As they are quite small in stature, Merfolk prefer to call on ancient magic and the power of elements to defeat the enemy.
A class with options from tempo to control, the Merfolk employ efficient removal spells and card draw in exchange for weaker minions to deny your opponents tempo and value, while also taking advantage of this with Finesse.
Strengths of the Class
- Has a wide array of temporary/ permanent removal to seriously disrupt your opponent's tempo.
- Most minions have removal effects- allowing you to mess with your opponent's board while developing your own.
- Reliable card advantage, so you dont run out of gas quickly.
Weaknesses of the Class
- Minions tend to be understatted and less effective in combat.
- Reactive rather than proactive playstyle.
- Can get annoying to play against.
Also many thanks to the wonderful people in the Discussion Thread who helped me pull this class together (Sinti, McF4rtson, Cheeseetc etc) and thanks also to people who are upvoting this!
~~Now...Example Cards!~~
The Less-Important-But-Still-Worth-Checking-Out Cards!
Explanations
Stormcaller:
A flagship minion of the class. When played on curve, this card can nullify the opponent's turn 4 play, while also setting them back a turn tempo-wise. Furthermore, the 3 attack means this guy can trade into quite a few 3 drops.
Sink:
A pseudo-
Assassinate
that plays around Deathrattles. This practically removes an enemy minion until very late in the game. When used on a tempo drop, this could turn their valuable last few draws into dead cards.
Swim:
My take on a boring-ol' card advtantage spell. Drawing 4 cards allows you to dig deeper into the deck, which is very useful for both tempo and control strategies, while the discard clause prevents it from being used in a
combo
deck where it can be very broken(because of the risk of losing a
combo
piece).
Triton's Reproach:
A new take on the old boardwipe. This shrinks down big enemy minions to a size that even your little dudes can handle, allowing them to finish the ex-12/12 off. Also, it will never cause the annoying moment where your opponent clears your board out of nowhere-at least here you kind of saw it coming.
Engulfing Tides:
Ostensibly a strictly worse Sap, this spell allows you to take advantage of your health reducing abilities (like
Triton's Reproach
) while also saving a dying minion. Furthermore, because most of your minions are small with huge battlecries, you can use this as a means to reuse those powerful battlecries.
Mage of the Depths:
A weakly statted minion that interacts with the board outside of combat.
Seacoast Warden:
Another spell stapled onto a minion. Weakens a big minion so your hero power/ abilities can take it down.
Genesis Springs:
A semi-tutor effect to ensure a stream of minions. This is quite necessary in this class, as most of your minions will be played as spells, so you'll want actual minions to hold down the board while your merfolk do their dirty work!
Bident Strike:
Yeah yeah I know
Shadow Bolt
already exists. Just a removal spell that plays around cards like
Acolyte of Pain
, or Divine Shields.
Hydroblast:
THE DAMN RULES MADE ME DO THIS. Huge-as removal spell or burn spell. Since most of the merfolk spells/ minions are small I thought we could use some firepower (or heavy-duty waterworks).
Welcome back to the Experimenter class! Xel has been conducting countless tests, trying to come up with a Basic set worthy of Deathwing himself, and this is the result.
Zephyr Construct:
The Experimenter is all about taking weaker minions and increasing their power. As such, 0-Attack minions and cards that synergise with them are a common theme throughout the class. This card is your basic
combo
enabler, allowing you to very easily get a 0-Attack minion on the board and have plenty of mana to do things with your turn.
Diffusion of Power:
The counterpart to
Inner Fire
, this card shows off the Experimenter's great ability to alter the stats of minions, making them much weaker or even much stronger, depending on how you choose to play it.
Rapid Acid:
Another great
combo
-piece for the class. This can be used to simply neutralise a threat that you can then run minions into to kill, similar to
Humility
, or you can
combo
it with cards like
Diffusion of Power
to kill off a big threat. You can even target your own minions, if you need more 0-Attack minions for something!
Pet Project:
Simple draw for the class which highlights another aspect of their identity - stat swapping. Many cards can be given entirely different purpose just by swapping their Attack and Health values, and the Experimenter wants to investigate the full extent of that power. Of course, you'll have to be careful with what you run in a deck like that - 0-Attack minions will die immediately when played if their stats are swapped in hand!
Bottled Life:
As mentioned before, the Experimenter loves to take weaker minions and pump them full of potions to bring out their full potential. This is a simple widespread buff, but in a class with many low-cost, somewhat weak minions, it can be a force to be reckoned with.
Remaining Cards
Incense:
More card draw for the class. The Experimenter is all about sharing knowledge, so why not let your opponent draw too?
Verdant Vial:
An example of an explicit 0-Attack synergy card, where the trade-off for an incredibly powerful buff is that it must be played on a somewhat weak minion first. Combos well with the Hero Power to take out an early threat, though!
Banger:
Simple direct damage. The Experimenter has spent their life focused on minions and how they interact, affecting their stats and crippling or enhancing them. As such, their direct damage capabilities are... rather lackluster, compared to other classes. Hey, we can't be good at everything!
Magical Experimenter:
When played, this card will buff itself from a 2/2 to a 3/3, exactly how
Stormwind Champion
works on other minions. This has great
combo
potential with future stat swapping and buffing cards, but is pretty much just a simple 3 mana 3/3 for now.
Mash:
Scared of your opponent flooding the board with Giants? Don't worry, just Mash 'em! This card finds the highest Attack stat on the battlefield, and then kills all minions with that Attack. Works rather well in a 0-Attack focused deck, but could be trickier to use in one of the buffing or stat swapping decks.
The General is back! 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, which is why many of the cards have a theme of
ready for anything
, like
Make Camp
, so that you do not get stuck with "dead" minions. That is, minions that you can not use to their full potential.
Card Explanation
Stormwind Captain
: Showcased this guy already in phase 1, because he's one of the cornerstones of
Unity.
Cheap enough to
combo
late game, but quick enough to use for tempo plays as well.
Protect
: Part of my "Nuts//Bolts" challenge, (the other being
Serve
), this class has numerous cheap ways to protect your minions, as keeping certain other class minions alive is essential for the core mechanics to work.
Serve
: With 0-cost cards, the struggle is always "is this effect even worth the deck space?". The only cards that accomplish this are heavily conditional ones. Vast majority of the time, this is giving you a silenced
Nerubian Egg
with some different art, but with a good way to trigger both
Unity
and
Combo
(If you've acquired Rogue cards). There are definite dream scenarios, but they are not enough to justify this card costing 1.
Make Camp
: Oh nuts, you got a warrior/priest/mage card the synnergizes with armor/healing/spells. Good thing you got this card! Comparable to
Shield Block
, but the class has no inherent synnergies with either healing or armor, just the ones it might pick up, and 2 Health is
not
as good as 3 armor.
Incoming!
:
Hand of Protection
. With armor. Another card to protect high value targets, and offer Paladin synnergy.
The Geomancer has come to shake up the competition!
Raising mountains and carving caves, what better friend could a dragon ask for? She'll protect you from any harm with her defensive skills and erode them with raging sandstorms. All your dragon friends will envy your rocking new den carved by the most skilled geomancer.
Something the most sinceres of intentions can take the darkest of turns. 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 her sibling and years of practice in the the necrotic arts, she will fight with an array of any forbidden knowledge that she can gets her hands on.
Her Hero Power is Necrotic Arts. 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 than the 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 have Charge .
In General the class evolves around:
Deathrattle minions.
Making cards stronger for each one that is destroyed.
Having strong hard removal while having weak or situtional AoE.
Sacrificing your minions to gain different effects.
And speaking of killing your own stuff, here is the Class Keyword:
A deceitfully strong and versatile effect which can be triggered twice by your Hero Power.
Example Cards:
Explication under the spoiler:
Waking Spirits: A twist to Totemic Might , You might ask "Why buff attack?, your Graves won't be able to attack unless they are silenced", well the idea is to make a different way of increasing the survivability of your Graves without buffing their Health, your opponent would have to make the choice of taking the chip damage to deal with them or to deal with the Ghouls later.
Time to Rise: The cheapest and simplest way to spawn Graves outside of your Hero Power, They would be a theme like the Silver Hand Recruits for Paladin or Totems for Shaman.
Starving Ghoul: Here we have a minion to showcase the "stronger when minions die" aspect of the class. Makes a nice combo with Time to Rise.
Fresh Supplies: This card shows one of the Necromancer's strengths and weaknesses: Card draw. You won't get a lot of access to card cycling. What you will get is a lot of ways of bringing a dead minion back from the death, again and again and again.
Ashes to Ashes: Lastly but not least Ashes to Ashes shows the hard removal that the class has access to. Comparable to Hex or Polymorph , slightly weaker but with more synergies. (Same Grave as the Hero Power's one.)
And the rest of the cards:
Explication:
Touch of Death: Comparable to Mortal Coil or Blood To Ichor , an strong anti-aggro card. (Same Ghoul as the Hero Power one.)
Dust to Dust: Arcane Explosion , The AoE option of this basic set. What the Necromancer lacks in board clears, she makes up in other fields. Works well with Ashes to Ashes.
Void Burst: I always felt that Shadow Bolt was a strong card and that Its only problem was that Its was a Warlock card, Making it a Necromancer card, I believe would see a lot more play.
Disassemble: Now with this I show how sometimes to draw some cards one has to kill a few minions. Starting at 3 Attack one can compare it to Nourish, any extra and you get more value out of it.
Steel Shield Skeleton: I wanted to fill the 5 drop slot for the basic set because there isn't a lot of good options at 5 Mana and for Taunt minions for new players.
As always I would like to thank everyone who gave me a hand in the discussion thread and a special thanks to Schlauchneid, He is a really cool dude.
The basic idea is that you're a two-headed ogre. Your two heads can’t always agree, and they have different ideas for how to use your cards. When you use your hero power, you flip over every card in your hand. For normal cards, this means you can’t use it until you flip it back over again (mousing over a flipped card will remind you which card it is). Ogre cards are two-sided, though. Every collectible card is linked to another specific collectible Ogre card, and they become each other when they flip over. So, you switch between them every time the card is flipped. It's like if Warrior had the same number of cards, but
Slam
flipped over to become
Inner Rage
, and vice versa. You also get to draw a card with your hero power, so it's very efficient in terms of card draw:
To make up for the fact that you can’t access all your cards at once, you start the game with an extra card. After you mulligan, the two left-most cards in your hand are flipped over.
Some notes: Legendary cards never flip over (both heads agree they’re pretty cool). Your opponent can’t see flipped over cards. They always just see the normal card backs for cards in your hand. Flipping of cards is tied to the hero power, so if you replace it for whatever reason (e.g., Finley), all your cards are flipped to face you.
Flipping over Ogre cards allows them to use tech and other situational cards more effectively, since they can use the other side of the card if it isn’t useful against the current deck. To take advantage of this, they have a number of these types of cards, such as the anti-weapon Grab and Smash below.
The class revolves around the oafish brutality of Ogre warriors and the cunning of Ogre Magi. There are "50% chance to do the wrong thing" cards (these are referred to as
Ogre
effects), but also ways to control them through the
Rage
and
Calm
keywords. When you give a card
Rage
, it has 100% chance to do the wrong thing, and when you give it
Calm
, it has a 0% chance (the text changes on the card to 100% or 0% to remind you). You can make really efficient plays by using these cards under the right circumstances, because cards with "50% chance to do the wrong thing" are mana-efficient for their power, like the 3 damage for 1 mana provided by Chaos Blast.
Example cards:
Part of the Ogre class is getting good value, with the downside of a 50% chance of something "bad" happening. For Chaos Blast, this means hitting the wrong target, but you can use it in situations to minimize this downside, like if there's only one enemy minion, or if you have two minions you want to kill and don't particularly care which one. Chaos Blast also flips into Ogre Smash! (and vice versa) when you use your hero power, which can kill bigger enemies later in the game, although it follows the same targeting rules as attacking minions in terms of
Taunt
.
Ogre is a weapon class, with Basher and Crasher being the two Basic ones, and they flip into each other when you use your hero power. Basher is an example of Ogre's tech focus, and it can switch into Crasher if that tech isn't needed.
All basic cards:
Ogre cards are also linked together. Now that I have a full set, I can be explicit about what that means. Each of these 10 cards is linked to another one, so that when you use your hero power, they become each other. This is how that would work:
Firegut Tonic <---> Thick Skin
Chaos Blast <---> Ogre Smash!
Basher <---> Crasher
Unsteady Grunt <---> Lazy Ettin
Two Heads <---> Better than One
He makes your games spicy, your victories sweet and your opponents salty, he is...
THE CHEF
Deathwing needs a Friendwing, but in the short term what he demands is Gryphon Wings, and there's no one more qualified to cook this than Gordo, Head Warchef (no, it's not a typo) of the Dragonmaw clan and Deathwing's personal
slave
chef. Gordo has travelled across all of Draenor and then Azeroth to learn new recipes and offer his clan culinary perfection. After he
was enslaved by
started working for Deathwing, he has specialized into roasting. Pleasing Deathwing's palate guarantees Gordo that his next meal won't be him.
EXPLANATIONS
Cards you burn through overdraw will also count as "Roasted" for synergy purposes.
