Investor is investing. Saving money he have during his early life only to realize his saving is multiplied, and when it does he can't help himself but to deluge himself with it.
Cast When Drawn
Hero Power and Hero Power Related
Generate a variation of The Coin to utilize later. Have Casts When Drawn and draw to prevent anti fatigue abuse. No immediate board/hand effect because... well you are technically investing. Noticeably weak if it only shuffle a copy so it shuffle 3 copy instead.
Thief: 1 mana higher than
and does not give immediate draw, but gives Saved Coin to your hand that pretty much remove its downside and can gives another Saved Coin next turn. Also the only way to give you controllable draw and coin.
T-1-Rantus: Because the temporary mana given by Saved Coin is mostly uncontrollable and may be wasted when you hit 10 mana, this minion function to gives space for temporary mana by destroying your own mana crystal. to ensure more space, it destroy 2 instead of 1. Have a really nice stat for 6 cost. If you're lucky, you can play this on turn 3. (3 mana+ 3 temporary mana from Saved Coin)
Bragful Bodyguard: In case you out of card, or doesn't want to play your precious card, he will be there having high attack. May have attack spike at the start of your turn due to temporary mana from Saved Coin.
but have conditional Echo. Total Shot = Temporary mana+1
Interest: Thicken your deck! Another Copy of Legendary in your deck! Halt the fatigue! ...except if it affect your Saved Coin which is technically skipped when drawing but still gives you temporary mana regardless. Possible for going infinite if you're lucky enough to have Interest affect other copy of itself in your deck.
This is Samuro. He's a Blademaster, which means he loves slashing things. A LOT. Unfortunately, his techniques require focus to be effective, thus his Hero Power:
Why does he need focus (
focus stacks, BTW
)? Well, because without focus, his spells suck. I mean, look at this:
In slashing, as in life, you need focus to succeed. What happens if you are super focused? Like, seriously focused? Well, usually, you win. Check out this potential Boomsday legendary spell.
Right? Ever roleplayed as a one hit kill Samurai as a kid? This is your chance to do so. With cards! And what good is a Blademaster without a blade? Here's one for you.
Remember, Ronins have no master. So they kinda suck in the technique department (hence the reduced spell damage).
Blademasters are perfectionists. I mean, they Focus all the time. For that reason, they usually get a bonus if they deal perfect lethal, without any excess. That's usually when they go into a state of Zen:
What do you do with Zen? Well, for example:
This class requires cadence and calculation to play. You need to make sure that your spells and minions deal exact damage at the exact time to achieve the exact result you want - like a Samurai.
And what do you do if you need a shot of Spell Damage in the future? Well -
The void is a perilous and tricky thing to tame. However, when wielded correctly it can be a powerful ally.
is a secondary resource generated by the hero power and various cards of the Void Wielder. It is used to play cards that require Void Essence, these cards are normally much more powerful than normal cards making void essence a useful investment.
does not disperse at the end of the turn meaning you can save it up over many turns.
These are some examples of the powerful effects granted via the use of
. Voidscale drake is an excellent tool as it can allow you to gain control of the board, and apply pressure. As it costs 3
it can theoretically be played as early as turn 3 if you start with the coin. This heavily aids the fight against aggro decks. The void wielder is designed to be a slow, controlling class, as there may be many turns where all you want to do is build
. Bottled Void helps with this. By increasing your hand size, you lend yourself to playing slower allowing you to hold onto more options for later in the game, and drawing cards is always a good thing.
isn't the only way you can interact with it. For example, the Void Singularity grows stronger each time you gain a
, when played early it can help give the player a strong early game. The Book of Eldritch Knowledge helps speed up the rate at which you build up
, for example, while the book is equipped your hero power will grant you 2
each time. This further increases the overall value of the
and the cards that require it. Finally, we have The Devourer of Stars. This card can be used either as a huge board clear or as a burst of damage to finish off the opponent. With a maximum of 20 damage to be split between all enemies, it can be a very versatile tool.
Tempest Keep was merely a setback.
Freywinn was in charge of the experiments the blood elves were conducting on the plants in the Botanica.
After the destruction of Tempest Keep he managed to survive returning to the simple life of a scholar, growing his knowledge about the native plantlife of Draenor/Outland, discovering the secrets behind the Evergrowth and the power hidden among the plants. Someone supposed that he has been infested by a rare specimen.
What's a Botanist?
Blood Elves will never be druids.
