This is the Submission Topic. The Discussion Topic is here.
Greetings, card creators! We're back once again with our fifth Class Creation Competition - Trials and Errors! We've looked back at the previous competitions, taken the lessons we've learned from them and applied them here to hopefully give you guys your best ever competition. What does this mean? Well...
Longer Submission Phases
One of the common issues creators faced - exacerbated to the extreme in our Year Creation Competition - was a lack of time to complete their submissions, often feeling like they've put out rushed and unfinished work or not submitting at all. Our timetable this time is based on a suggestion from CheeseEtc - instead of lasting around half as long as the full Season, this competition will last the entire 20 weeks of the main Season. This does mean that we'll be far less likely to extend deadlines, but hopefully the increased submission windows will make this a non-issue.
More Freedom
One of the tricky things about running these competitions is that it's impossible to cater to everyone. In the last two CCCs, competitors were given extra challenges that they needed to meet the criteria on, beyond just creating the correct amount of cards. Some were silly and fairly trivial to do - some were not. While lots of competitors enjoyed this extra challenge as a means to get their creative juices flowing, others found them overly restrictive and an impedance to their vision for their class. As such, we've come to a compromise on the extra challenges - in Phase I, there will be no extra challenges that you must complete. From Phase II onwards, the three extra challenges will be added back in. Speaking of which...
Less Clutter
One of the sticking points of the last CCC was the 'Challenge Polls', in which we allowed you the competitors (as well as those merely spectating) to choose which three of six challenges you would have to abide by in the next phase. This was fun thematically, but a slog to get through and overall just an added annoyance for us to keep track of. As such, all challenges in future phases will be hand-picked by myself, with no extra Challenge Poll phase. This does mean that I won't be competing myself, to avoid any bias, but not to worry - I'm still finishing off my three expansions from the YCC after all...
I hope you're all ready for some interesting trials in the upcoming phases, but for this one, please, let your imaginations run free and design however you like - no worrying about mandatory keywords or weird cost restrictions this time.
GENERAL RULES
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only. If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out. * You are allowed only one submission , consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I. * You may make only minor edits to your entry once you have submitted it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first. * You may not delete any posts you make in this topic. No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that. * You may not create your own topics on this forum for competition-related material. If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with a class that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. You also may not reference or link to your topic in official competition topics.
* You must host your card somewhere other than Hearthcards. We encourage you to create your entry material using Hearthcards.net , but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to Imgur , Photobucket , or some other similar site. We understand that there are some Hearthcards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs. * You may not submit any Gold cards or animated cards, nor may you include any images in your post other than the requested submission materials. A single banner or border, to introduce the class, is allowed. We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners. * You must insert your images into your post using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good. * Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified. How should you size your cards? Well...
Adjust cards to a width of 250 , and you should be able to get three in a row!
Adjust cards to a width of 180 , and you should be able to get four in a row!
Adjust cards to a width of 150 , and you should be able to get five in a row!
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE I: The Concept SUBMISSION REQUIREMENTS
Before you get to creating dozens of cards for your class, we want to hear your proposals. Here are the requirements for your Phase I Entry:
THE CLASS'S NAME Obviously, you have to tell everybody the name of your new Class.
Your may not submit a Death Knight, Monk, or Demon Hunter. I know, I know, those are the three classes in WoW that haven't made it to Hearthstone, so they're the most logical places to go, right? Well that's actually the problem. These three classes have already been created and speculated about dozens of times over by countless people already, from popular streamers to many different members of this forum. We want to breed new creativity with this competition.
A HERO PORTRAIT Your class must be represented by a specific Hero, and that Hero should have a name.
Your Hero's starting/maximum Health must be 30 , just like every existing hero. If it's not included explicitly on your Hero Portrait, it will be assumed.
A HERO POWER Every Hero needs their own unique Hero Power, and so does yours.
Like all existing basic Hero Powers, yours must cost (2) .
Your Hero Power must also contain the words " Hero Power " at the top of the card text (e.g. Fireblast ).
Note: A common mistake some folks make with their Hero Power is making it unusable without certain class-exclusive interactions like a new keyword. In addition to making the power useless to other classes when obtained by Sir Finley Mrrgglton , it may also be useless to the class itself when a player only has access to the class's Basic Set, which does not allow class-exclusive keywords.
EXAMPLE CARDS We do not want to see your Class's entire collection, just enough for us to get a good idea of its concept.
You are allowed up to five (5) example cards. What kinds of cards? That's entirely up to you and what you believe would best showcase what makes your Class unique. You might decide to show off a Basic card that would find its home in any deck your class could make, or you might decide to showcase a card that plays a major role in one of your Class's win conditions, or you might decide to show us an example of a card that uses a new Class-exclusive keyword. Tell us a little something about these cards and how they fit into the grand scheme of things.
Your example cards may not produce any unique token elements. The only exception to this would be if the only unique token cards they produce are one that are already produced by your Hero Power.
Your example cards are not required to show up in any future Phases as part of your final product. They are just examples and may be modified or even abandoned entirely as the competition progresses.
KEYWORD Your class may have a unique keyword, though this is not required. If it does, tell us about it!
You can generate a keyword tooltip definition image here on Hearthcards . Just remember to host the image elsewhere, like any other.
Your class may not use the Choose One , Combo , or Overload keywords during this or any other phase.
EXPLANATION Tell us a little bit about all of the above. Remember, the point of having different Classes in Hearthstone is that each of them plays differently, so consider telling us how your Hero Power and Example cards lend to or exemplify your class's unique features. You can also let us know, is your class more focused on aggressive, control, or combo decks? Does it place particular focus on minions, spells, or weapons? Is it fairly straightforward or does it have multiple different viable deck archetypes? Does it have a unique win condition? You can even tell us a little bit about where your Class's concept came from.
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase II of the competition be determined? The answers to these questions and more can be found below...
NOTE: All stages of the competition begin and end at 22:00 UTC. ALSO NOTE: This timetable is subject to change at any time, even after the competition begins, if it seems like too many folks are struggling.
* During Submission stages, Submission Topics will be unlocked and (remaining) participants may submit their entries. During Phases I-II, you may also use this time to go ahead and up-vote submissions that you like. * During Up-Voting stages for Phases I-II, Submission Topics will be locked. Use this time to up-vote submissions that you like. Note that advancement during these Phases depends entirely on up-votes. * During Polling stages for Phases III-VI, Submission Topics will be locked, and all eligible remaining participants will have their submission material included in a separate Poll Topic to determine advancement. Phases III-IV include two Poll Topics because I anticipate we will have enough participants remaining that we will not be able to fit everybody in one Poll Topic. Note that up-votes in the Submission Topics are irrelevant to advancement during these Phases.
How will eliminations be done, and how many competitors will advance from each phase to the next?
I'm glad you asked! We will be taking a equal proportion of competitors from each Phase of the competition to the next, and we will be ending with exactly four finalists. That being the case and their being five total eliminations before the final round, that proportion can be found by solving for x: [# of valid Phase I entries] * x^5 = 4 The higher the number of valid Phase I entries, the lower that proportion becomes. Just so you have an idea, the proportion hits 50% when we hit 128 entries, which is likely, but it only hits 33.3% when we hit 972 entries, which is less likely.
As mentioned above, advancement to Phases II and III will be determined by up-votes only. However, these up-votes are weighted using a formula identical to the process used by our Weekly Card Design Competitions: ( ab ) / ( c ) = x (Where a is the total number of up-votes that your submission received, b is the total number of valid submissions on the same page as your submission, c is the total number of up-votes on valid submissions on the same page as your submission, and x is your submission's final weighted up-vote score.) Why bother with this formula rather than just taking each submissions up-votes directly? Because earlier pages simply get a lot more views that later pages do, and we do not want rushed, early submissions to have an advantage over later submissions that took more time to get their entries just right. The formula basically measures which submissions stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible, because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
As mentioned above, advancement to Phases IV, V, and VI will be determined by polls. These polls will be multi-choice, meaning that voters can vote for every entry that they like. Whenever we have to split a Phase's poll into two to make it more manageable for voters, advancement will be determined by looking at each class's final percentage scores, not by looking at the direct number of votes they received, since we can't guarantee that the same number of voters will vote each day. Poll results will always be hidden until the poll has concluded, and for polls split in two, this does also mean that the results of the first poll will not be revealed until the second poll has concluded as well.
The winner of Phase VI, and thus the entire competition, will be determined by a poll much like the ones before, except that it will be single-choice, requiring voters to pick their single favorite class, and will have a much longer polling phase than usual to give us plenty of opportunity for promotion and such.
In the event of a tie during Phases I-IV for the last possible advancing position, all entries involved in the tie will be allowed to advance; the more the merrier, I say. We will absolutely not have more than four finalists, however, and so in the event of a tie during Phase V, the three Fan Creation Forum moderators (that is, Cogito_Ergo_Sum, ShadowsOfSense, and PupleMD) will vote to break the tie. In the event of a tie during Phase VI to determine the competition's winner, the title will simply be shared unless both finalists request and agree to a tie-breaking round.
But wait, there's more! During Phases I-IV of the Competition, each Fan Creation Forum moderator (ShadowsOfSense, PupleMD, Phoenixfeather, ThisOtherGuyTox, Cogito_Ergo_Sum, Otovent, linkblade91) will have a Wild Card , which we may (though are not required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
Are you curious what will be required for future phases of the competition? The challenges will remain a secret , but I'm happy to tell you the general submission requirements.
PHASE II: The Basic Set
In this Phase, you will each construct your class's Basic Set . Here are the requirements for your Class Creation Competition Phase II Entry (And these may vary due to certain challenges)
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
Note that it is okay if you've decided to make some minor alteration to your Hero Power since Phase I.
EXAMPLE BASIC CARDS We do not want to see your Class's entire Basic Set out in the open.
You are allowed up to five (5) example Basic cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
As these are Basic cards, they should have no expansion watermark and no rarity gem.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
There are many keywords that do not appear on any existing Basic Card, and they may not appear on any of your Basic Cards either: Counter , Deathrattle , Enrage , Immune , Secret , Silence , Stealth , and any other keyword that has been introduced in future expansions (e.g. Adapt ). In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Spellstones and C'Thun synergy, and so on. Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elemental or Dragons.
Just as Choose One , Combo , and Overload do not appear on any Basic cards, neither may any of your class's unique keywords appear on any of its Basic cards.
REMAINING BASIC SET The remaining five (5) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
PHASE III: The Classic Set
In this Phase, you will each construct your class's Classic Set . Here are the requirements for your Class Creation Competition Phase III Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE CLASSIC CARDS We do not want to see your Class's entire Classic Set out in the open.
You are allowed up to five (5) example Classic cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
As these are Classic cards, they should have the Classic watermark, and you should include 6 Common cards, 5 Rare cards, 3 Epic cards, and 1 Legendary minion.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
There are many keywords that do not appear on any existing Classic Card, and they may not appear on any of your Basic Cards either: Discover , Adapt , Lifesteal , Recruit , or any other keyword that has been introduced in future expansions. In addition, there are many general mechanics that did not appear either, so you must avoid expansion-specific mechanics like Spellstone and C'Thun synergy, and so on. Other such mechanics like Elemental and Dragon synergy aren't disallowed per se shouldn't be used unless your class is specifically themed around Elementals or Dragons.
REMAINING CLASSIC SET The remaining ten (10) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC SET You should include your completed Basic Set from Phase II behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Classic Set material. It is fine if these cards have undergone some minor modification since the end of Phase II, but thy must still adhere to all of Phase II's requirements.