More details on the Roast mechanic
Deathwing:
I LOVE ROASTING STUFF!!!
The
Roast
keyword is identical to the unofficially used "Burn" keyword. When an effect says "Roast a card" without precisions, it is assumed to be the top card of your deck. Cards you burn through overdraw will also count as "Roasted" for the synergies my class features .
Like
Overload
, Roast will be used as a resource and a as compensation for cards above their mana cost. Because Roast doesn't have an immediate effect on the game, most Roast cards will roast a lot of cards to compensate. As a rule of thumb, I consider that 3 Roasted cards = 1 Mana Crystal spent.
Here is what some existing cards would look like if they used my keyword:
What defines my class:
(Note: There have been some changes in how my defined my class' gameplay, see below).
Main characteristics
"Roast" & Deck manipulation
, in particular effects that remove, add cards into your deck, or depends on deck size;
Scattered damage
, in particular good AOEs for the early and late game. The Hero Power also follow this logic;
Double-edged buffs and removals
that can be useful on either your minions or enemy ones depending on the circumstances;
High minion turnover
meaning minions will die a lot, yes.
Qualities of the Chef class
Good board control
through disruption of the opponent's board (rather than reinforcement of yours);
Lots of Tempo options
through "soft removals", good early-game minions and the Hero Power;
High survivability
and, counterintuitively, resistance to fatigue because they will have a lot of cards that shuffle stuff into your deck to compensate for the Roast mechanic.
Flaws of the Chef class
Clunky midrange minions
, or minions that can only be used either for defense or offense, but not both. (see Beefy Vegetarian below);
No combos
. The Roast mechanic obviously doesn't fit very well with a
combo
playstyle that relies on specific cards...
The Chef has access to weapons but not to secrets
In short, the Chef combines elements of Warlock, Warrior, Mage and to a lesser extent Rogue, while retaining its unique playstyle. The Chef's motto could be
"If your opponent has useful minions on the board, you're doing it wrong".
Roasting Drake
- Indirect synergy with my Roast keyword. Assuming you didn't use any draw, roast or shuffle effect, Roasting Drake's effect would be usable starting from turn 12 (11 if you went second). However, if you used those effects, you can have the effect much earlier and perhaps even on curve.
Fried Bacon
- Simple early game AOE. More effective than
Arcane Explosion
in the early game since your opponent will rarely have more than 3 minions at that point. Scales well with
Spell Damage
.
Fried Egg
- Synergy with high-value-Deathrattle minions, Eggs in particular (thanks captain obvious). "Egg Chef" is an archetype I plan to push.
Vegan Diet
- A double-edged buff that can act as either pseudo-removal or a defensive tool on a friendly minion. If you use it againt an ememy minion, you will still have to deal with it later because of
Taunt
.
Other cards
Tokens
Deathwing:
I didn't know a baguette could hurt so much!
Dry Baguette
- Because I had to. Believe me, a dried baguette is a dangerous weapon. Seriously though, it's an early-game removal weapon comparable to pre-nerf
Rockbiter Weapon
.
Old School Cooking
- In total it's 4 damage for 4 mana. It may look weak but the fact that the damage is separated into 2 cards means that you can potentially choose 2 different targets and that it gets double bonus from
Spell Damage
.
Giant Barbecue
- The late game version of Fried Bacon. More effective than
Flamestrike
if your opponent didn't swarm the board.
Beefy Vegetarian
- Big defensive, but passive minion. Give the class survivability.
Feast of Winter Veil
- Big Healing. Give the class survivability.
CREDITS
HUGE THANKS TO
Sclauchneid
for the custom minion border for my class and provided me with tons of useful art and feedback;
McF4rtson
for the awesome banner and also provided me with art and feedback;
Everyone who commented on my cards in the discussion thread.
Wicke Hellburn is back! Do excuse him, he's been busy, after all... burning stuff. Allow me to reintroduce!
Master of the flames, chaos and mindless destruction, the only thing greater than the Pyromaniac's power is its madness. It handles highly powerful spells and fiery minions to deliver great amounts of damage to all that comes in its way. However, all that power has gone to it's head and turned it mad. Thus, the spells it handles are not very stable and will often have some sort of drawback.
The hero:
"Once a powerful sorcerer from Gadgetzan, he was exiled from his hometown after driving the town to almost-complete annihilation as a part of his Pyrotechnic experiments. And so, he set of to train his abilities to control magic so that he would take revenge on Gadgetzan. Years of isolated training pass and he re-appears with magic skills honed beyong what was thought possible. However, the arduous training and thirst for revenge had slowly driven him mad. He can't tell allies apart from foes no more, as long as either burn. Many say he could have already blasted Gadgetzan to kingdom come had it not been for him being so easily distracted and burning anything that moves an inch away from him.
Now he arrives at The Tavern not to burn us all, but to play Hearthstone... until he loses or gets bored."
Unique Keyword: Consume
Pyromaniacs spend great amounts of Mana in order to cast their spells, and their minions take full advantage of that.
Consume
effects come into effect whenever you spend Mana. That is to say, whenever you spend at least a single (1) Mana Crystal, whether it is by playing a card or one of your card effects,
Consume
effects will trigger
The Basic Set
Some card explanation:
Smother:
A card that grants cost reduction in order to help pull off some combos. One of the spells in your hand will have it's cost reduced by (2).
Burst:
A finisher for those big minions that your spells couldn't quite finish off. Cast this on a minion that was damage that same turn by one of your spells and watch it blast off.
Conflagrating Mark:
Think of it as a spell
Taunt
. Those affected by this spell will be hit by whatever spell both you and your opponent cast as long as it targets a minion (no board clears). Whether that is a targetable spell like
Fireball
, or one with random targets, like
Arcane Missiles
, that minion is sure to have a blast.
Flame Mastery:
Card draw is essencial to a class, and Pyromancer is no exception. This card not only draws a card, but also gives it a boost! Unless it doesn't deal any damage... that would be unfortunate...
Living Flame:
Living and breathing, that's right! This minion can be used as both an aggressive minion or a spell for removal. And, just like a spell, it gains Attack from your whatever minion with
Spell Damage
you control! Meaning if you have a
Kobold Geomancer
in play, for example, it'll get +1 Attack.
The rest of the set:
Novice Flamebender:
A cheap
Spell Damage
minion. It may be weak in stats, but it gets those spells rolling!
Unstable Flames and Incinerate:
High power spells with controlled randomness. Be careful when you cast them!
Infernal Shower:
Removal for those weakling minions. Do note that, just like Cleave, there must be at least three enemy minions for you to play this.
Kindle:
Some minion... support. Send those pumped-up minions flying at your opponent's minions for some extra clear or pressure. But watch the face!
If you'd like to check out my Phase I post, click
here
!
Mephilia is back again, with a slightly toned down hero power, but her love for giant minions and destroying everything remain strong! Definately stronger than her connection to the internet during the time in which she's planning to submit her powerful conjuring magic to Deathwing, that's for sure!
Docile Boulder:
Tremble in fear! This horrifying monstrosity is borderline unkillable and will devour your puny 2-drops whole!.. Usually. One of Mephilia's biggest weak points is that for healing and armor, she doesn't really gain any all that reliably. Fortunately for her, she has these! Minions, surprisingly a focus for the Summoner, will have to serve as her shield, her ability to survive. For a lot of these cards, they'll have to sacrifice some ability to kill things in order to better protect their master. And isn't he just the
c
u
t
es...
I mean, the scariest thing you've ever seen?
Double:
The Summoner has another weak point, and it's card draw. Although card draw isn't completely non-existant in the class, the ability to actually cycle through your deck and get to your important cards is foreign to Mephilia. Fortunately, she's still a studious spellcaster, and can copy from her own books to get an effect that's... Good enough. In other words, despite her struggles with drawing, she can still get value from copying. Value, of course, being a big deal to Mephilia, because big value means big minions.
Dramatic Entrance:
Another defensive tool to stop herself from dying, Mephilia can augment her summoning magic by adding additional effects to minions as they come in! In this case, this is done by making the minion sturdy and hard, summoning it in the air and having it fall with an
IMPRESSIVE
three point landing. How you could expect your opponent to keep their eyes on you during this, I'm unsure. Don't expect her to actually boost one of the minions she ALREADY has on the board though, she's a summoner; She creates monsters, but doesn't change them.
Take Down:
It turns out, you don't really need to learn any giant fireballs, magic that sucks out an enemies soul or magic that will turn a minion into a frog to get rid of minions. Surprisingly, it turns out you can just
summon
a giant elemental right behind some huge minion, have it grab them by the neck and let gravity do the rest. Watch out though, this only works on minions of the appropriate cost, which is something that's rather important to Mephilia. If the minion ain't all that expensive, how's it gonna be heavy enough to be killed by gravity? No amount of excited yelling is going to make that miracle happen. Also, though her card draw is lacking as well as her healing, destroying things is something she can come to terms with. This does mean that's she's going to have a cost of minion that she's not too fond of, you'll find out which soon.
Trouble!:
How could the basic set for the Summoner not include a spell that just summoned a bunch of scary, scary dragons? The name of the spell is unusual, because it's not what you say as you cast it, it's what the people against you will scream as the dragons descend. I'm sure Deathwing will appreciate a spell that summons some big scary dragons for 10 mana, right? Be sure to try your luck at Doubling Trouble when you can for maximum dragon spawning.
Remaining Cards
Apprentice Animator:
You're not the only summoner around, you know? Just like how Mage has some mages, Priest has some priests, and Warrior has some warriors, Summoner has some summoners working under her. And naturally, they
summon
things. This minion for 5 mana has a total of 6/6 stats split into two minions, one of which has
Taunt
. That's some nice value, but you just have to now hope they don't have an AoE, else your apprentice might not live long enough to ever learn anything new. She gets the idea that she needs to
summon
minions to protect her though, she's got the idea by now.
Morsel:
As nice as the Summoners removal is, early on it's not quite as amazing. At the very least however, you can
summon
a giant creature to come and devour one of your opponents small minions, at a pretty reasonable price. It's no
Frostbolt
, but this is the simply price you pay for your really nice control options and terrifying minions you get later. Summoning's a bumpy ride, but it'll level out eventually. And who knows, sometimes you'll get to eat a minion that's been buffed up a little bit, or even a
Doomsayer
.
Devouring Maws:
These big boys sure are hungry and can manage more than just a light snack. Their mouths may only be big enough to consume minions on the smaller end, but their giant body means they won't stop until their plate is clean. It's a simple board clear that uses the same idea as Morsel and Take Down and one that pretty much needed to exist to complete the holy trinity of the Summoners destructive tools that rely on cost. This will help you to start developing a board after that mediocre start, eh?
Pound:
Sometimes instead of going for a full on bashing, you can just
summon
a big minion and have it give it a solid punch. Doing this is quick and hits fairly hard, but it's expensive. Card draw is not very common in this class, so treasure this one card you do have so far.
Study:
Quickly jot down what you just did so that you can do it again. Repition is key to remembering, and it's also key to playing key cards twice, pulling off comboes, and getting good value in general. You can also Study up on the act of studying if you wanted, to learn how to study better. Then you can spend your whole turn studying, who would want that!? It's similar to Double, a way of getting cards in your hand without having to draw for them, though you get to choose these ones.
Bending time is overrated, how about warping space itself around you to crush all who stand to oppose you? The Spacebender is a master over space, all physical objects in the universe. They have a wide variety of powers, able to fold space to open portals, teleport themselves or others anywhere in the universe instantly, and rip their enemies out of reality to erase their very existance itself. However, despite the nearly limitless unimaginable power Spacebenders wield, most just use it to cheat at wizard poker.
Attributes
The Spacebender, being able to easily access nearly any place at any time, has stelar card draw, and their keyword Swap allows them to rid themselves of cards they don't need in exchange for useful cards from their deck.
Utilizing the space around them, they abuse position based mechanics to gain an enormous advantage over their opponents
Able to shape reality in their image, Spacebenders exert their dominance over the battlefield, with powerful, efficient removal spells, and monstrous, devastating board clears, that display that it is YOU who is in charge now.
After your opponent has been throughly outdraw, outplayed, and overpowered, they are then crushed by the myriad of powerful creatures the Spacebender can cheat into the battlefield through portals.
Cards
Young Spacebender is an interesting early game minion which provides a solid body, and the possibility of drawing a card, or maybe even more. If left alone, it could prove to be a headache for your opponent, but always comes with the risk of dying early, leaving you with nothing more than a glorified River Crocolisk .
Mystic Monolith is one of the many position based cards the Spacebender has access to, and can be particularly lethal when combined with position swapping mechanics and a swarm of early game like Spacial Apparitions to overrun the opponent as fast as possible with degenerate aggro .
Skyfall is a very efficient board clear that provides the same utility as Hellfire for Warlocks without the downside of hitting their own board and hero.
Wild Summon gives you access to amazing power, but not without special unique conditions to meet. Do you mulligan away the huge minion you happened to get in your opening hand in exchange for something more reliable, or do you keep it and hope to cheat it out as soon as turn 4, but risk getting run over?
Space Tear is a simple but effective early game removal tool that gives the Spacebender a reliable option against small early game boards.