A Botanist is a scholar fascinated by plant life: the resilience and adaptability of weeds, the ability of simple grass to harness the power of the sun, the way a tree may be divided into two, or two branches grafted into one.
While the Druids are a protectors of the wild, a Botanist is focused on the research of nature secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life force
in order to unlock their hidden power: the ancient and lost connections of the Evergrowth. Patient is their main assistance because it takes time for a seed to grow strong.
Cultivation and Evergrowth
The Hero Power of the Botanist is going to test your patient and luck, but if you can wait enough it can show you some pretty good miracles. Every time he Hero Power is played the Botanist shuffle a
card into the deck that is gonna be
cast when drawn,
on the board. For the first time it will be a 1 Attacck 1 Health minion but thanks to the
it will get bigger and stronger (If you won't get killed before, but you know, it's not easy to take care of a plant).
works similar to the Jade Golem mechanic. Every time a minion with
is played it get its stats buffed by +1+1 for for each other minions with
already played in that game. Because it's a buff, it can be silenced.
As you can imagine, the more Seed the more Seedling, the more Seedling the bigger stats. At this stage the new keyword is also the major strength of the Botanist, as long as you can draw enough of them before your opponent will end your planting session. Because of that here are some hints of how a Botanist could help himself and his crop to bloom.
It's always good to have an extra
on the board, you just need to wait to draw 2 Seeds. The value of the card is that it give you an extra +1+1 to the next Seedling you will play. The stats are not great but it's cheap and if you have many
already played it can be a problem.
You need time to build your plantation so it is better to remove any threat since the beginning. Oh and you will get an extra seed once it die (whatever wasn't even yours). This card it's a removal for some low cost card and also a way to build up more seeds into your deck.
No luck finding your seeds little Botanist? Let me take advantage of this situation. It's a 6 mana 2/5 minion with a battlecry effect that deal 1 damage to all enemies, repeating it for every seed in your deck. Let's say you used your hero power in the passed 4 turn this little guy is a 4 damage AoE (Hero included)
That's easy, best way to protect yourself? A Taunt minion. Actually a taunt minion that shuffle another seed inside your deck once it die.
You kill something and you draw 3 card. 3 possible Seed. I thought about this card because it will works very well killing minions with deathrattle that give you extra seed like the Seeding target or the Vengeful Vine, or just for trading something on the board to get 3 draws.
Ok I'm so sorry for the rush and for the amount of english error, i'm not an english speaker but i really wanted to join this competition. Unfortunately i find it only yesterday so i hadn't the chance to show this work to someone before posting it. Hopefully i can do some minor change in the future.
Please remove the post if it's to late to submit an entry.
The time guardian is the sacred protector of the flow of time, and defends the holy desert temple from intruders. However, he won't doubt in using chronomancy to obliterate anyone who dares to threaten his lair. Commands the beasts, golems and elementals of the desert. A lot of his mechanics are time-based, and its cards are meant to exploit some of the inner workings of the game. The class is control oriented, but it offers some aggressive tools too
The hero power is similar to warlock's, however it requires more planning ahead, because you can't just tap for an answer right now. This difference allows the time guardian to have more powerful class cards in comparison
Exhaust is a mechanic similar to overload, in the sense that you get a handicap for playing a card above average, in this case, it shuffles a dead card into your deck. However, this handicap is turned into an advantage when playing the fatigue game
Anyway, here are the
In the spoiler there are comments on the cards!
The bulkward boardclear, it has all the strengths the class has long-term power and planning ahead; however it sufferrs the same weaknesses: being iinefficient in the short term, and needing to plan ahead in order to prevent backfiring.
If the minion was shuffled into a deck, draw it; bif it was killed o transformed, get a copy; if it is on the board, return it to your hand. Entomb is no longer an issue!
All the mages are jealus! This card is flashy but, but it only can give you trades, one card, one mana crystal and two mana. Works best when combined with end of turn effects. This way you make sure your enemy doesn't interrupt you.
Clockwork Time Gear:
This is a very fun card because at the same time it can be a second Hero Power or you can also attach it to another mech to get a copy of it. It is
, not the clockwork time gear that comes back. Additionally, I love the flavor deathrattle brings to this class.
Ride the Sandworm:
To showcase Exhaust, we have this nice card! It gives you a huge card advantage in the short term (keep in mind the class is not very agressive otherwise), but requires a lot of deckbuilding. High risk, high reward.
