The Custom Class Competition is back for its sixth iteration! We welcome any newcomers as well as old hands who've run through this grueling gauntlet of card creation before.
The good news is, said gauntlet is much smaller this time around. With the release of Demon Hunter, Blizzard has shown us how they release a custom class midway in the game's lifespan. Therefore, we will simulate this as close as possible. Take the time to read the rules or procedures below.
This is a posting tutorial for the website imgur.com. If you use another website, the process will be similar.
It is recommended you use hearthcards.net to create your cards. Save the generated card to your device.
Upload the image to imgur.com. You do not need an account.
After your image is uploaded, many links will be generated. Find the "Direct link". It will have a .jpg or .png at the end of the link. Copy the link.
On your hearthpwn post, find the "Insert/edit image" button:
Paste the direct link. This is recommended but not mandatory: You may choose to make the image smaller by changing the image dimensions.
All contestants will create one custom class, following the layout of Demon Hunter.
There will be a total of 45 cards, down from 65+ cards from previous competitions.
All contestants will select a past expansion to simulate their class releasing, like how Demon Hunter was released during Ashes of Outland.
The contest will run for 4 weeks.
Week One: 10 Basic cards.
Week Two: 10 "Initiate" cards.
Week Three: The other 10 "Initiate" cards.
Week Four: 15 expansion cards.
"Initiate" means the supplemental 20 cards Blizzard printed for Demon Hunter. Yours do not have to be named Initiate set.
Like the previous contest, barring a large number of contestants, all participants will move forward with each passing week, the victor being the one who gets the most total votes.
Something interesting the Initiate set does is that it brought back the spellstone mechanic on a minion. Therefore:
At least one card (minion, spell, or weapon) must bring back an older mechanic, but not an expansion-exclusive keyword (such as Adapt or Twinspell), that was created before your class's release expansion.
What this means is, at this point in time, you will now have to lock in at which expansion your class will enter the game of Hearthstone.
For example, let's say you did a Boomsday Project expansion. You could do a jousting card, or maybe an empty hand card, or maybe a 10-mana card. But you can't do a Stealth for 1 turn card, as that came in a later expansion.
You must adhere to the following rules or risk disqualification:
Unless otherwise stated, you are allowed three cards to showcase. All other cards must be hidden in a spoiler.
You may include flavour texts. For the showcase cards, their texts do not need to be spoilered.
You may include a single banner at the top of your submission post. It may not be overly fancy. This is entirely subjective and the moderators have the right to remove a banner they feel is too fancy and, therefore, gives an inherent advantage over other posts.
Golden cards are not allowed, nor are huge images that feature your cards with a background.
If you choose to include other images other than a banner, they must be hidden behind a spoiler.
For Week Two you must also do the following:
Somewhere on your submission, you need to declare which expansion your custom class will be released in, as well as which old mechanic you used to fulfill the challenge.
You must follow this ratio: 4 commons, 3 rares, 2 epics, and 1 legendary.
Upgraded Hero Powers have also come to my attention. I agree with the reasoning I have seen. Your Submission must now include an upgraded Hero Power.
What expansions can I choose from?
You may select from any expansion except Mean Streets of Gadgetzan. This is due to the nature of tri-class cards.
Uh oh spaghettios, class cycles.
As I briefly touched upon in a reply in the preliminary thread, when the fourth week rolls around and you have to choose an expansion to slot your class into, you must have at least one all-class cycle.All-class, in this context, means both a cycle shared between all 9 classes, and a cycle that the League of EVIL classes or Explorers classes share.
While, at first, it seems to make sense that your custom class should adhere to all all-class cycles in a given expansion, Demon Hunter did not have a Prime legendary. However, it is recommended that you include all all-class cycles in your custom class. Some all-class cycles hinge on other cycles within the expansion. Use common sense when choosing which cycles to use and to not use. (ex. You do not have a Loa, but instead choose to have a Loa shrine)
To clarify, here are the all-class cycles you may choose from:
GvG: A class mech.
TGT: There is no theme shared between all classes.
WOTOG: There is no theme shared between all classes.
RR: Legendary Loa, thematically supporting legendary minion, Loa Spirit card with a 0/3 statline
RoS: EITHER One Lackey generation card + One Scheme spell OR Two Twinspells
Furthermore, each of the EVIL members have a "callback" to the expansions they were first introduced in. However, you do not need to do this as your custom class is being introduced and has nothing to callback.
SoU: EITHER A Plague spell OR A singleton legendary, a Quest that changes your Hero Power as a reward.
DoD: EITHER Galakrond + a Galakrond support card OR a Dragon Explorer minion + Two Sidequests, a Legendary Dragon.
AoO: There is no theme shared between all classes.
