My entry for this competition is the
class. This is a class themed all around... well, time which is represented in several different aspects of the class. The Hero Power of the class is
, which has you look at the top 3 cards of your deck and rearrange them in any order (if your deck has less than 3 cards when you activate this, it will simply show you less cards instead), allowing for strategically planning ahead a few turns because now you know what you're going to draw and being able to change and optimize your draws.
This class also introduces a new keyworded mechanic for the class,
effects activate if you play the card on the same turn it's added to your hand (either by drawing it or generating it, anything counts). In most other classes, this effect seems like it would be inconsistent and top-deck reliant. The
class however has many ways to get around this, namely their Hero Power in which you can rearrange the cards you draw to make sure you draw the
cards when you actually want to draw them. There are also some cards in the class which can make
cards even easier to activate.
UI for the Hero Power
Click and drag the cards to change their positions.
(special thanks to NiRaSt for making the image)
(Just pretend those Mage cards aren't there)
Speaking of cards, let's look at a few. Here are 5 cards that showcase some of the aspects of the
serves a simple introduction to several aspects about the class, the first, most notable and probably most important thing being the
mechanic. If you play it the turn you get it in your hand, it acts as a 1 mana 2/3. It also introduces the theme of Elementals to the
has quite a few Elementals and Elemental synergies. It also introduces one prominent aesthetical theme of the class, rifts.
is a card supporting one of the most important and prominent themes of the class, time and manipulation thereof. Upon playing, you destroy the whole board and it comes back when your next turn starts, giving you time to build a board and/or search for answers for when the minions come back.
Eternos the Time Lord
is a Legendary for the class that, in addition to being another Elemental, focuses on the time aspect in a huge way. Upon playing and upon death, his effect immediately ends the current turn and moves over to the next player. Unfortunately this isn't very easy to ignore because he has
meaning your opponent will probably need to kill it at some point and may end up skipping a portion of their turn. It also introduces another aesthetical theme of the class: Sand. Sand is the element of time after all.
is a card following another very prominent theme of the class, that being deck order. This theme is used by the Hero Power,
, letting you rearrange the order of the cards you draw and plan ahead for future turns. This allows you to get a copy of the cards for yourself to put to use right now as well as also seeing the top 3 cards of your deck, again allowing for planning and strategy. In addition to that, it also puts a 4/4 body on the board.
is the final example card for Phase I and another card to follow the theme of seeing and manipulating the top of your deck. Play it and pull out all minions in the top 3 cards of your deck right away. In conjunction with
, you can easily optimize your drawing order and the outcome of this card, as well as being able to judge the best time to start planning this strategy out. Perhaps a "Big Time Traveler" (akin to Big Priest or Big Warrior) could come out of this card.
Artists include illusionists, painters, singers, dancers, sculpters, musicians, crafters, writers, and many others of creative professions. Cyr is from Rahsor, a faraway unknown plane. Somehow, she finds herself in an unidentified place in Azeroth with little but her magical affinity and a performer's personality. She certainly knows how to put on one heck of a show to distract, manipulate, and "convince" her opponents. Upon arrival to Azeroth, she finds a mysterious world-hopping tavern full of grand mysteries and frivolous adventure.
The artist class focuses on minion buffs, especially with adjacence and positioning rearrangement. Well, that's over simplifying things.
Hero Power and Notable Mechanics
This is similar to a weaker version of Preparation. It can stack and be transferred through turns. This is especially useful when casting some of the incoming 11-cost cards.
Spells and abilities that
more minions - Notably 0/4 Animations
Tales (That draw cards in various ways)
Musical Instruments as weapons
Dance - A psudowindfury
"Until end of game" effects.
Note that not all of them are present as of yet. They are definitely planned and prepared though.
Cyr skips along the icy plains, bright blue eyes twinkling. She looks around, wondering. Where was she? When was she? Where were the Knight Radiant’s lightweavers and Nix, her spren? Storms! Even the gods are different! Cyr looks around, slightly fearful, yet curious. Nix had forementioned a possible danger when she’d fallen through the portal.
Suddenly, Cyr hears a soft melody. She whirls, looking for a source. In an instant, two animations spring to life. The voice grows louder. Siren? No, it wasn’t quite right. Cyr completes the spin whilst summoning a few of her friends. A series of stone golems spring from the ground. An entire army of frivolous musicians and jovial dancers from various realms appear.. Within ten heartbeats, the field is covered in an ensemble of flying lights and flashing steel.
“Cyr?” A small voice calls, “That is quite the overkill.”