Exhaustion token and upgraded HP
One of my goals with this class was to create interesting and meaningful interactions, while introducing as little new mechanics as possible
Coward lacks courage in facing danger, difficulty, opposition, pain, etc. They do everything to survive. They are worried that enemy might do something and they are specialized in mana denial and armor gain in order to minimize any potential threats. Theye also have other powerful defensive means.
Blackhand and Refuse represent Coward's mana denial theme. Peaceful elephant represents armor gain. Disruptor of sea represents class-specific mechanic and Undoubtful sacrifice is example of various other defensive means than mana denial and armor gain.
So, this is my entry. Note: The Hero Power stucks, so if you cast it 5 times without taking damage you can negate a Pyroblast (very unlikely though)
Main Strength: Tons of answers against aggro, has access to both armor and heal (if you consider heal the hero power), big spells
Main Weakness: Can't apply enough pression against combo, doesn't have weapons (except the legendary one), passive play style and lacks of a solid win condition (so far XD ) and limited card draw
The new Keyword bounds your minions to Mother Earth, preventing them from being affected by your opponent's effect and enhancing their power. The follow is an example of a basic card I ve created, which is none-the-less every Earth Mage's signature: the golem summon!
THREE OTHER EXAMPLE CARDS
Basically your plan all along the game is survive till your opponent end his resources, thanks also to Medusa, your Classic Legendary card that can easily turn a game in your favour.
Now that you can defend yourself from upcoming attacks, you ll need to counter attack but how? Simply with the cards you will see during next phase ;)
Sages are wizened combatants, wielding mystic powers and battle tactics retained through generations. They however show a new prowess in the wake of fallout. For Akama, his people were desecrated by the fel magics of the Orcish Horde. Though decrepitated, the Elder Sage of the Ashtongue comes to fight, leading his people in battle.
The Sage is a class that focusses on attacking with both the hero and minions, building up a board, and manipulating the battlefield through changes the Attack and Health of minions. They are limited in direct damage, but have cheap weak spells that that scale well with spell damage, as well as access to tutoring for cards.
With Superposition, two minions now stand where one did before, like so:
The Gunner is a class based on the militia and the artillery that take part in every war. As you may thinking now, this class is very good in take control on the field and make strategics moves to finally reduce the enemie to ashes, so remenber that when you fight against a gunner EVERY STEP MATTERS.
The mighty gunner can take quickly an advantage by recognize the battlefield an the weakness of the enemies to potentiate his own strategies and attacks.
The class kewyword: Loaded
"Loaded" is keyword that represent how the knowledge on the field and the power of his artillery make the gunner a class that can aproach not only by a reactive way to the enemies attacks, but also an active use of his own abilities to gain a complete control of the battlefield.
This 5 cards show how the gunner can go from the very basic and most easy use of his abilities to the most strategic and trickier of those, to both mantaing his own troops alive and decieive the enemies into fall for his plans.
For this competition I wanted to try my hand at delving into design space that isn't usually touched. The cards from the Taverns of Time event were some of my favorite in recent memory. I thought it would be a nice design exercise to try and implement some of those themes and mechanics into a class that could be used alongside constructed gameplay. With that I present...
The Chronomancer class lives within the area of design that affects the game in unusual ways. That is, many of their abilities aren't necessarily about value or tempo, but more so turn restraints. Consider a card such as Nozdormu from Classic; it makes you play the game in a very weird way. That's similar to how some of the Chronomancer cards will function. Here's a brief abstract of things the Chornomancer class likes to do.
- Chronomancers get removal, but not by killing things. They can return minions to hand, or remove them from the game as if they never existed. I'm using the term "remove" as not a keyword but a game mechanic such as "destroy". Consider it similar to other games' usages of exile, banish, remove from game, etc. When a minion is removed, they're just gone from the game. They do NOT trigger deathrattles or any abilities that trigger when a minion is destroyed, nor do are they considered to have died for abilities such as N'Zoth.
- Chronomancers get to mess around with RNG in a way other classes don't. Other classes have to accept the outcomes of their decisions, Chronomancers get another chance. With their Timewalk hero power, Chronomancer's can make better use of their RNG.
- And of course, Chronomancers get to play around with time! This tends to happen at higher rarities and at smaller volumes, but the Chronomancer class can have access to abilities that warp the time it takes for player's to take a turn, or our perception of time itself.