The Rest of the Set
Spacial Apparitions may seem awful at first glance, but can be used for just a little extra burst damage in combination with group buffing cards such as Mystic Monolith to give the class a little bit of extra reach, something the Spacebender typically struggles with.
Dimensional Sword is another efficient removal tool that I apparently accidentally pirated from an earlier entry (sorry lol, was not intentional). Make Shamans hate you with this one weird trick.
Brilliance is sort of an Arcane Intellect for Spacebenders, but slightly more costly, with the upside of an extra card. Perhaps not as universally playable, but fills a more specific niche much better.
All and Nothing are the two 10 mana cards of the base set. I was debating including two, which seemed very overkill at first, but I loved the idea and the contrast they provided, so I decided to keep them around. All is akin to a late game board flooder like N'Zoth, the Corruptor or Bloodreaver Gul'dan but with far more risk, reward, and all in-between. Nothing on the other hand is the exact opposite, a complete board reset, perhaps too expensive for most, but provides invaluable utility against decks like Resurrect Priest that rely on having a broken graveyard.
Thank you again very much for checking out my entry, and as always feedback is greatly appreciated. Hopefully I'll see you all next round.
A Custom Class by Phoenixfeather and Flamespren Nixolium
"Hey Deathwing. Jeez. Quit acting all grumpy. Look, I lost in Rahsor Hold-em against Nix so I have no choice but to be here. Apparently you need friends or something... Isn't that just perfect. I can't leave until I win this annoying contest, and you can't until you get a friend. You, a stupid oversized lizard befriending me - A beautiful damsel of exquisite talents and power? Just let me win this nonsense already."
The story of Cyr Caelus - Part 1
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 Ignitius Xel! 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 story of Cyr Caelus - Part 2
Cyr eyes the mage across the table. Jane or something was it? Cyr hated her. Three minutes in and all her merry band was frozen solid. How are
Frost Nova
s even vaguely fair?
“Nix! Do something!”
“Cyr, I can’t interfere. I’m a noble aviary elemental, and as a majestic creature, I refuse to sacrifice my morals for a petty bout between two rivals. Furthermore, I am not allowed to intervene in a duel between two grand magicians for I have no yet been summoned to your aid.”
“I have cookies”
“On second thought, such morals were created to be bent.”
A wave of fire engulfed the entire table into cinders. Jaina Proudmoore face displays undenyable surprise that was quickly replaced with wrath.
“You. Me. Outside.”
“I’m not interested in wom-”
A deathly glare from Jaina quiets Cyr. Hearth Stonebrew looks up from his position as bartender. Understanding the situation, he yells, “TAVERN BRAWL!”
--Ten Minutes Later--
“And then she threw fireballs at me! Real, flaming fireballs!” Cyr cries to her personal audience whilst counting a bag of coins she’d recently won.
Nix hovered nearby munching on a hard-won cookie. Well tried to. Nix found it quite difficult to eat while lacking the ability to digest food and having the unfortunate circumstance of burning everything upon contact.
Meanwhile, Jaina was under the care of half a dozen priests, each of whom muttering about the unstoppable force of dancing soldiers and flaming violins.
“You know, Nix. I thought that Janey over there was supposed to be one of the stronger mages around here.”
“Cyr, you realized that you technically cheated right?”
“You mean when I pretended to concede only to stab her with this viola bow?”
Cyr holds up the flaming weapon. Nix instinctively twitches away a few handspans.
“Uhh…”
“It’s not cheating. It’s just using whatever resources necessary in order to win. You know I’d gladly do it again.”
“There’s no way she’d fall for it again.”
“Hey Jilly! Double or nothing?”
Jaina struggles to her feet much to the protest of the surrounding priests. “Oh. It is on.”
--Ten Minutes Later--
“Hearth! Another round on me!,” Cyr calls from her place on stage, “Well not me, really. Technically, it’s Janny’s money, or was.”
The entire bar bursts into cheers.
Nix flutters over, “You cheated.”
Cyr nearly chokes on her ale, returns the glare of the bandaged mage, and falls into a fit of uncontrollable laughter.
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 mass minion synergy, especially with adjacence and positioning rearrangement.
Hero Power and Notable Mechanics
Compose:
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
summon
more minions - Notably 0/4 Animations
Tales (Card Draw)
Musical Instruments as Weapons
Dance - A psudo-windfury
"Whenever this attacks"
11-Cost cards (Coming Soon)
Dragon/Manakete Synergy (Coming Soon)
Note that not all of them are present as of yet.
Example cards
Bring To Life
Vivid Viola
Azure Dancer
Do not use on corpses without your necromancer license.
Calling this a violin awards a free flaming bow to the face.
An
Azure Dancer
and a
Violet Teacher
walk into a bar... One brawl later, there is no bar.
Bring To Life:
This is my card for the "All or Nothing" challenge. Why a spell? Well this is mostly for flavor purposes. Cyr isn't able to
summon
an animation from nothingness. She must carve it herself. With a few quick flicks of a chisel, she can make a quick animation, perfect for distracting or a number of other purposes. It synergizes well with cards like Vivid Viola or Epileptic Lights - which requires a large number of friendly minions - and Duet or Wandering Musician - which can buff the 0/4.
Vivid Viola:
Vivid Viola is a weapon for the class. Cyr is an expert in a variety of instruments, such as the viola and trombone. She's one of the top musicians in all of Azeroth. Now the instruments Cyr uses generally aren't the normal boring generic type. If you'll notice, this viola is literally on fire.
Azure Dancer:
Azure Dancer is a good way to mass produce smaller tokens. It helps synergize with cards that require a lot of smaller minions such as Vivid Viola and Wandering Musician.
Sing
Dance
And I was like siren, siren, siren oh!
Like siren, siren, siren no!
Like siren, siren, siren oh!
Blizz please nerf this card (card)…
Dance, Monkey, Dance!
Sing:
Originally named Siren's Song, this was changed to fit the "Nuts//Bolts" challenge. It is quite similarly balanced as
Embrace Darkness
. The idea is that Cyr sings hypnotically and convinces one of the enemy to your cause. We provide no protection to any sheep or cyclops that fall of cliffs due to unrestricted sirens songs. By the way, I'm not actually a Justin Beiber fan.
Dance:
Dance is a card that allows a minion to attack an additional time each turn. And no, it will NOT work as a
Charge
effect, I'll hardcode it if I must. It's slightly weaker than
Windfury
. This is extremely useful in poking for a few extra bits of damage. In addition, it allows minions such as Azure Dancer to
summon
an extra token. (Hint: This'll get super crucial later on.)
Together with the previous card, this forms the phrase "
Sing and Dance
". How else do you celebrate a party?
The Rest of the Basic Set!
Epileptic Lights:
Cyr releases as flash of lights to burn or blind the enemy. The more performers there are, the brighter the lights.
Wandering Musician:
This simple minstrel can play a simple tune that invigorates your minions to strike with greater force!
Duet:
This buffs a minion and the minion next to it. It's pretty simple, but critical to bolstering your board.
Great Tale:
Any good artist knows a good story or two. This one happens to give inspiration in the form of three cards.
Dance Battle:
Ready your favorite music and we'll be having a D-D-DANCE BATTLE! Oh, and because you're a pro (and the system's super rigged), you'll always destroy the enemy minions.
Best of luck to everyone!
And cogito, I'm still holding you to those cookies we talked about when I did that CDC Professional Card Review thing.
The inquisitor seeks out evils and purges them one by one with hard removal. In their quest, they must maintain temper their hatred with discipline, having greater or lesser costs of their cards. And to exact their judgement, they have a wide use of tools from weapons to summons, for any unforgiving punishment. The world has become impure, and a cataclysm is the one definitive way to cull it.
Reminder of what crystals are, and how to use them:
The basic Crystals:
The Advanced Crystals:
So, how do you turn basic crystals into advanced crystals? That's simple!
All you have to do is target your hero portrait with one of your basic crystals (only targetable if you have at least 2
different
basic crystals), and pick the desired advanced crystals, the choosing interface is the standard "Choose one" interface with 1 or 2 options (depends on whether or not you have only 2 different or 3), the color merging follow the standard color mixing, for your convenient i made a picture with all the possible combinations and a color chart with the 3 primary colors and their intersections:
New keyword: Empower!
The idea behind the new keyword is to introduce spell synergy (crystal synergy) to the class without making it too easy to activate (it works only with single target buffs, to prevent spell spamming (see:
Flamewaker
,
Gadgetzan Auctioneer
)).
Empower and 'end of turn' are two of the core mechanics of the class, it provide a continues value and reward the player for controlling the board and defending "glass cannon" minions.
Class Theme:
High health, low attack minions.
Big arsenal of defensive tools: Taunts, Heals & Armor, Weapons, Buffs, AOE spells.
Greatly benefits from controlling the board: Start\End of turn effects, Empower.
Low burst and almost no direct damage spells.
Many low tempo & high value cards.
Basic set example cards:
Prankster Kid:
A powerful 1 drop, if left unanswered it could do serious damage at the early game and help establish early board control.
Double Trouble:
With good planning, this card can potentially give you another copy of one of the core cards of the deck, if the copied card is used at the same turn you duplicated it, it's like paying 2 mana for an extra card, but because that the extra cost applied to the copied card it is not likely to be abused in some weird powerful combos.
War Economy:
In times of war everyone need to contribute to the war effort, by investing 7 mana your workers double the production and allow you draw 2 (or 3 if played 2 copies) cards at the start of your turn. Comparable to
Sprint
, you invest 7 mana and get no immediate benefit, but if the game last long enough it can potentially be much strong for the same cost.
All for One:
Potent healing card that benefit greatly from board control, with 2 minions on the board it's like
Holy Light
, with 4 minions it becomes
Greater Healing Potion
but with no board control it's unusable.
One for All:
Buff one of your minions to become a giant
taunt
wall, comparable to
Blessing of Kings
, instead of 8 stats you get 7 stats and
taunt
, this card is used to trigger Empower and protect other valuable minions on the board.
The Rest of the basic cards:
Tokens:
Check out my phase 1 submission in the link below:
Allow me to reintroduce Deathwing's new weapons maker
THE LEGEND
Let me tell you the story of Brigg Ironbeard. He was one of Azeroth's most renowned Weaponsmiths. He made weapons for kings, lords, merchenaries, anyone who had the gold. He could do anything, from swords, bows and hammers, to mechs, mines and grenades. Everyone praised his work, and he was proud of it. Sadly, that pride would be his downfall.
It happened one nigh, like any other, when Brigg went for a drink at his favourite tavern. At that same tavern, that night, came a very powerful mage; their identity was lost to time, with people claiming it was Medivh, Antonidas, Jaina or even... Arthas? Why would people think it was Arthas? He wasn't even a mage!
Erhm, anyway, the mage notices Brigg and asks "Are you that famous Weaponsmith who made the royal swords for the kings of Stormwind and Lordaeron?"."
That I am!" responded Brigg, not entirely sober.
"Well", retorted the mage, "I suppose your kind has to make do with whatever barbaric trinkets you can produce to get around."
Brigg, still feeling the effects of the ale, inquired surprised what that was supposed to mean. "Oh, do not take this to heart, maste Smith." reasponded the mage. "Your craft produces some magnificent items. But even you must admit their usefulness pales in comparisson with what magic can produce."
"HA!" exclaimed the dwarf. "It matters not how strong your magic is, my kind will always find ways to top it, ways that can be used even by those who can't use your unholly sorcery! As a matter of fact, the ring i'm wearing right this moment can cancel any of your magic!". As he said that, he gestured at the bright red stone at his ring finger, forged, ironically, using magic.
"Is that so?" inquired the mage. "I don't suppose you are willing to let me cast a spell on you to test that theory?"
"Cast away!", was the dwarf's answer, and as he said that, the mage cast his spell. And the ring worked... partially.
The mage's spell was a simple transformation spell. It was meant to turn Brigg into a mere sheep. A spell that, despite popular belief, DOES NOT WORK ON MOUNTAIN-SIZED DRAGONS! However, presumably due to the ring, Brigg was transformed not into a sheep, but rather into a half-dwarf, half-cat abomination. Why a cat? Only the gods know.
The bar fell silent. Upun gazing at his new self, Brigg lost his words. Even the mage was transfixed.
After what seem like eternity, the unkown socerer could not contain it any more, and broke into a fit of laughter. This war enough for the dwarf to go beserk, and leap at him. What happened immediatly after, though, remains unkown, since any witnesses just fled out of fear, the owners of the tavern locked themselves in a room, noone knows the true identity of the mage, and Brigg refuses to speak of the incident.
As for what happened the following days, well, it's quite late, my freinds, so i suggest you return on the 'morrow to find out.
THE BEST CARDS
Bunker Up! As the customer looked at the gigantic behemoth, he turned to the Smith and said: "I donno, seems kinda weak." The 10 mana card for "All or nothing". A simple healing card, gives you guaranteed 2/3rds of your health, but usually you can't really do much after that.
Get over here! "I can't, I'm playing arena.""My parents aren't home!""Well. 4-3 ain't bad, right?" A damage card that is as good as the Attack of your weapon. and as bad as that of the enemy minion.
