace and beauty whenever the Jewelcrafter casts a spell on her! In conjunction with a few of Alistra's minion buffing spells, the Stonemother can become a serious threat!
Soul Gem (Whispers of the Old Gods): A powerful tool that Alistra can use to turn the tides by stealing an enemy's minion from under their feet! It does, however, prove to be a downside when you have only this in your hand and nothing to actually destroy the enemy's minion with, and additionally, this cannot affect Alistra's own minions and, therefore, cannot trigger Refract .
Jade Poacher (Mean Streets of Gadgetzan): Of course, the ones to provide the Jade Lotus with their vast stores of Jade would be Jewelcrafters with invaluable knowledge of how to find and harvest it! In return, the Lotus offers the Jewelcrafters their aid, in the form of access to their Jade Golem -producing minions and spells.
Sanguine Ruby (Knights of the Frozen Throne): An example of how Jewelcrafters can unleash the Refract ing power of their bejeweled minions through cheap spells! Combo this with Therazane for an insane amount of damage and healing!
Sapphire Berserker (Kobolds and Catacombs) : An example of another one of the Jewelcrafter's powerful Refract ive servants, but of a lower cost than Therazane. Drop this onto the board early with a cheap spell and you can end up with a very powerful minion!
Class Summary:
The Jewelcrafter class attempts to dominate the battlefield through the strength of the relationship between their minions, their spells, and Refract . Similarly to Priest and Paladin, Jewelcrafter spells feature a large amount of minion buffs, but with a higher amount of variance as to their usefulness than the flat stat upgrades of spells like Power Word: Tentacles and Blessing of Kings . For instance, Sanguine Ruby is a pretty strong card in that it's a very cheap method of health recovery, and it also is one of the few cards in the game that can give a minion Lifesteal (with the only other at the time of writing being a random effect off of Unidentified Elixir ). However, for a Jewelcrafter to do well and succeed, it's important that they retain board control, which can sometimes be difficult without the kind of board clear and removal Warlocks and Mages have. Under the right circumstances, Jewelcrafters can use their spells on their minions to make them powerful, and, in conjunction with their Refract powers, trigger powerful effects that can give them a great amount of swing in terms of board control.
Thank you for your attention and consideration, and I hope you all enjoy the class creation competition! Let's find our favourite 12/12 a friend!
Note: All art used in these custom hearthstone cards was found on the internet. I do not own the rights to, nor did I create, any of it. Additionally, all custom cards were made using the card generator at hearthcards.com, using the "Sorcerer King" custom class border by Xervian. Thank you for reading!
Dazzle and dominate your foes as the Jewelcrafter!
THERE'S A HUNTER IN THE MIST...
The Predator Class , as represented by Alalirith is thematically focused on targeting the right prey, and hunting down your victims.
Card Explanations:
Enter the jungle... we're already waiting for you
Here's my submission for the Class-Contest:
The Swindler
General Explanations
The Swindler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking.
To achieve his goals, he'll slip into any role that's necessary. You might meet his kin as a beggar in rags, as well as dressed in finest fabrics.
And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well.
So many of his classcards will have a combination of positive and negative effects.
His hero power grants him some sustenance and money to gain more flexibility. (Flavor-idea: The Swindler is a survivor. Scrounging will get him some money, but also a piece of bread or something like that). The scrounged coins can be used to afford expensive spells and minions. And they are necessary to activate additional bonusses through the new keyword:
By spending coins (sometimes even in cases where you don't actually need the additional mana...) you can motivate your minions to do better work or "buy" something from your opponent.
(First I played around with the concept of actually giving the coins to your opponent, which would have captured the idea of bribing a bit better. But that would have meant that your enemy gets an effective advantage of 2 Mana for each given coin. Balancing the effects appeared too difficult, so I went for this "specialized combo -effect". By altering the number of coins needed, balancing should be easier while still being playable.)
Example Cards
Attentive Waitress
"Hey boys! What about some refreshments? You sure could use a little break..."