PHASE IV: Journey to Un'Goro + Knights of the Frozen Throne
By having your class's Classic Set approved of, you've shown that you can make a completely functional class. But functional isn't good enough. Your class must also have room to grow beyond that. For this phase, you'll be proving that it can by giving your class Journey to Un'Goro and Knights of the Frozen Throne cards. Here are the requirements for your Class Creation Competition Phase IV Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE JUG & KFT CARDS We do not want to see your Class's entire JUG and KFT Sets out in the open.
You are allowed up to five (5) example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
You should also have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Quest with the Journey to Un'Goro watermark. These may not have Lifesteal , Death Knight cards, or other mechanics that did not exist until later expansions.
3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Hero card with the Knights of the Frozen Throne watermark. These may not have Recruit , Spellstone Upgrades, or other mechanics that did not exist until later expansions.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
REMAINING JUG & KFT CARDS The remaining seven (7) cards of your class's JUG and KFT Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC AND CLASSIC SETS You should include your completed Basic and Classic Sets from Phases II and III behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase IV material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE V: Kobolds & Catacombs + The Witchwood
Congratulations on being a semi-finalist! With positively received Whispers of the Old Gods and One Night in Karazhan sets, you've proven that your class's concept and mechanics have room for expansion. Now, there's only one last thing to do: narrow down the best of the best. For this phase, you'll be giving your class Mean Streets of Gadgetzan and Journey to Un'Goro cards. Here are the requirements for your Class Creation Competition Phase V Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE KnC & WW CARDS We do not want to see your Class's entire KnC and WW Sets out in the open.
You are allowed up to five (5) example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Weapon with the Kobolds and Catacombs watermark. These may not have Echo, Rush, or other mechanics that did not exist until later expansions.
You should also have 3 Common cards, 3 Rare cards, 2 Epic cards, and 2 Legendary cards with the Witchwood watermark. These may not have Magnetic, Overkill, or other mechanics that did not exist until later expansions.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
REMAINING KnC & WW CARDS The remaining cards of your class's KnC and WW Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC, CLASSIC, JUG, and KFT SETS You should include your completed Basic, Classic, JUG, and KFT Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE VI: The Boomsday Project + Rastakhan's Rumble
Here we are, finalists! In the last phase of our competition, you'll be giving us your class's Knights of the Frozen Throne and Kobolds & Catacombs sets, as well as constructing your own custom Finale Topics:
FINALE TOPIC There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such: [Class Competition Finalist] TURTLE (Replace TURTLE with your own class's name, of course.) Then, bring it to our attention, and we'll link to it from this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Class however you think is best.
BOOM & RR CARDS In addition to including the required material from all previous phases, you must add the following:
3 Common cards, 3 Rare cards, 2 Epic cards, and 2 Legendary cards with the Boomsday Project watermark. These may not have Overkill or other mechanics that did not exist until later expansions.
3 Common cards, 3 Rare cards, 2 Epic cards, and 2 Legendary cards with the Rastakhan's Rumble watermark.
EXAMPLE CARDS These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send ShadowsOfSense 8 example cards from your completed collection, preferably via PM, to be included in the Final Poll Topic. The Final Poll topic will look very similar to this one from our first CCC, except that no token cards will be included.
REWARDS
In addition to truly epic bragging rights, ALL finalists will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 7 competition themed around their winning class!
ARCHIVES
Want to see how things went during our first four Class Creation Competitions? Want to see what the winners and other finalists did during each phase? Then check out the links below!
Note, that some competition rules, especially formatting rules, may have been different for past competition.
I won't have to many time to post it later, so that seems I'm gona be first to post my class. And the class is...
Reality Shaper
My class Hero Power adds one of four Form cards to your opponent's hand. Form cards are cards with no cost, so they cannot be played. They will have some disruptive effects on your opponent's plays, and after one time their trigger they'll be destroyed. You can check all of them in spoiler below:
My class will have no unique keyword. It has very strong card draw and card generate, and tries to get upside from this. Also it have many mill and some 'cards-in-deck' destroying, however not to much, because that would be sick for the meta. This class also depends harshly on spells and spell synergy, however in much other way than Mage or Priest. It won't use them to burst, but mostly as fuel for combos and spell related cards. It also won't have to many damaging spells, since he would use stat lowering mechanic instead. Still it have some damaging spells, but not enough to play aggro or something like that.
Showcase cards:
Collect Energy
: As I said Reality Shifter have many card generating. This cheap spell also benefit from other spells, and coud became key card for many Combo Decks.
Stellas
Coactore
: This guy is excellent example of what my class can do. It has many card draw, makes you sure that card draw won't became deadly for you, and show mill aspects my class use. Perfect to be my Classic legendary.
Energy Flow
: My class use Secrets that costs 4 Mana. As it have the most expensive Secrets, they would have some realy great effects. But what's great in 4 Mana draw 3 cards, if it's conditional and you can't even use them ths turn? The most important thing here is the fact that this always draw you spells. If you'll make you're deck correctly, you can be sure that they would be good cards to draw. The best example are, again, Combo Decks.
Reduction
Light
: This card is example of stat lowering theme of this class. Nothing much to say.
Silent
Blocker
: And that's example of how you can benefit from stat lowering. Of course some could say it's better to buff this than lowering stats of many other minions. But here comes the answer: this class has realy weak stated minions, amd nothing to buff them! You need buffs from neutral, but you won't have enough good minions to benefit from it. For curious, your minions with lower Attack also can attack only this, and all minions affected by this can ignore Taunt!
So that's all from me i'm glad you read through this (if you actualy did that), and hopeful that you like my class enough to give me up-vote. Do that, so I'll beable to show you more of Reality Shaper themes, playstyles, Mechanics and, of course, cards!
Edit: Balance changes- Reduction Light cost reduced to 4. Collect Energy problem with copying itself reduced.
I proudly present to you, my custom class for this competition:
The Journeyman
The hero for the journeyman class is a pandaren, called Ping Loo. His job is to travel to all the undiscovered lands. Of course he never travels alone, because he has his minions and companions to help him out. The hero power moves minions, which is a common theme in this class, but he also gives them a small health buff to make the hero power not complete garbage in decks that are NOT centered around moving minions.
The important themes of this class are:
Moving your minions:
This can only be done when you have multiple minions on board. Some minions get extra effects when moved, and some require smart placing but you can move the minions later. Moving a minion picks him up from the field, and you can then drag him to a new place on the board. If you only have one minion, the 'moving' part of the card will just be skipped. So in the hero power's case, you just give your minion +1 health.
Smart placement:
In the journeyman class, you will see a lot of minions that have effects on the minions adjacent to them, or opposing to them. If a minion has 2 other minions opposing to him, he can affect both. (like in the monster hunt from witchwood if you play as cannoneer) smart placement is important, but the hero power allows you to adjust your placement if you want to.
Card draw:
Card draw is important for the class, because of the various small combo's available in this class. Card draw is also important if you want to make a deck that uses this class' own keyword, Signal, which i will explain in a moment.
further more, the class will have control tools and some minor discover synergy in some expansions, but those are not the main strategies. The class also has a lot of synergy with minions, and is not centered around spells (well exept for boomsday but boomsday is crazy anyways). The class might get 2 or 3 weapons but not too many.
Because communication is important when travelling together, he also has a custom keyword, called
Signal
, which will be introduced in the classic set and also used in later expansions. Signal is an effect just like battlecry and deathrattle but it can be activated multiple times. It allows minions to send signals to the minions adjacent to it, who will then react to it. Thats also why placement is important.
So some minions can
Emit
a signal, and others can
Receive
a signal. That is also specified on the card. Basically you need an emitting minion next to a receiving minion.
Now, it's time for the example cards! They will also demonstrate how the keyword and the mechanics of the class work.
Now let's quickly talk about them:
Desert Cruiser:
Nothing really interesting here, but is still a usefull card. Some of the Signal effects are really strong and this card is a great way to trigger them.
Darkmoon Caster:
This card was one of the first cards i made for my class, and since then it has inspired me a lot, and the mechanics all evolved around this card. It requires very carefull placement, because when there are 2 minions in front of this guy, he hits BOTH of them! When there is no minion in front of him, he hits the enemy hero directly! And it is also a 3/2 minion who can attack & defend as normal.
Experienced Pathfinder:
This card lays the foundation to movement based decks and synergises quite nice with the hero power.
Smoke Signal:
An essential card for any Signal based decks, but still a very balanced card.
Ulla Araviona:
A sneak peek to what will come in the Boomsday Project set... She makes your spells basically free, at the cost of giving them random targets, and you can't choose when or if you even want to play the spells.
I really hoped that you enjoyed reading about the journeyman, and also I am already exited to show the rest of this to you all, and even when i get knocked out of the competition I will upload my work in my own thread. Also i wish great luck to all the other competitors. Thanks for reading,
A gambler can be many things, a man who bets money on games, a fisherman that is fishing without bait, or just a simple risktaker. One thing they all have in common, is that they play the odds, and hope the luck turns in their favor. So does the Gambler class. For this reason the Gambler will include a fair amount of RNG elements. But the Gambler, unlike most other classes, have a tendency to be able to stack their odds in their favor, making the odds just the slighest better to turn in their favor than their opponent's.
The Showcase Cards
Forlorn Scrambler: No matter the situation, this will turn out as a way for the Gambler to get ahead. If Taunt emerges, the Gambler can go defensive, whilst it can be more aggresive, should Rush be the example. Should Stealth be the thing for this card, the Gambler will be able to decide just the right moment to swing with it and turn the board into his favor.
On the House: A gambler will take anything that comes their way, and will for this reason never pass up a free drink! Use this card to fill out your curve, and use it strategically, if you want to search up specific Gambler cards! (There will be a 0-Cost Gambler card for this to work with.)
Blavon Felshine: With the use of his Hero Power, and other card generating cards, Hand-Gambler is a logical choice. This further helps promote that, by generating both value and Tempo for the class alike. It should be noted that a random minion is on average about a 3-Cost minion.
Eccentric Noble: Sometimes the cards you obtain won't always be wanted, and will fill you hand with things you'll never want to play. Cards such as this one helps mitigate that, to create a more fluid and consistent experience for all players alike.
A Fresh Start: Lastly, a Gambler is not afraid of trying out new things, and will risk it all for ultimate victory. With the card-generating Hero Power, you can get back on your feet in a matter of turns, for this powerful, but extremely dangerous effect.
I hope you all will enjoy the Gambler class as much as i enjoyed creating it. The primary goal idea for the class is creating (hopefully) healthy RNG, in a way that it doesn't just blow the opponent out of the waters, but instead creates interesting dilemmas for the Gambler to take advantage of, to help make every single game with the Gambler class an enjoyable experience!
Story:
During life Amira was just a mad girl, other than that she had nothing special in her life, but after death, here's where the real story begins. No one knows how, but she managed to escape from death's hand, and now she is trying to get herself a body. She got her hero power, which is "Stealing" body parts from the ones who face her, maybe she is mad, but she is a powerful soul (not a ghost!). Those who underestimated her now became part of her servants, no no, please don't get me wrong she is not THAT powerful to control living sentient beings (maybe some murlocks), but from their parts she is able to create servants for herself. After trying for many decades she nearly lost her hope, until one day someone told her, that the only way to get herself a body is to kill a body with soul mightier then her own. And now she is gathering army for fighting the body, and preparing morally for the final (maybe?) soul fight with only one bright memory, The Last Kiss.
Example cards
Card description:
Some of the cards are what surrounded her dead body, creepy spiders, "Grave Cold", Some are bright things she remembers (only thing) like "The Last Kiss", and some are her creations like "Homunculus", all above now fight on her side and each one is an powerful "Addition".
Class Description
This is some sort of Priest and Warlock mix, concentrated on taking damage and summoning Homunculus, more about this you will see in next phase, but I am thinking abut something like "Jade golems" but a bit more special.
Thank you
For reading this, and for being understanding if I made any mistakes (english is not my native). Wait for more about this class very soon :)
You cannot find an innkeeper anywhere on Azeroth that hasn't heard tale of Silas Mellowsong, or that wouldn't pay a small fortune to have him perform in their tavern for even one night. His songs are known to lift the spirit, and move even the most calloused of souls to tears. But life on the road is not all fun and games. While he detests violence, if forced to fight Silas' performing gift can be used to strike fear and demoralise, with enemies been driven to the edge of insanity with the utterance of but a few verses.
Borrowing from classic themes of the Bard in a variety of fantasy mediums, the class has no direct damage spells or weapons, but rather excels in building a resilient board presence and efficiently manipulating the stats of minions on the board throughout the game.
The most basic tool in the Bard's arsenal is the Hero Power, giving a minion +2 Health for 2 mana. This allows the Bard to establish a more resilient early board presence than other classes, and synergises with many of the Bard's spells that benefit, or otherwise interact with, the highest Health minion on the board.
The importance of minion Health in the Bard's game plan is further bolstered by the class-specific keyword:
Forte.
An artist as talented as Silas travels only with the best, and the best shine under the spotlight. Any minion with the Forte keyword has Taunt when its health is the highest on the board. This makes for an extremely dynamic board: Trading into a minion with Forte active will more than likely cause it to lose Taunt, but it may very well cause another Forte minion to gain it.
Example Cards
As the above cards make clear, the Bard is geared towards board control and midrange strategies. While all out aggression is possible, capitalising on early board superiority to beat the enemy into submission quickly, the class in at its best when it is ahead on board, and has a variety of tools allowing it to do just that.
Cutting Words
is a Basic card, allowing the Bard to set up beneficial trades for a price that cannot be beat.
Young Troubadour
is the perfect target for a turn-2 hero power, more than likely transforming it into a 2/3 with Taunt.
Technicolor Dreamcoat
exemplifies the Bard's ability to capitalise on being ahead on board. Quite inefficient as a +2/+2 buff, it becomes exceptional if it also gives the target Taunt.
Persuasive Argument
is another example of tools available to the Bard: Secrets. Costed at 2 mana, Bard Secrets act similarly to the rest of the class' arsenal, redirecting or stopping attacks and manipulating stats on board, rather than dealing direct damage.
Scorpio the Inimitable,
on the other hand, (the Bard's Classic legendary) is one of the few Bard cards that deals direct damage, converting board presence into a finishing blow.
I hope you enjoyed this preliminary look at the Bard, and I hope I'll get a chance to showcase more of it in the future. As a final note, I'm not very happy with the class art assets borrowed from HearthCards.net (the pink might be a bit too bright for my taste), and should my submission pass to the next phase I'll more than likely create custom ones from scratch.
It's not magic, but it's not science either: alchemy is an ancient discipline which studies the mutating nature of matter and energy. Whether it is by combining several ingredients into a potion with surprising effects or by transmutting metals of any kind, alchemists always have what they need. And speaking of transmutation...
Transmute
is one of the core mechanics of the Alchemist, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. Two examples of this are the
Ratsearcher
(which helps you to curve out) or
Combustion
(which is hard removal that can help you to get any card you need from your deck).
The Alchemist has several cards that take advantage of the tutors
Transmute
provide, such shuffle or in-hand effects. The faithful
Grave Homunculus
is one of these cards.
Alchemists are also experts in the art of brewing potions, which grant buffs to their minions. However, unlike Paladin and Priest, who focus on stat buffs, the Alchemist will provide crazier effects, such as the one feratured in
Essence of Frost
:
Laryssa
,
the Dark Witch
is a class aimed at stealing strength from its opponents and having resilient minions.
The class has the unique
Barrier
keyword, as described below:
Barrier minions can take a lot more damage when the damages comes from multiple sources.
Low to mid range attacks will be far less effective against a Barrier minion.
Other minions from Laryssa directly steal attack and/or health from other minions.
They are reliant on having a target to steal from in order to truly shine:
Laryssa herself also has a fancy for causing mayhem upon killing something, with some of her spells (and possibly minions) have on-kill effects, this encourages strategic play where the spell finishes the target off:
General Concept
As stated above, the general idea for the Witch is that you steal damage/health from your opponent and use Barrier and card effects as well as your hero power to strengthen your own board. Laryssa's spells will be aimed at dealing additional damage or effects when it kills something, which will encourage plays where your minions deal some damage first so the spell can get the killing blow. With Barrier and other effects your minions should be able to trade efficiently. Her weaknesses will lie in that stealing attack/health will require a target and her spells will be subpar if they can't kill anything.
I hope you like the general idea and I'm looking forward to fleshing Laryssa out a little more if I get chance.
First time posting, but I've been making a good handful of custom cards in my free time, so I figured this would be fun. My entry is:
The Enchanter
STORY
Thaumaturge Vashreen is an esteemed purveyor of weapons, armor, and relics of all kinds, as many more studied Ethereals tend to be. He has taken a step beyond what many of his kind traditionally follow on, however, and set up shop in Stormwind City, aiding those with enough coin in reforging or shifting the aspects of their equipment. Longing for a real test of his knowledge and abilities, he seeks to claim more than simple coin, using his extensive knowledge of the arcane and bending the reality of weapons to truly become a master of his craft, despite already being one of the more well-known of his skills.
CLASS DESIGN
The Enchanter is targeted at a playstyle that leads to flexible decision-making, namely through the manner in which it takes a hold of the board. While its spells can offer bolstering to minions or weapons, it primarily functions through establishing board control, either by doing so with minions buffed into becoming a sticky presence, or by molding them into powerful removal tools. Naturally, Ethereals are masters of trading, and that concept is (ironically) retained here, but its flexibility is what gives it strength. By bolstering both its minions and its weapons, the Enchanter has many choices in how it goes about gaining and holding a lead.
KEYWORD: ENCHANT
Enchant is, on the surface level, a simple effect: Buff a minion's Attack or Health, or your weapon's Attack or Durability (All at +1, from the Hero Power). While weak on its own, however, many cards the Enchanter receives will either recast Enchants, copy effects, or specifically grant large benefits to minions and weapons affected by Enchants. Think of it as "targeted" buffs, rewarding the player for holding enchanted presences on the board, and allowing them to get tempo presence through clever use of Enchanting powerful minions or holding onto strong weapons for a lasting effect. The weakness of Enchant, on its own, is the strict nature of it - Enchant cards are mostly restricted to the class, and as such, other classes will receive less value from them when receiving them through their own sources.
EXAMPLE CARDS
Synchronous Shifter
is an example of a basic, yet potentially powerful tool in the early game, due to its flexibility. Do you drop it as a 2 cost 1/1 and get two copying 1/1's on turn 2, or hold it for further benefits to build a stronger wall up?
Continuum Blade
stands as a model for the flexibility presented in weapons. Adding an additional point of Attack to your weapon on turn 3 is a powerful choice for removal, but alternatively, you could build into a sturdy source of removal instead. In either case, however, you also have your options in-hand to consider.
The
Sin'dorei Disciple
is a better tool for its potential minion presence, in that it can be built into a very strong token to face for your opponent quickly. The options available here are a bit more extensive - you could simply get a 3/3 going, for a faster removal, or build into a healthy minion that can snowball into becoming a monster for the move towards late-game.
Weapon Transmutation
is an example of what an expansion card would look more like. A powerful tool when used correctly, this can establish a lengthy presence of a powerful weapon through the game. The Enchanter has quite a variety of tools in his arsenal, and adaptation through continuation is a terrifying thing to be up against when such cards come into play with Enchants already active on them, something that would rarely be possible otherwise.
Finally,
Diviner Ji'thraas
is a sturdy presence on his own, but his effect is far and away the takeaway from playing him - dropping him on 8 mana allows you to bolster your entire board up, and with a full package, +7 additional damage to toss out can easily be the difference between lethal and allowing your opponent an additional turn. Alternatively, however, you could opt to rely on minions with powerful effects and to up their health, continuing to rely on the threat they pose to achieve wins through controlled means.
Had a lot of fun with this, and I hope you liked the concept of the Enchanter class! Ideally, I would've liked to have used the Weaver custom class option from Hearthcards.net, but unfortunately, it wasn't applying correctly on the portrait, so I figured I'd keep the theme consistent here. I'll probably do more on the Enchanter in the future for entertainment purposes, as well. Would be great to get an opportunity to showcase some of the more rewarding card ideas down the line, rather than the core of its flexible and adaptive core.
(Footnote Edit: Past few were due to images failing to load because they were Hearthcards direct links, this one's just to make the green softer on the eyes, and to make the epic text more purple.)
The class revolves around slight changes to make large impacts. Take the hero power. It does a small thing, but can increase the survivability of your minions, or make removing an opposing minion easier. The signature keyword is meant to allow the class to handle swarms of enemies defensively, while struggling against large enemies, and synergise with the hero power by increasing survivability.
Now for the rest of the cards:
You'll notice a mech theme. Mechs are to tinkers as Elementals are to mage. Shield generator Has excellent synergy with both the hero power and Armored. Plotting Techie is an example of the kind of synergy that can happen with the hero power. Mechanical chicken is a strong buff target that is particularly strong with taunt.
The Marksman brings 2 new keyword, Ranged and Ammo
Marksman is basically a control class, with many tools to destroy enemy minions, and destroying enemy combo pieces.
With a limited healing capacity (just like Hunters), Marksmans must protect themselves in a different way, o therwise they are vulnerable to direct damaging classes like Mages.
Marksmans can upgrade they weapons, using a variety of ammo cards. An ammo card isn't lost when the weapon is destroyed, but only one can be attached at a time.
After this short introduction, i hope i will have the opportunity to show more about Marksmans.
Kneel before the master of the cursed flames! Witchdoctor Ziu'tekhul is the leader of a secret human group known as the
Shadowcinder
Cult
located in Stranglethorn worshipping the Shadows and practicing fiery magic. The difference between the Trolls and these jungle inhabitants is that the Shadowcinders do not worship any kind of god, but rather the Shadows themselves, trying to become one with the void.
One facette of this class is its innate leaning towards combo decks because of its
Hero Power.
Blazing Rune allows to "store" mana for later turns, which is really strong. In the process though, you neither develop anything on board, nor do you actually increase the value of your hand by that much. Value wise, the Warlock Hero Power would probably still be considered stronger.
Another component of this class
(and the one i want to showcase with the example cards)
is the
Shadow Realm
mechanic.
The Shadow Realm basically is like a bank in which you can store cards. Minions can be copied, put, summoned in and out of it and a lot more.
Xipilli, Jeweled Prince
is just one of many more examples to come (if i proceed of course) showcasing unusual Shadow Realm interactions.
Since the Shadowcinder Cult is located in Stranglethorn and fire magic is one of their staples, a few Beasts and Dragons here and there might pop up, but they won't be the classes main focus. Also, to explain the names of some of these cards: Ziu'tekhul is my easier to pronounce version of Xiutecuhtli, which means gentleman of fire in Aztec. Xipilli also literally translates to jeweled prince. I think these Names are very fitting and i will probably continue with Aztec names, unless they don't fit the character of course.