9/10 classes have a Prime legendary, 9/10 classes have a Dormant minion.
What about card cycles not shared between all nine classes, like Omega cards, or Aspirant cards?
You may pick and choose from those.
What about Hero Cards like Hagatha, Dr. Boom?
After much thought, I have decided to, for now, disallow Hero Cards in your expansion set unless it is a Galakrond hero. While I am aware Warlock came with Jaraxxus in their Classic set, I feel as though a new class receiving a massive power spike in the form of a Hero Card while other classes did not in that expansion will create an even worse problem DH did upon arrival.
Can I rename the "Initiate" set to whatever I want?
What watermarks do I use?
For the "Initiate" set, you can use whatever watermark you think makes the most sense.
Do I have to follow the rarity distribution of the Demon Hunter Initiate set?
You may not introduce a Legendary spell or Hero in the Initiate set as there are none in the current Demon Hunter example we've been given.
Do I need to adhere to Warcraft lore?
The short answer: no.
The long answer: Try your best to do so. Even if your Hero is not a character found in Warcraft, you can still achieve a general feel of Warcraftiness by using in-game place names and references. Put in the work and use some elbow grease. Do your research on WoWwiki.
Do I need class-exclusive keyword?
Week Two: June 18th - June 25th. There will then be a pause between the 25th and the commencement of Week Three, in order to set up a final voting period for Week Two.
"Oh, hello what brings you to my office? What? Not happy with the work conditions? What are you saying about I promised to teach you money's most intricate secrets? Today's teachings: Never trust a goblin's words! See? Each day you learn something new. Yesterday you learnt about moving not suspicious boxes from one place to another, and the day before that to get punched by a very angry ogre collector. All these lessons are important, you know? Oh well, I guess some people can't be happy. I, Trade Prince Gallywix, have been putting all my well-spent years in the best goblin finance academy (I assure you that it completely exists!) to create the best cards to illustrate my fantastic keyword: Profit! Most short-sighted people can only see the sort-term value. They drool playing their stupid rogue Combo cards and whatever fancy things other classes offer. But... what if I discovered a way to play not-so-fancy cards that give you resources to play more-than-your-average fancy cards next turn? And with that, my brilliant idea, Profit, came to light!"
"For starters, let's get the showcase cards rollin'! Those are my VIP members, the creations I'm most proud of!"
"Before we get with the rest, let's show a bonus card, Project Planification! Got that 'Cast when drawn' idea from where I started in Hearthstone, the great Goblins vs Gnomes *sigh* I still get nostalgic of those times! An old colleague that also started there made a huge BOOM in the Netherstorm, maybe I'll visit him one of these days!"
(Yeah the class will debut in Boomsday Project.)
"And here come the rest of cards. Even, if they are the lower bunch, don't sleep on those!"
The Engineer debuts during THE BOOMSDAY PROJECT expansion, a science based new hero for a science heavy new set. After receiving their Basic Set players will get introduced to the remaining Journeyman Cards, representing the second level of engineering prowess.
The Engineer arrives on the scene with its very own class keyword, Surge:
Surge represents the Engineer harnessing the normally wasted energy from overpowering foes and putting it to good use.
JOURNEYMAN SET SHOWCASE CARDS
Brainstorm shows how Surge can be used to introduce fun decisions with normal damage dealing. Will you use it to draw a card and knock out a pesky Chillwind Yeti, or perhaps use it on a weaker minion to rack up more card draw?
Get Rowdy! is rooted in typical Engineer mind control shenanigans. Think of this like an inverse-Brawl, where you can use an enemy's strongest minion against his own side....as long as you're prepared to take a few hits yourself.
Mechano-Lord Capacitus is meant to be a fun build around card. The spell in question is Wish, a returning Dungeon Run Treasure from the Kobolds and Catacombs era. That was always my favorite Treasure to watch go off during a run, and now you can experience the huge swing in an actual game! Sure it takes is harnessing the energy from twenty spells and 19 Mana, but think of the payoff!
JOURNEYMAN SET PART 1
Thanks for checking out The Engineer, and good luck to the other competitors!
To clear up any confusion on the upgraded Hero Power, after you choose the first one it refreshes, giving you the chance to pick two of the same familiars.
Hero Power Tokens
The new keyword can be found on spells and minions. For example, the card Evil Lair can choose a friendly minion, and when that minion takes damage a spell is added to your hand. If it takes damage again, it will trigger again. It is not a one-time effect, it will stay on the minion until it dies.
The Challenge card this time around isPlague Bearer, with the "if you have 10 Mana Crystals" effect from the Boomsday Project expansion.