First example of the ambivalent character of the Swindler's classcards. The stunning waitress keeps the enemies busy, but the served Ale grants them some recovery, too.
Seductive Dancer
In battle as well as in business it's "location, location, location!".
This gorgeous young lady is a well-known guest in Karazhan. Maybe she'll ask you for a little dance...?
I just like the concept of messing around with positions, though there'll be only very selected occasions when it's actually useful. Position-sensitive cards (and modifying positions) is supposed to be part of the Swindler's class identity. That's why the Dancer can also be used on your own minions.
Polished Pewter-Dagger
"Yeah, that King's Bane is really cool, but looks a bit battered. For just two Coins, this shiny masterpiece can be yours!"
The first weapon, which I tried to design in a "Kobolds would like it"-fashion. A nice shiny blade which is actually crap. Playing against non-weapon-classes will make it quite tech, but I like the idea of being able to trade weapons with your opponent. The Swindler will not have powerful weapons himself, so tricking your opponent to trade weapons would be his logical way of acting.
Shimmering Ice-Charm
"Your comrades will surely perceive you differently! Try it out!"
Most spells will have the flavor of negotiation or selling useless junk. This little pendant might be a real eyecatcher - but it also blinds the comrades. In some situations you might even want to give it to one of your own minions.
Slot Machine-Gun
"If Player 2 likes to join - insert another coin!".
While bribing a Mech seems a bit odd, I still hope the idea gets across. Surely, 5/5 in Round 3 is pretty dangerous, but possible for other classes, too. Getting a head-start is supposed to be part of the class-identity. (Sure: A bit reminiscent of Druid, but hopefully different enough to be interesting...). I know this card seems to appear a bit out of place. But to comply with the challenges I had to include a Mech! (Elementals and Dragons don't feel like natural companions of a swindler, so I went for this one. The original concept embodied a "Bored Bully", who could be bribed to do better work. But I hope, this version still seems fitting enough...)
Eager to read your comments!
Good luck to everyone and have fun!
EDIT: Corrected some typos in the explanationtext. Corrected an error on "Slot Machine-Gun": Instead of just "Bribe", it was meant to be "Bribe (1)". Admin was informed.
2nd EDIT: Balance changes and new Artwork, allowed by Admin.
The Spacebender
Overview
Bending time is overrated. How about the very fabric that encompasses everything that exists in the universe? The Spacebender is a powerful spell caster that epitomizes complete mastery over space, all real things in the universe, from matter to distance. A skilled Spacebender can do anything, from open portals, rip objects out of their dimensions, transport themselves or others anywhere, and even exist everywhere at once.
Themes
Spacebenders are the masters of deck and hand manipulation, with access to stelar card draw, tutoring, and even replacing cards! They also exert their dominance over the battlefield, cheating cards into play through portals, and phasing enemy minions out of existence. What separates Spacebenders from a nightmare hybrid of big priest and razakus is their lack of control over health. Spacebenders rely on altering objects rather than traditional magic, and as a result typically have very weak direct damage and healing.
Keyword
This class's keyword is Swap , which allows you to select a card in your hand, and swap it out with one in your deck. If not otherwise specified, whenever you Swap a card, you will get a card of the same type back (Minion for Minion, Spell for Spell, etc). If there are no cards of the same type in your deck, you will get a random card (Death Knight for ???). Cards you receive from Swap count as being drawn, so effects that trigger off drawing cards will activate. Potential uses for a keyword like this are endless, you could replace useless tech cards, fish for specific combo pieces you need, sculpt a perfect hand to crush any opener, or bounce a Magma Rager back and forth for no reason.
Cards
Explanations
Spacial Scribe: A good fit anywhere really. Not much to say other than 5 star card.
Deep Space Medivh Finder: Unlike the Spacial Scribe, this is harder to make work in just any deck. Perhaps this fits better into a deck focused on finding one specific card rather than just replacing for the sake of removing useless cards.