“Nixolium, I swear, you’re no better than Wit at times”
In an instant, the parade vanishes. Golems crumble to dust. Illusions fade to nothingness. All the various confused artists return to their respective realms. A glowing boy wreathed in a cloak of flames prances around Cyr.
“So where did Odium trap us?”
“The better question is... How are you not cold in that dress?”
“It looks pretty. Comfort comes second-”
“It’s twenty below! At least put cover your back!”
Cyr sighs. Nix was being annoying again. “One more irrelevant comment and I feed you to Ninian.”
Nix’s voice suddenly rises a few octaves at the mention of the manakete. “Sorry miss. We’re in Azeroth. One of Chaos’s realms.”
“Shards, I hate her. Probably one of the worse goddesses to exist.” Rage flashed across Cyr’s normally optimistic face.
“Come, quit feeling dismal. There’s a tavern up ahead. There’d be people you can… well... persuade… to work for you.”
Cyr ignores the sardonic tone and looks ahead. Surely enough, a small hut stood a few fathoms away.
“A tavern in the middle of nowhere?”
Nix just shrugs. The two bound over anyway.
“Hearthstone,” Cyr reads from the signpost, “Curious indeed.”
Cyr walks in to the joyous shouting of “Welcome to the inn, friend”.
The first card here would become the second using the keyword
. Of course Spur can give adjacent minions anything, including Battlecries, Deathrattles, Keywords, etc.
Give a minion
for a turn. And funny wording to avoid keywords in basic. Fair enough. Wait a moment. It says an additional time… So my
minions can attack 3 times? Actually 4 if I run two copies of it? Wait no! More if I get in Ninian, Destiny Dancer! Oh. You don’t know who Ninian is yet. Right… Uhh… You’ll have to wait until the next round. Sorry. Just a quick note. Minions still suffer summoning sickness regardless of whether it receives dance or not, so it will NOT work as a psudocharge (Like
Giant Sand Worm
So why isn’t this just a 3/3 with adapt? Well, artists don’t just
elementals from nothingness. We have to make them ourselves. By uplifting stones, we can create golems. And based on how we carve them, these golems can have a variety of interesting abilities. There will be multiple other cards that have similar effects in summoning a minion using spells. I'll need to get legality rules on this card counting as an elemental though.
Dance with Death:
Nice board clear. No... Nice finisher for your board? This card can be used with great versatility, providing a board clear and stall on aggro for your opponent or giving yourself a few more points of damage to finish the game. One of the many examples of how Spur can be used.
A little explorer trained by Cyr herself in the Lightweaving arcanics. There will be a lot more dragon synergy (and manaketes :D) throughout the set. In addition, these Animations have multiple ways to gain buffs, one of whom being through Avid Artist. This follows the third challenge.
This is a few of the simple cards in the set that show off what the class is all about. See you in the future rounds!
Grand Apothecary Putress
was a chief apothecary of the Forsaken's Royal Apothecary Society. He played a vital role in the development of the "New Plague" the Forsaken sought to create.
Even though Poisonous exists, which can instantly kill off an enemy minion, there are other ways to do it slowly and decrease the health of your enemy even without having to use your minions or your spells. Introducing the new, Apothecary-exclusive keyword: Plague!
Keep in mind, this only applies to minions. There will be some exceptions, however, when marked.
The Geomancer class is all about rocks, so you can expect to have a
time fighting against her. One of her core themes for the Geomancer class is minion buffs. This aspect is reflected in her Hero Power; Fortify. However, I won't be showcasing that right now. What I will be showcasing is her unique Keyword; Blockade.
Blockade minions are summoned to the opponent's side of the field when you play it from your hand. You can use this to muddle their board with useless or hazardous minions. Some Blockade minions aren't meant to be summoned for your opponent, so you have to use clever tricks to
them to your side instead. Here are two Blockade minions that encompass both aspects.
Boulder is a cheap minion meant to limit the opponent's board size.
Unruly Ankylosaur is an exceptionally powerful minion if you can
it to your side of the field. It will present a fun challenge to deck builders to find efficient means of summoning it.
Next, I will present three more cards that synergize with Blockade minions.
Smash is a basic card that scales with each enemy minion. This works great with Boulder as you can increase its damage while also limiting their board size.
Ivory Queen encourages the opponent to trade their smaller minions first before attacking with their larger minions. Again you can make use of Boulder to increase its attack.
Therazane is one way of summoning your Blockade minions for yourself.
First of all: I'm Argentinian, my main lenguage it's spanish, so I might misspell or something, I apologize from now on.
