The Custom Class Competition is back for its seventh iteration! With the success of the previous format, it has been decided to bring it all back for another round, with a couple of minor adjustments.
This is the Submission Thread! Submit your final work here!
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Overview
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.
Challenge
Demon Hunter's Basic Set introduced cards with both Lifesteal and Rush, both keyword new to the Basic keyword pool. In addition, Rogue's Basic Set rework introduced Poisonous to the Basic set.
Your challenge is to have at least one Basic card with either Rush, Lifesteal or Poisonous.
Submission Format
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.
Rules
How is the Initiate set split in half?
There are 8 commons, 6 rares, 4 epics, and 2 legionaries. That makes splitting the Initiate set in half rather easy.
For Weeks Two and Three, contestants will create 4 commons, 3 rares, 2 epics, and 1 legendary.
What expansions can I choose from?
You may select either Ashes of Outland, Scholomance Academy, or Darkmoon Faire.
Uh oh spaghettios, class cycles.
You must have at least one all-class cycle.All-class, in this context, means both a cycle shared between all 9 classes, or 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, therefore you only need to use one such cycle.
To clarify, here are the all-class cycles you may choose from:
AoO: There is no cycle shared between all classes.
However, 9/10 classes have a Prime legendary and 9/10 classes have a Dormant minion.
Scholomance Academy: Dual-class cards.
Dual-class cards present a major logistics challenge. Depending on how many entries decide to choose this expansion as their starting point, the solution to this challenge will differ.
Madness at the Darkmoon Faire: One class Corrupt card (Rogue and Warrior have one, while Priest has three, all other classes have two)
What about card cycles not shared between all nine classes, like Studies spell cards, or Aspirant cards?
You may pick and choose from those.
What about Hero Cards?
I have decided to disallow Hero Cards. 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?
Yes.
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?
Yes.
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?
No.
Can I do a Monk or Death Knight class?
No.
Competition Process
Week 1: December 16th - December 23nd Week 2: December 24th - December 31st. Week 3: January 1st - January 8th Week 4: January 9th - January 16th
Upon hearing of the pending invasion of the Rusted Legion, Azeroth’s greatest engineers put their heads together to combat this impending doom. Though simple folk, the citizens of Westfall have quite the ace up their sleeve...
I have designed this class with two main objectives in mind. Buff/debuff minions and survive. I believe my three showcase cards, and most of my other Basic Cards will show this.
Showcase
Flavor Texts
Defias Saboteur: "He wasn't always about sabotaging. He was actually known as a preserver before the House of Nobles ripped off the Stone Masons."
Westfall Stew: "If it's not the Murloc eyes that turn you away, it'll surely be the okra."
Rusty Scythe: "It isn't poisonous if you got your tetanus shot."
Remaining Basic Cards:
*Note* The class is called "The Farmer," but the Hero is called "The Scarecrow."
Results from the hero power: These are token cards and can only be obtained when a text reads "Tome of the Old Gods". They don't make up your collection and can not be gained through a card like Cobalt Spellkin or anything similar.
The Cultist is my new class for this competition to be released alongside Madness at the Darkmoon Faire. The Cult of the Twilight's Hammer is a dark cult in the WoW universe, famous for worshiping and serving the Old Gods. With their mysterious ways, their never seeming to quit their destiny of Doomsday and absolute death and chaos and impressive recruitment abilities I had some space for creative flavour. Likewise this class seems to never quit, The Cultist has access to health restoration, single target removal and damage of DOOM level power (whatever that means) and capabilities of summoning huge boards and using the death of them to their advantage... And they also loveDeathrattle.
They have many strengths and play styles, Aggro could be an option for sure, but so are Miracle. They have a great chance at tempo with their use of interesting buffs and especially with their new unique keyword Ritual, which is an effect that when played gets locked in and then triggers at the start of a set amount of your turns. E.g. Ritual (x3): Draw a card. Would draw you a card at the start of your next 3 turns regardless if the minion dies or whatever. However more will be developed on that in the Initiate set to come (or as I'm calling it "The Ceremonial Set"). And finally Control is viable with some very powerful legendaries to come... You could say they have God like power...
I will admit, the hero power is unique, similar to Warlock and Shaman in the sense it is a random 1 in 4 and gains you an extra card, however it is NOT a draw, in fact the outcome will probably be worse than a Warlock's 90% of the time or so. These 4 cards shown above are the outcomes and are NOT collectible from packs or whatever, just tokens (So I hope I don't break any rules in displaying them with no spoiler). Each tome of course represents an Old God, more particularly, their first iteration. Already, the abundance of low cost spells should shout "Miracle deck" to someone.
This first card is 1 of only a couple of minions in this Basic set. However it depicts very much the use of friendly swarms of minions dying for another use and also the start of healing possibilities.
Once again, a fairly basic card but this is the Keyword requirement for the competition. A card good for a quick big heal perhaps or for some Miracles.
The last to be showcased is this buff. Suitable for Aggro for sure but also great for Tempo and even Control with duping a powerful legendary of yours.
Remaining 7 basic cards.
The final heal for the basic set. This class will feature more weapons, it is almost a necessity with what they are based on... This however is the only weapon in the basic set. It might not be the best but restore 10 health for 1 mana is not too bad!
An obvious Miracle card. Not great early on but can definitely see play with Animated Broomstick to activate one of the class's many effects that would trigger there. (The Tentacle is a token card)
With great knowledge, comes great power. A small buff ultimately that would probably become forgotten about over time, but there could be space for a little card like this.
One of their many removals that will become more prominent throughout the "Ceremonial Set" however there is further death synergy and at 3 mana... It ain't bad let's be honest here.
The second and final minion in the Basic set. After having change the card as Deathrattle isn't used in basic class sets I have changed it. The name is a reference to a book in WoW that ultimately makes individuals learn about the prophecies and join the cult. Originally the card had a Deathrattle of summoning a Cultist but instead the theme is that the card is creating books/tomes just like the name insists.
A very odd card to work out it's power level. However 3 draws are generally costed at 5 mana. Three 1/1's for 1 mana ain't bad but it's not as straight forward as that... The draw ain't instant, it comes in a turn later which might seem bad but if you know you are set up for a miracle the next turn, then drawing those cards next turn for free and set up a sort of wide board presence this turn for synergies then it might work better than most people are expecting. One weakness to this spell are transform effects. It should also be noted that card draw is one of this class's weaknesses. Not having many and the ones they do have are limited to a set amount, in this case it's 3. (Once again the Cultist is a token, however this one is unique, suggesting it has to be the ones summoned from the spell to die and are easily detectable.)
The 10th and final basic card. Another buff! This time, it's big! Essentially a Blessing of Kings with a possibly repeatable Consecration thrown on top for 8 mana. It's big and combo'd with Rush and Lifesteal it can be quite game turning.
I hope everyone has enjoyed looking at my cards, just to recap.
Strengths: heal, wide boards, Deathrattle and death in general, single target removal, buffs, moderate card draw and generators, unique keyword that keeps tempo (We'll find out more soon), a huge offering of small spells and also large powerful minions (None in here yet but trust me, they're coming).
Weaknesses: Lack of AOE, Whispers of the Void is one of only a very few AOE's in this class, fast play but no powerful draws, lack of direct damage especially for face, very few board buffs and it might actually be one that's a bit hard to pilot to begin with unlike Demon Hunter.
Our orbs are back from the Outlands, a world once called Draenor. This timeline drops promising data. It presents a peculiar developing, I detect the presence of organisms augmented with a fusion of metal and fel magic. This is unusual. The information mentions an individual named Doctor Boom, this.... goblin, has performed a sustantial twist to the events in this dimension, as a result the Legion of this reality is known as the "Rusted Legion". It also looks like those called "Demon Hunters" are in a process of mass dispelling to purge the fel magic around the zone. The way to proced is clear, sending operatives to stablish a base and take control of the remaining artifacts, drain the energy of those which are not salvageable. Any information about the desing behind the augmentations or heavy machinery must be immediatly informed in order to start the researching for future applications. I expect resistance from the natives and the foreingners. You have permision to use the warping mechanisms against them when someone tries to stop our agents.
With this post i present to you TheWarper custom class. Travellers between time and space that yearn with twisting the reality to their will.
They research in order to find new ways to perfect it's own technology, sometimes in a not very ethic way. Thing that has gotten them some enemies, and for that reason they are always prepared to answer the anemy presence.
The 3 main ways to work with.
Flavor text: "Wow, dejavu, anyway, as you see i can fix the time warper using this pannel like th..... Wow dejavu, anyway...."
The first way is reducing the cost of card. The class has some big minions awaiting to jump into the board and this class tries to reach "the future" early in the game by making them cheaper. This does not discard the option of just reduce the mana of a lower cost card, helping to fit better some curves.
Flavor Text: "I don't have a problem, i can let the orbs go whenever i want"
The second way is by generating tokens, more agresive decks may use the cards that summon multiple boddies to buff their attack whether with Warper's hero power or buff spells and minions. Some of this ways to buff your mech are susceptible to the enemy's presense on the board, which guide us to the last main characteristic of this class.
Flavor Text:"Reduce the power of that thing!, don't you see that minion is asleep?....but it is on the board....yeah but it would be mean if we awake it!."
Warper are always alert. The enemies they've made and all the past confrontation forced them to be more competent if they oppose to minions in the other side of the board. As a result of this some cards will gain benefits when your opponent controls 1 or more minions during a match.
Remaining Cards
Flavor Text:"FOOOOOORE"
Flavor Text:"Measure once, shoot twice!"
FlavorText: "I told you to read better the prospects when you buy automatons from a century ago in another dimention"
FlavorText: "Ohh! Interesting!, The ice cream vendor was here yesterdey!"
Flavor Text:"People used to confuse it with the FORCEhead Strike, but after a few tries everyone of them noticed that the only thing reduced by smacking objects with their heads was their wallets because of the medic interventions",
Flavor Text: "He is just a janitor with a cooler lantern"
Flavor Text:"We are having huge improvements on this version! Now the Prototype recognizes more things to protect other than it's cigarette!"
"Blood magic is a form of tortured life magic that uses blood as a power source. Someone who practices blood magic is often called a blood mage. The limits of blood magic are still undefined"
The bloodmage is a class that take advantage of take damage and steal the essence of the enemy to buff theirs servants, empower their spells and even empower themself. Once in Azeroth, the bloodmages now escape to Outland so they can keep studying their forbidden arts, but they will get back soon... to seek their vengeance!
Overview on the class:
+Minions gain effects when allies are damaged.
+Your hero can take damage to either buff minions or spells.
+Lifesteal and spell damage combo are side themes.
Professor of the Scholomance Academy, Agatha is a Witch, a mix between a Druid and a Mage, She can harvest the powers of nature and mix them with her arcane knowledge. From potions to curses, she has amassed a wide variety of tricks under her sleeve.
A quick explanation of why I used these cards for the showcase:
Curious Fairy: A tutor that shows one of the class' themes, which is 1-Attack minions, balanced around Novice Engineer
Strength of the Meek: A buff spell that scales with the amount of minions you control, at worst +1/+1 at best you can get +7/+7 and close out a game with it, to get even you would need to control at least 3 minions.
Precognition: Another theme of the class is the ability of playing around with the top card of your deck, in a way to "see the future", with Precognition you might be able to get extra copies of key cards or even legendaries.
A quick rundown of the strengths and weakness of the class:
Pros:
-Good swarming capabilities.
-Variety of buffs and debuffs.
-Ability to plan ahead your next draws.
Cons:
-Weak minions stats wise.
-No good hard removal.
-No good way to close out the game without a board.
And here are the rest of the Basic Set:
Dual Potion: A smaller Penance, this potion allows the Witch to deal with Aggro, as removal and small heal to keep going.
Ghostly Scryer: A 1-Attack minion that can help you plan ahead your turns and even set up combos with other "future sight" related cards
Curse of Youth: A way to bring down your opponent's minions down to the size of a little familiar, but watch out because you still need to use other cards to fully remove them from the board.
Enchanter's Apprentice: A beefy buffer that can help make all your boards more threatening by buffing their attack.
Colossal Potion: Meant to protect you and your other minions, while also providing more survivability to your minion.
Mastering the Basics: A card that showcase a theme I haven't talked about yet, so cards will have extra benefits depending on the number of minions you have in your hand.
Murder of Crows: A solid AoE, to help on control decks, or even midrange ones.
This class would be about souls, death, life, manipulating and monstrosities. It will be good at swarming board, healing and card draw. In later sets hie will have some Spirit synergy. It will also use sacrifice mechanics to make its cards stronger, including destroying friendly minions and self-damage. It will be bad at dealing direct damage, however, as well as due to sacrifice mechanics within its cards, some of them may be a bit situational. It will also have limited amount of board clears and big minions. It will also have acces to weapons, which would however not be quite numerous, an usually will have more Durability than Attack.
Showcase cards:
Token:
Mistical Ritual: Swarm, spirits and self-damage are themes of this class, and this cards narrows it quite well.