Also, due to the implications of WoW lore, they do get access to Dragon-matters themes.
The Hero Power
Timewalk is a smaller version of Witchwood's Toki, Time Tinkerer's Hero Power, Temporal Loop. Instead of restarting your whole turn, you go back to just before the last action that you made. Actions can be defined as playing a card or declaring an attack. These are things you actively and consciously made the decision to do, not things that trigger as a byproduct of an action. With that being said, this will also jump back to before those things are triggered, so you can use this to check secrets or fix RNG like you could with Toki.
Rewind and Flash Forward are the most basic spells of a Chronomancer, as such they'll likely be in the basic and class card pool for the class. They demonstrate the extent of a Chronomancer's removal abilities in a simple and direct manner, you can return a minion or remove them.
Bronze Skyrazor dwells within the RNG fixing area. It's a fine rare minion, 5 mana 4/4 that deals 3 to a minion at random. With an extra two mana for the hero power, we can try our luck again at hitting the right target.
Chronovore is another fine minion, 4 mana for a 4/5, but it takes away the rope, visually. Players do not see the rope burning. Chronovore doesn't affect the length of a turn's duration, but rather our perception of it. Nozdormu the Timeless allows the player to take a longer turn, while also shortening the opponent's next one. This doesn't offer any sort of in-game value or tempo, but explores a new way to affect how player's play. Take note that if you somehow had an extra turn granting effect on the turn you play this Nozodormu, that extra turn will be halved in duration.
Earth... Water... Fire... Air... In a world where most people have the ability to control one of these four natural elements, the Avatar stands out for being the only one who can command them all. What's more, the Avatar also has access to all of his past lives, including their experience and wisdom, allowing him to overpower his foes with the knowledge and combat experience gained over many millennia.
Fire: Deal 1 damage
). Deal 1 damage to your hero. Switch to Air.
Air: Look at the top 3 cards of your deck. Draw one and put the other two at the bottom of your deck. Switch to Water.
As a true elemental master, the Avatar has access to more than just a single hero power. Each element - Water, Earth, Fire, Air - has it's own power, and each has a different effect. At the start of the game, your hero power is Water. After a single use, it switches to Earth, then to Fire, then to Air, then back to Water.
As can be obviously seen, one of the Avatar's greatest strengths is his versatility; each of his hero powers has a different effect on the board and on the state of the game, and overall the class has many different directions it can take. However, a common criticism of classes like this, or even video game characters in general, that are extremely versatile, is that they become a jack of all trades, and master of none. To combat this, the Avatar will have access to effects that allow him to specialize in one element or one strategy. Though there are not any present in this initial reveal, the Avatar will have access to cards that allow him to control which element his Hero Power transforms to, as well as cards that buff a specific hero power in a specific way (i.e., Earth affects all friendly minions, or Fire gets double value from spell damage). This will allow him to specialize and stick to one coherent strategy. Additionally, you'll have the benefit of entering a match where the enemy really has to look for clues as to what your play style is, whether you are playing control, aggro, combo, or something else.
CLARIFICATION: order is Water --> Earth --> Fire --> Air --> Water -->etc. The transition occurs after a single use of the power. Water can freeze any character (including heroes) and Earth can affect any minion. For Fire, the "Deal damage" portion is affected by spell damage, while the "Deal 1 damage to your hero" recoil effect is not. Air is very similar to Tracking, except that instead of discarding the other two cards, you add them back into your deck, at the bottom. This does trigger a reshuffle, but before the cards are added back in at the bottom.
Elemental bending the likes of what's seen in Avatar: The Last Airbender is the stuff of dreams, if you ask me. I really wanted to capture this idea of commanding the elements in a creative or inventive way to gain the upper hand over your adversaries. At first I had four keywords, one for each element, which activated when the corresponding hero power was used. This felt like too much complexity, especially given that hero powers (which are indeed present in the basic set) are not supposed to reference class-specific keywords. Plus it felt like a copy of Inspire.
Focus was what I landed on. It's a keyword that can be stated very simply, and has a lot of flexibility in what it means, since the effects are minion specific. The idea here, is that instead of concentrating on physical combat, the minion is focusing all its effort into some feat of water, earth, fire, or air-bending. For a weaker minion, maybe that means hitting the enemy with a ranged attack and not taking any damage themselves. For a stronger minion, the results of their bending might have far more wild effects on the state of the board.
CLARIFICATION: The effects tied to the Focus keyword can be activated in one of two ways.