Eldritch Bombardment: Defile is an extremely popular card among many people including myself, and I wanted something similar to replicate that feeling only a card like Defile can give. However I did run into a problem after seeing how this would work in game, so here is some clarification.
This will not ever be cast on 2 minions at the same time, the minion to the left will always take damage before the other adjacent minion
Additionally, this spell will skip hitting dead minions if they are adjacent to the minion that died, and will go right to the next minion if there is another, with the one on the left taking damage first of course. If the minion to the left would die, the spell first finishes on the minion to the right before an extra copy is cast.
Tidal Shift: I'm surprised no card like this exists in hearthstone already, it's essentially just 'Replace your hand with cards in your deck.' except Swap causes it to fetch cards exactly like the ones you lost. Very good for any deck that is susceptible to getting bad hands.
Edith Waybreaker: Yeah this is why I put in that bit about Swap counting as drawing a card. Like lots of other cards from KnC, it requires a specialized deck to really make full use of its power, but the amount of deck warping you do is up to you. Targets for spells are chosen randomly, of course.
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Swap : Swap was a very hard keyword to get right, but I'm glad I did in the end, though I do feel sorry for those whose class ideas got shafted by the necessity of a keyword.
Twist The Dimensions (Hero Power): Not entirely sure about this one. Probably too polarizing depending on the situation, but I like the concept, so even if it is bad at least theres going to be some cool Spacebender mill decks.
Thanks for reading, I really appreciate any feedback as this is the first time I've made a custom class.
THE SPIRIT
Hero Power: The Spirit class is based on full Health minions. Soul link helps them to stay at high health and prevent from dying.
NOTE: You can use Hero Power even if there aren't any minions on your side. It heals only your hero then.
NEW KEYWORD
Alleviation: New Keyword for this class, on which The Spirit is based. This class has no problems to keep minions at full health, so you can use their effects almost all the time.
EXAMPLE CARDS
Explanation:
(Basic) Charge Flame: Every class must have its own board clear. For The Spirit it depends on how many minions you control. Class has got many small minions, so dealing 5 or more damage shouldn't be hard.
(Classic) Kuro: A big minion with good card text. It is hard remove all, but it must survive at least 1 turn, so be careful !
(Un'Goro) The Spirit Tree: Your minions must stay ready all the time ! Help them restoring them to full health but watch out ! Spirit Tree must be at full health to heal your minions, so you must protect it.
(Frozen Throne) Ice Slime: Some freeze is good, isn't it ? But this is even better. If this minion stays alive, the enemy stays frozen and frozen... Prevent this minion from taking damage to exclude an enemy minion from play.
(Kobolds) Dash: Nice way to protect your minions from spells that destroy them. It makes great combo with The Spirit Tree for example, so your opponent must use their minions to kill it ( it wouldn't be so easy ).
...Soul of Wyrm. Soul of Root. Heart of Void...
The Pilot
Hey everyone! My class for this competition is the Pilot! It's pretty close to the traditional engineer/tinker class, though I'm hoping I'll be able to make this class different from a typical engineer class. Now, for the hero, hero power, and keyword:
Firstly, the Hero himself (Sparkhammer) is a character I made up just for this with no real significance, but I'd like to imagine that there used to be a military of Mech Pilots, and he was a strong member of the said army and has plenty of partners and friends from his time serving. As for the hero power and keyword, I believe they work off of each other really well, but the hero power also works well by itself, and could even be a strong choice off of Finley. (Note on balancing: I made the hero power discount the Spare Part for the turn only for a few reasons, 1) It felt really clunky and slow if it wasn't discounted, as you would effectively need 3 mana to fully utilise your hero power, and 2) If it just cost 0 forever, they could be hoarded up for a huge insane turn with Gadgetzan or any of the upgrade cards. So with it only costing 0 for the turn you get it, it adds another layer of decision making)
Now for the cards themselves, which will also give you a better sense of the uses of the Upgrade Keyword
Now for a further explanation of each card: