The Inquisitor goes beyond fighting in the name of the Light. Everyone is a heretic, and no one is to be trusted. No one is pure. Nothing is sacred. And as the Destroyer,
ALL WILL BURN!
(excuse the edginess)
The Inquisitor focusses on having hard removal to ensure enemy minions are completely annihilated, trying to secure the board as an advantage. Hatred must be tempered by discipline — it encourages summoning minions through methods like cost manipulation, which is also there to maintain a balance with the Hero Power as well as other cards with punishments. With destroying stuff, at points preferably the undead, there is also much interaction with Deathrattles, be it reacting to enemy Deathrattles, or finding combos with friendly Deathrattles.
As an Inquisitor, there is also the class Keyword of
Bound
, where enemy minions can be bound to deal with several threats as the class only has soft AoE. Additionally, friendly minions may come bound as a downside, so while you may have a strong board, stronger minions that come together may be easier for your opponent to remove.
The concept of the Undead class is to fill a thematic niche. In the game, the Druid class covers the Life aspect and the Warrior and Priest classes cover the glory of battle and Death. But the Undead class shows the destruction of war and the horror of death. Anub'Arak was chosen for this classes basic hero because of his tremendous loss and relevance in WoW lore. Anub'Arak lost his home, his throne and is now forced by the Lich King to slay and destroy his already shattered people. His former subjects in turn name him the "Traitor King", marking the end of millennia of a strong Nerubian empire.
Exhume:
The idea of this hero power is to provide a powerful tempo tool (If you don't have a play, hit the button and get one) while also encouraging the use of very selective cards in a
combo
or control archetype. It also provides much needed reload with the class Keyword, Transfuse, and other synergistic cards below.
Transfuse
is certainly a powerful effect, but a pricey one. It would trigger a
Discover
effect when you play a
Transfuse
card, and you could either take the original effect or the buffed one. You will need to be extremely choosy about which
Transfuse
effects you put in your deck, and when to activate them. In a Tempo or Aggro deck, the destroyed cards might not matter as much, but it certainly is powerful enough to include in Control and
Combo
decks as well.
And finally, to the cards!
Kael'thas Sunstrider:
One of the most iconic and defining columns of a class's unique identity is their Classic legendary. Since the three themes of the class (
Deathrattle
, Deck/Hand manipulation and Stat Change) I decided to present Stat Change because
Deathrattle
hasn't been introduced yet and Deck/Hand manipulation is more complex. Kael'thas is a powerful Control tool which would be impossible to run in an Undead Aggro or Tempo deck because of the reliance on a large board. It immediately represents 8/8 in stats, along with a strong debuff and the potential to destroy the entire enemy board over time. Kael'thas demands removal but has enough immediate effects to be a powerful inclusion in the Undead classes slower decks.
Ancient Ritual:
An interesting interaction with your
Hero
Power
that is critical in Undead
combo
decks. Chaining this into more Ancient Ritual off your Hero Power allows for very specific results from such a powerful effect. Even ignoring the huge
combo
potential, it adds a card to your hand (which is worth something) and allows a Control deck to run early game cards without losing HP value late-game.
Bonemage:
A very all-around card that will likely see play in Aggro, Tempo and
Combo
decks alike. It summons tokens, a valuable resource in the board-centric buffs and aggro tools to Undead's fast decks. It also provides a way to get a little extra damage out of your burst spells, enabling even more powerful
combo
turns with Exhume.
Grieving Comrade:
An obvious Aggro card, this minion can be combined with token generators and
Deathrattle
effects for massive face damage. Though the effect is lost on death, the solid statline and synergy with Undead
Deathrattle
make this card an auto-include in almost every fast or even quicker Tempo lists in the class.
Cave Golem:
A card that chains nicely with Bonemage, it takes advantage of the Transfuse effect to provide you with a strong 5 drop in an Undead Tempo deck, making a 13-stat minion for just 5 mana. It also provides the class with Elemental synergy and encourages a more Midrange-esque archetype as opposed to a polarized Aggro or Control flavour for the class.
These cards are intended to support 4 main archetypes; Wide Aggro, Transfuse Tempo, Exhume
Combo
and Standard Control. I hope you enjoyed reading and throw my class a vote. Cheers!
Bountiful Seas is an interesting Hero Power, and it is obvious from the get-go that the Sea Witch is all about deck manipulation. Their main mechanic is a nod to their ancient history as well as their great longevity and the mystery that still surrounds them.
Ocean Depths itself is a simple 1-mana spell. It is the Sea Witch's primary tool to manipulate its deck size. Originally a 0-mana spell that healed only your hero, this was simply too dangerous as Gadgetzan Auctioneer or even Red Mana Wyrm would turn the Sea Witch, a class with already strong combo capabilities, into another Miracle Rogue. I had two options. I could have Ocean Depths play itself when drawn, or bump it up to 1 mana. Playing itself when drawn was simply too complex of a mechanic for a Hero Power, one already that was complex, so I chose the 1-mana option.
Example Cards
Glintscale Stormseer explained:
What seems to look like a slightly weaker Azure Drake is actually a potent deck manipulation tool. You can choose to thin your deck by either 1 or 2, getting your low-count Reservoir cards, usually the high-Cost cards, active faster. Or, you can keep the Ocean Depths in your hand for later, be it to keep your deck count high, or for combos.
Maelstrom explained:
A simple, cheap, targeted removal that also highlights the use of the class' keyword Reservoir .
Spire Elemental explained:
Comparable to Ethereal Conjurer, the Spire Elemental also shows how a low-numbered Reservoir functions. By adding an extra card to your deck, you can play the long game and out-grind your opponent. Even without its added effect, Spire Elemental is perfectly fine as a turn 4 play.
Murkwharf Porter explained:
Gadgetzan's expac was all about showing your opponent who's boss. The Sea Witch does so by turning its deck-filling mechanic upside down by adding strong, cheap, aggressive cards into the deck, perhaps making a midrange or tempo variant more viable. The Sea Witch and other Naga belong to their own faction, the Murkwharf Deckhands. It is the booming port that is bringing riches to Gadgetzan, and it would be none other than the Naga behind the probably illegal dealings on the harbor.
Ordning Convocation explained:
Lastly, a nod to D&D's giants rounds off the example cards, and this was my favourite of them all. Though slightly gimmicky, it trades health and card cycling for a stream of heavy threats that tries to simply overwhelm your opponent. This card is definitely an interesting one and single-handedly transforms the way the Sea Witch plays.
Hey, Deathwing! I heard you like killing things, which is great, because I like dead things. I think we can be bezzies. Allow me to introduce myself, I am.....
The Lich
Details:
The Lich looks to dominate their opponent, taking his time, increasing their own power while summoning powerful allies as well as increasing the limits of its health pool with it's Hero Power. However, the Lich can also look to outpace their opponent, summoning large minions or making high tempo plays, delaying the drawback for a later turn using Mana cost manipulation. However, no class is perfect, and the Lich is no exception. It struggles with wide boards, and mana manipulation can come back to bite it on later turns.
The Lich comes bringing it's own mechanic to the table, which is:
Decay is a way of introducing damage over time to Hearthstone. Some of the Lich's minions come with it already, while the Lich possesses several ways to spread this to uninfected minions, both enemy and friend.
Class Mechanics
Mana Manipulation - Increasing and decreasing the cost of cards in your hand. Play a High tempo play now, and pay later, or take it slow and build up for staggering turns later.
Healing - The Lich is no Priest, and this shows, as most healing comes with a cost, whether it be at the cost of your own minions, Your tempo, or simply offering to pay for it later.
Spread the Plague - Through the Decay mechanic, the Lich can summon the Scourge's plague, causing minions to simply fall apart, turn after turn.
Example Cards
Start the Plague ( Basic ) - One of the Lich's basic cards. Can be used to trigger friendly minions effects, such as Acolyte of Pain, enable removal, or simply put an enemy minion on a time limit.
Essence Drain ( Classic ) - An example of the Lich's healing capabilities. A potent single target removal, potentially bolstered by earlier use of the Hero Power, restoring it's Health well past the standard 30.
N'Zoth's Dread Captain ( WotOG ) - The example of the Mana Manipulation aspect of the Lich's class. For this one, an initial negative is turned into a net positive effect once the deathrattle triggers. In the mean time, the Lich must wait, or play the cards at increased costs. However, if this minion is gained through N'Zoth or Recruit, it is a force to be reckoned with.
Fungal Abomination ( JtU ) - New world, new monsters. This is an example of how the Decay effect can be turned into a positive by the right minion, dealing damage repeatedly as it slowly rots.
Sapphiron ( TotLK )- As you can see, the Lich already has friends in high places, and Arthas has trusted it with the mighty Sapphiron. Freezing the board upon entry, this mighty dragon asks your opponent the question. Should you remove this, or wait til you can do so without losing your board?
Thank you for taking the time to read this, and I hope you deem it worthy of your vote.
So, why should Odyn be Deathwing's Friendwing? Well, I think we can agree that a lot of Deathwing's issues come from daddy issues, and who else is the closest to a father than one of the Titan's watchers? Odyn
thought the dragonflights were a mistake
would love to bond with his new adoptive son Deathwing.
The Keeper's playstyle revolves around careful planning to make the most of your cards. The Keeper plays like a chessmaster, making sure they're moves ahead of their opponent, every action has a purpose, and setting up their next move as they go. The Fate and Destiny keywords represent this playstyle in the purest form, rewarding players for carefully picking their play order to harness the unique bonuses. Should you cast your spell now, or save it to trigger your Destiny effect? Only the best players of the Keeper are going to know the answer to that question. The keeper also utilizes a range of secrets, mysteries of the titans protected by the Keeper and their followers. Harnessing the power of creation, the Keeper duplicates their own cards, unleashing armies of constructs or a torrent of ancient magic. Power of Creation represents this in its purest form.
"Ah, what a wonderful competition. So many fresh and healthy meals just sitting there for the taking! I could care less over that stupid dragon and those running this competition but with so many entering the competition no one will notice a few of the losers disappearing so suddenly...
~Ambrose Ingrum"
The Vampire
focuses on maintaining a certain health amount by stealing it from their victims while also leading a swarm of bats that help in their search for a meal. Focuses on a couple aspects such as Lifesteal (not the keyword entirely but more so taking life and giving it to yourself), Being below/above a certain health amount which affects how several cards will act, the new keyword Consume, and the spawning of a token in Blood Bats which many cards will spawn/interact with (
No example cards because a token is needed but this is a significant feature of the class
). As a side note
Consume
works like
Finja, the Flying Star
.
Explanations of the example cards and more detail on the class as a whole.
This class is going to be able to play in almost any way it wants. Even though the heropower seems very defensive with the cards that care about your life total you will be able to use their powerful affects to gain strong tempo by keeping your life total high. Blood Champion shows this off well with its aggressive stats should you be above 20 health. It can also play a control style deck which will keep its health total high as it grinds the opponent out of steam before picking up the offensive for itself. They will even be able to play a midrange token deck with the use of their blood bats and the synergy surrounding them.
Bloodborn: A simple card that shows off the steal of opponents life for you own. Not much to really say its a basic card.
Blood Champion: A minion that shows off how this class looks to balance its health total to get a desired affect. If your above 20 health its a 6/5 minion which is average (although more aggressive) stats. However if you are struggling and dip below 20 health you instead get a
taunt
minion to guard you.
Blood Construct: Another card that cares about your life total. A better
Dreadsteed
should you be above 20 health but it is still quite slow but can be quite strong against slow control deck. If it dies when you are below 20 health it simply doesn't come back.
Vampirism Potion: This class would be with the Kabal in Gadgetzan and this would be there potion to add to it. A weaker potion usually, however should it work the enemy might end up joining the ranks of the vampires and siding with you. (Although making it a 4/4 is for balance the idea is mainly that you convert an enemy to your cause against there will by making them a vampire.)
Lady Krisella, The Fallen: A powerful control card that offers a removal along with a large heal on top of a 5/5 body. This mostly continues the theme of taking life to get life.
I hope you enjoyed my class! If you did make sure to give it vote by liking it so it can advance!
"Sometimes, the best way to improve yourself, is to help another."
- A-094 Mk.III (translated from binary)
INTRODUCING OUR DEAR LITTLE FRIEND, L-001!
Because the best way to ease an angry dragon is to have it befriend a cute, helpless robot.
The
LONER
Class is characterized by a slow, control,
combo
-based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations.
HOWEVER,
just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.
The above two cards showcase two of the core aspects of the Loner. Many minions and spells are oriented around controlling the board, while other cards may focus on bolstering your deck for the hyper-late stages of the game. Several other synergistic control cards are shown below:
As you can see, the Loner class is all about reliable, consistent response to the enemy board state. By using cards with
Preserve
, weakening the enemy board state, and then drawing weapons or
Preserved
cards, the Loner forces the opponent to carefully choose the next most optimal play. The opponent will then simultaneously have to attempt to limit the Loner's opportunity to respond and abuse any acts of over-aggression.
Please up-vote this Class Submission! I am very excited to bring many new and clever additions to the archetype!
This class have 3 new card types with Outfit keyword:
Armor: You equip a minion with it, the minion get the text of armor and the life. But when he take damage to overlap the armor, it break and the minion lose the text.
Weapon: It is similar a normal weapon, you equip the minion, he get the extra attack and the text of weapon, when he attack a number equal to durability of the weapon, it's break and the minion loses the extra attack.
Accessory: When you equip the minion with it, he increase the attack and life permanently also get the text.
Ex:
Cards:
Curse:
Celebrimbor Rings:
About the class:
Well, the adventurer meet new peoples and find new loot.
He have a range of possibilities of grow up in the board, creating a true minion raidboss with
Outfit
or making a big army and buffing it also with
Outfit.
Basically, the adventurer don't use spells for control, he prefer minions, and the minions will be enough.
But of course than big stats need a counterbalanced and because this, the
battlecry
or curses can punish you.
Make a OTK
Combo
and Control deck with adventurer. (Or aggressive if you are a cancer.)
The Traveller is a class based on harnessing your memories and the power of the places you have visited, summoning beasts of alien worlds or making your opponent what an eruption feels like. Roaming through Azeroth and beyond, these explorers have witnessed nearly everything, but their thirst for knowledge and adventure lingers on.
Imraan is an ethereal, but not a normal one. Where other members of his race seek vengeance against Dimensius for destroying their world, he sees this new reality as an opportunity. With a basic knowledge of portal and nature magic, he has travelled from K'aresh to Outland and Azeroth, catalloguing each new landmark or race he encounters. He then uses this knowledge in battle if needed, making enemies shiver with Winterspring's blizzards or drown in Vashj'ir depths. He has even caught a glimpse of the Shadowlands, a realm usually for the dead... or worse.
Preview
I feel bad about this, but I can't provide further descriptions due to lack of time :'(
The Inquisitor
The Inquisitor goes beyond fighting in the name of the Light. Everyone is a heretic, and no one is to be trusted. No one is pure. Nothing is sacred. And as the Destroyer, ALL WILL BURN!
(excuse the edginess)
The Inquisitor focusses on having hard removal to ensure enemy minions are completely annihilated, trying to secure the board as an advantage. Hatred must be tempered by discipline — it encourages summoning minions through methods like cost manipulation, which is also there to maintain a balance with the Hero Power as well as other cards with punishments. With destroying stuff, at points preferably the undead, there is also much interaction with Deathrattles, be it reacting to enemy Deathrattles, or finding combos with friendly Deathrattles.
As an Inquisitor, there is also the class Keyword of Bound , where enemy minions can be bound to deal with several threats as the class only has soft AoE. Additionally, friendly minions may come bound as a downside, so while you may have a strong board, stronger minions that come together may be easier for your opponent to remove.
Hope you enjoy the class!
The Undead
Lore:
The concept of the Undead class is to fill a thematic niche. In the game, the Druid class covers the Life aspect and the Warrior and Priest classes cover the glory of battle and Death. But the Undead class shows the destruction of war and the horror of death. Anub'Arak was chosen for this classes basic hero because of his tremendous loss and relevance in WoW lore. Anub'Arak lost his home, his throne and is now forced by the Lich King to slay and destroy his already shattered people. His former subjects in turn name him the "Traitor King", marking the end of millennia of a strong Nerubian empire.
Exhume: The idea of this hero power is to provide a powerful tempo tool (If you don't have a play, hit the button and get one) while also encouraging the use of very selective cards in a combo or control archetype. It also provides much needed reload with the class Keyword, Transfuse, and other synergistic cards below.
Transfuse is certainly a powerful effect, but a pricey one. It would trigger a Discover effect when you play a Transfuse card, and you could either take the original effect or the buffed one. You will need to be extremely choosy about which Transfuse effects you put in your deck, and when to activate them. In a Tempo or Aggro deck, the destroyed cards might not matter as much, but it certainly is powerful enough to include in Control and Combo decks as well.
And finally, to the cards!
Kael'thas Sunstrider: One of the most iconic and defining columns of a class's unique identity is their Classic legendary. Since the three themes of the class ( Deathrattle , Deck/Hand manipulation and Stat Change) I decided to present Stat Change because Deathrattle hasn't been introduced yet and Deck/Hand manipulation is more complex. Kael'thas is a powerful Control tool which would be impossible to run in an Undead Aggro or Tempo deck because of the reliance on a large board. It immediately represents 8/8 in stats, along with a strong debuff and the potential to destroy the entire enemy board over time. Kael'thas demands removal but has enough immediate effects to be a powerful inclusion in the Undead classes slower decks.
Ancient Ritual: An interesting interaction with your Hero Power that is critical in Undead combo decks. Chaining this into more Ancient Ritual off your Hero Power allows for very specific results from such a powerful effect. Even ignoring the huge combo potential, it adds a card to your hand (which is worth something) and allows a Control deck to run early game cards without losing HP value late-game.
Bonemage: A very all-around card that will likely see play in Aggro, Tempo and Combo decks alike. It summons tokens, a valuable resource in the board-centric buffs and aggro tools to Undead's fast decks. It also provides a way to get a little extra damage out of your burst spells, enabling even more powerful combo turns with Exhume.
Grieving Comrade: An obvious Aggro card, this minion can be combined with token generators and Deathrattle effects for massive face damage. Though the effect is lost on death, the solid statline and synergy with Undead Deathrattle make this card an auto-include in almost every fast or even quicker Tempo lists in the class.
Cave Golem: A card that chains nicely with Bonemage, it takes advantage of the Transfuse effect to provide you with a strong 5 drop in an Undead Tempo deck, making a 13-stat minion for just 5 mana. It also provides the class with Elemental synergy and encourages a more Midrange-esque archetype as opposed to a polarized Aggro or Control flavour for the class.
These cards are intended to support 4 main archetypes; Wide Aggro, Transfuse Tempo, Exhume Combo and Standard Control. I hope you enjoyed reading and throw my class a vote. Cheers!
Edit: Minor bolding and capitalization.
Canadian Warlock lover. Check out my Undead class in the Deathwing needs a Friendwing Competition.
The Sea Witch
Bountiful Seas explained:
Bountiful Seas is an interesting Hero Power, and it is obvious from the get-go that the Sea Witch is all about deck manipulation. Their main mechanic is a nod to their ancient history as well as their great longevity and the mystery that still surrounds them.
Ocean Depths itself is a simple 1-mana spell. It is the Sea Witch's primary tool to manipulate its deck size. Originally a 0-mana spell that healed only your hero, this was simply too dangerous as Gadgetzan Auctioneer or even Red Mana Wyrm would turn the Sea Witch, a class with already strong combo capabilities, into another Miracle Rogue. I had two options. I could have Ocean Depths play itself when drawn, or bump it up to 1 mana. Playing itself when drawn was simply too complex of a mechanic for a Hero Power, one already that was complex, so I chose the 1-mana option.
Example Cards
Glintscale Stormseer explained:
What seems to look like a slightly weaker Azure Drake is actually a potent deck manipulation tool. You can choose to thin your deck by either 1 or 2, getting your low-count Reservoir cards, usually the high-Cost cards, active faster. Or, you can keep the Ocean Depths in your hand for later, be it to keep your deck count high, or for combos.
Maelstrom explained:
A simple, cheap, targeted removal that also highlights the use of the class' keyword Reservoir .
Spire Elemental explained:
Comparable to Ethereal Conjurer, the Spire Elemental also shows how a low-numbered Reservoir functions. By adding an extra card to your deck, you can play the long game and out-grind your opponent. Even without its added effect, Spire Elemental is perfectly fine as a turn 4 play.
Murkwharf Porter explained:
Gadgetzan's expac was all about showing your opponent who's boss. The Sea Witch does so by turning its deck-filling mechanic upside down by adding strong, cheap, aggressive cards into the deck, perhaps making a midrange or tempo variant more viable. The Sea Witch and other Naga belong to their own faction, the Murkwharf Deckhands. It is the booming port that is bringing riches to Gadgetzan, and it would be none other than the Naga behind the probably illegal dealings on the harbor.
Ordning Convocation explained:
Lastly, a nod to D&D's giants rounds off the example cards, and this was my favourite of them all. Though slightly gimmicky, it trades health and card cycling for a stream of heavy threats that tries to simply overwhelm your opponent. This card is definitely an interesting one and single-handedly transforms the way the Sea Witch plays.
Thanks for reading.
Edits were mostly formatting and typos.
Hey, Deathwing! I heard you like killing things, which is great, because I like dead things. I think we can be bezzies. Allow me to introduce myself, I am.....
The Lich
Details:
The Lich looks to dominate their opponent, taking his time, increasing their own power while summoning powerful allies as well as increasing the limits of its health pool with it's Hero Power. However, the Lich can also look to outpace their opponent, summoning large minions or making high tempo plays, delaying the drawback for a later turn using Mana cost manipulation. However, no class is perfect, and the Lich is no exception. It struggles with wide boards, and mana manipulation can come back to bite it on later turns.
The Lich comes bringing it's own mechanic to the table, which is:
Decay is a way of introducing damage over time to Hearthstone. Some of the Lich's minions come with it already, while the Lich possesses several ways to spread this to uninfected minions, both enemy and friend.
Class Mechanics
Mana Manipulation - Increasing and decreasing the cost of cards in your hand. Play a High tempo play now, and pay later, or take it slow and build up for staggering turns later.
Healing - The Lich is no Priest, and this shows, as most healing comes with a cost, whether it be at the cost of your own minions, Your tempo, or simply offering to pay for it later.
Spread the Plague - Through the Decay mechanic, the Lich can summon the Scourge's plague, causing minions to simply fall apart, turn after turn.
Example Cards
Start the Plague ( Basic ) - One of the Lich's basic cards. Can be used to trigger friendly minions effects, such as Acolyte of Pain, enable removal, or simply put an enemy minion on a time limit.
Essence Drain ( Classic ) - An example of the Lich's healing capabilities. A potent single target removal, potentially bolstered by earlier use of the Hero Power, restoring it's Health well past the standard 30.
N'Zoth's Dread Captain ( WotOG ) - The example of the Mana Manipulation aspect of the Lich's class. For this one, an initial negative is turned into a net positive effect once the deathrattle triggers. In the mean time, the Lich must wait, or play the cards at increased costs. However, if this minion is gained through N'Zoth or Recruit, it is a force to be reckoned with.
Fungal Abomination ( JtU ) - New world, new monsters. This is an example of how the Decay effect can be turned into a positive by the right minion, dealing damage repeatedly as it slowly rots.
Sapphiron ( TotLK )- As you can see, the Lich already has friends in high places, and Arthas has trusted it with the mighty Sapphiron. Freezing the board upon entry, this mighty dragon asks your opponent the question. Should you remove this, or wait til you can do so without losing your board?
Thank you for taking the time to read this, and I hope you deem it worthy of your vote.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
The 1/1 Droid is a Mech card (as of GVG eratta)
So, why should Odyn be Deathwing's Friendwing? Well, I think we can agree that a lot of Deathwing's issues come from daddy issues, and who else is the closest to a father than one of the Titan's watchers? Odyn
thought the dragonflights were a mistakewould love to bond with his new adoptive son Deathwing.The Keeper's playstyle revolves around careful planning to make the most of your cards. The Keeper plays like a chessmaster, making sure they're moves ahead of their opponent, every action has a purpose, and setting up their next move as they go. The Fate and Destiny keywords represent this playstyle in the purest form, rewarding players for carefully picking their play order to harness the unique bonuses. Should you cast your spell now, or save it to trigger your Destiny effect? Only the best players of the Keeper are going to know the answer to that question. The keeper also utilizes a range of secrets, mysteries of the titans protected by the Keeper and their followers. Harnessing the power of creation, the Keeper duplicates their own cards, unleashing armies of constructs or a torrent of ancient magic. Power of Creation represents this in its purest form.
"Ah, what a wonderful competition. So many fresh and healthy meals just sitting there for the taking! I could care less over that stupid dragon and those running this competition but with so many entering the competition no one will notice a few of the losers disappearing so suddenly...
~Ambrose Ingrum"
The Vampire focuses on maintaining a certain health amount by stealing it from their victims while also leading a swarm of bats that help in their search for a meal. Focuses on a couple aspects such as Lifesteal (not the keyword entirely but more so taking life and giving it to yourself), Being below/above a certain health amount which affects how several cards will act, the new keyword Consume, and the spawning of a token in Blood Bats which many cards will spawn/interact with ( No example cards because a token is needed but this is a significant feature of the class ). As a side note Consume works like Finja, the Flying Star .
Explanations of the example cards and more detail on the class as a whole.