New Keyword!
Example Cards
Skullswinger:
Easy to understand basic card. The Witchdoctor might get a few cheap
spells or other combo tools to
make more use out of it than currently possible.
Spirit Channeler
:
Standard sized 2-drop that you most of the time do not want to play on 2. Since its not copying, but putting the friendly minion into the Shadow Realm, it is a heavy anti-tempo card, and you mostly don't want 1-Cost minions in your Shadow Realm anyways.
Shadowseer
:
Nothing all too special, just exploring the mechanics further. It has to be noted, that effects that put cards from your deck into the shadow realm are already considered, so this could actually give card advantage without previously losing a card from your hand or board to achieve that.
Shadowball
:
This is an epic spell because it can actually put your opponents minions into your
Realm, something that won't be the focus of this class, but might appear again once or twice.
Xipilli, Jeweled Prince
:
One of the cards that actually is the strongest as long as you keep it in the Shadows. This could be a deck buildaround card, just trying to put as many Xipillis as possible into your Shadow Realm giving ridiculous buffs to your board for the entire rest of the game.
That is it for the most part, hope you guys like my ideas! If there are any major mistakes I made I'm sorry,
english is not my main language.
Allow me to introduce myself. My name is Wile E Coyote, SUPER GENIUS!. Once, I used to hunt that pesky Roadrunner for a square meal. But after realizing that his speed was too much for me, I gave up catching him. Now, I go into the tavern and hunt heroes daily for my daily meal! Wish me good luck!
Wile E Coyote is a risky aggro class: either the enemy falls easily, or Wile E Coyote falls easily. He rarely plays defensive: this is a full aggro class. Wile E Coyote is heavily spell-reliant: he does not have many class minions outside of his Legendary ones. Many of his spells are quite cheap, but ALL OF THEM have the new Backfire keyword.
Wile E Coyote's Unique Keywords:
Example cards:
ATTACHMENTS
1 aacoyotecard9
1 aacoyotecard1
Public Mod Note
(ShadowsOfSense):
DISQUALIFIED: Unfortunately, we are unable to see your cards, and thus have to disqualify you.
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword
:
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the
Gaze
cards.
Gaze
not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes,
Gaze
triggers with cards like
Mosh'Ogg Announcer
.
Gaze
effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like
Deadly Shot
or from
Die, Insect!
from mowing your important minions or life down too quickly.
Gaze
only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with
Gaze
died from effect like
Arcane Missiles
mid-casting, the target selection will continue on as normal. If two or more target are
Gazed
, the target that were
Gazed
first will be the target for the random effect. If they are
Gazed
at the same time, the effect will randomly pick among the
Gazed
targets. This is especially important to remember because
Gaze
also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
How do you know and keep track of which characters are
Gazed
? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Flavor
:
High RNG that is balanced by cards that grant Gaze.
Reward planning ahead by anticipating their opponent's action. This is present in their Zodiac "Mark" cards as well as being a Secret class.
Has somewhat unreliable card draw since they lack Gaze effects that target their hero.
Gazing, exploring, recording and summoning the power of the star, planets, sun and moon.
Example Cards
:
Demonstrate the random effect that is prevalent in this class.
Meteor Shower
is an okay card, but become extremely potent burst / removal when combine with a
Gaze
effect since all four of the meteors shot from this card will focus on the
Gazed
enemy.
Weaponized Telescope
and
Starscryer Sera
are two examples of cards that grant and synergize with
Gaze
. Cards with
Gaze
are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their
Gaze
effect.
Starscryer Sera
show another ways from the class to interact and benefit from
Gaze
beside random effects.
Weaponized Telescope
is also an example of this class's usage of weapon: Similar to Shaman and Paladin, they use weapon for tempo and assist their cards rather than being a main focus like Rogue or Warrior.
Hidden Meteorite
and
Mark of Leo
are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are.
Mark of Leo
(part of the Constellation Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while
Hidden Meteorite
allows for you to basically
Multi-Shot
your opponent with
Gaze
or potentially some face damage / wipe out their smaller minions.
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future.
Decay
, which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way
Decay
weapons naturally lose Durability without attacking, which Archaeologist has several of, it being the core use of the keyword. Additionally,
Decay
can affect minions and heroes.
Showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to
Discover
a weapon.
Kobold Crafter
is just one example of this type of synergy, and there will be more to come. Another thing to note is that
Kobold Crafter
Discovers
, making it decent support for a future
Discover
archetype.
Hallkeeper
is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of
Decay
weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has
Deathrattle
synergy.
Deathrattle
decks in Archaeologist will be unique from other
Deathrattle
decks because
Deathrattle
minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their
Deathrattles
. One unique thing about
Divvy Digger
is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic,
Decay
, finally finds its way onto a card. Right from the get-go,
Decay
is already being used uniquely on
Timesnipper
. Because you don't want the weapon to break, the
Decay
actively works against you for a powerful weapon such as this. It's similar to
Moat Lurker
which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their
Deathrattles
.
The Big Guy
Rejan, Arisen
is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
After about an hour of searching for images and coming up with card ideas, I bring you my entry...
The Trickster
Hero and H
ero Power:
Class Theme:
The class of Trickster is actually quite self explanatory. Playing against this class is very similar to playing against a Mage with 5 secrets, as there are many things that will have to be played around and dealt with accordingly. Here are some examples of said things.
Card Examples:
I was a big fan of this type of mechanic with
Fatespinner
, so I had decided to make a card with a similar idea. It has a similar statline and cost to
Rotten Applebaum
, but more flexibility. In an aggro deck, you could have a 4/4 body on board with a Deathrattle that hits for more damage. In other cases, the heal may be more necessary. This card is pretty versatile.
This of course wouldn't be the only secret to play around, but it is certainly a scary or annoying one. I am not sure how Hearthstone dictates what triggers first, but in the best case scenario, this would trigger before a Battlecry, causing a waste of mana and tempo. Like
Counterspell
, it is possible to play around by throwing out a weak minion, but that is still a waste of mana nonetheless.
I realize someone else used this art as their hero portrait, I apologize. It was purely coincidence.
Personally when I play a game of Hearthstone, I base my mulligan around the class I am playing against. The point of this card is to fool opponents into exchanging the wrong cards, along with a not too awful statline. Of course, there would be no animation to this until it was revealed, and I also forgot to mention using your Hero Power would also remove the disguise.
Other Cards:
These cards fit more with the theme of tricking thematically over fundamentally.
Sneaky Trickster can be very frustrating to deal with. If it isn't obvious, the only ways to really clear this would be AoE, Spells, or Silences. While it's statline may be seen as somewhat weak for its cost, if your opponent lacks the removal, this minion shows its true power.
And last but not least...
Perhaps the most basic card of the preview. The reasoning for this was I didn't want to give to far into the gimmick. I wanted to provide a playable card that would probably actually see play. It's a simple yet effective mechanic, while still fitting the theme of trickery.
Edit: I forgot to add "Hero Power" into the Hero Power. It has been updated.
The naga, powerful race of the sea send forth their champion!
Werzala has explored vast oceans, lakes, rivers and bathtubs. Always pursuing knowledge, she has now made the leap unto land and is ready to engage in battle with the best of the tavern.
Thanks to her research, Werzala has discovered the magical properties of water: Mana manipulation, healing and flowing power! She has also recruited the aid of the murloc tribe and the mystic dragons!
With her hero power, Werzala may cheat out minions in the early game or have more time to develop in the late game. The fact that it costs 2 mana makes it different to the coin, making it a bit harder to exploit for combos.
Tap
is the new keyword for this class. Instead of playing a spell, minion or weapon into the battlefield, you may instead shuffle it back into your deck to get an effect. The obvious advantage is you have a way of overcoming fatigue, however, keep in mind that you still have to pay mana and on top of that it may make it more difficult to draw cards you really need.
These 2 cards may give you a feel of how it will work.
Kael
'thas, Snowstrider:
The legendary card for KoFT, good example of the
Tap
mechanic. You may play or you may pay 5 mana to shuffle it into your deck and destroy all frozen minions. This also ties in with one of the Sea Witches strengths: Freezing.
Forbidden Elixir:
The old gods have been sneaky with this one. An example of the flexible buffs that the Sea Witch possesses. The ability for a tiny buff in the early game or a continuous poisonous in the late game. However, one must keep in mind if they want to keep on drawing a 2 mana "give a minion poisonous.
Another strength the sea which has is her powerful ways of drawing cards!
Forseer of waters :
This amazing card allows you to mitigate the effect of
Tap
. Her powerful ability will make sure your hand stays in a healthy size, but her stats are suboptimal,
Pursue Knowledge:
A wowzer of a card. Allows you a nice card draw, only to possibly end up giving you card disadvantage. While having the
Tap
of cards trigger can be positive, it still is a risky play.
And finally, the sea wouldn't be complete without the most advanced race in it:
COVER BEFORE THE POWER!
The tribes this class is supported by is dragons and murlocs, both being used for utility!
So that's the end of that. Summing it up:
STRENGTHS:
A way of cheating out some cards in the early game, healing, freezing, drawing flexibility and escaping fatigue!
WEAKNESSES:
No burst or direct damage, board clear, big minions, removal or game-changing cards
I thank you for your time and hope to show you more of her cards!
EDIT:
Fixed my mistake so cards should be visible. Also, I edited the text for better English, I don't think its against the rules but if it is, sry
The Infuser class is made up of potent spellcasters who manipulate the energies around them fuse it with people and objects. Some devote themselves to unlocking the full potential of Infusion magic while others take a more practical approach and combine it with other martial arts and fighting styles. There are many different factions that Infusers can choose to align with and they all have their own preferences. The two major factions that appear in the Basic set are the Flame-Heart faction and the Ice-Soul faction. The Flame-Heart faction prefers to boost their strength while simultaneously sapping away the strength of others. The Ice-Soul faction prefers to bolster their defense while weakening their opponent's. You can expect more factions, each with their own preferences in future sets.
Absorb
is the unique keyword for the Infuser class. It allows a card to take the stats and/or effects of the target and make it their own. Naturally, you can't steal what something doesn't have. If the player were to drop Flame-Heart Disciple on an adorable little
Snowflipper Penguin
, then it will only gain 1 Attack.
Buffs and debuffs are an integral aspect of the Infuser class; something that Hearthstone has delved too much into. I want to show off all kinds of ways to use them.
You heard of Beastmasters? Well their flocks are nothing to a Monarch's Monster! Power is the name of the game, so as nothing stands in the way of their OVERWHELMING might. Even exemplified in the Hero Power:
Flame Surge
, where the minion transfers its health into power, foregoing the need to survive as long as everything else is dead with it.
Feeling the weak had no place taking his time to cultivate, Volus Sar sought out raw power. He found a way to draw out that power, but many died in the process, but he deemed them simply as weak, for he underwent the same procedure regularly, and did not parish. Soon, Volus found his way to beings who didn't immediately falter under his magic, and thus made them his. None could stop his power, save the minion's own weakness overtaking them, yet that never happened near where he found the beasts. Now, Volus seeks the answers to where this vitality comes from, as to harness it for his own gain.
Similar to the Overkill mechanic, Overwhelm has one purpose; damage. Monster Monarch cards come in with the intent to overpower their foes and keep on going.
Example Cards:
Fortbreaker
: This is a low level entrant meant to do his namesake, break a fort. At 3 mana, it is more than likely to trade with any other 3/4-drop, maybe even survive. Late game, with Flame Surge, it can become a 6/1 Rush to break a nasty taunt and still get a bit through,
Nature's Channeler
: As a support to the class, Hero Power, and neutral minions, Nature's Channeler flavorfully 'heals' the class as to give it more resources to covert to further power.
Raise to Power
: Ever the helpful sort and to shore up their own power, the Monster Monarch helps other's see the way over overwhelming power as the true means to an enemy's end.
Scorched Earth
: If a Monster Monarch can't win, nobody is winning. If skillfully used, this is a deadlier
Flamestrike
, as a feeble body cannot stand to the flame, but that so to counts for the caster as well.
Fotovol Fotia
: Meant as the ultimate Show of Force, Fotovol get's to the board slow and it a juicy target, but the moment he can beef up, a cycle of fire will rain down upon the unprepared.
I present to you my custom class, The Lovers , based on 2 keyord
The Lovers
It’s a tale about 2 lovers, a young and clever Mage who found a new form Ethereal and a Blacksmith ready to help and protect her at all costs. Unfortunately one day and experiment went wrong and the two got caught into an explosion, on the verge of dying they kissed and by the power of their love they were granted a curse, they could live in an Ethereal body made out of the flames of the furnace, eternal life burdened by 2 extremely powerful curses: She could never harm anybody with her spell, and his armory will forever be weak against the power of the Molten gods.
The class has 2 new keyword:
Ethereal are capable of damaging the face ignoring taunts, but even the weakest of spells like Whirlwind are able to wipe them out. Molten can be good against anyone since getting armor it’s something almost every class can do, and also seems very powerful against warrior, but don’t fear because rather than being something to counter warrior is a downside effect to your own armor gain ( see one of the example cards ). Furthermore, there will be a lot of spell damage minions/effects, but ( as said in the lore ) you won’t have but 1 damaging spell, the buff is mainly used for other type of cards.
Card Examples
I have to keep Ethereal minion on low health or it would become difficoult for class with few spells to defend against them; they are very weak to most AoE spells since even low rolling a Lightning Storm will del 4 damage, but they also force the opponent to use single target damaging spells on them. Molten serves as a counter to the huge armor gain you have.
This is all for now but if i pass you’ll se more stuff: the only damaging spell this class has, more E. Creatures ( E. Ragnaros ) and nother new mechanic featuring minions and armor!
This is the Submission Topic. The Discussion Topic is here.
Greetings, card creators! We're back once again with our fifth Class Creation Competition - Trials and Errors! We've looked back at the previous competitions, taken the lessons we've learned from them and applied them here to hopefully give you guys your best ever competition. What does this mean? Well...
Longer Submission Phases
One of the common issues creators faced - exacerbated to the extreme in our Year Creation Competition - was a lack of time to complete their submissions, often feeling like they've put out rushed and unfinished work or not submitting at all. Our timetable this time is based on a suggestion from CheeseEtc - instead of lasting around half as long as the full Season, this competition will last the entire 20 weeks of the main Season. This does mean that we'll be far less likely to extend deadlines, but hopefully the increased submission windows will make this a non-issue.More Freedom
One of the tricky things about running these competitions is that it's impossible to cater to everyone. In the last two CCCs, competitors were given extra challenges that they needed to meet the criteria on, beyond just creating the correct amount of cards. Some were silly and fairly trivial to do - some were not. While lots of competitors enjoyed this extra challenge as a means to get their creative juices flowing, others found them overly restrictive and an impedance to their vision for their class. As such, we've come to a compromise on the extra challenges - in Phase I, there will be no extra challenges that you must complete. From Phase II onwards, the three extra challenges will be added back in. Speaking of which...Less Clutter
One of the sticking points of the last CCC was the 'Challenge Polls', in which we allowed you the competitors (as well as those merely spectating) to choose which three of six challenges you would have to abide by in the next phase. This was fun thematically, but a slog to get through and overall just an added annoyance for us to keep track of. As such, all challenges in future phases will be hand-picked by myself, with no extra Challenge Poll phase. This does mean that I won't be competing myself, to avoid any bias, but not to worry - I'm still finishing off my three expansions from the YCC after all...I hope you're all ready for some interesting trials in the upcoming phases, but for this one, please, let your imaginations run free and design however you like - no worrying about mandatory keywords or weird cost restrictions this time.
GENERAL RULES
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only. If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
* You are allowed only one submission , consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I.
* You may make only minor edits to your entry once you have submitted it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
* You may not delete any posts you make in this topic. No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that.
* You may not create your own topics on this forum for competition-related material. If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with a class that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. You also may not reference or link to your topic in official competition topics.
* You must host your card somewhere other than Hearthcards. We encourage you to create your entry material using Hearthcards.net , but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to Imgur , Photobucket , or some other similar site. We understand that there are some Hearthcards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
. Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good.
* You may not submit any Gold cards or animated cards, nor may you include any images in your post other than the requested submission materials. A single banner or border, to introduce the class, is allowed. We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners.
* You must insert your images into your post using this icon on the bar above the post text editor:
* Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified. How should you size your cards? Well...
Hey, look! Some cards!

Open the Waygate : Look at how nice this is.
Frost Lich Jaina : All neat, organized, and concise.
Aluneth : What a great post.
Wait, what are you doing?
Seriously, please don't.
This is painful. Why are you doing this?
You are a monster.
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE I: The Concept
SUBMISSION REQUIREMENTS
Before you get to creating dozens of cards for your class, we want to hear your proposals. Here are the requirements for your Phase I Entry:
Obviously, you have to tell everybody the name of your new Class.
Your class must be represented by a specific Hero, and that Hero should have a name.
Every Hero needs their own unique Hero Power, and so does yours.
We do not want to see your Class's entire collection, just enough for us to get a good idea of its concept.
Your class may have a unique keyword, though this is not required. If it does, tell us about it!
Tell us a little bit about all of the above. Remember, the point of having different Classes in Hearthstone is that each of them plays differently, so consider telling us how your Hero Power and Example cards lend to or exemplify your class's unique features. You can also let us know, is your class more focused on aggressive, control, or combo decks? Does it place particular focus on minions, spells, or weapons? Is it fairly straightforward or does it have multiple different viable deck archetypes? Does it have a unique win condition? You can even tell us a little bit about where your Class's concept came from.
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase II of the competition be determined? The answers to these questions and more can be found below...
PHASE I: CLASS CONCEPT
Submission: 9/January - 20/January
Up-Voting: 20/January - 23/January
PHASE II: BASIC SET
Submission: 23/January - 10/February
Up-Voting: 10/February - 13/February
PHASE III: CLASSIC SET
Submission: 13/February - 2/March
Poll #1: 2/March - 4/March
Poll #2: 4/March - 6/March
PHASE IV: Journey to Un'Goro + Knights of the Frozen Throne
Submission: 6/March - 30/March
Poll #1: 30/March - 1/April
Poll #2: 1/April - 3/April
PHASE V: Kobolds & Catacombs + The Witchwood
Submission: 3/April - 28/April
Poll: 28/April - 1/May
PHASE VI: The Boomsday Project + Rastakhan's Rumble
Submission: 1/May - 26/May
Poll: 26/May - 29/May
NOTE: All stages of the competition begin and end at 22:00 UTC.
ALSO NOTE: This timetable is subject to change at any time, even after the competition begins, if it seems like too many folks are struggling.
* During Submission stages, Submission Topics will be unlocked and (remaining) participants may submit their entries. During Phases I-II, you may also use this time to go ahead and up-vote submissions that you like.
* During Up-Voting stages for Phases I-II, Submission Topics will be locked. Use this time to up-vote submissions that you like. Note that advancement during these Phases depends entirely on up-votes.
* During Polling stages for Phases III-VI, Submission Topics will be locked, and all eligible remaining participants will have their submission material included in a separate Poll Topic to determine advancement. Phases III-IV include two Poll Topics because I anticipate we will have enough participants remaining that we will not be able to fit everybody in one Poll Topic. Note that up-votes in the Submission Topics are irrelevant to advancement during these Phases.
How will eliminations be done, and how many competitors will advance from each phase to the next?
I'm glad you asked! We will be taking a equal proportion of competitors from each Phase of the competition to the next, and we will be ending with exactly four finalists. That being the case and their being five total eliminations before the final round, that proportion can be found by solving for x:
[# of valid Phase I entries] * x^5 = 4
The higher the number of valid Phase I entries, the lower that proportion becomes. Just so you have an idea, the proportion hits 50% when we hit 128 entries, which is likely, but it only hits 33.3% when we hit 972 entries, which is less likely.
As mentioned above, advancement to Phases II and III will be determined by up-votes only. However, these up-votes are weighted using a formula identical to the process used by our Weekly Card Design Competitions:
( ab ) / ( c ) = x
(Where a is the total number of up-votes that your submission received, b is the total number of valid submissions on the same page as your submission, c is the total number of up-votes on valid submissions on the same page as your submission, and x is your submission's final weighted up-vote score.)
Why bother with this formula rather than just taking each submissions up-votes directly? Because earlier pages simply get a lot more views that later pages do, and we do not want rushed, early submissions to have an advantage over later submissions that took more time to get their entries just right. The formula basically measures which submissions stood out the most, with the necessary assumption that each page is about equal in overall submission quality.
The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible, because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
As mentioned above, advancement to Phases IV, V, and VI will be determined by polls. These polls will be multi-choice, meaning that voters can vote for every entry that they like. Whenever we have to split a Phase's poll into two to make it more manageable for voters, advancement will be determined by looking at each class's final percentage scores, not by looking at the direct number of votes they received, since we can't guarantee that the same number of voters will vote each day. Poll results will always be hidden until the poll has concluded, and for polls split in two, this does also mean that the results of the first poll will not be revealed until the second poll has concluded as well.
The winner of Phase VI, and thus the entire competition, will be determined by a poll much like the ones before, except that it will be single-choice, requiring voters to pick their single favorite class, and will have a much longer polling phase than usual to give us plenty of opportunity for promotion and such.
In the event of a tie during Phases I-IV for the last possible advancing position, all entries involved in the tie will be allowed to advance; the more the merrier, I say. We will absolutely not have more than four finalists, however, and so in the event of a tie during Phase V, the three Fan Creation Forum moderators (that is, Cogito_Ergo_Sum, ShadowsOfSense, and PupleMD) will vote to break the tie. In the event of a tie during Phase VI to determine the competition's winner, the title will simply be shared unless both finalists request and agree to a tie-breaking round.
But wait, there's more! During Phases I-IV of the Competition, each Fan Creation Forum moderator (ShadowsOfSense, PupleMD, Phoenixfeather, ThisOtherGuyTox, Cogito_Ergo_Sum, Otovent, linkblade91) will have a Wild Card , which we may (though are not required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
Are you curious what will be required for future phases of the competition? The challenges will remain a secret , but I'm happy to tell you the general submission requirements.
PHASE II: The Basic Set
In this Phase, you will each construct your class's Basic Set . Here are the requirements for your Class Creation Competition Phase II Entry (And these may vary due to certain challenges)
There are just a few elements of your class that you will repeat from your Phase I entry to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire Basic Set out in the open.
The remaining five (5) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
PHASE III: The Classic Set
In this Phase, you will each construct your class's Classic Set . Here are the requirements for your Class Creation Competition Phase III Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire Classic Set out in the open.
The remaining ten (10) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You should include your completed Basic Set from Phase II behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Classic Set material. It is fine if these cards have undergone some minor modification since the end of Phase II, but thy must still adhere to all of Phase II's requirements.