B.F.H. T he F stand for FAT. I mention it because people keep asking. A simple weaon that synergises with the class keyword (if you can give it to it) and cards like Get over here! .
Hammer! A third of a popular card game in Azeroth. The other two are Axe! and Bow! A weaker Kill Command , the class's direct damage basic spell.
Tongs "A maniac once asked me if i can see a use for tongs in the kitchen. Preposterous! The class's card draw. Also part of the "Nuts//Bolts" challenge, along with Hammer!
THE REST OF THE CARDS
Ironforge Guard "Sorry, lad, no entrance for outsiders. Not since someone stole that Big Freaking Hammer from the vault." Armour on a stick, as long as you have a weapon equipped.
Scrap Storm An umbrella won't be very useful. The class's single target removal, cheaper than the average, but it's conditional.
Weaponsmith Apprentice She wanted to become an Armorsmith, but the academy found her designs quite... offensive. A 1/3 for 1 mana that helps you in the early game.
Repair The Smith tried to charge 4 golds for his work as usual, but since he's been turned into a cat, noone would pay more than 1. A cheap way to regain some damage on your weapons.
Molten Core Scimitar This model was returned a lot to the store once people realised it's not made out of actual molten core. A risk-reward weapon, most of the time is a more expensive Fiery War Axe .
A minion activates their Fortified effect while they possess minion Armor, which works the same as hero armour, to circumvent minion healing. Not all minions in the set have it, but those that do can synergize powerfully with cards that interact with your hero's armor or another minion's armor.
Oglethorpe Obnoticus needs more scrap metal, and it turns out Deathwing, as former Earth-Warder and harbinger of the Cataclysm, has a lot of high-quality black steel. Oglethorpe isn't rich, so he needs to get a good deal in order to bring his most complicated blueprints from drawing to reality. Deathwing needs a friend...wing? Fear not, this fearless gnome has a knack for quirky inventions that will surely make Deathwing's life easier, and get the two buddy-buddy enough so Oglethorpe can steal all of the Dragon's suppl- oh, I forgot I was saying that out loud.
Showcase cards:
Starter
Starter
Level 10
Level 4
Starter
Card Explanations:
Truefire Rocket : Did you ever want to have a worse Execute ? Well here it is. The Technician is going to be pretty bad at directly removing things. However, thanks to certain cards in future expansions this card will be a lot easier to ‘target’ than it might seem ( Piercing Round actually helps to synergize with this, or to disqualify targets it might otherwise hit).
Piercing Round : A simple damage spell like Frostbolt , but the key is this card ignores Armor. For example, your opponent is at 1 Health and has 3 Armor. If this didn’t ignore Armor, it would leave him at 1 HP. As it is, it would leave the Armor intact and put him down at -2 Health. This mechanic would have to be coded into Hearthstone such that hero health values <= 0 will destroy the hero (and break all its Armor afterwards).
Gnome Rocket : That’s right, I printed Moonfire again. It launches a blue-haired gnome who screams incoherently at the target. Perhaps Malygos is going to find a new home with Technician.
Hit the Ground and Running Fast form my Nuts // Bolts phrase: “ Hit the ground running ”; that is to say, excelling at something even after just being introduced to it. Hit the Ground introduces some interaction with minion Armor that we won’t see until the Classic set; It’s similar to Dark Iron Skulker in that sense. Running Fast is a simple buff, but it’s worse than Velen’s Chosen because that card was busted.
Ride the Rocket (Starter) addresses the least developed aspect of this class— direct damage. There won’t be a lot of direct damage, so this one, as a basic card, takes the weight of all that, even though it’s directly inferior to both Sinister Strike and Mind Blast .
Goblin Technosapper (Starter) : The Mech tag is applied after GvG comes out, obviously before then it doesn’t have that tag. It’s a conditional 3 mana 4/4, and otherwise slightly understatted. This class’ armor gain will be slightly less than Druid, which means it will satisfy this requirement less often, but it will have ‘burst armor’ (i.e. a lot of armor gain over turns).
Behind Schedule (Level 6) : This card is meant to show how the class is able to do a lot, with cheap card draw, but with various drawbacks. It’s ‘behind schedule’ because finishing the job too quickly results in malfunctions (which damage your hero).
Marked for Scrap (Level 2) : This is similar to Mortal Coil , in that it draws cards conditionally on minion death, but it’s different because that death has to happen on your opponent’s turn. For instance, playing this on a minion you know will have to trade with another next turn all but guarantees you draw 2 cards— but it introduces some element of careful planning as well— you might not always have minions on board that will die next turn.
The Scribble Sinci is the good-hearted creator of many beings, brought into this world through his drawings.
His many adventures has led him to the great Dragon Neltharion, and wishes currently stands to be bringing the dragon back from his madness, through the power of friendship!
But what led him to want to help Deathwing?
The story of the Ethreal Scribble Sinci.
Part 1
Our story starts with Sinci's childhood, on a planet named K'aresh
He was just a young man with a dream, a dream of creation.
But everything changed, when the Void Lord Dimensius attacked.
Flooding K'aresh with Void and Arcane energies, Sinci's race was stripped of their physical form, and was forced to bind their minds and souls, to enchanted strips of clothes.
Terrified and weakend the race now known as the Ethereal, fleed from their home planet, for the sheer hope of survival.
It is not known how many survived the attacks. It is not known if everyone ended up taking refugee on the same planet. But what is known, is a group of Ethreals, including our hero, landed in the plains of Nagrand, on the planet Draenor.
The great Naaru A'daal had witnessed the terror, and had guided their ships to Draenor, to give them a place to stay.
Scrambled and Broken, the Ethereal joined forces, and created the society known as the Consortium. Making themselves a safehouse near the contested city of Halaa.
Without the presence of his familiy, Sinci grew into dismay. His soul was broken, and his dream unobtainable.
Atleast until he was aquainted by a woman known as Su'sum.
Su'sum had been the grand owner of one of K'areshs finest Museums. Although none of it's exhibitions had survived the attack, she was sure the Ethereals culture and art would survive with it's survivors.
Although none of the grand artists had survived, she was determined to show the remainders of the once proud people the wonders of art.
With a few of the other survivors, she had started the Sunspring Academia for arts. A place for youngsters like Sinci to outfold themselves, and learn the wonders of art.
With a place to learn, Sinci found his old passion, and quickly rose to be the top student of the academia.
His skills quickly advanced. With his drawings becoming more and more lifelike, he eventually drew a creature so lifelike it actually came to life!
Over time, he was able to recreate his talents over and over again, while getting better and better control over his drawings, making him not only one of the Consortiums greatest artists. But also it's most valueable millitary asset.
To be continued....
The class builds on the idea of drawing cards. But for this particular class, it has a double meaning, in the sense of also directly scribbling something down on a piece of paper.
The right-most card was taken over the left-most card for the simple reason that it's easier to change your right-most card compared to the left-most card. It would also be a hinderance for a
combo
deck. As you wouldn't be able to keep one of your
combo
pieces in your hand for very long.
EXAMPLE CARDS
Basic set
Basic Set
Basic Set
Illustrated Illustrator:
A decently statted minion, that tutors for specific cards. You can use him in several different ways, including only adding a few specific draws cards to your deck, or just using him in a deck that focuses on drawing, or utilizes
Print.
Paint It Silver!:
It's
Silverback Patriach
fused together with ANYTHING you want. Except it's not a Beast. The card allows you to make a high healthed minion into an extremely durable
Taunt
, which is useful, as the class has a lot of low tempo, high value cards.
Innovation:
Probaly not as busted as a certain other 10 Mana card draw spell. But this allows you to fuel up, in exchange for tempo. Like Bag of Stuffing, this would not instantly kill you if you reach fatique, as the amount of draw is determined on how many cards are missing in your hand, before you cast the spell.
Basic
Basic
Come Sit:
Frost Nova
, but with a twist. Not only does this also deny the opponent hero's Attack. But it also stops any potential
Charge
minions, making your hero a lot safer, against
Leeroy Jenkins
,
Doomguard
ETC.
By the Fire:
A cheap AOE buff, that favors whoever has the most stuff out on the board. The card is more focused on securing the board, rather than actually taking your opponent's hero down, or trying to take control of the board.
REMAINING CARDS
Note: Any Shuffle mechanic is from your hand, unless specified elseway.
I'm posting this here because I goofed the time conversion to my area and missed the original submission window, but thank god, ShadowOfSense took pity on me...
Berserker - Basic Set
Previous posts:
"Azeroth under threat? And you come begging to us in Draenor?"
Berserker
Why the berserker?
Yes, we do already have a warrior class, but I think often it misses a facet of what could have made it great. There were cards that made it seem like perhaps it would have a n aspect of the warlock; The tradeoff of health to activate stronger cards; think
Mortal Strike
. Instead, with warrior nowadays you either have a heavy armor build or you just nuke with pirates, depending on the year. It doesn't feel much the class fantasy of one man against the world. And thus, a heavily Orc-inspired warrior influenced class.
What is the berserker about?
A strategic, defensive class, designed to hide behind temporary barricades and lash out with massive AoE's when cornered. Seeing as this is in effect a 'heroic' class, in that it's dropped post many expansions, each expansion will focus on different survival tools and win conditions built into legendaries. The keyword,
Surrounded
, emphasizes a reactionary playstyle; When Murlocs, demons or pirates choke the board you get a (Generally) defensive bonus. Meanwhile, you stack shields when you expect to be damaged while you find your win conditions or massive minions. You need to play smarter and not harder, you've got finite amounts of armor, and no armor lasts more than one turn in this class. There's not much healing; if you want to soak damage you have to out-think your opponent.
Essentially, in conclusion, there will be one overarching defensive archetype bolstered by several different win-conditions, will require strong deckbuilding.
Card Preview
Lead by Example -
Essentially this is meant to threaten your opponent; Can they afford to keep a single minion on your board to shut down your Surrounded minions, if you can remove it with your face? Also, this is meant as a soft destroy; kind of like Meteor, the actual damage doesn't really matter.
Draenic Magmaheart -
This seems like a strong minion in any instance, but it can be up in the air. The opponent only has on minion on the baord, and this won't trigger; you just get a 2/3. Decent body, but you might need the boardclear later.
Mountain Mallet -
A fairly simple armor based weapon; You need to decide if you can tank a few more hits from an enemy minion, because killing off a minion means you waste the armor if the board is empty. This is a good indicator of how this class plays around with the concept of non-permanent armor, and how it affects your gameplay.
Mak'gora -
Much like other strong control classes, berserker has access to cheaper destroy effects. However, much like Shadow Words or Executes the opponent has a strong control over when and how you have access to destroy effects. Essentially you have a stronger ability to destroy and boardclear when you only have your hero available; If you've got equal or more minions that your opponent, you may just gain no advantages. Thus, you have to think before just causally dropping extra minions.
Broxigar the Red -
Broxigar is, I will admit, not entirely the legendary I wanted to show off. A lot of the legendaries in this class do not work how he does; Most work unconditional to the number of enemy minions and create token spells and weapons to help you win. Now, Broxigar instead does nothing but crush enemy boards. If you have no board turn 8, generally you're dead. You've got nothing to show for it and none of your lategame minions can save you, but that's where Broxigar comes in. Stall the enemy from killing you till turn 8 and drop a 6/14, clear most high health aggro minions and develop an impenetrable wall. That's why I used the only basic slot to showcase Brox; He most encapsulates what berserker does best; Stalls why losing health and board presence, only to drop massive minions and run the opponent out of minions
(Note: No, there will be no handbuff in this class. I'm assuming we'll be making custom tri-class families for Gadgetzan. The "Double" is just for easier reading and feels better to play. You can theoretically get value from Prince Keleseth, but I'm not sure that'd really work in a deck.)
Edit: I missed the rule that all cards had to be standard, so I changed some cardart but kept the general designs unchanged. Shoutout to Wrought for warning me!
Strategy:
Most hero powers conform to a 0-cost spell, and I intended Berserker to be no different. I've gotten recommendations to increase the Hero power to a higher armor level, but I've figured that with the hero power and a card like this, essentially negating any amount of damage less than 8, it becomes a bit too anti-aggro. I think it's good to have this kind of armor effect at zero cost to allow for damage mitigation even when playing a minion on curve. This isn't a class that relies on cheap cards however, so I can't think of any other cards to play at zero in this class.
Lead by Example:
I debated very, very long at how much this effect should cost, but three feels right. Essentially, for one turn you can prevent any of your minions from being attacked, which is stronger than
Commanding Shout
I think. It's at three to prevent you from dropping, say, Ysera and then keeping it from dying for a turn. This is best with two mid-cost minions or getting out a decent 6-drop, or perhaps keeping your minions alive from last turn.
Reave:
I was going to keep this without the "Up To" clause, to keep it more in tune with
Cleave
and
Multi-Shot
but... I couldn't do it. Those cards are immensely bad, and random damage is already hit or miss (if you'll excuse the pun), so I'm keeping it in line with
Volcanic Potion
and
Powershot
. this card isn't great lategame but early game it gives you a landslide boardchange on turn three against aggro decks. Is this the only boardclear for berserker? Hardly, but I think it's a good depiction of what berserker can do; Conditional, cheaper anti-aggro spells that give good tempo.
Burning Blademaster:
I have been told this is overpowered, so I ran some numbers. Eleven stats, casts what is essentially a 2-cost spell (
Mortal Strike
) all for six mana... This card is very similar to
Fire Elemental
, but I think it fits even better in berserker. First off, yes, it's a 4/7 because I thought that was a cute joke with
Injured Blademaster
, and yes, 4 damage because that's how much damage Injured blademaster takes... but on a more serious side, Fire Elemental was a strong card and since Berserker Excels at working with few minions, having a higher health Fire Elemental works better with minion based buffs and multi-trading.
Uprising:
The basic set is all based on Kargath Bladefist, and Kargath is nothing if not a revolutionary figure. Uprising is a card that excemplifies that; After shuffling off a bajillion damage from earlier rounds against aggro, you ignore almost an entire boards worth of damage and start drawing all your answers.
Combat Roar:
A simple
Taunt
giving spell, but unlike similar mechanical buffs like
Windfury
and
Divine Shield
, this has use against an enemy minion hiding behind a strong
taunt
that you can't target with your hero or minions.
Maddened Strike:
A simple Darkbomb that costs one less, but is weaker through the fact that it's not great against aggro> i figured Berserker needed some options against control decks.
People's Champion:
An alternate way to heal or prevent eight damage, and it has the option to buff the minions summoned, with the aside that it doesn't help with your Surrounded! effects. This is part of my Phrase challenge, contrasting with One Man Army.
Howling Claws:
First off, yeah... It's not a fist weapon, it's a necklace. The art was too good to pass up. Essentially, Howling Claws is the direct inbetween of
Light's Justice
and
Assassin's Blade
, and works well here as a base to buff. Use cards like Burning Blademaster to get a briefly stronger weapon, or just keep an extra 2 damage around for each turn you need it. Each class deserves a fairly simple weapon, and I think a 2/4 is an interesting weapon that has been almost unexplored (Though, McF4rtson speaks loving volumes about his
Charged Hammer
decks...)
One Man Army:
Blessing of Kings
is great, I love
Blessing of Kings
. I figured I could give it
taunt
and possibly even make it a downgrade, as it costs more and doesn't give any extra buff to minions that already have
taunt
, which aren't uncommon in Berserker.
In any case, that's the basic set! Thanks to CheeseEatingEtc. and McF4rtson (As always) for some helpful tips, and everyone who rightfully told me 1-mana draw was op as all get out.
Thank you once more to ShadowsOfSense, I'm so sorry for the inconvenience.
As they are quite small in stature, Merfolk prefer to call on ancient magic and the power of elements to defeat the enemy.
A class with options from tempo to control, the Merfolk employ efficient removal spells and card draw in exchange for weaker minions to deny your opponents tempo and value, while also taking advantage of this with Finesse.
Strengths of the Class
- Has a wide array of temporary/ permanent removal to seriously disrupt your opponent's tempo.
- Most minions have removal effects- allowing you to mess with your opponent's board while developing your own.
- Reliable card advantage, so you dont run out of gas quickly.
Weaknesses of the Class
- Minions tend to be understatted and less effective in combat.
- Reactive rather than proactive playstyle.
- Can get annoying to play against.
Also many thanks to the wonderful people in the Discussion Thread who helped me pull this class together (Sinti, McF4rtson, Cheeseetc etc) and thanks also to people who are upvoting this!
~~Now...Example Cards!~~
The Less-Important-But-Still-Worth-Checking-Out Cards!
Explanations
Stormcaller: A flagship minion of the class. When played on curve, this card can nullify the opponent's turn 4 play, while also setting them back a turn tempo-wise. Furthermore, the 3 attack means this guy can trade into quite a few 3 drops.
Sink: A pseudo- Assassinate that plays around Deathrattles. This practically removes an enemy minion until very late in the game. When used on a tempo drop, this could turn their valuable last few draws into dead cards.
Swim: My take on a boring-ol' card advtantage spell. Drawing 4 cards allows you to dig deeper into the deck, which is very useful for both tempo and control strategies, while the discard clause prevents it from being used in a combo deck where it can be very broken(because of the risk of losing a combo piece).
Triton's Reproach: A new take on the old boardwipe. This shrinks down big enemy minions to a size that even your little dudes can handle, allowing them to finish the ex-12/12 off. Also, it will never cause the annoying moment where your opponent clears your board out of nowhere-at least here you kind of saw it coming.
Engulfing Tides: Ostensibly a strictly worse Sap, this spell allows you to take advantage of your health reducing abilities (like Triton's Reproach ) while also saving a dying minion. Furthermore, because most of your minions are small with huge battlecries, you can use this as a means to reuse those powerful battlecries.
Mage of the Depths: A weakly statted minion that interacts with the board outside of combat.
Seacoast Warden: Another spell stapled onto a minion. Weakens a big minion so your hero power/ abilities can take it down.
Genesis Springs: A semi-tutor effect to ensure a stream of minions. This is quite necessary in this class, as most of your minions will be played as spells, so you'll want actual minions to hold down the board while your merfolk do their dirty work!
Bident Strike: Yeah yeah I know Shadow Bolt already exists. Just a removal spell that plays around cards like Acolyte of Pain , or Divine Shields.
Hydroblast: THE DAMN RULES MADE ME DO THIS. Huge-as removal spell or burn spell. Since most of the merfolk spells/ minions are small I thought we could use some firepower (or heavy-duty waterworks).
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
The Experimenter
Welcome back to the Experimenter class! Xel has been conducting countless tests, trying to come up with a Basic set worthy of Deathwing himself, and this is the result.
For a reminder of the class concept, look here .
Example Cards
Zephyr Construct: The Experimenter is all about taking weaker minions and increasing their power. As such, 0-Attack minions and cards that synergise with them are a common theme throughout the class. This card is your basic combo enabler, allowing you to very easily get a 0-Attack minion on the board and have plenty of mana to do things with your turn.
Diffusion of Power: The counterpart to Inner Fire , this card shows off the Experimenter's great ability to alter the stats of minions, making them much weaker or even much stronger, depending on how you choose to play it.
Rapid Acid: Another great combo -piece for the class. This can be used to simply neutralise a threat that you can then run minions into to kill, similar to Humility , or you can combo it with cards like Diffusion of Power to kill off a big threat. You can even target your own minions, if you need more 0-Attack minions for something!
Pet Project: Simple draw for the class which highlights another aspect of their identity - stat swapping. Many cards can be given entirely different purpose just by swapping their Attack and Health values, and the Experimenter wants to investigate the full extent of that power. Of course, you'll have to be careful with what you run in a deck like that - 0-Attack minions will die immediately when played if their stats are swapped in hand!
Bottled Life: As mentioned before, the Experimenter loves to take weaker minions and pump them full of potions to bring out their full potential. This is a simple widespread buff, but in a class with many low-cost, somewhat weak minions, it can be a force to be reckoned with.
Remaining Cards
Incense: More card draw for the class. The Experimenter is all about sharing knowledge, so why not let your opponent draw too?
Verdant Vial: An example of an explicit 0-Attack synergy card, where the trade-off for an incredibly powerful buff is that it must be played on a somewhat weak minion first. Combos well with the Hero Power to take out an early threat, though!
Banger: Simple direct damage. The Experimenter has spent their life focused on minions and how they interact, affecting their stats and crippling or enhancing them. As such, their direct damage capabilities are... rather lackluster, compared to other classes. Hey, we can't be good at everything!
Magical Experimenter: When played, this card will buff itself from a 2/2 to a 3/3, exactly how Stormwind Champion works on other minions. This has great combo potential with future stat swapping and buffing cards, but is pretty much just a simple 3 mana 3/3 for now.
Mash: Scared of your opponent flooding the board with Giants? Don't worry, just Mash 'em! This card finds the highest Attack stat on the battlefield, and then kills all minions with that Attack. Works rather well in a 0-Attack focused deck, but could be trickier to use in one of the buffing or stat swapping decks.
You can find me here! Good luck everyone!
The General
The General is back! 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, which is why many of the cards have a theme of ready for anything , like Make Camp , so that you do not get stuck with "dead" minions. That is, minions that you can not use to their full potential.
Card Explanation
Stormwind Captain : Showcased this guy already in phase 1, because he's one of the cornerstones of Unity. Cheap enough to combo late game, but quick enough to use for tempo plays as well.
Protect : Part of my "Nuts//Bolts" challenge, (the other being Serve ), this class has numerous cheap ways to protect your minions, as keeping certain other class minions alive is essential for the core mechanics to work.
Serve : With 0-cost cards, the struggle is always "is this effect even worth the deck space?". The only cards that accomplish this are heavily conditional ones. Vast majority of the time, this is giving you a silenced Nerubian Egg with some different art, but with a good way to trigger both Unity and Combo (If you've acquired Rogue cards). There are definite dream scenarios, but they are not enough to justify this card costing 1.
Make Camp : Oh nuts, you got a warrior/priest/mage card the synnergizes with armor/healing/spells. Good thing you got this card! Comparable to Shield Block , but the class has no inherent synnergies with either healing or armor, just the ones it might pick up, and 2 Health is not as good as 3 armor.
Incoming! : Hand of Protection . With armor. Another card to protect high value targets, and offer Paladin synnergy.
Remaining Cards
The Geomancer has come to shake up the competition!
Raising mountains and carving caves, what better friend could a dragon ask for? She'll protect you from any harm with her defensive skills and erode them with raging sandstorms. All your dragon friends will envy your rocking new den carved by the most skilled geomancer.
The Necromancer
Something the most sinceres of intentions can take the darkest of turns. 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 her sibling and years of practice in the the necrotic arts, she will fight with an array of any forbidden knowledge that she can gets her hands on.
Her Hero Power is Necrotic Arts. 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 than the 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 have Charge .
In General the class evolves around:
And speaking of killing your own stuff, here is the Class Keyword:
A deceitfully strong and versatile effect which can be triggered twice by your Hero Power.
Example Cards:
Explication under the spoiler:
Waking Spirits: A twist to Totemic Might , You might ask "Why buff attack?, your Graves won't be able to attack unless they are silenced", well the idea is to make a different way of increasing the survivability of your Graves without buffing their Health, your opponent would have to make the choice of taking the chip damage to deal with them or to deal with the Ghouls later.
Time to Rise: The cheapest and simplest way to spawn Graves outside of your Hero Power, They would be a theme like the Silver Hand Recruits for Paladin or Totems for Shaman.
Starving Ghoul: Here we have a minion to showcase the "stronger when minions die" aspect of the class. Makes a nice combo with Time to Rise.
Fresh Supplies: This card shows one of the Necromancer's strengths and weaknesses: Card draw. You won't get a lot of access to card cycling. What you will get is a lot of ways of bringing a dead minion back from the death, again and again and again.
Ashes to Ashes: Lastly but not least Ashes to Ashes shows the hard removal that the class has access to. Comparable to Hex or Polymorph , slightly weaker but with more synergies. (Same Grave as the Hero Power's one.)
And the rest of the cards:
Explication:
Touch of Death: Comparable to Mortal Coil or Blood To Ichor , an strong anti-aggro card. (Same Ghoul as the Hero Power one.)
Dust to Dust: Arcane Explosion , The AoE option of this basic set. What the Necromancer lacks in board clears, she makes up in other fields. Works well with Ashes to Ashes.
Void Burst: I always felt that Shadow Bolt was a strong card and that Its only problem was that Its was a Warlock card, Making it a Necromancer card, I believe would see a lot more play.
Disassemble: Now with this I show how sometimes to draw some cards one has to kill a few minions. Starting at 3 Attack one can compare it to Nourish, any extra and you get more value out of it.
Steel Shield Skeleton: I wanted to fill the 5 drop slot for the basic set because there isn't a lot of good options at 5 Mana and for Taunt minions for new players.
As always I would like to thank everyone who gave me a hand in the discussion thread and a special thanks to Schlauchneid, He is a really cool dude.
Ogre Lord
The basic idea is that you're a two-headed ogre. Your two heads can’t always agree, and they have different ideas for how to use your cards. When you use your hero power, you flip over every card in your hand. For normal cards, this means you can’t use it until you flip it back over again (mousing over a flipped card will remind you which card it is). Ogre cards are two-sided, though. Every collectible card is linked to another specific collectible Ogre card, and they become each other when they flip over. So, you switch between them every time the card is flipped. It's like if Warrior had the same number of cards, but Slam flipped over to become Inner Rage , and vice versa. You also get to draw a card with your hero power, so it's very efficient in terms of card draw:
To make up for the fact that you can’t access all your cards at once, you start the game with an extra card. After you mulligan, the two left-most cards in your hand are flipped over.
Some notes: Legendary cards never flip over (both heads agree they’re pretty cool). Your opponent can’t see flipped over cards. They always just see the normal card backs for cards in your hand. Flipping of cards is tied to the hero power, so if you replace it for whatever reason (e.g., Finley), all your cards are flipped to face you.
Flipping over Ogre cards allows them to use tech and other situational cards more effectively, since they can use the other side of the card if it isn’t useful against the current deck. To take advantage of this, they have a number of these types of cards, such as the anti-weapon Grab and Smash below.