Primordial magic in her hand and fierce companions by her side, the Saurok sorceress Siarsilis Wildfire comes out of the jungle ! The Primalist class brings the strength to owerwhelm your opponents with tribal synergies and the power of the elements.
Hero Power upgraded version :
The Primalist can rely on their Hero Power to always have a minion on board. You will randomly get a different one with each use, offering you a wide range of tribes to synergize with. In the Pioneer Set, the also gain a keyword that will supports synergies :
Cards with Channel make you choose a target for their effect. If that target has a tribe (Beast, Murloc, Elemental, etc...), then the Channel effect will also target all friendly characters with the same tribe.
Showcase cards :
This first part of the Pioneer Set solidifies the Primalist's ability to build powefull tribal decks while also providing them with cross-tribe synergies to encourage a more varied playstyle. Outside of that, you also get a taste of the control options available for the class, which enable decks that don't rely on tribal synergies but pick and choose the best minions from each tribe.
Challenge cards :
Passionate Saurok and Primal Scalepriest are respectively inspired by the handbuff mechanic from MSoG and the menagerie mechanic from ONiK. The Primalist will in fact be released during Journey to Un'Goro, as that expansion includes the most tribal synergies and calls upon primal energies. For card cycles, I will have to make a legendary Quest and I'm also considering a minion with Adapt, a Tar monster and a hatchling Beast.
Remaining Pioneer Set (Part 1) :
I hope you like this first half of the Pioneer Set and I can't wait to make the second next week with more control tools and synergistic Beasts, Murlocs and Elementals for the Primalist !
Reprise is the class' keyword. Very straightforward and functions exactly like The Caverns Below. Both copying and bouncing a minion back will help trigger this keyword, though Ninja primarily focuses on copying.
Grasshopper Set ShowcaseCards The Ninja class debuts in Rise of Shadows. The old mechanic this class brings back is the "Stealth for 1 turn" found in Rastakhan's Rumble.
Bloodburner is a risky control class that has high power but high cost cards and effects. the hero power is the class' most valuable asset, keeping aggressive players at bay in the early game and triggering the new keyword Fresh Blood late game. The class is grindy control oriented, with many value spells and cards ensuring you never run out of steam. Dragons are a core aspect of a class as well, being one of the strongest tribes as the game goes on. This class is introduced during Rastakhan's Rumble, as a surprise 10th competitor in the arena. Serving the blood god G'Huun, and with the might of fire, blood and dragons, bloodburners will surely take the throne!
Rest of the cards:
The challenge card is Devoted Servant, utilizing the Omega mechanic from The Boomsday Project.
Knowledge has come, you have acquired some interest in the works and wonders of the Narrator. Thus, this humble scribe has been copying any source of information about these folk, both misterious and wise, and wielders of the power to make the writing word come to life in extraordinary ways. First of all, because I felt it was due. We'll take a look to both the upgraded Hero Power of this class... and more important yet, to a special keyword that has been a secret told only among narrators.
Just as a reminder, this is the Book Keeper token:
The idea is, Narrator has certain cards that build up if she sets the momentum of her storytelling by manipulating the cost of the cards to go faster... or slower, something I can work with in Saviors of Uldum -coming soon-. As you might wonder, Narrators are often keen to manipulate their hands and boards, bolstering their magic servants and building up powerful plays with the help of cost reduction cards. While that is indeed a fact, Narrators also like powerful spell combos, and love the twist that a well placed secret adds to an otherwise predictable tale.
Challenge card is Manuscript of Shifting Words, a tribute to two old cards from different expansions: Shifter Zerus, from Whispers of the Old Gods, and Shifting Scroll from Kobolds and Catacombs.
Blood Mage is a risky class, which gives you powerfull effects, but takes a lot of practice to master it's power. In order to succeed in battle Blood Mages will have to offer their own health. But don't worry, since they have powerfull allies - Vampires, who will drain life force from the enemy in order to make both you and your army of subjects signifficantly stronger, and you're definitely going to need it while invading the capital of magic - Dalaran! Blood Mage is introduced with Rise of Shadows, where an iconic character will lead his army of bloodthirsty creatures and help Rafaam and his League of E.V.I.L!
The challenge card is Blood God Hakkar, who comes back with the "no-duplicate" rule, which was last seen in Mean Streets of Gadgetzan. (Note that Saviors of Uldum came out later than Blood Mage is introduced)
Monks are built to be a control style class, with a splash of dragons, hero attacking for control, healing, and bouncing minions back to their owner's hands. They also possess a powerful effect Chi on some of their cards to enhance them at the cost of extra mana. Once they get to late game, some of these cards can come out stronger then they were before, allowing them to be surprisingly flexible. This part of the Disciple set will focus on minion bouncing, along with some miscellaneous cards that can fit into other strategies. Part 2 will focus more on hero attacking. They will be introduced in the Whispers of the Old Gods expansion, leading the fight against C'Thun and the Old Gods, or maybe some of the corrupted will be aiding him in his conquest...