PHASE IV: Journey to Un'Goro + Knights of the Frozen Throne
By having your class's Classic Set approved of, you've shown that you can make a completely functional class. But functional isn't good enough. Your class must also have room to grow beyond that. For this phase, you'll be proving that it can by giving your class Journey to Un'Goro and Knights of the Frozen Throne cards. Here are the requirements for your Class Creation Competition Phase IV Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire JUG and KFT Sets out in the open.
The remaining seven (7) cards of your class's JUG and KFT Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You should include your completed Basic and Classic Sets from Phases II and III behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase IV material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE V: Kobolds & Catacombs + The Witchwood
Congratulations on being a semi-finalist! With positively received Whispers of the Old Gods and One Night in Karazhan sets, you've proven that your class's concept and mechanics have room for expansion. Now, there's only one last thing to do: narrow down the best of the best. For this phase, you'll be giving your class Mean Streets of Gadgetzan and Journey to Un'Goro cards. Here are the requirements for your Class Creation Competition Phase V Entry:
There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
We do not want to see your Class's entire KnC and WW Sets out in the open.
The remaining cards of your class's KnC and WW Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
You should include your completed Basic, Classic, JUG, and KFT Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE VI: The Boomsday Project + Rastakhan's Rumble
Here we are, finalists! In the last phase of our competition, you'll be giving us your class's Knights of the Frozen Throne and Kobolds & Catacombs sets, as well as constructing your own custom Finale Topics:
There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such:
[Class Competition Finalist] TURTLE
(Replace TURTLE with your own class's name, of course.)
Then, bring it to our attention, and we'll link to it from this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Class however you think is best.
In addition to including the required material from all previous phases, you must add the following:
These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send ShadowsOfSense 8 example cards from your completed collection, preferably via PM, to be included in the Final Poll Topic. The Final Poll topic will look very similar to this one from our first CCC, except that no token cards will be included.
REWARDS
In addition to truly epic bragging rights, ALL finalists will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 7 competition themed around their winning class!
ARCHIVES
Want to see how things went during our first four Class Creation Competitions? Want to see what the winners and other finalists did during each phase? Then check out the links below!
Note, that some competition rules, especially formatting rules, may have been different for past competition.
Class Creation Competition #1 - Class Design Competition
Phase I: Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion
Phase II: Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion , Poll
Phase III : Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion , Poll
Phase IV: Discussion ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Final Poll
Class Creation Competition #2 - Worlds Beyond Warcraft
Phase I: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion
Phase II: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion
Phase III: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion , Poll 1 , Poll 2
Phase IV: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion , Poll
Phase V: Discussion ( Bard , Agent , Nightmare , Pokemon Trainer ), Final Poll
Class Creation Competition #3 - Asylum's Gauntlet
Phase I: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion
Phase II: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion
Phase III: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll 1 , Poll 2
Phase IV: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll 1 , Poll 2
Phase V: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll
Grand Finale: Discussion ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Final Poll
Class Creation Competition #4 - Deathwing Needs A Friendwing
Phase I: Challenges, Submission, (Chef, Necromancer, Sea Witch, Summoner), Discussion
Phase II: Challenges, Submission, (Chef, Necromancer, Sea Witch, Summoner), Discussion
Phase III: Challenges, Submission, (Chef, Necromancer, Sea Witch, Summoner), Discussion, Poll 1, Poll 2
Phase IV: Challenges, Submission, (Chef, Necromancer, Sea Witch, Summoner), Discussion, Poll
Phase V: Challenges, Submission, (Chef, Necromancer, Sea Witch, Summoner), Discussion, Poll
Grand Finale: Challenges, (Chef, Necromancer, Sea Witch, Summoner), Discussion, Final Poll
You can find me here! Good luck everyone!
I won't have to many time to post it later, so that seems I'm gona be first to post my class. And the class is...
Reality Shaper
My class Hero Power adds one of four Form cards to your opponent's hand. Form cards are cards with no cost, so they cannot be played. They will have some disruptive effects on your opponent's plays, and after one time their trigger they'll be destroyed. You can check all of them in spoiler below:
My class will have no unique keyword. It has very strong card draw and card generate, and tries to get upside from this. Also it have many mill and some 'cards-in-deck' destroying, however not to much, because that would be sick for the meta. This class also depends harshly on spells and spell synergy, however in much other way than Mage or Priest. It won't use them to burst, but mostly as fuel for combos and spell related cards. It also won't have to many damaging spells, since he would use stat lowering mechanic instead. Still it have some damaging spells, but not enough to play aggro or something like that.
Showcase cards:
Collect Energy : As I said Reality Shifter have many card generating. This cheap spell also benefit from other spells, and coud became key card for many Combo Decks.
Stellas Coactore : This guy is excellent example of what my class can do. It has many card draw, makes you sure that card draw won't became deadly for you, and show mill aspects my class use. Perfect to be my Classic legendary.
Energy Flow : My class use Secrets that costs 4 Mana. As it have the most expensive Secrets, they would have some realy great effects. But what's great in 4 Mana draw 3 cards, if it's conditional and you can't even use them ths turn? The most important thing here is the fact that this always draw you spells. If you'll make you're deck correctly, you can be sure that they would be good cards to draw. The best example are, again, Combo Decks.
Reduction Light : This card is example of stat lowering theme of this class. Nothing much to say.
Silent Blocker : And that's example of how you can benefit from stat lowering. Of course some could say it's better to buff this than lowering stats of many other minions. But here comes the answer: this class has realy weak stated minions, amd nothing to buff them! You need buffs from neutral, but you won't have enough good minions to benefit from it. For curious, your minions with lower Attack also can attack only this, and all minions affected by this can ignore Taunt!
So that's all from me i'm glad you read through this (if you actualy did that), and hopeful that you like my class enough to give me up-vote. Do that, so I'll beable to show you more of Reality Shaper themes, playstyles, Mechanics and, of course, cards!
Edit: Balance changes- Reduction Light cost reduced to 4. Collect Energy problem with copying itself reduced.
I proudly present to you, my custom class for this competition:
The Journeyman
The hero for the journeyman class is a pandaren, called Ping Loo. His job is to travel to all the undiscovered lands. Of course he never travels alone, because he has his minions and companions to help him out. The hero power moves minions, which is a common theme in this class, but he also gives them a small health buff to make the hero power not complete garbage in decks that are NOT centered around moving minions.
The important themes of this class are:
further more, the class will have control tools and some minor discover synergy in some expansions, but those are not the main strategies. The class also has a lot of synergy with minions, and is not centered around spells (well exept for boomsday but boomsday is crazy anyways). The class might get 2 or 3 weapons but not too many.
Because communication is important when travelling together, he also has a custom keyword, called Signal , which will be introduced in the classic set and also used in later expansions. Signal is an effect just like battlecry and deathrattle but it can be activated multiple times. It allows minions to send signals to the minions adjacent to it, who will then react to it. Thats also why placement is important.
So some minions can Emit a signal, and others can Receive a signal. That is also specified on the card. Basically you need an emitting minion next to a receiving minion.
Now, it's time for the example cards! They will also demonstrate how the keyword and the mechanics of the class work.
Now let's quickly talk about them:
I really hoped that you enjoyed reading about the journeyman, and also I am already exited to show the rest of this to you all, and even when i get knocked out of the competition I will upload my work in my own thread. Also i wish great luck to all the other competitors. Thanks for reading,
ilja615
I hope you all will enjoy the Gambler class as much as i enjoyed creating it. The primary goal idea for the class is creating (hopefully) healthy RNG, in a way that it doesn't just blow the opponent out of the waters, but instead creates interesting dilemmas for the Gambler to take advantage of, to help make every single game with the Gambler class an enjoyable experience!
I want a new title, but Flux won't let me have one,
Lost Soul
Story: During life Amira was just a mad girl, other than that she had nothing special in her life, but after death, here's where the real story begins. No one knows how, but she managed to escape from death's hand, and now she is trying to get herself a body. She got her hero power, which is "Stealing" body parts from the ones who face her, maybe she is mad, but she is a powerful soul (not a ghost!). Those who underestimated her now became part of her servants, no no, please don't get me wrong she is not THAT powerful to control living sentient beings (maybe some murlocks), but from their parts she is able to create servants for herself. After trying for many decades she nearly lost her hope, until one day someone told her, that the only way to get herself a body is to kill a body with soul mightier then her own. And now she is gathering army for fighting the body, and preparing morally for the final (maybe?) soul fight with only one bright memory, The Last Kiss.
Example cards
Card description: Some of the cards are what surrounded her dead body, creepy spiders, "Grave Cold", Some are bright things she remembers (only thing) like "The Last Kiss", and some are her creations like "Homunculus", all above now fight on her side and each one is an powerful "Addition".
Class Description
This is some sort of Priest and Warlock mix, concentrated on taking damage and summoning Homunculus, more about this you will see in next phase, but I am thinking abut something like "Jade golems" but a bit more special.
Thank you
For reading this, and for being understanding if I made any mistakes (english is not my native). Wait for more about this class very soon :)
The Bard
You cannot find an innkeeper anywhere on Azeroth that hasn't heard tale of Silas Mellowsong, or that wouldn't pay a small fortune to have him perform in their tavern for even one night. His songs are known to lift the spirit, and move even the most calloused of souls to tears. But life on the road is not all fun and games. While he detests violence, if forced to fight Silas' performing gift can be used to strike fear and demoralise, with enemies been driven to the edge of insanity with the utterance of but a few verses.
Borrowing from classic themes of the Bard in a variety of fantasy mediums, the class has no direct damage spells or weapons, but rather excels in building a resilient board presence and efficiently manipulating the stats of minions on the board throughout the game.
The most basic tool in the Bard's arsenal is the Hero Power, giving a minion +2 Health for 2 mana. This allows the Bard to establish a more resilient early board presence than other classes, and synergises with many of the Bard's spells that benefit, or otherwise interact with, the highest Health minion on the board.
The importance of minion Health in the Bard's game plan is further bolstered by the class-specific keyword: Forte.
An artist as talented as Silas travels only with the best, and the best shine under the spotlight. Any minion with the Forte keyword has Taunt when its health is the highest on the board. This makes for an extremely dynamic board: Trading into a minion with Forte active will more than likely cause it to lose Taunt, but it may very well cause another Forte minion to gain it.
Example Cards
As the above cards make clear, the Bard is geared towards board control and midrange strategies. While all out aggression is possible, capitalising on early board superiority to beat the enemy into submission quickly, the class in at its best when it is ahead on board, and has a variety of tools allowing it to do just that.
Cutting Words is a Basic card, allowing the Bard to set up beneficial trades for a price that cannot be beat.
Young Troubadour is the perfect target for a turn-2 hero power, more than likely transforming it into a 2/3 with Taunt.
Technicolor Dreamcoat exemplifies the Bard's ability to capitalise on being ahead on board. Quite inefficient as a +2/+2 buff, it becomes exceptional if it also gives the target Taunt.
Persuasive Argument is another example of tools available to the Bard: Secrets. Costed at 2 mana, Bard Secrets act similarly to the rest of the class' arsenal, redirecting or stopping attacks and manipulating stats on board, rather than dealing direct damage.
Scorpio the Inimitable, on the other hand, (the Bard's Classic legendary) is one of the few Bard cards that deals direct damage, converting board presence into a finishing blow.
I hope you enjoyed this preliminary look at the Bard, and I hope I'll get a chance to showcase more of it in the future. As a final note, I'm not very happy with the class art assets borrowed from HearthCards.net (the pink might be a bit too bright for my taste), and should my submission pass to the next phase I'll more than likely create custom ones from scratch.