The class revolves around the oafish brutality of Ogre warriors and the cunning of Ogre Magi. There are "50% chance to do the wrong thing" cards (these are referred to as Ogre effects), but also ways to control them through the Rage and Calm keywords. When you give a card Rage , it has 100% chance to do the wrong thing, and when you give it Calm , it has a 0% chance (the text changes on the card to 100% or 0% to remind you). You can make really efficient plays by using these cards under the right circumstances, because cards with "50% chance to do the wrong thing" are mana-efficient for their power, like the 3 damage for 1 mana provided by Chaos Blast.
Example cards:
Part of the Ogre class is getting good value, with the downside of a 50% chance of something "bad" happening. For Chaos Blast, this means hitting the wrong target, but you can use it in situations to minimize this downside, like if there's only one enemy minion, or if you have two minions you want to kill and don't particularly care which one. Chaos Blast also flips into Ogre Smash! (and vice versa) when you use your hero power, which can kill bigger enemies later in the game, although it follows the same targeting rules as attacking minions in terms of Taunt .
Ogre is a weapon class, with Basher and Crasher being the two Basic ones, and they flip into each other when you use your hero power. Basher is an example of Ogre's tech focus, and it can switch into Crasher if that tech isn't needed.
All basic cards:
Ogre cards are also linked together. Now that I have a full set, I can be explicit about what that means. Each of these 10 cards is linked to another one, so that when you use your hero power, they become each other. This is how that would work:
Firegut Tonic <---> Thick Skin
Chaos Blast <---> Ogre Smash!
Basher <---> Crasher
Unsteady Grunt <---> Lazy Ettin
Two Heads <---> Better than One
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
He makes your games spicy, your victories sweet and your opponents salty, he is...
THE CHEF
EXPLANATIONS
Cards you burn through overdraw will also count as "Roasted" for synergy purposes.
More details on the Roast mechanic
Deathwing: I LOVE ROASTING STUFF!!!
The Roast keyword is identical to the unofficially used "Burn" keyword. When an effect says "Roast a card" without precisions, it is assumed to be the top card of your deck. Cards you burn through overdraw will also count as "Roasted" for the synergies my class features .
Like Overload , Roast will be used as a resource and a as compensation for cards above their mana cost. Because Roast doesn't have an immediate effect on the game, most Roast cards will roast a lot of cards to compensate. As a rule of thumb, I consider that 3 Roasted cards = 1 Mana Crystal spent.
Here is what some existing cards would look like if they used my keyword:
What defines my class:
(Note: There have been some changes in how my defined my class' gameplay, see below).
Main characteristics
Qualities of the Chef class
Flaws of the Chef class
The Chef has access to weapons but not to secrets
In short, the Chef combines elements of Warlock, Warrior, Mage and to a lesser extent Rogue, while retaining its unique playstyle. The Chef's motto could be "If your opponent has useful minions on the board, you're doing it wrong".
THE CARDS
Other cards
Deathwing: I didn't know a baguette could hurt so much!
CREDITS
HUGE THANKS TO
Link to my Phase 1 post
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
THE PYROMANIAC
Wicke Hellburn is back! Do excuse him, he's been busy, after all... burning stuff. Allow me to reintroduce!
Master of the flames, chaos and mindless destruction, the only thing greater than the Pyromaniac's power is its madness. It handles highly powerful spells and fiery minions to deliver great amounts of damage to all that comes in its way. However, all that power has gone to it's head and turned it mad. Thus, the spells it handles are not very stable and will often have some sort of drawback.
The hero:
"Once a powerful sorcerer from Gadgetzan, he was exiled from his hometown after driving the town to almost-complete annihilation as a part of his Pyrotechnic experiments. And so, he set of to train his abilities to control magic so that he would take revenge on Gadgetzan. Years of isolated training pass and he re-appears with magic skills honed beyong what was thought possible. However, the arduous training and thirst for revenge had slowly driven him mad. He can't tell allies apart from foes no more, as long as either burn. Many say he could have already blasted Gadgetzan to kingdom come had it not been for him being so easily distracted and burning anything that moves an inch away from him.
Now he arrives at The Tavern not to burn us all, but to play Hearthstone... until he loses or gets bored."
Unique Keyword: Consume
Pyromaniacs spend great amounts of Mana in order to cast their spells, and their minions take full advantage of that. Consume effects come into effect whenever you spend Mana. That is to say, whenever you spend at least a single (1) Mana Crystal, whether it is by playing a card or one of your card effects, Consume effects will trigger
The Basic Set
Some card explanation:
Smother: A card that grants cost reduction in order to help pull off some combos. One of the spells in your hand will have it's cost reduced by (2).
Burst: A finisher for those big minions that your spells couldn't quite finish off. Cast this on a minion that was damage that same turn by one of your spells and watch it blast off.
Conflagrating Mark: Think of it as a spell Taunt . Those affected by this spell will be hit by whatever spell both you and your opponent cast as long as it targets a minion (no board clears). Whether that is a targetable spell like Fireball , or one with random targets, like Arcane Missiles , that minion is sure to have a blast.
Flame Mastery: Card draw is essencial to a class, and Pyromancer is no exception. This card not only draws a card, but also gives it a boost! Unless it doesn't deal any damage... that would be unfortunate...
The rest of the set:
If you'd like to check out my Phase I post, click here !
The Summoner
Mephilia is back again, with a slightly toned down hero power, but her love for giant minions and destroying everything remain strong! Definately stronger than her connection to the internet during the time in which she's planning to submit her powerful conjuring magic to Deathwing, that's for sure!
Click here for a link to the Phase I post!
Example Cards
Docile Boulder: Tremble in fear! This horrifying monstrosity is borderline unkillable and will devour your puny 2-drops whole!.. Usually. One of Mephilia's biggest weak points is that for healing and armor, she doesn't really gain any all that reliably. Fortunately for her, she has these! Minions, surprisingly a focus for the Summoner, will have to serve as her shield, her ability to survive. For a lot of these cards, they'll have to sacrifice some ability to kill things in order to better protect their master. And isn't he just the c u t es... I mean, the scariest thing you've ever seen?
Double: The Summoner has another weak point, and it's card draw. Although card draw isn't completely non-existant in the class, the ability to actually cycle through your deck and get to your important cards is foreign to Mephilia. Fortunately, she's still a studious spellcaster, and can copy from her own books to get an effect that's... Good enough. In other words, despite her struggles with drawing, she can still get value from copying. Value, of course, being a big deal to Mephilia, because big value means big minions.
Dramatic Entrance: Another defensive tool to stop herself from dying, Mephilia can augment her summoning magic by adding additional effects to minions as they come in! In this case, this is done by making the minion sturdy and hard, summoning it in the air and having it fall with an IMPRESSIVE three point landing. How you could expect your opponent to keep their eyes on you during this, I'm unsure. Don't expect her to actually boost one of the minions she ALREADY has on the board though, she's a summoner; She creates monsters, but doesn't change them.
Take Down: It turns out, you don't really need to learn any giant fireballs, magic that sucks out an enemies soul or magic that will turn a minion into a frog to get rid of minions. Surprisingly, it turns out you can just summon a giant elemental right behind some huge minion, have it grab them by the neck and let gravity do the rest. Watch out though, this only works on minions of the appropriate cost, which is something that's rather important to Mephilia. If the minion ain't all that expensive, how's it gonna be heavy enough to be killed by gravity? No amount of excited yelling is going to make that miracle happen. Also, though her card draw is lacking as well as her healing, destroying things is something she can come to terms with. This does mean that's she's going to have a cost of minion that she's not too fond of, you'll find out which soon.
Trouble!: How could the basic set for the Summoner not include a spell that just summoned a bunch of scary, scary dragons? The name of the spell is unusual, because it's not what you say as you cast it, it's what the people against you will scream as the dragons descend. I'm sure Deathwing will appreciate a spell that summons some big scary dragons for 10 mana, right? Be sure to try your luck at Doubling Trouble when you can for maximum dragon spawning.
Remaining Cards
Apprentice Animator: You're not the only summoner around, you know? Just like how Mage has some mages, Priest has some priests, and Warrior has some warriors, Summoner has some summoners working under her. And naturally, they summon things. This minion for 5 mana has a total of 6/6 stats split into two minions, one of which has Taunt . That's some nice value, but you just have to now hope they don't have an AoE, else your apprentice might not live long enough to ever learn anything new. She gets the idea that she needs to summon minions to protect her though, she's got the idea by now.
Morsel: As nice as the Summoners removal is, early on it's not quite as amazing. At the very least however, you can summon a giant creature to come and devour one of your opponents small minions, at a pretty reasonable price. It's no Frostbolt , but this is the simply price you pay for your really nice control options and terrifying minions you get later. Summoning's a bumpy ride, but it'll level out eventually. And who knows, sometimes you'll get to eat a minion that's been buffed up a little bit, or even a Doomsayer .
Devouring Maws: These big boys sure are hungry and can manage more than just a light snack. Their mouths may only be big enough to consume minions on the smaller end, but their giant body means they won't stop until their plate is clean. It's a simple board clear that uses the same idea as Morsel and Take Down and one that pretty much needed to exist to complete the holy trinity of the Summoners destructive tools that rely on cost. This will help you to start developing a board after that mediocre start, eh?
Pound: Sometimes instead of going for a full on bashing, you can just summon a big minion and have it give it a solid punch. Doing this is quick and hits fairly hard, but it's expensive. Card draw is not very common in this class, so treasure this one card you do have so far.
Study: Quickly jot down what you just did so that you can do it again. Repition is key to remembering, and it's also key to playing key cards twice, pulling off comboes, and getting good value in general. You can also Study up on the act of studying if you wanted, to learn how to study better. Then you can spend your whole turn studying, who would want that!? It's similar to Double, a way of getting cards in your hand without having to draw for them, though you get to choose these ones.
Tokens
The Spacebender
Overview
Bending time is overrated, how about warping space itself around you to crush all who stand to oppose you? The Spacebender is a master over space, all physical objects in the universe. They have a wide variety of powers, able to fold space to open portals, teleport themselves or others anywhere in the universe instantly, and rip their enemies out of reality to erase their very existance itself. However, despite the nearly limitless unimaginable power Spacebenders wield, most just use it to cheat at wizard poker.
Attributes
Cards
Young Spacebender is an interesting early game minion which provides a solid body, and the possibility of drawing a card, or maybe even more. If left alone, it could prove to be a headache for your opponent, but always comes with the risk of dying early, leaving you with nothing more than a glorified River Crocolisk .
Mystic Monolith is one of the many position based cards the Spacebender has access to, and can be particularly lethal when combined with position swapping mechanics and a swarm of early game like Spacial Apparitions to overrun the opponent as fast as possible
with degenerate aggro.Skyfall is a very efficient board clear that provides the same utility as Hellfire for Warlocks without the downside of hitting their own board and hero.
Wild Summon gives you access to amazing power, but not without special unique conditions to meet. Do you mulligan away the huge minion you happened to get in your opening hand in exchange for something more reliable, or do you keep it and hope to cheat it out as soon as turn 4, but risk getting run over?
Space Tear is a simple but effective early game removal tool that gives the Spacebender a reliable option against small early game boards.
The Rest of the Set
Spacial Apparitions may seem awful at first glance, but can be used for just a little extra burst damage in combination with group buffing cards such as Mystic Monolith to give the class a little bit of extra reach, something the Spacebender typically struggles with.
Dimensional Sword is another efficient removal tool that I apparently accidentally pirated from an earlier entry (sorry lol, was not intentional). Make Shamans hate you with this one weird trick.
Brilliance is sort of an Arcane Intellect for Spacebenders, but slightly more costly, with the upside of an extra card. Perhaps not as universally playable, but fills a more specific niche much better.
All and Nothing are the two 10 mana cards of the base set. I was debating including two, which seemed very overkill at first, but I loved the idea and the contrast they provided, so I decided to keep them around. All is akin to a late game board flooder like N'Zoth, the Corruptor or Bloodreaver Gul'dan but with far more risk, reward, and all in-between. Nothing on the other hand is the exact opposite, a complete board reset, perhaps too expensive for most, but provides invaluable utility against decks like Resurrect Priest that rely on having a broken graveyard.
Thank you again very much for checking out my entry, and as always feedback is greatly appreciated. Hopefully I'll see you all next round.
Link to Round 1
The Artist: Cyr Caelus [See-er Say-lus]
A Custom Class by Phoenixfeather and Flamespren Nixolium
The story of Cyr Caelus - Part 1
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 Ignitius Xel! 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 story of Cyr Caelus - Part 2
Cyr eyes the mage across the table. Jane or something was it? Cyr hated her. Three minutes in and all her merry band was frozen solid. How are Frost Nova s even vaguely fair?
“Nix! Do something!”
“Cyr, I can’t interfere. I’m a noble aviary elemental, and as a majestic creature, I refuse to sacrifice my morals for a petty bout between two rivals. Furthermore, I am not allowed to intervene in a duel between two grand magicians for I have no yet been summoned to your aid.”
“I have cookies”
“On second thought, such morals were created to be bent.”