Second: There MIGHT BE SPOILERS of Starcraft 2, as I'm going to explain some lore in order to tell the card mechanics I've thought.
Let me present my class: The Protoss.
The Protoss are one of the 3 playable classes of Starcraft 2, and my favourite.
The hero I've chosen is of course
of leader of the Daelaam, a renowned warrior, he seeks to unify his beleaguered people, and will let nothing stand in his way to restore the glory of the Protoss.
After presenting Artanis and his
I must talk a bit on the new mechanic.
The Xel'Naga (almost gods), who were nearing the end of their life cycle, were in need of a race to achieve
purity of form
and intrigued by their mental connection, chose to use the Protoss. Let me make it short, they manipulated the old Protoss to make them pure of form to survive.
Now, that I've explained that, as the Protoss are Pure of Form, their plays must be pure too.
Purity of Form
, their mechanic, rewards them when they play on curve, gaining a super good effect when they spent all their Mana Crystals while playing a card (or using the
Now, to the cards:
For the basic, and classic set we have the Pylon and the Immortal, just some solid cards to start with.
For MSoG this expansion being so aggresive... You might want some Warp Blades against those dinosaurs.
For JtU'G, that one brought us bounce Rogue, why not bounce Protoss? I would like really heavy secrets, with really powerfull effects, I'll start my own post later, I guess.
For KotFT I've found DK Heroes to be one of the best mechanics in the game, so I bring to you Purifier Artanis. I know that the "Reno effect" it's so powerful, but honestly,
Purity of Form
is not that easy to accomplish, and with this cost being so annoying to play with, isn't really that OP. For 1 Mana there's not so much things that you would like to bring to the deck, specially seen the new Hero Power, reviving a 1 cost minion for 2 mana sounds not too good. So there you go, think well.
Now, some lore, I'll be short this time. When Protoss die they can grab the mind of the corpse, and "install it" in robotic bodies that are called Purifiers, so this will be like a "reanimated" Artanis, as well as the
ones. You can Google for Fenix, that's one iconic Purifier from SC2, for example. And it's funny that I still keep the "dead" style of the DK heroes.
Edit: For WotOG I introduce a new Old God, Amon the Xel'Naga. I have to make him fast becouse I had an invalid entry... I've come to this idea thanks to a friend help, thanks Vykhram. Now, I haven't made so many Purity of Form cards, so I don't really know the potencial of this effect, if I manage to advance on the contest and introduce a new effect that will make this card OP, I'll maybe reduce the stats of Amon, but for the moment, he'll stay as a solid 10/10.
As I've said before, the Xel'Naga, ancient godlike creatures, manipulated the Protoss to make them Pure of Form to use them to survive. That's why he "absorbs" every other
Purity of Form
The Highguard was an elite group of soilders tasked with defending Northrend during the reign of Arthus. Abandoned by their comrades within the depths of Icecrown Citadel, the seven champions were slain then returned to life by The Lich King, then devoted their bodies to destroying the army which they had once fought alongside with. During the final stand and but one of the now Deathguards where slain by the light and Mara An’Thorn fled the scene to gather here power and one day, fight but against the light.
The Deathguard once a combination of Necromancy powers, Weapon based combat and Blood magic to overpower their foes. A Deathguard aims for the long game by analysing their opponents abilties and fighting against them. This is shown though their class exclusive keyword Strategize.
At the end of your turn, the number next to the Strategize cards will lower by one. If zero, the card will gain an extra effect when played.
The Mechanic is geared up and ready to unleash his
upon the tavern. I just hope our good pal Deathwing is cool with it.
Ciaran Lucas is a GREAT inventor that nobody has heard of until now. While fighting Ciaran (and some of his friends) will
levers to help turn the
on his machines. When on a certain
some of his machines will be stronger or even change completely.
Example: If you are at Cogs (1) and you play a card that has Crank (2) then you would go to Cog (3). If you play another card that has Crank (2) while you are at Cogs (3) then you would would got to Crank (2).Cogs are active effects.
Now lets see what Ciaran has in store for us today.
Mechanic's Apprentice: (Basic) She has always looked up to Ciaran. He built her a new arm and she has been his apprentice since then.
Rap-70-R: (Un'Goro) After Ciaran explored the Un'Goro crater he was inspired to recreate the speed and power of the raptors he saw there. Unfortunately he could only get it that way after a couple of
and it is only temporary.
Precision Engineering: (MSoG) While Ciaran was at Gadgetzan a couple of goons were so impressed at his mechanical prowess (not their exact words) they invited to show him all they knew. It wasn't much but Ciaran did learn to teach robots to insult people.
SP-1-D-3-R, Defense Mode has the capability to
into Attack Mode and Vice Versa if the correct
if the correct cogs are turning. This transformation will restore SP-1-D-3-R to full health afterwards. Note that SP-1-D-3-R starts off in Defense Mode.
And now some final words about Ciaran's future cards.
The Mechanic class is obviously very mech based. Although this will have more synergy for Cranks and Cogs than it will mechs but the synergy for mechs will still be there. These mechanics require quite a bit of planning ahead in order to get full value out of your Cogs cards. I plan on making quite a bit of the minions as unique SP-1-D-3-R although I will come up with more clever names.
Good luck to everybody and may the best Class be Deathwings Friendwing!
The Anomaly are a celestial race created by the titan Norgannon to combat the Old Gods. Each being is infused with the essence of a fresh, and dying star. Instilled with the wisdom of new, and old. Perfectly tempered with versatile youth, and durable age. Astronomalus was the first of his kind. The Anomaly in Hearthstone is a control class that will punish their enemy for making hasty decisions without care, and can withstand serious punishment through shielding.
Hero & Power
Anomalies can be powerful spell casters, or melee manipulators of celestial powers and beings. There could be some adjustments to this hero power through further development such as a "Solar Alignment," or something more general as opposed to a spell focus.
This class would gain armor through multiple abilities to stay within the game, play secrets to manipulate the battlefield, cast destructive spells, and also equip weapons that have multiple purposes.
Further on "Retaliate," whenever a minion is dealt damage on your opponents turn, it will do something. What that something is, is explained further down. The idea is to make the most strategic of trades. I wanted to add more depth when it comes down to minion interaction, and hopefully this idea will breathe life to that.
Asteroid Belt: Something that would be good on a
, or high value card. The idea of "Retaliate" would be to affected by anything, including a spell, or hero power. So if a mage casts fireball on a minion with this buff, ideally it would deal 2-3 to that mage player.
Reinforced Asteroid: Maximum value would of course be a target with a large health pool, that you could ideally whittle away at to get more armor. I also felt secrets were a good fit for the Anomaly. Being a focus heavy class, I thought it was fair to bump the
cost to 4, but have more potent abilities. The extra 1 damage just felt like a nice, but fairly added boost.
Astral Elemental: This could be something great for early board control. It could be a nuisance to the enemy, and with the possibility to heal, or buff it, it could become even more of a threat. However I didn't want the
to be too strong.
Shooting Star: I wanted to add in a unique spell, as you can only do so much with direct damage spells eventually. I felt it was fair when compared to other spells that are sort of similar.
Argus the Unmaker: I had a lot of fun making this guy. The text is beefy, and it could probably be simplified by a better word smith, however I wanted to get the point across. Ideally it restarts the game, except this card cannot be used again. It could get the player out of a pinch, and could be a
with other cards that rely on previous actions to make the card better, or cost less. For example, if your opponent ran Dragoncaller Alanna the amount of spells they cast that cost 5 or more would only stay the same, or increase, but that same added benefit would apply to you also if you have similar mechanic cards. With the wacky new ways some of the Legendaries impact the game, I decided to follow in suit.
When Alexstrasza conceived the "Deathwing Needs a Friendwing" program, she feared the Power of the Aspects would be far from enough to keep him in check. Many people came in her aid, including a group of brilliant scientist from all corners of Azeroth and beyond, under the lead of the eminent Proffessor Szirov. They helped designing the serums and devices that would keep the dragon calm (or at least unable to break free) until the job was done. However, after hours, days, entire weeks working on the Black Dragon, Proffessor Szirov realized sone thing. Deathwing was not only an apocalyptic dragon capable of destroying a whole world, it was te apocalyptic dragon capable of destroying a whole world he always wanted to make science with.
The rest of the team thinks Proffessor Szirov is a loonie, and they might be right, but that does disqualify him for the competition, right?
So What's This Class About?
Mind if I answer that, proffessor?
"Do as you please, apprentice, I'm busy right now."
Well, the first thing to say is, scientists are versatile, as they bring all sorts of disciplines from the scientist folklore (robots, monsters, alchemy, wacky inventions), and brings other even stranger disciplines (chronomancy, technomagic, telemancy...).
Now, I'm aware some of you might think: "But this hero power is insane! What happens with
I understand that. But don't be afraid, we already spoke about that, and Proffessor agreeded it was better for the game's health to
include 0 mana spells,
cards that decreased card costs to (0)/added more mana. That way we get rid of most of the Auctioneer exploit, and while cheap spells are guaranteed in this class, this guy will never be as auctioneer-friendly as rogue or druid were. And now let's continue:
This keyword means a scientist will more often than not include quite a bunch of cheap cards, to trigger some strong effects that help him to get the upper hand each turn. Keep in mind
cards also help to trigger themselves, that's why most, if not all,
effects will be (2) or more.
Those scientist had been inventing all sort of weapons and tools for years. This is one of them. Not only does it work as removal/reach, it also allows to to dig further into your deck, helping you to fuel combinations of effects going.
Alchemy will always be one of the most popular "folklore science stuff". The potential of this spell is almost infinite in the right hands. Serves both as fuel for combos, massive removal, finisher, heal, everything. One thing to notice, tho, is this spell, unlike the Zombeasts, does not meet any cost limits. You can accidentally craft an (11+) cost spell if you are'nt careful.
We all know that story. A scientist studies time stuff, learns how to travel through timelines, and then spends all time traveling and (possibly) fucking up those timelines. This girl has proved useful anyways, she travels to the past to give you back some of those cards you played last turn so you can keep combining them, or simply playing for the biggest value.
The Steam Tyrant:
After a bitter argument with Kazakus, Proffessor Szirov joined the Grimy Goons, providing them with crazy deadly weapons if the payment was adequate. This card, while not astounding on its own, can work as a finisher with just one or two decent Mechs. Obviously, such a card means there are more Mechs in this class.
The Kobold Empire is a land of opportunity for many groups of adventurers, and some of those will inevitably include an aspiring scientist willing to test inventions in hostile environment. This also showcases the
keyword in action. Being a good body on her own, you can also use her to cheat out some big Mechs (remember, this class will have more than just The Steam Tyrant, who, on the other hand, might be the perfect target for this recruitment).
So far that is all I can say about my master here. Good luck to everyone! Now I must go back to research.
Look into my eyes. Can you see it? Those beautiful flames, so full of anger and sadness? Come - give your life to me, and I shall show you the day they engulf the world.
Under a setting sun, as a young girl watched the village she called home burn to the ground, a vision appeared to her. A goddess of unparalleled beauty, seated on a floating throne of steel and fire, a wistful sadness in her eyes. The divine being spoke words that resonated within the girl's heart: The world she created has grown stagnant, choked with despair. To bring about salvation, there is only one path - to destroy.
is a class with two main themes - slowly bringing about the inevitable apocalypse (read - grind-y fatigue control) and burning everything to the ground NOW, with FIRE (read - super burst combos). Her Hero Power is very powerful, and allows her to efficiently clear enemy minions in the early game, as well as enabling synergies and burst damage in the late game.
- Hero Attack Synergy
- Permanent Effects (Granted by Legendary minions)
- BIG Board Clears
When the time comes, all things shall burn to ash. How do we make peace with this reality? The answer is simple: you must learn to love destruction. You must learn to revel in it.
is a keyword that embodies the Harbinger's lust for destruction. It's a mechanic that already exists within the game on cards like
, but it's a far more central part of the
's class identity, and appears on a large amount of her class cards. If used right, Revelry effects can generate massive value, and allow for some hilarious chain combos.
will trigger once for each minion killed in an AOE or trade.
- Minions that are killed by an AOE or trade will not trigger their
- Minions don't trigger their own
effects if they die.
Deus Ex Machina (WOTOG):
The goddess wept as she brought ruin upon her tainted creation.
A powerful legendary that showcases two of the Harbinger's key powers. She acts as a massive bomb, instantly swinging the board in your favour (usually). Unlike
, however, she doesn't discard your hand, instead opting to exact a different penalty - a permanent debuff on your hero. In an aggro matchup she can act as an emergency Hail Mary, allowing you to suddenly turn the board in your favour and follow up with more cards and try to press for victory instead of being left with nothing to play. In a slower, grindy control matchup, she can be played in the very late game to wipe boards and prevent fatigue damage.
Apocalypse Nova (KFT):
The end is unrelenting. Wave will come after wave, until nothing remains.
Another massive board wipe, except this time, it
leave the board clean. It works kind of like
does - it'll BLAM the board once, Deathrattles and other effects will trigger, and then, if there are still minions on the board (such as say, a
) it'll BLAM the board again, until it's completely clear. Very strong against large sticky boards such as the ones spawned by
N'Zoth, the Corruptor
Fire Ascendant (JTU):
As long as there exists fuel, flames will feed more flames.
An example of how the Revelry keyword can lead to insane chain combos (and the required elemental). She functions as a stronger, repeatable
that doesn't hurt your own minions and kills off Divine Shields and
spawns, being an incredibly strong anti-aggro tool.
Bloodfire Acolyte (Basic):
The smallest flame may become an inferno. Thus, worthless as I am, I will serve.
A simple, powerful basic card that acts as either an early tempo tool, or an enabler for burst combos later on. The Harbinger has many cult-like, religious elements as well, and the
is an example of them.
Bloodfury Berserker (Classic):
Give me a drip of blood to clear my eyes - and for you, I shall turn it into a river.
An example of the class's many burst damage options. Can be played as a
with one Hero Power, or combined with cards like the
(and the other means that will be available for increasing your Hero's Attack) for huge
I'm about 99% sure that
and Faye would hit off really well. For obvious reasons. Obvious, cataclysmic, world-destroying reasons.*
Thanks for reading, and good luck to everyone else!
*Disclaimer: said friendship has a significant chance of leading to the destruction of Azeroth. Whether you look at this as a good or bad thing is up to you.
Dragon Warrior class is all about giant dragons, armored minion, expanding yor deck and playing powerfull cards for as little mana as possible (also weapons, but i don't have enough room for them). One of the best champions is Mougatar, a human that gained an ability to transform into dragon (I'm not posting this right now, maybe later). Hopefully he will get along with Deathwing :)
This Hero Power change at the start of your next turn, after you use it. If you don't use it, then it stays unchanged. It is randomly chosen with which you start. About interactions, Sir Finley Mrrgglton wouldn't be able to discover two of these ot the same time. Also, if you would use Sir Finley Mrrgglton after you use your heropower it will not change at the start of your turn. And about Auctionmaster Beardo , it would refresh your heropower as another one.
NEW KEYWORD: DELAY
DELAY: (x) is a new keyword, that forbids you from playing specific cards until (x) turn. This allow haveing powerfull cards, with low cost and disable cheating cards out earlier. I think this is pretty skillfull mechanic, coz you can't play some cards on curve and just win game by playing 1 drop on 1st turn, 2 drop on 2nd turn and so on. This force you to think ahead. This also allow you to do combos easier.
I know this wasn't necessary, but i think this will work out fine. Anyway, now minions cam gain armor. This is like health points, but this can't be restored. This allow to give some intresting card mechanics.
ARMORED STORAGE - allows you to have some extra points of armor in control matches, and hopefully prevent you from dieing against agrro. This is pure combo card, so this make its powerlevel kind of low, but it is supposed to show how this mechanic might work.
NORTHFLAME DRAKE - idk what i'm supposed to say about this guy. It is self healing minion.
TIMOTHY, DRAGON SKULL - this guy is sneaky little fella and he helps you play your powerfull cards with delay earlier. I'm still not sure about rarity, bacause he is either powerfull epic, or crappy legendary.
ARMORED DRAKE - Big, strong dragon that is supposed to heal you for like 12 health? This is tottaly busted aginst aggro and priest, if you can survive to turn ten. He might be overpowered, but what is this class about? Thats right: giant, freakin' dragons.
PURPLE DRAKE - Well this is 4 mana 7/7, exactly what heathstone need, another one of these. But he have delay so this kind of mess up with playing him on curve.
I do not own the rights to, nor did I create, any of it. All art used in these custom hearthstone cards was found on the internet. Additionally, all custom cards were made using the card generator at hearthcards.com.
Darius is the example hero for the Aristocrat class. The Aristocrat is largely a class designed for minion-based control, kinda like Zoo Warlock, but with a tendency to play bigger minions that a Zoolock. The hero power reflects this: Inheritance provides the player with healing, "ramp", and interaction with the class-specific keyword: Affluent. This keyword only applies to minions which are currently on the board and basically serve as activators for regular minion effects. Due to this extra requirement, minions with affluent tend to have large stats or powerful effects compared to the mana cost.
It's hard to find servants with high Attack these days.
Hired Guard, from the Classic set, is the perfect example for an Affluent minion. A 3/6
minion for 4 mana is quite powerful, but due to the Coin requirement it is weakened in a lot of situations. But with a coin in hand, he's better than a
Just don't count the calories, it's not worth it.
Royal Banquet is the One Night in Karazan Aristocrat spell. No matter what happens, you can count on the healing ability of this card, but potentially this is a cheaper
Wisps of the Old Gods
, if you have played 7 Coins throughout this game. The Stewards are the same as the ones summoned by
He's a Goblin drink, he's an Orcish drink. He's a rich man's drink, he's a swindler's drink.
Gadgetzan Mixer, from Mean Streets of Gadgetzan, is a good example of how Aristocrats love to use their minions. A decent buff minion and some fun shenanigans fit the Aristocrat play style perfectly.
Aggressor Vekaxaj is the Aristocrat legendary for Whispers of the Old Gods. He's big, he's bulky, and with a Coin in hand he's like a mixture of
Ragnaros the Firelord
. That way he has immediate board impact, while also being far less oppressive than his fiery fellow servant of the Old Gods.
These golden dragons have nearly been hunted to extinction by people who think golden scale armor is a good idea.
Meet the general. Unlike other heroes, who fight themselves and use only minions of their class, the general knows how to field creatures from all walks of life. You can't win a battle if you have no healers to support your warriors, and the general knows this.
Unlike other classes, the general has no specific weaknesses. This is balanced by the fact that they have no absolute strengths. Instead, many of the cards have a theme of
ready for anything
, like hero power, so that you do not get stuck with "dead" minions. That is, minions that you can not use to their full potential.
Stormwind Captain (Basic Set) -
One of the basic cornerstones of the class, this allows you to get the
ball rolling early. His stats are quite weak, as most class 1-drops are actually very strong.
This is a common theme with
cards. It is not an easy requirement to pull off, so many of the class cards have alternatives that prevent them from being useless. Don't have a minion? We'll give you two. Do have the correct minion? Give it a buff. Worse than either
Lost in the Jungle
Mark of the Wild
, but the variance makes up for it.
Frostwing Welp (Knights of the Frozen Throne) -
What else would a death knight general be doing but recruiting more forsaken? The death knight will be all about taking control of previously slain minions.
Grimestreet Recruiter (Mean Streets of Gadgetzan) -
, this is a bit worse than
. However, if you do have
, you get a random card that is much more powerful, especially if that card is another Grimy Goons card that scales with attack. That card in turn is harder to get rid of, which makes future
Field Trip! (Journey to Un'Goro) -
Unlike other "bundle" cards that have come out recently, you're actually only getting a 7/8 worth of stats for 8. However, this does multiple things.
have large synnergy, especially with cards like
. It also activates
, and sets up for any spells that
minions (which are in the basic set, I assure you).
Wishing to bring his brother back from the dead has lend Daiana down to the dark path of necromancy. Now armed with the flaming skull of his sibling and a basic understanding of the necrotic arts she will fight with an array of any forbidden knowledge that she gets her hands on.
Her Hero Power is Novice Necromancy, It gives you a body that your opponent has to remove unless they what to deal with what comes out of the graves: a 2/2 Ghoul. It may seem stronger that Paladin or Shaman Hero Power but remember that you can't attack with the grave nor the ghoul when It's summoned because It doesn't has charge . It also synergies really well with the Class Keyword.
In General the class would focus on Deathrattle minions , making cards stronger for each one that is destroyed, having good hard removal and situational AOE, not a lot of burn and sacrificing your minions to gain different effects, and speaking of killing your own stuff here is the Keyword:
A deceitfully strong and versatile effect which can be trigger twice by your Hero Power.
And here are so example cards:
Some explanation for the cards under the spoiler:
Ghoul Master : A simple and solid card to show the Morbidity keyword. He doesn't has that much attack because he makes the ghouls do all the work. The token is the same as the Hero Power.
Tainted Lore Keeper : with the power of C'thun even the long forgotten won't know true rest now, balance around the idea that if you play it on curve you would get Beckoner of Evil or a Disciple of C'Thun plus any other enemy minion (probably Patches the Pirate ) and in the late game lot of the time you would get the tokens of your Hero Power.
Aspect of Decay: Another part of Necromancy is to make things dead and what better way to do it with one Elemental of rot. Kinda like Fire Elemental but a little stronger because is delayed effect.
Soul Infused Armor: Stealing the souls of those who died near it to mitigate some damage. A other Morbidity effect, and solid minion with a strong effect.
Void bolt: lastly but not least, this card showcase how Daiana will use the death of her minions to full her power and to demonstrate the strong removal that needs a bit of a setup, allowing you to come from an equal position to a dominant one.
And that's all and I hope that you enjoyed It as much as I did making It.
was a gladiator and gladiator-slave owner in his early days. He even owned Valeera and Varian "Croc-bait" Wrynn for some time. Ultimately, he decided to retire from the gladiator business and became one of Thrall's advisers. But fear not! Rehgar is back in the action and ready to relive his glory days in the alternate universe of Hearthstone :)
is similar to
, but the trigger is
"if your hero attacked this turn"
the effect ends at the end of your turn
. It is basically an "aura" effect, that is turned on by your hero attacking and turned off at the end of your turn.
The flavor is, you attack and create an opening for follow up action(s) > hence
basic protection tool for the class. It is a bit different take on the Counter mechanic (
). The effect will last until an enemy attacks your hero. Casting second copy of
before an enemy attacked you wouldn't do anything (besides drawing you a card ofc). Just to clarify, the card draw is a separate part of the spell (
simple card that shows the main focus and strength of the class, decent minion on its own, but gets an extra advantage from your hero attacks each turn.
Clarification on how Momentum works with this wording:
Centurion is a 4/8 on your opponent's turn, every time. The effect doesn't give any permanent (and/or stacking) buffs. it's like an aura that turns on when your hero attacks and turns off with the end of your turn.
i'm rly proud of this one, i think i managed to capture the flavor of menagerie cards while not making it a buff card. Another very simple, yet (at least i think so) clever minion, that represents the minion combat focus of this class.
Mean Streets of Gadgetzan
Journey to Un'Goro
Card description (in a spoiler):
the idea for this card was to make a Grimy Goons effect, but on a much bigger scale. Which eventually happened, but it ended up being a weird
. Ultimately, i think the card is fine, tho obviously on a very strong side, if left unchecked.
Clarification on how Momentum works with this wording:
this one is idd a stacking effect, since it has an additional "At the end of your turn" trigger. So, if your hero attacked this turn, the Momentum activates and the ability buffs your minions. If Chef survives, you have to attack with your hero next turn again to activate Momentum for the ability to proc again.
i'm quite happy with this one, nicely represents the strengths of the class in all main aspects. The name might be a bit weird for someone, but i took the art from the Loremaster Pooth artwork, so i just went with it. Who is to say that loremasters can't become gladiators or that gladiators can't get hands on their weapons? I think the flavor is there, given it's an UnGoro card :)
Runemasters are arcane spellcasters who use the Ley-lines power to create their Runes. These lines crisscross the lands of
and are used for mighty magical purposes. He merges brute strength with arcane magic, covering his body with mystic tattoos and often imbuing them with magical energies to increase his skill in hand-to-hand combat. Normally, Runemasters are lone wolfs who prefer go on their own, but sometimes they team up and use their runes to empower their allies.
This class is based on spells and mana crystals and the Runemaster's connection to these magic forces. He won't have the burst that mages have, instead he will abuse board control and minion buffs to win the game.
· Hero and Hero Power
Runemasters will use their connection to the ley-lines to be able to draw cards, but this will make them lose tons of mana. In case that the card draw is a Rune, he will keep the mana. Runes are the main spell of this class, you will use these Runes on minions providing a buff or debuff depending on the Rune. They're differenced from regular spells and its effect will last until the minion dies. This effect can't be silenced or copied (e.g:
). Runes have great sinergies with a lot of Runemaster's cards.
· New Keyword
This mechanic works when you or your enemy target a minion with the keyword Lined with a spell (A Rune, for example). This effect only trigger once per game. E.g: "Lined: Draw 2 cards." If your enemy use [card]Shadow Word: Pain[card] on this minion the effect would trigger.
· Example Cards
: Great sinergy with your Hero Power. You could use hero power on turn 2, play Mana Enchantress on turn 3 and be back at 4 crystals at the next turn. If you haven't lost any Mana Crystal
Rune of Might
: When used on a friendly minion it would provide [card]Stormwind Champion[card] effect to your other minions.
Rune of Weakening
: A great way to take down big minions from your enemy.
: An example of the
mechanic, you can hit an enemy minion and then use a spell on it to get maximum benefit. It's a minion that your oponent will want to remove before a spell is cast on it.
: Whenever you use a Rune into this minion, its effect will trigger twice. (E.g: if you use
Rune of Might
on Belvar, instead of a +1/+1 aura it will be a +2/+2 aura).
Future of the class:
This class will be oriented to control decks, being able to play some aggressive decks. A lot of board control, a lot of synergies and some
. We'll see many more Runes and interactions with them.
The basic win condition of the themed cards with [b]Disguise[/b] is to confuse the opponent into unfavorable trades and doing mind games with cards that usually are not on the meta to make opponents assume it is a disguised card. The class is not mean to be aggro heavy, so the mid range/control archetypes are the stronger suggestion.
"New Life" can stack, so you can use it on a minion three times, and it will spawn three Water Sprites.
Renar Aquarigorn is a well-known and highly skilled Hydromancer. A Hydromancer is a mage but with the skill set confined down to everything relating with water and its characteristics. He also really likes Murlocs and Elementals and stuff like that.