The Alchemist
By Paulo CoheloIt's not magic, but it's not science either: alchemy is an ancient discipline which studies the mutating nature of matter and energy. Whether it is by combining several ingredients into a potion with surprising effects or by transmutting metals of any kind, alchemists always have what they need. And speaking of transmutation...
Transmute is one of the core mechanics of the Alchemist, which lets you exchange cards in your hand and in your deck. Of course, both the shuffled and the drawn card can meet a certain criteria. Two examples of this are the Ratsearcher (which helps you to curve out) or Combustion (which is hard removal that can help you to get any card you need from your deck).
The Alchemist has several cards that take advantage of the tutors Transmute provide, such shuffle or in-hand effects. The faithful Grave Homunculus is one of these cards.
Alchemists are also experts in the art of brewing potions, which grant buffs to their minions. However, unlike Paladin and Priest, who focus on stat buffs, the Alchemist will provide crazier effects, such as the one feratured in Essence of Frost :
The Witch
Laryssa , the Dark Witch is a class aimed at stealing strength from its opponents and having resilient minions.
The class has the unique Barrier keyword, as described below:
Barrier minions can take a lot more damage when the damages comes from multiple sources.
Low to mid range attacks will be far less effective against a Barrier minion.
Other minions from Laryssa directly steal attack and/or health from other minions.
They are reliant on having a target to steal from in order to truly shine:
Laryssa herself also has a fancy for causing mayhem upon killing something, with some of her spells (and possibly minions) have on-kill effects, this encourages strategic play where the spell finishes the target off:
General Concept
As stated above, the general idea for the Witch is that you steal damage/health from your opponent and use Barrier and card effects as well as your hero power to strengthen your own board. Laryssa's spells will be aimed at dealing additional damage or effects when it kills something, which will encourage plays where your minions deal some damage first so the spell can get the killing blow. With Barrier and other effects your minions should be able to trade efficiently. Her weaknesses will lie in that stealing attack/health will require a target and her spells will be subpar if they can't kill anything.
I hope you like the general idea and I'm looking forward to fleshing Laryssa out a little more if I get chance.
First time posting, but I've been making a good handful of custom cards in my free time, so I figured this would be fun. My entry is:
The Enchanter
STORY
Thaumaturge Vashreen is an esteemed purveyor of weapons, armor, and relics of all kinds, as many more studied Ethereals tend to be. He has taken a step beyond what many of his kind traditionally follow on, however, and set up shop in Stormwind City, aiding those with enough coin in reforging or shifting the aspects of their equipment. Longing for a real test of his knowledge and abilities, he seeks to claim more than simple coin, using his extensive knowledge of the arcane and bending the reality of weapons to truly become a master of his craft, despite already being one of the more well-known of his skills.
CLASS DESIGN
The Enchanter is targeted at a playstyle that leads to flexible decision-making, namely through the manner in which it takes a hold of the board. While its spells can offer bolstering to minions or weapons, it primarily functions through establishing board control, either by doing so with minions buffed into becoming a sticky presence, or by molding them into powerful removal tools. Naturally, Ethereals are masters of trading, and that concept is (ironically) retained here, but its flexibility is what gives it strength. By bolstering both its minions and its weapons, the Enchanter has many choices in how it goes about gaining and holding a lead.
KEYWORD: ENCHANT
Enchant is, on the surface level, a simple effect: Buff a minion's Attack or Health, or your weapon's Attack or Durability (All at +1, from the Hero Power). While weak on its own, however, many cards the Enchanter receives will either recast Enchants, copy effects, or specifically grant large benefits to minions and weapons affected by Enchants. Think of it as "targeted" buffs, rewarding the player for holding enchanted presences on the board, and allowing them to get tempo presence through clever use of Enchanting powerful minions or holding onto strong weapons for a lasting effect. The weakness of Enchant, on its own, is the strict nature of it - Enchant cards are mostly restricted to the class, and as such, other classes will receive less value from them when receiving them through their own sources.
EXAMPLE CARDS
Synchronous Shifter is an example of a basic, yet potentially powerful tool in the early game, due to its flexibility. Do you drop it as a 2 cost 1/1 and get two copying 1/1's on turn 2, or hold it for further benefits to build a stronger wall up?
Continuum Blade stands as a model for the flexibility presented in weapons. Adding an additional point of Attack to your weapon on turn 3 is a powerful choice for removal, but alternatively, you could build into a sturdy source of removal instead. In either case, however, you also have your options in-hand to consider.
The Sin'dorei Disciple is a better tool for its potential minion presence, in that it can be built into a very strong token to face for your opponent quickly. The options available here are a bit more extensive - you could simply get a 3/3 going, for a faster removal, or build into a healthy minion that can snowball into becoming a monster for the move towards late-game.
Weapon Transmutation is an example of what an expansion card would look more like. A powerful tool when used correctly, this can establish a lengthy presence of a powerful weapon through the game. The Enchanter has quite a variety of tools in his arsenal, and adaptation through continuation is a terrifying thing to be up against when such cards come into play with Enchants already active on them, something that would rarely be possible otherwise.
Finally, Diviner Ji'thraas is a sturdy presence on his own, but his effect is far and away the takeaway from playing him - dropping him on 8 mana allows you to bolster your entire board up, and with a full package, +7 additional damage to toss out can easily be the difference between lethal and allowing your opponent an additional turn. Alternatively, however, you could opt to rely on minions with powerful effects and to up their health, continuing to rely on the threat they pose to achieve wins through controlled means.
Had a lot of fun with this, and I hope you liked the concept of the Enchanter class! Ideally, I would've liked to have used the Weaver custom class option from Hearthcards.net, but unfortunately, it wasn't applying correctly on the portrait, so I figured I'd keep the theme consistent here. I'll probably do more on the Enchanter in the future for entertainment purposes, as well. Would be great to get an opportunity to showcase some of the more rewarding card ideas down the line, rather than the core of its flexible and adaptive core.
(Footnote Edit: Past few were due to images failing to load because they were Hearthcards direct links, this one's just to make the green softer on the eyes, and to make the epic text more purple.)
My custom class is tinker. The hero is gazlowe.
The class revolves around slight changes to make large impacts. Take the hero power. It does a small thing, but can increase the survivability of your minions, or make removing an opposing minion easier. The signature keyword is meant to allow the class to handle swarms of enemies defensively, while struggling against large enemies, and synergise with the hero power by increasing survivability.
Now for the rest of the cards:
You'll notice a mech theme. Mechs are to tinkers as Elementals are to mage. Shield generator Has excellent synergy with both the hero power and Armored. Plotting Techie is an example of the kind of synergy that can happen with the hero power. Mechanical chicken is a strong buff target that is particularly strong with taunt.
I'm excited to see what people think.
The Marksman
represented by Sharpshooter Nally:
The Marksman brings 2 new keyword, Ranged and Ammo
Marksman is basically a control class, with many tools to destroy enemy minions, and destroying enemy combo pieces.
With a limited healing capacity (just like Hunters), Marksmans must protect themselves in a different way, o therwise they are vulnerable to direct damaging classes like Mages.
Marksmans can upgrade they weapons, using a variety of ammo cards. An ammo card isn't lost when the weapon is destroyed, but only one can be attached at a time.
After this short introduction, i hope i will have the opportunity to show more about Marksmans.
Thank you for your precious time!
The Cursed Witchdoctor
Background:
Kneel before the master of the cursed flames! Witchdoctor Ziu'tekhul is the leader of a secret human group known as the Shadowcinder Cult located in Stranglethorn worshipping the Shadows and practicing fiery magic. The difference between the Trolls and these jungle inhabitants is that the Shadowcinders do not worship any kind of god, but rather the Shadows themselves, trying to become one with the void.
One facette of this class is its innate leaning towards combo decks because of its Hero Power.
Blazing Rune allows to "store" mana for later turns, which is really strong. In the process though, you neither develop anything on board, nor do you actually increase the value of your hand by that much. Value wise, the Warlock Hero Power would probably still be considered stronger.
Another component of this class (and the one i want to showcase with the example cards) is the Shadow Realm mechanic.
The Shadow Realm basically is like a bank in which you can store cards. Minions can be copied, put, summoned in and out of it and a lot more. Xipilli, Jeweled Prince is just one of many more examples to come (if i proceed of course) showcasing unusual Shadow Realm interactions.
Since the Shadowcinder Cult is located in Stranglethorn and fire magic is one of their staples, a few Beasts and Dragons here and there might pop up, but they won't be the classes main focus. Also, to explain the names of some of these cards: Ziu'tekhul is my easier to pronounce version of Xiutecuhtli, which means gentleman of fire in Aztec. Xipilli also literally translates to jeweled prince. I think these Names are very fitting and i will probably continue with Aztec names, unless they don't fit the character of course.
New Keyword!
Example Cards
Skullswinger: Easy to understand basic card. The Witchdoctor might get a few cheap
spells or other combo tools to make more use out of it than currently possible.
Spirit Channeler :
Standard sized 2-drop that you most of the time do not want to play on 2. Since its not copying, but putting the friendly minion into the Shadow Realm, it is a heavy anti-tempo card, and you mostly don't want 1-Cost minions in your Shadow Realm anyways.
Shadowseer :
Nothing all too special, just exploring the mechanics further. It has to be noted, that effects that put cards from your deck into the shadow realm are already considered, so this could actually give card advantage without previously losing a card from your hand or board to achieve that.
Shadowball :
This is an epic spell because it can actually put your opponents minions into your
Realm, something that won't be the focus of this class, but might appear again once or twice.
Xipilli, Jeweled Prince :
One of the cards that actually is the strongest as long as you keep it in the Shadows. This could be a deck buildaround card, just trying to put as many Xipillis as possible into your Shadow Realm giving ridiculous buffs to your board for the entire rest of the game.
That is it for the most part, hope you guys like my ideas! If there are any major mistakes I made I'm sorry,
english is not my main language.
Just new to Hearthcards, but here's my entry:
Wile E Coyote: SUPER GENIUS!
Allow me to introduce myself. My name is Wile E Coyote, SUPER GENIUS!. Once, I used to hunt that pesky Roadrunner for a square meal. But after realizing that his speed was too much for me, I gave up catching him. Now, I go into the tavern and hunt heroes daily for my daily meal! Wish me good luck!
Wile E Coyote is a risky aggro class: either the enemy falls easily, or Wile E Coyote falls easily. He rarely plays defensive: this is a full aggro class. Wile E Coyote is heavily spell-reliant: he does not have many class minions outside of his Legendary ones. Many of his spells are quite cheap, but ALL OF THEM have the new Backfire keyword.
Wile E Coyote's Unique Keywords:
Example cards:
Class: The Astromancer
Hero: Rishi Sterling
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Class Keyword :
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
Flavor :
Example Cards :
Demonstrate the random effect that is prevalent in this class. Meteor Shower is an okay card, but become extremely potent burst / removal when combine with a Gaze effect since all four of the meteors shot from this card will focus on the Gazed enemy.
Weaponized Telescope and Starscryer Sera are two examples of cards that grant and synergize with Gaze . Cards with Gaze are allowed to have good body since they are basically vanilla minions if you don't have cards that follow up on their Gaze effect. Starscryer Sera show another ways from the class to interact and benefit from Gaze beside random effects. Weaponized Telescope is also an example of this class's usage of weapon: Similar to Shaman and Paladin, they use weapon for tempo and assist their cards rather than being a main focus like Rogue or Warrior.