A wave of fire engulfed the entire table into cinders. Jaina Proudmoore face displays undenyable surprise that was quickly replaced with wrath.
“You. Me. Outside.”
“I’m not interested in wom-”
A deathly glare from Jaina quiets Cyr. Hearth Stonebrew looks up from his position as bartender. Understanding the situation, he yells, “TAVERN BRAWL!”
--Ten Minutes Later--
“And then she threw fireballs at me! Real, flaming fireballs!” Cyr cries to her personal audience whilst counting a bag of coins she’d recently won.
Nix hovered nearby munching on a hard-won cookie. Well tried to. Nix found it quite difficult to eat while lacking the ability to digest food and having the unfortunate circumstance of burning everything upon contact.
Meanwhile, Jaina was under the care of half a dozen priests, each of whom muttering about the unstoppable force of dancing soldiers and flaming violins.
“You know, Nix. I thought that Janey over there was supposed to be one of the stronger mages around here.”
“Cyr, you realized that you technically cheated right?”
“You mean when I pretended to concede only to stab her with this viola bow?”
Cyr holds up the flaming weapon. Nix instinctively twitches away a few handspans.
“Uhh…”
“It’s not cheating. It’s just using whatever resources necessary in order to win. You know I’d gladly do it again.”
“There’s no way she’d fall for it again.”
“Hey Jilly! Double or nothing?”
Jaina struggles to her feet much to the protest of the surrounding priests. “Oh. It is on.”
--Ten Minutes Later--
“Hearth! Another round on me!,” Cyr calls from her place on stage, “Well not me, really. Technically, it’s Janny’s money, or was.”
The entire bar bursts into cheers.
Nix flutters over, “You cheated.”
Cyr nearly chokes on her ale, returns the glare of the bandaged mage, and falls into a fit of uncontrollable laughter.
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 mass minion synergy, especially with adjacence and positioning rearrangement.
Hero Power and Notable Mechanics
Compose: 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.
Notable Mechanics:
Note that not all of them are present as of yet.
Example cards
Do not use on corpses without your necromancer license.
Calling this a violin awards a free flaming bow to the face.
An Azure Dancer and a Violet Teacher walk into a bar... One brawl later, there is no bar.
Bring To Life: This is my card for the "All or Nothing" challenge. Why a spell? Well this is mostly for flavor purposes. Cyr isn't able to summon an animation from nothingness. She must carve it herself. With a few quick flicks of a chisel, she can make a quick animation, perfect for distracting or a number of other purposes. It synergizes well with cards like Vivid Viola or Epileptic Lights - which requires a large number of friendly minions - and Duet or Wandering Musician - which can buff the 0/4.
Vivid Viola: Vivid Viola is a weapon for the class. Cyr is an expert in a variety of instruments, such as the viola and trombone. She's one of the top musicians in all of Azeroth. Now the instruments Cyr uses generally aren't the normal boring generic type. If you'll notice, this viola is literally on fire.
Azure Dancer: Azure Dancer is a good way to mass produce smaller tokens. It helps synergize with cards that require a lot of smaller minions such as Vivid Viola and Wandering Musician.
And I was like siren, siren, siren oh!
Like siren, siren, siren no!
Like siren, siren, siren oh!
Blizz please nerf this card (card)…
Dance, Monkey, Dance!
Sing: Originally named Siren's Song, this was changed to fit the "Nuts//Bolts" challenge. It is quite similarly balanced as Embrace Darkness . The idea is that Cyr sings hypnotically and convinces one of the enemy to your cause. We provide no protection to any sheep or cyclops that fall of cliffs due to unrestricted sirens songs. By the way, I'm not actually a Justin Beiber fan.
Dance: Dance is a card that allows a minion to attack an additional time each turn. And no, it will NOT work as a Charge effect, I'll hardcode it if I must. It's slightly weaker than Windfury . This is extremely useful in poking for a few extra bits of damage. In addition, it allows minions such as Azure Dancer to summon an extra token. (Hint: This'll get super crucial later on.)
Together with the previous card, this forms the phrase " Sing and Dance ". How else do you celebrate a party?
The Rest of the Basic Set!
Epileptic Lights: Cyr releases as flash of lights to burn or blind the enemy. The more performers there are, the brighter the lights.
Wandering Musician: This simple minstrel can play a simple tune that invigorates your minions to strike with greater force!
Duet: This buffs a minion and the minion next to it. It's pretty simple, but critical to bolstering your board.
Great Tale: Any good artist knows a good story or two. This one happens to give inspiration in the form of three cards.
Dance Battle: Ready your favorite music and we'll be having a D-D-DANCE BATTLE! Oh, and because you're a pro (and the system's super rigged), you'll always destroy the enemy minions.
Best of luck to everyone!
And cogito, I'm still holding you to those cookies we talked about when I did that CDC Professional Card Review thing.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
The Inquisitor!
The inquisitor seeks out evils and purges them one by one with hard removal. In their quest, they must maintain temper their hatred with discipline, having greater or lesser costs of their cards. And to exact their judgement, they have a wide use of tools from weapons to summons, for any unforgiving punishment. The world has become impure, and a cataclysm is the one definitive way to cull it.
Example Cards
The Remaining Basic Set
Tokens:
Reminder of what crystals are, and how to use them:
The basic Crystals:
The Advanced Crystals:
So, how do you turn basic crystals into advanced crystals? That's simple!
All you have to do is target your hero portrait with one of your basic crystals (only targetable if you have at least 2 different basic crystals), and pick the desired advanced crystals, the choosing interface is the standard "Choose one" interface with 1 or 2 options (depends on whether or not you have only 2 different or 3), the color merging follow the standard color mixing, for your convenient i made a picture with all the possible combinations and a color chart with the 3 primary colors and their intersections:
New keyword: Empower!
The idea behind the new keyword is to introduce spell synergy (crystal synergy) to the class without making it too easy to activate (it works only with single target buffs, to prevent spell spamming (see: Flamewaker , Gadgetzan Auctioneer )).
Empower and 'end of turn' are two of the core mechanics of the class, it provide a continues value and reward the player for controlling the board and defending "glass cannon" minions.
Class Theme:
Basic set example cards:
Prankster Kid: A powerful 1 drop, if left unanswered it could do serious damage at the early game and help establish early board control.
Double Trouble: With good planning, this card can potentially give you another copy of one of the core cards of the deck, if the copied card is used at the same turn you duplicated it, it's like paying 2 mana for an extra card, but because that the extra cost applied to the copied card it is not likely to be abused in some weird powerful combos.
War Economy: In times of war everyone need to contribute to the war effort, by investing 7 mana your workers double the production and allow you draw 2 (or 3 if played 2 copies) cards at the start of your turn. Comparable to Sprint , you invest 7 mana and get no immediate benefit, but if the game last long enough it can potentially be much strong for the same cost.
All for One: Potent healing card that benefit greatly from board control, with 2 minions on the board it's like Holy Light , with 4 minions it becomes Greater Healing Potion but with no board control it's unusable.
One for All: Buff one of your minions to become a giant taunt wall, comparable to Blessing of Kings , instead of 8 stats you get 7 stats and taunt , this card is used to trigger Empower and protect other valuable minions on the board.
The Rest of the basic cards:
Tokens:
Check out my phase 1 submission in the link below:
Phase 1 submission
Thank you for reading, hope to get your vote!
Allow me to reintroduce Deathwing's new weapons maker
THE LEGEND
Let me tell you the story of Brigg Ironbeard. He was one of Azeroth's most renowned Weaponsmiths. He made weapons for kings, lords, merchenaries, anyone who had the gold. He could do anything, from swords, bows and hammers, to mechs, mines and grenades. Everyone praised his work, and he was proud of it. Sadly, that pride would be his downfall.
It happened one nigh, like any other, when Brigg went for a drink at his favourite tavern. At that same tavern, that night, came a very powerful mage; their identity was lost to time, with people claiming it was Medivh, Antonidas, Jaina or even... Arthas? Why would people think it was Arthas? He wasn't even a mage!
Erhm, anyway, the mage notices Brigg and asks "Are you that famous Weaponsmith who made the royal swords for the kings of Stormwind and Lordaeron?"."
That I am!" responded Brigg, not entirely sober.
"Well", retorted the mage, "I suppose your kind has to make do with whatever barbaric trinkets you can produce to get around."
Brigg, still feeling the effects of the ale, inquired surprised what that was supposed to mean. "Oh, do not take this to heart, maste Smith." reasponded the mage. "Your craft produces some magnificent items. But even you must admit their usefulness pales in comparisson with what magic can produce."
"HA!" exclaimed the dwarf. "It matters not how strong your magic is, my kind will always find ways to top it, ways that can be used even by those who can't use your unholly sorcery! As a matter of fact, the ring i'm wearing right this moment can cancel any of your magic!". As he said that, he gestured at the bright red stone at his ring finger, forged, ironically, using magic.
"Is that so?" inquired the mage. "I don't suppose you are willing to let me cast a spell on you to test that theory?"
"Cast away!", was the dwarf's answer, and as he said that, the mage cast his spell. And the ring worked... partially.
The mage's spell was a simple transformation spell. It was meant to turn Brigg into a mere sheep. A spell that, despite popular belief, DOES NOT WORK ON MOUNTAIN-SIZED DRAGONS! However, presumably due to the ring, Brigg was transformed not into a sheep, but rather into a half-dwarf, half-cat abomination. Why a cat? Only the gods know.
The bar fell silent. Upun gazing at his new self, Brigg lost his words. Even the mage was transfixed.
After what seem like eternity, the unkown socerer could not contain it any more, and broke into a fit of laughter. This war enough for the dwarf to go beserk, and leap at him. What happened immediatly after, though, remains unkown, since any witnesses just fled out of fear, the owners of the tavern locked themselves in a room, noone knows the true identity of the mage, and Brigg refuses to speak of the incident.
As for what happened the following days, well, it's quite late, my freinds, so i suggest you return on the 'morrow to find out.
THE BEST CARDS
Bunker Up! As the customer looked at the gigantic behemoth, he turned to the Smith and said: "I donno, seems kinda weak." The 10 mana card for "All or nothing". A simple healing card, gives you guaranteed 2/3rds of your health, but usually you can't really do much after that.
Get over here! "I can't, I'm playing arena.""My parents aren't home!""Well. 4-3 ain't bad, right?" A damage card that is as good as the Attack of your weapon. and as bad as that of the enemy minion.
B.F.H. T he F stand for FAT. I mention it because people keep asking. A simple weaon that synergises with the class keyword (if you can give it to it) and cards like Get over here! .
Hammer! A third of a popular card game in Azeroth. The other two are Axe! and Bow! A weaker Kill Command , the class's direct damage basic spell.
Tongs "A maniac once asked me if i can see a use for tongs in the kitchen. Preposterous! The class's card draw. Also part of the "Nuts//Bolts" challenge, along with Hammer!
THE REST OF THE CARDS
Ironforge Guard "Sorry, lad, no entrance for outsiders. Not since someone stole that Big Freaking Hammer from the vault." Armour on a stick, as long as you have a weapon equipped.
Scrap Storm An umbrella won't be very useful. The class's single target removal, cheaper than the average, but it's conditional.
Weaponsmith Apprentice She wanted to become an Armorsmith, but the academy found her designs quite... offensive. A 1/3 for 1 mana that helps you in the early game.
Repair The Smith tried to charge 4 golds for his work as usual, but since he's been turned into a cat, noone would pay more than 1. A cheap way to regain some damage on your weapons.
Molten Core Scimitar This model was returned a lot to the store once people realised it's not made out of actual molten core. A risk-reward weapon, most of the time is a
more expensiveFiery War Axe .GOOD LUCK TO EVERYONE!
Keyword:
A minion activates their Fortified effect while they possess minion Armor, which works the same as hero armour, to circumvent minion healing. Not all minions in the set have it, but those that do can synergize powerfully with cards that interact with your hero's armor or another minion's armor.
Link to phase one
Oglethorpe Obnoticus needs more scrap metal, and it turns out Deathwing, as former Earth-Warder and harbinger of the Cataclysm, has a lot of high-quality black steel. Oglethorpe isn't rich, so he needs to get a good deal in order to bring his most complicated blueprints from drawing to reality. Deathwing needs a friend...wing? Fear not, this fearless gnome has a knack for quirky inventions that will surely make Deathwing's life easier, and get the two buddy-buddy enough so Oglethorpe can steal all of the Dragon's suppl- oh, I forgot I was saying that out loud.
Showcase cards:
Card Explanations:
Truefire Rocket : Did you ever want to have a worse Execute ? Well here it is. The Technician is going to be pretty bad at directly removing things. However, thanks to certain cards in future expansions this card will be a lot easier to ‘target’ than it might seem ( Piercing Round actually helps to synergize with this, or to disqualify targets it might otherwise hit).
Piercing Round : A simple damage spell like Frostbolt , but the key is this card ignores Armor. For example, your opponent is at 1 Health and has 3 Armor. If this didn’t ignore Armor, it would leave him at 1 HP. As it is, it would leave the Armor intact and put him down at -2 Health. This mechanic would have to be coded into Hearthstone such that hero health values <= 0 will destroy the hero (and break all its Armor afterwards).