This class is going to be able to play in almost any way it wants. Even though the heropower seems very defensive with the cards that care about your life total you will be able to use their powerful affects to gain strong tempo by keeping your life total high. Blood Champion shows this off well with its aggressive stats should you be above 20 health. It can also play a control style deck which will keep its health total high as it grinds the opponent out of steam before picking up the offensive for itself. They will even be able to play a midrange token deck with the use of their blood bats and the synergy surrounding them.
Bloodborn: A simple card that shows off the steal of opponents life for you own. Not much to really say its a basic card.
Blood Champion: A minion that shows off how this class looks to balance its health total to get a desired affect. If your above 20 health its a 6/5 minion which is average (although more aggressive) stats. However if you are struggling and dip below 20 health you instead get a taunt minion to guard you.
Blood Construct: Another card that cares about your life total. A better Dreadsteed should you be above 20 health but it is still quite slow but can be quite strong against slow control deck. If it dies when you are below 20 health it simply doesn't come back.
Vampirism Potion: This class would be with the Kabal in Gadgetzan and this would be there potion to add to it. A weaker potion usually, however should it work the enemy might end up joining the ranks of the vampires and siding with you. (Although making it a 4/4 is for balance the idea is mainly that you convert an enemy to your cause against there will by making them a vampire.)
Lady Krisella, The Fallen: A powerful control card that offers a removal along with a large heal on top of a 5/5 body. This mostly continues the theme of taking life to get life.
I hope you enjoyed my class! If you did make sure to give it vote by liking it so it can advance!
LONER CLASS
"Sometimes, the best way to improve yourself, is to help another."
- A-094 Mk.III (translated from binary)
INTRODUCING OUR DEAR LITTLE FRIEND, L-001!
Because the best way to ease an angry dragon is to have it befriend a cute, helpless robot.
The LONER Class is characterized by a slow, control, combo -based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations. HOWEVER, just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.
The above two cards showcase two of the core aspects of the Loner. Many minions and spells are oriented around controlling the board, while other cards may focus on bolstering your deck for the hyper-late stages of the game. Several other synergistic control cards are shown below:
As you can see, the Loner class is all about reliable, consistent response to the enemy board state. By using cards with Preserve , weakening the enemy board state, and then drawing weapons or Preserved cards, the Loner forces the opponent to carefully choose the next most optimal play. The opponent will then simultaneously have to attempt to limit the Loner's opportunity to respond and abuse any acts of over-aggression.
Please up-vote this Class Submission! I am very excited to bring many new and clever additions to the archetype!
The Adventurer
New Mechanic:
This class have 3 new card types with Outfit keyword:
Armor: You equip a minion with it, the minion get the text of armor and the life. But when he take damage to overlap the armor, it break and the minion lose the text.
Weapon: It is similar a normal weapon, you equip the minion, he get the extra attack and the text of weapon, when he attack a number equal to durability of the weapon, it's break and the minion loses the extra attack.
Accessory: When you equip the minion with it, he increase the attack and life permanently also get the text.
Ex:
Cards:
Curse:
Celebrimbor Rings:
About the class:
Well, the adventurer meet new peoples and find new loot.
He have a range of possibilities of grow up in the board, creating a true minion raidboss with Outfit or making a big army and buffing it also with Outfit.
Basically, the adventurer don't use spells for control, he prefer minions, and the minions will be enough.
But of course than big stats need a counterbalanced and because this, the battlecry or curses can punish you.
Make a OTK Combo and Control deck with adventurer. (Or aggressive if you are a cancer.)
The Traveller
The Traveller is a class based on harnessing your memories and the power of the places you have visited, summoning beasts of alien worlds or making your opponent what an eruption feels like. Roaming through Azeroth and beyond, these explorers have witnessed nearly everything, but their thirst for knowledge and adventure lingers on.
Imraan is an ethereal, but not a normal one. Where other members of his race seek vengeance against Dimensius for destroying their world, he sees this new reality as an opportunity. With a basic knowledge of portal and nature magic, he has travelled from K'aresh to Outland and Azeroth, catalloguing each new landmark or race he encounters. He then uses this knowledge in battle if needed, making enemies shiver with Winterspring's blizzards or drown in Vashj'ir depths. He has even caught a glimpse of the Shadowlands, a realm usually for the dead... or worse.
Preview
I feel bad about this, but I can't provide further descriptions due to lack of time :'(