Hidden Meteorite and Mark of Leo are the "planning ahead" and disruption effects of this class. Both of them reward anticipating what are your opponent plans and power turns are. Mark of Leo (part of the Constellation Mark card type similar to Power Word / Shadow Words in Priest) force your opponent into a difficult dilemma of either playing a minion with low health that will be killed instantly or make their minion smaller while Hidden Meteorite allows for you to basically Multi-Shot your opponent with Gaze or potentially some face damage / wipe out their smaller minions.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Format shamelessly stolen from Demonxz.
The Archaeologist is a weapons-based class; however, it also can support plenty of other archetypes, such as Armor, Discover, Deathrattle, and more in the future. Decay , which is a reasonably simple keyword, is used to allow the existence of passive aura weapons because of the way Decay weapons naturally lose Durability without attacking, which Archaeologist has several of, it being the core use of the keyword. Additionally, Decay can affect minions and heroes.
Showcase cards:
Armor Loss and Armor Gain
One aspect that makes the Archaeologist class unique is that it destroys your Armor for gain, in this case, to Discover a weapon. Kobold Crafter is just one example of this type of synergy, and there will be more to come. Another thing to note is that Kobold Crafter Discovers , making it decent support for a future Discover archetype. Hallkeeper is amazing for slower weapons with high Durabilities, such as the ones shown below. It can extend the time of Decay weapons, and also is a great cheap source of Armor gain.
Deathrattles, Deathrattles, and more Deathrattles!
Being a class that digs up artifacts after they're dead, it only makes sense that Archaeologist has Deathrattle synergy. Deathrattle decks in Archaeologist will be unique from other Deathrattle decks because Deathrattle minions are temporarily removed for turns at a time, instead of quickly dying and resurrecting, or just triggering their Deathrattles . One unique thing about Divvy Digger is that she benefits off of survivability - each of your turns she survives, she draws an extra card on death because the Deathrattle does stack indeed.
Decay Weapons
The class's core mechanic, Decay , finally finds its way onto a card. Right from the get-go, Decay is already being used uniquely on Timesnipper . Because you don't want the weapon to break, the Decay actively works against you for a powerful weapon such as this. It's similar to Moat Lurker which that it temporarily removes a minion, but instead of the resurrection based only on a minion's destruction, it's based on time. Because it's cheaper than most removal options, it can also destroy your minions, and it doesn't sacrifice much tempo to trigger their Deathrattles .
The Big Guy
Rejan, Arisen is very much a card to be afraid of. A potent threat on the board, it benefits a lot off of weapon removal, and your Aura weapons, which might make the opponent think twice before oozing. Rejan gives the class a way to close out games, by making the player do one of the things it does best, breaking weapons.
After about an hour of searching for images and coming up with card ideas, I bring you my entry...
The Trickster
Hero and H ero Power:
Class Theme:
The class of Trickster is actually quite self explanatory. Playing against this class is very similar to playing against a Mage with 5 secrets, as there are many things that will have to be played around and dealt with accordingly. Here are some examples of said things.
Card Examples:
I was a big fan of this type of mechanic with Fatespinner , so I had decided to make a card with a similar idea. It has a similar statline and cost to Rotten Applebaum , but more flexibility. In an aggro deck, you could have a 4/4 body on board with a Deathrattle that hits for more damage. In other cases, the heal may be more necessary. This card is pretty versatile.
This of course wouldn't be the only secret to play around, but it is certainly a scary or annoying one. I am not sure how Hearthstone dictates what triggers first, but in the best case scenario, this would trigger before a Battlecry, causing a waste of mana and tempo. Like Counterspell , it is possible to play around by throwing out a weak minion, but that is still a waste of mana nonetheless.
I realize someone else used this art as their hero portrait, I apologize. It was purely coincidence.
Personally when I play a game of Hearthstone, I base my mulligan around the class I am playing against. The point of this card is to fool opponents into exchanging the wrong cards, along with a not too awful statline. Of course, there would be no animation to this until it was revealed, and I also forgot to mention using your Hero Power would also remove the disguise.
Other Cards:
These cards fit more with the theme of tricking thematically over fundamentally.
Sneaky Trickster can be very frustrating to deal with. If it isn't obvious, the only ways to really clear this would be AoE, Spells, or Silences. While it's statline may be seen as somewhat weak for its cost, if your opponent lacks the removal, this minion shows its true power.
And last but not least...
Perhaps the most basic card of the preview. The reasoning for this was I didn't want to give to far into the gimmick. I wanted to provide a playable card that would probably actually see play. It's a simple yet effective mechanic, while still fitting the theme of trickery.
Edit: I forgot to add "Hero Power" into the Hero Power. It has been updated.
The Ocean Queen
The naga, powerful race of the sea send forth their champion!
Werzala has explored vast oceans, lakes, rivers and bathtubs. Always pursuing knowledge, she has now made the leap unto land and is ready to engage in battle with the best of the tavern.
Thanks to her research, Werzala has discovered the magical properties of water: Mana manipulation, healing and flowing power! She has also recruited the aid of the murloc tribe and the mystic dragons!
With her hero power, Werzala may cheat out minions in the early game or have more time to develop in the late game. The fact that it costs 2 mana makes it different to the coin, making it a bit harder to exploit for combos.
Tap is the new keyword for this class. Instead of playing a spell, minion or weapon into the battlefield, you may instead shuffle it back into your deck to get an effect. The obvious advantage is you have a way of overcoming fatigue, however, keep in mind that you still have to pay mana and on top of that it may make it more difficult to draw cards you really need.
These 2 cards may give you a feel of how it will work.
Kael 'thas, Snowstrider: The legendary card for KoFT, good example of the Tap mechanic. You may play or you may pay 5 mana to shuffle it into your deck and destroy all frozen minions. This also ties in with one of the Sea Witches strengths: Freezing.
Forbidden Elixir: The old gods have been sneaky with this one. An example of the flexible buffs that the Sea Witch possesses. The ability for a tiny buff in the early game or a continuous poisonous in the late game. However, one must keep in mind if they want to keep on drawing a 2 mana "give a minion poisonous.
Another strength the sea which has is her powerful ways of drawing cards!
Forseer of waters : This amazing card allows you to mitigate the effect of Tap . Her powerful ability will make sure your hand stays in a healthy size, but her stats are suboptimal,
Pursue Knowledge: A wowzer of a card. Allows you a nice card draw, only to possibly end up giving you card disadvantage. While having the Tap of cards trigger can be positive, it still is a risky play.
And finally, the sea wouldn't be complete without the most advanced race in it:
COVER BEFORE THE POWER!
The tribes this class is supported by is dragons and murlocs, both being used for utility!
So that's the end of that. Summing it up:
STRENGTHS: A way of cheating out some cards in the early game, healing, freezing, drawing flexibility and escaping fatigue!
WEAKNESSES: No burst or direct damage, board clear, big minions, removal or game-changing cards
I thank you for your time and hope to show you more of her cards!
EDIT: Fixed my mistake so cards should be visible. Also, I edited the text for better English, I don't think its against the rules but if it is, sry
The Infuser
The Infuser class is made up of potent spellcasters who manipulate the energies around them fuse it with people and objects. Some devote themselves to unlocking the full potential of Infusion magic while others take a more practical approach and combine it with other martial arts and fighting styles. There are many different factions that Infusers can choose to align with and they all have their own preferences. The two major factions that appear in the Basic set are the Flame-Heart faction and the Ice-Soul faction. The Flame-Heart faction prefers to boost their strength while simultaneously sapping away the strength of others. The Ice-Soul faction prefers to bolster their defense while weakening their opponent's. You can expect more factions, each with their own preferences in future sets.
Absorb is the unique keyword for the Infuser class. It allows a card to take the stats and/or effects of the target and make it their own. Naturally, you can't steal what something doesn't have. If the player were to drop Flame-Heart Disciple on an adorable little Snowflipper Penguin , then it will only gain 1 Attack.
Buffs and debuffs are an integral aspect of the Infuser class; something that Hearthstone has delved too much into. I want to show off all kinds of ways to use them.
Monster Monarch
You heard of Beastmasters? Well their flocks are nothing to a Monarch's Monster! Power is the name of the game, so as nothing stands in the way of their OVERWHELMING might. Even exemplified in the Hero Power: Flame Surge , where the minion transfers its health into power, foregoing the need to survive as long as everything else is dead with it.
Feeling the weak had no place taking his time to cultivate, Volus Sar sought out raw power. He found a way to draw out that power, but many died in the process, but he deemed them simply as weak, for he underwent the same procedure regularly, and did not parish. Soon, Volus found his way to beings who didn't immediately falter under his magic, and thus made them his. None could stop his power, save the minion's own weakness overtaking them, yet that never happened near where he found the beasts. Now, Volus seeks the answers to where this vitality comes from, as to harness it for his own gain.
Similar to the Overkill mechanic, Overwhelm has one purpose; damage. Monster Monarch cards come in with the intent to overpower their foes and keep on going.
Example Cards:
Fortbreaker : This is a low level entrant meant to do his namesake, break a fort. At 3 mana, it is more than likely to trade with any other 3/4-drop, maybe even survive. Late game, with Flame Surge, it can become a 6/1 Rush to break a nasty taunt and still get a bit through,
Nature's Channeler : As a support to the class, Hero Power, and neutral minions, Nature's Channeler flavorfully 'heals' the class as to give it more resources to covert to further power.
Raise to Power : Ever the helpful sort and to shore up their own power, the Monster Monarch helps other's see the way over overwhelming power as the true means to an enemy's end.
Scorched Earth : If a Monster Monarch can't win, nobody is winning. If skillfully used, this is a deadlier Flamestrike , as a feeble body cannot stand to the flame, but that so to counts for the caster as well.
Fotovol Fotia : Meant as the ultimate Show of Force, Fotovol get's to the board slow and it a juicy target, but the moment he can beef up, a cycle of fire will rain down upon the unprepared.
"Hit them very hard"
-Raid Leader
I present to you my custom class, The Lovers , based on 2 keyord
The Lovers
It’s a tale about 2 lovers, a young and clever Mage who found a new form Ethereal and a Blacksmith ready to help and protect her at all costs. Unfortunately one day and experiment went wrong and the two got caught into an explosion, on the verge of dying they kissed and by the power of their love they were granted a curse, they could live in an Ethereal body made out of the flames of the furnace, eternal life burdened by 2 extremely powerful curses: She could never harm anybody with her spell, and his armory will forever be weak against the power of the Molten gods.
The class has 2 new keyword:
Ethereal are capable of damaging the face ignoring taunts, but even the weakest of spells like Whirlwind are able to wipe them out. Molten can be good against anyone since getting armor it’s something almost every class can do, and also seems very powerful against warrior, but don’t fear because rather than being something to counter warrior is a downside effect to your own armor gain ( see one of the example cards ). Furthermore, there will be a lot of spell damage minions/effects, but ( as said in the lore ) you won’t have but 1 damaging spell, the buff is mainly used for other type of cards.
Card Examples
I have to keep Ethereal minion on low health or it would become difficoult for class with few spells to defend against them; they are very weak to most AoE spells since even low rolling a Lightning Storm will del 4 damage, but they also force the opponent to use single target damaging spells on them. Molten serves as a counter to the huge armor gain you have.
This is all for now but if i pass you’ll se more stuff: the only damaging spell this class has, more E. Creatures ( E. Ragnaros ) and nother new mechanic featuring minions and armor!
And i don’t even play Paladins