Gnome Rocket : That’s right, I printed Moonfire again. It launches a blue-haired gnome who screams incoherently at the target. Perhaps Malygos is going to find a new home with Technician.
Hit the Ground and Running Fast form my Nuts // Bolts phrase: “ Hit the ground running ”; that is to say, excelling at something even after just being introduced to it. Hit the Ground introduces some interaction with minion Armor that we won’t see until the Classic set; It’s similar to Dark Iron Skulker in that sense. Running Fast is a simple buff, but it’s worse than Velen’s Chosen because that card was busted.
Rest of the Cards:
Tokens :
Parachute Protocol (Level 8) : Similar to Animal Companion , this card takes the conceit of Piloted Shredder (in that it summons a random 2-Cost minion) and simplifies it. We have Squirming Tentacle, Jungle Panther, and Am’gam Rager with Divine Shield all for 1 mana less.
Ride the Rocket (Starter) addresses the least developed aspect of this class— direct damage. There won’t be a lot of direct damage, so this one, as a basic card, takes the weight of all that, even though it’s directly inferior to both Sinister Strike and Mind Blast .
Goblin Technosapper (Starter) : The Mech tag is applied after GvG comes out, obviously before then it doesn’t have that tag. It’s a conditional 3 mana 4/4, and otherwise slightly understatted. This class’ armor gain will be slightly less than Druid, which means it will satisfy this requirement less often, but it will have ‘burst armor’ (i.e. a lot of armor gain over turns).
Behind Schedule (Level 6) : This card is meant to show how the class is able to do a lot, with cheap card draw, but with various drawbacks. It’s ‘behind schedule’ because finishing the job too quickly results in malfunctions (which damage your hero).
Marked for Scrap (Level 2) : This is similar to Mortal Coil , in that it draws cards conditionally on minion death, but it’s different because that death has to happen on your opponent’s turn. For instance, playing this on a minion you know will have to trade with another next turn all but guarantees you draw 2 cards— but it introduces some element of careful planning as well— you might not always have minions on board that will die next turn.
Hope you enjoyed the cards and the concept!
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Made in Cooperation with @Otovent.
All cards and images have been drawn by @Otovent.
The Scribbler
A Custom Class by ThisOtherGuyTox and Otovent.
The Scribble Sinci is the good-hearted creator of many beings, brought into this world through his drawings.
His many adventures has led him to the great Dragon Neltharion, and wishes currently stands to be bringing the dragon back from his madness, through the power of friendship!
But what led him to want to help Deathwing?
The story of the Ethreal Scribble Sinci.
Part 1
Our story starts with Sinci's childhood, on a planet named K'aresh
He was just a young man with a dream, a dream of creation.
But everything changed, when the Void Lord Dimensius attacked.
Flooding K'aresh with Void and Arcane energies, Sinci's race was stripped of their physical form, and was forced to bind their minds and souls, to enchanted strips of clothes.
Terrified and weakend the race now known as the Ethereal, fleed from their home planet, for the sheer hope of survival.
It is not known how many survived the attacks. It is not known if everyone ended up taking refugee on the same planet. But what is known, is a group of Ethreals, including our hero, landed in the plains of Nagrand, on the planet Draenor.
The great Naaru A'daal had witnessed the terror, and had guided their ships to Draenor, to give them a place to stay.
Scrambled and Broken, the Ethereal joined forces, and created the society known as the Consortium. Making themselves a safehouse near the contested city of Halaa.
Without the presence of his familiy, Sinci grew into dismay. His soul was broken, and his dream unobtainable.
Atleast until he was aquainted by a woman known as Su'sum.
Su'sum had been the grand owner of one of K'areshs finest Museums. Although none of it's exhibitions had survived the attack, she was sure the Ethereals culture and art would survive with it's survivors.
Although none of the grand artists had survived, she was determined to show the remainders of the once proud people the wonders of art.
With a few of the other survivors, she had started the Sunspring Academia for arts. A place for youngsters like Sinci to outfold themselves, and learn the wonders of art.
With a place to learn, Sinci found his old passion, and quickly rose to be the top student of the academia.
His skills quickly advanced. With his drawings becoming more and more lifelike, he eventually drew a creature so lifelike it actually came to life!
Over time, he was able to recreate his talents over and over again, while getting better and better control over his drawings, making him not only one of the Consortiums greatest artists. But also it's most valueable millitary asset.
To be continued....
The class builds on the idea of drawing cards. But for this particular class, it has a double meaning, in the sense of also directly scribbling something down on a piece of paper.
The right-most card was taken over the left-most card for the simple reason that it's easier to change your right-most card compared to the left-most card. It would also be a hinderance for a combo deck. As you wouldn't be able to keep one of your combo pieces in your hand for very long.
EXAMPLE CARDS
Illustrated Illustrator: A decently statted minion, that tutors for specific cards. You can use him in several different ways, including only adding a few specific draws cards to your deck, or just using him in a deck that focuses on drawing, or utilizes Print.
Paint It Silver!: It's Silverback Patriach fused together with ANYTHING you want. Except it's not a Beast. The card allows you to make a high healthed minion into an extremely durable Taunt , which is useful, as the class has a lot of low tempo, high value cards.
Innovation: Probaly not as busted as a certain other 10 Mana card draw spell. But this allows you to fuel up, in exchange for tempo. Like Bag of Stuffing, this would not instantly kill you if you reach fatique, as the amount of draw is determined on how many cards are missing in your hand, before you cast the spell.
Come Sit: Frost Nova , but with a twist. Not only does this also deny the opponent hero's Attack. But it also stops any potential Charge minions, making your hero a lot safer, against Leeroy Jenkins , Doomguard ETC.
By the Fire: A cheap AOE buff, that favors whoever has the most stuff out on the board. The card is more focused on securing the board, rather than actually taking your opponent's hero down, or trying to take control of the board.
REMAINING CARDS
Note: Any Shuffle mechanic is from your hand, unless specified elseway.
I want a new title, but Flux won't let me have one,
I'm posting this here because I goofed the time conversion to my area and missed the original submission window, but thank god, ShadowOfSense took pity on me...
Berserker - Basic Set
Previous posts:
"Azeroth under threat? And you come begging to us in Draenor?"
Berserker
Why the berserker?
Yes, we do already have a warrior class, but I think often it misses a facet of what could have made it great. There were cards that made it seem like perhaps it would have a n aspect of the warlock; The tradeoff of health to activate stronger cards; think Mortal Strike . Instead, with warrior nowadays you either have a heavy armor build or you just nuke with pirates, depending on the year. It doesn't feel much the class fantasy of one man against the world. And thus, a heavily Orc-inspired warrior influenced class.
What is the berserker about?
A strategic, defensive class, designed to hide behind temporary barricades and lash out with massive AoE's when cornered. Seeing as this is in effect a 'heroic' class, in that it's dropped post many expansions, each expansion will focus on different survival tools and win conditions built into legendaries. The keyword, Surrounded , emphasizes a reactionary playstyle; When Murlocs, demons or pirates choke the board you get a (Generally) defensive bonus. Meanwhile, you stack shields when you expect to be damaged while you find your win conditions or massive minions. You need to play smarter and not harder, you've got finite amounts of armor, and no armor lasts more than one turn in this class. There's not much healing; if you want to soak damage you have to out-think your opponent.
Essentially, in conclusion, there will be one overarching defensive archetype bolstered by several different win-conditions, will require strong deckbuilding.
Card Preview
Lead by Example - Essentially this is meant to threaten your opponent; Can they afford to keep a single minion on your board to shut down your Surrounded minions, if you can remove it with your face? Also, this is meant as a soft destroy; kind of like Meteor, the actual damage doesn't really matter.
Draenic Magmaheart - This seems like a strong minion in any instance, but it can be up in the air. The opponent only has on minion on the baord, and this won't trigger; you just get a 2/3. Decent body, but you might need the boardclear later.
Mountain Mallet - A fairly simple armor based weapon; You need to decide if you can tank a few more hits from an enemy minion, because killing off a minion means you waste the armor if the board is empty. This is a good indicator of how this class plays around with the concept of non-permanent armor, and how it affects your gameplay.
Mak'gora - Much like other strong control classes, berserker has access to cheaper destroy effects. However, much like Shadow Words or Executes the opponent has a strong control over when and how you have access to destroy effects. Essentially you have a stronger ability to destroy and boardclear when you only have your hero available; If you've got equal or more minions that your opponent, you may just gain no advantages. Thus, you have to think before just causally dropping extra minions.
Broxigar the Red - Broxigar is, I will admit, not entirely the legendary I wanted to show off. A lot of the legendaries in this class do not work how he does; Most work unconditional to the number of enemy minions and create token spells and weapons to help you win. Now, Broxigar instead does nothing but crush enemy boards. If you have no board turn 8, generally you're dead. You've got nothing to show for it and none of your lategame minions can save you, but that's where Broxigar comes in. Stall the enemy from killing you till turn 8 and drop a 6/14, clear most high health aggro minions and develop an impenetrable wall. That's why I used the only basic slot to showcase Brox; He most encapsulates what berserker does best; Stalls why losing health and board presence, only to drop massive minions and run the opponent out of minions (Note: No, there will be no handbuff in this class. I'm assuming we'll be making custom tri-class families for Gadgetzan. The "Double" is just for easier reading and feels better to play. You can theoretically get value from Prince Keleseth, but I'm not sure that'd really work in a deck.)
Edit: I missed the rule that all cards had to be standard, so I changed some cardart but kept the general designs unchanged. Shoutout to Wrought for warning me!
Strategy: Most hero powers conform to a 0-cost spell, and I intended Berserker to be no different. I've gotten recommendations to increase the Hero power to a higher armor level, but I've figured that with the hero power and a card like this, essentially negating any amount of damage less than 8, it becomes a bit too anti-aggro. I think it's good to have this kind of armor effect at zero cost to allow for damage mitigation even when playing a minion on curve. This isn't a class that relies on cheap cards however, so I can't think of any other cards to play at zero in this class.
Lead by Example: I debated very, very long at how much this effect should cost, but three feels right. Essentially, for one turn you can prevent any of your minions from being attacked, which is stronger than Commanding Shout I think. It's at three to prevent you from dropping, say, Ysera and then keeping it from dying for a turn. This is best with two mid-cost minions or getting out a decent 6-drop, or perhaps keeping your minions alive from last turn.
Reave: I was going to keep this without the "Up To" clause, to keep it more in tune with Cleave and Multi-Shot but... I couldn't do it. Those cards are immensely bad, and random damage is already hit or miss (if you'll excuse the pun), so I'm keeping it in line with Volcanic Potion and Powershot . this card isn't great lategame but early game it gives you a landslide boardchange on turn three against aggro decks. Is this the only boardclear for berserker? Hardly, but I think it's a good depiction of what berserker can do; Conditional, cheaper anti-aggro spells that give good tempo.
Burning Blademaster: I have been told this is overpowered, so I ran some numbers. Eleven stats, casts what is essentially a 2-cost spell ( Mortal Strike ) all for six mana... This card is very similar to Fire Elemental , but I think it fits even better in berserker. First off, yes, it's a 4/7 because I thought that was a cute joke with Injured Blademaster , and yes, 4 damage because that's how much damage Injured blademaster takes... but on a more serious side, Fire Elemental was a strong card and since Berserker Excels at working with few minions, having a higher health Fire Elemental works better with minion based buffs and multi-trading.
Uprising: The basic set is all based on Kargath Bladefist, and Kargath is nothing if not a revolutionary figure. Uprising is a card that excemplifies that; After shuffling off a bajillion damage from earlier rounds against aggro, you ignore almost an entire boards worth of damage and start drawing all your answers.
Combat Roar: A simple Taunt giving spell, but unlike similar mechanical buffs like Windfury and Divine Shield , this has use against an enemy minion hiding behind a strong taunt that you can't target with your hero or minions.
Maddened Strike: A simple Darkbomb that costs one less, but is weaker through the fact that it's not great against aggro> i figured Berserker needed some options against control decks.
People's Champion: An alternate way to heal or prevent eight damage, and it has the option to buff the minions summoned, with the aside that it doesn't help with your Surrounded! effects. This is part of my Phrase challenge, contrasting with One Man Army.
Howling Claws: First off, yeah... It's not a fist weapon, it's a necklace. The art was too good to pass up. Essentially, Howling Claws is the direct inbetween of Light's Justice and Assassin's Blade , and works well here as a base to buff. Use cards like Burning Blademaster to get a briefly stronger weapon, or just keep an extra 2 damage around for each turn you need it. Each class deserves a fairly simple weapon, and I think a 2/4 is an interesting weapon that has been almost unexplored (Though, McF4rtson speaks loving volumes about his Charged Hammer decks...)
One Man Army: Blessing of Kings is great, I love Blessing of Kings . I figured I could give it taunt and possibly even make it a downgrade, as it costs more and doesn't give any extra buff to minions that already have taunt , which aren't uncommon in Berserker.
In any case, that's the basic set! Thanks to CheeseEatingEtc. and McF4rtson (As always) for some helpful tips, and everyone who rightfully told me 1-mana draw was op as all get out.
Thank you once more to ShadowsOfSense, I'm so sorry for the inconvenience.