Chi appears on a few cards, allowing them to be decent cards early if needed, or come down later for additional benefits. Some other effects can also reduce your Chi costs, so some swift combos can help get enhanced versions of cards out early!
Disciple Set Part 1: Featured Cards
Li Li's Water Dragon:
If you'd like to check out the basic set, you can here!
Rollback Post to RevisionRollBack
Rastakhan's Rumble has some good art, lemme tell you... Also I'm a Class Design Finalist! Check out the Monk here!
Everyone's got a first heist. Well... Temporally, a lot of Chronobandits have done crimes before their firsts, but thinking linearly has never helped against these con artists. The Stickup set fleshes out the mechanics of Chronobandits, the bullets in their bandoliers if you will.
So Rewind is designed to simulate the time travel aspects of Chronobandit, effectively giving cards a second trigger. Rewind is a one-time activation, and any cards awaiting their Rewind are, for clarity to the player and the opponent, displayed in Secret-style circles around the Hero. This of course gives you the usual five circle limit, but most Rewinds aren't too far from being replayed. Rewind spells form their circles after play, and Rewind minions after their deaths.
Bootviper rewards the discard archetype which you'll see soon. A recurrent little serpent that gives an aggro deckstyle a kick in the butt.
Time Out of Joint is a punctuated Arcane Intellect, slower but more efficient. However, your baseline Hero Power isn't the most accurate, so this is far more powerful in a deck that takes the time to upgrade their Hero Power.
The Drifting Duelist will shoot down all your opponents, but he may need some time to reload. The Duelist gives you plenty of value over time, but over time is the name of the game. Flavor wise he uses the ones and sixes that build parts of the class identity, for the bullets and chambers respectively.
Reload, reload! Sometimes you're so in the heat of the heist that you throw out perfectly good bullets so you can slap even more perfectly good bullets in your chamber. Hell, maybe you can just reach back in time and grab a few of those throwaways back! Chronobandit has a subtheme of full hand discard, often for card draw, and a few high-cost cards that you can ditch for quick benefits if you don't think you'll ever get a chance to play them.
Molten Rangefinder functions either as a Swipe equivalent or if you're desperate, just an AoE. Utilizing cards like Make an Example and Abandon Timeline! from the base set, you're guaranteed to wipe your entire hand, so this will be on tap if you need it to be.
Infinite Oppressor gives you the sort of design ethos behind the discard cards in Chronobandit; More expensive options that you can lose if you need to. It also gives you the lore side of Chronobandit; While it's kind of just fun and playful bandits and time travel, I will put some WoW lore in here, as the Infinite Dragonflight represent sort of the ethos behind these temporal robbers. They're all about taking whatever, whenever.
Make an Example gives you an end of turn removal that bolsters a larger hand Chronobandit. It gives your discard triggers a fun little time in the sun as well.
How quick can you fan the hammer? Chronobandit deals 1 damage, a lot. Every bullet they put outs worth one, and they have a lot of bullets. Their minions, their spells, their weapons. Enough talk, let's see some ones.
Arms Dealer makes any of your cards that deal 1 damage do it an extra time, bolstering aggro and tempo playstyles. You can always use a few more bullets or a few guns. Just don't ask where he got them.
Crackshot Criminal is a fairly generic minion that gives you more tools in your deal 1 damage toolbelt, and allows to decide about whether you want to fight a 3 health minion or push face. Always helps to have a man on the hill to keep the heist on track.
Pre-empt is a defensive option, but Chronobandits only undersstand fight or flight; Hence, shoot first ask questions later. It's a Frost Nova on Token boards and an Arcane Intellect against the greedier opponent.
Oh, and one more thing...
LOOK OUT BELOW!
Orbital Bounce uses a fun little system to keep your opponent aware of where we're dropping; If just drops a shadow in the location the minion was when "Bounced." A delayed two for one is always fun. The Stickup set is all about train robbery and space/time shenanigans, and making a flashy entrance by teleporting a sheriff three miles up? Classic.
So you know, this class will drop during Witchwood with a Witch Hunter/Petty Robber theme. Callbacks...
Fist of Jaraxxus gets major yoinked for both Infinite Opressor and Molten Rangefinder. This was my callback mechanic.
Bootviper is both a Snake in my Boot reference and a callback to Pit Snake, also the classic Empty Hand Hunter which never worked out but was fun while it lasted.
Infinite Oppressor is the dragon that every single class has... which Blackrock Mountain started the trend for.