The first way is BY the minion, INSTEAD of attacking. That means minions may NOT activate their own focus effects in this way the turn they are played to the board (unless they also have Charge or Rush). Minions with focus and Windfury may attack twice, focus twice, or one of each (same idea applies for Mega-Windfury). Frozen minions may not activate their focus effects.
The second way is through spells or other effects which specifically mention triggering focus effects. This can happen on top of the minion activating its own focus on the same turn. Therefore, you could use a spell to trigger the focus effect on a minion, and then attack with that minion in the same turn. You may also activate a minion's focus in this way the turn it is played to the board, though in this situation you couldn't follow up with an attack. EDIT: minions who are frozen, or otherwise cannot attack this turn, may still have their focus effects activated through these means.
Cards with focus effects
Here's two examples of Focus effects. It is similar to Battlecry in terms of the variety of possible effects, with the main difference being the activation mechanism. Firebending novice is a slight upgrade on Diremole, with the improvement being that it does not take damage while "attacking". Master Paku has a much more dramatic effect, and when especially when combined with the focus activation cards below, can completely shutdown the opponent's board and force them to use extra resources to remove it.
Cards that activate focus
Here are two cards that can be used to trigger focus effects. The interesting piece here is that a minion which normally must use up its attack for the turn to trigger it's effect, can trigger its effect AND attack. Whats more, these can be used to activate a minion's focus effect the turn it is played, allowing you to spend more mana to make the Focus into a Battlecry. Soldier of the White Lotus is a staple card of the Avatar class; it's well stated for it's cost, and its Battlecry has potentially enormous value (may need to cost 4 mana instead). Waterbending Scroll is a card I compare to Play Dead. 2 mana instead of 1, and can activate up to two Focus effects (though it cannot trigger the same minion's effect twice).
Cards that synergize with a specific element
As mentioned above, the Avatar will have access to many cards which synergize specifically with one of the four elements/hero powers. In this case, Bloodbending synergizes specifically with the Water hero power, which favors more of a control playstyle. My current idea is that water will be control, fire will be aggro/burst, earth will be token, and air will be combo/otk. This will be further fleshed out through the next rounds of the competition.
Thank you so much for reading this far! Congratulations to everyone on making it past the first round of competition, and good luck in further rounds! :D
re-uploaded hero power images to include the required
at the top, and to make all 4 fit on one line
made some minor changes to wording in the description of several things
specified for Air hero power that the cards go back in the bottom, after a reshuffle, as opposed to being part of the reshuffle
after resizing hero powers, Fire and Air became difficult to read, so I added a text description below them.
You like random right? I know you do! It's not like random has ever lost you games or anything like that.
Well this time we're cranking it up to the highest levels, this time you'll actually lose to random... or more precisely to Monadr!
You might have guessed already but this class will be the quitessential of randomness.
No i do not expect this to get far in the competition
There... isn't really much more to say to that, it's good at stuff that's random, but not all so good at things that aren't. Without further ado!
Random Number Engine
The myth, the legend himself... with a different name (tbh only cause the real name didn't reallt fit onto to card >:c).
Introducing this class' unique Keyword
This effect randomizes all the numbers on the card (except the mana cost cause yeah... just live with it) on the card.
What that means is that this card can become a
A really great card no matter the outcome you'll get.
Just to show that our Keyword isn't a minion exclusive we made this card. Same rules apply as to the with RNE. Can be pretty good if the stars align just right, either way its never fully terrible.
The real lord of Hearthstone, the one you always pray to when you are in dire need of drawing that last murloc to complete your Murlocopocalypse quest before you opponent concedes.
Short on his effect: it rearanges all number in your deck. That means all Mana costs, Attack, Health and other numbers that can be found on your cards will be thrown into a bucket, mixed together and thrown out again into random places.
Just another way to show what this class excells at, the randomness. A great card if you don't have any friendly minions on your board. For how cheap it is you can't even be mad if it hits the wrong minion.
This is a fun card really, it makes you think of ways and could bring some interesting deckbuilding. You can tutor for specific battlecry cards in your deck. Change the Battlecry from an expensive minion into a very cheap spell that can be used for comboing, or just the opposite! This also is a taste of card text shenanigans that i oh so want to explore more!
Thank you for taking your time to look through my cards and concepts and
i hope to see you in the next phase!
Also, i swear im gonna be active in the discussion thread next time.