Reconstruction: Sacrificing minions, and, again, summoning minions. The first part is why I chose it as a showcase card.
Refreshing Hand: Healing and draw, two strenghts of my class. May be a bit weak, it was balanced around Shield Block.
Other cards:
Soulhealer is a well-stated minion with heal. Soulburn makes use of cards sacrificing minions, like Reconstruction in basic. Soulkeeper and Raged Horror are minions to begin midgame, one giving you an extra token, second giving you a pretty good minion at a cost of your Health. Shadowstrike is a card from a limited pool of boardclears for this class. Empowered Wand is here to give some extra fuel, as well as an example of weapon of this class. Finally, Possess Soul is removal which utilize mind control effect, which maybe won't be very often, but will sometimes be used in cards of this class.
This class would come into game with Darkmoon Faire expansion. Its set resembling an 'Initiate' set of Demon Hunter will be called 'Acolyte'.
Here is my custom class: Engineer. He will join the game in Ashes of Outland, as well as he will have its own "Assistant" set.
Yes, that's right! An Engineer provides a mechanic of Armor on minions. I've already seen this mechanic few times on custom classes, and I know that people are usualy sceptical about this mechanic, but I believe I can handle doing it well.
This Hero Power, would preferably be used on minions, allowing for some good trades, but in some cases it can be used on your hero as a worse Armor Up!, so it is never dead Hero Power.
Of course, Engineer will use Mechs, which are actualy their main theme. They allow them for some good board presence, however, they will rarely be aggresive. That's one of weaker sides of Engineer. He do not lose board advantage in early game, but they will rarely be able to bring enemy to low health quickly, because their minions are rather defensive.
Engineer also used to upgrade their stuff, so he will have a variety of buffs in their arsenal. Also, it is quite a durable class, thanks to armor and Taunt minions. However, he will struggle at using hard removals, as well as board clears are a bit limited in his arsenal. His minions will have to do most of the job here.
The Engineer is a master at tinkering, so he will not suffer a lack of card generating. It will be one of his strengths, altough it may be a bit harder to implement in basic set, so only two cards of this theme will be shown this phase. On the other hand, card draw is definetely not a strong side of engineer.
Also, Engineer has acces to weapons, but they won't be realy exploited, however he uses a special kind of weapons in his non-basic sets: Devices - 0-Attack weapons with special effects, which would lose Durability over time. He also will have cards that would shift in his hand, as well as a bit of randomness.
Here's the short reminder of what Engineer's strenghts and weaknesses are:
Themes: Mechs, Armor, Buffs (including handbuffs), Weapons, Devices (0-Attack Weapons) (not in Basic), Cards Shifting in hands (not in Basic), a bit of Randomness.
Strenghts: Good Board Presence, at any stage of game, Survivabilty, Card Generating.
Limitations: Board Clears, Card Draw.
Weaknesses: Lack of Hard Removals, Low "Face" Damage.
Here are the showcase cards for my Basic set:
Wheeled Tekgineer:
This card perfectly shows major themes of Engineer - Mechs, board presence, Armor and buffs.
Ranged Machinery:
It was not obvious how to introduce card generating in Basic set, so i decided to do it by cards generating a plain, low-cost Mechs:
Defense Command:
At last, here is a card utilizing theme of survivability, and some kind of buff, by giving you Armor and Taunt.
All basic cards:
Token:
Short insights on cards:
Pint-Sized Tinkerer: A turn 1 drop for newbies which utilize card generation.
Unwieldy Bomb: Well, hard removals are meant to be one of main weaknesses of the class, but I decided that there should be at least one, and did put it in Basic set, because otherwise it would be quite unfair for beginners. Anyway, as you can see, this is still quite unreliable removal, so it does not severely break the theme.
Pillage Command: An area buff, which allows for some good trading, but kept in balance of Basic set.
Limited Edition: Although there won't be many handbuffs in Engineer class, i included one of them in its Basic set, to help make some good use of Reinforce-Bots.
Pulse Gun: As an Engineer do use weapons, I thought that there should be one in its Basic set. It also, uses draw, which is one of limitations of class, but, again, there should be at least one card which draw in the basic set. However, unlike hard removal, it is not a main weakness of class, so I made it quite straightforward and reliable.
Pyromancy: Semi-board clear, this is quite a backup for lack of board clears in later sets. It is quite powerful board clear, but does not guarantee to clear what you need, as well as, like I already said, it is one of few board clears in the class.
Grand Smasher: A big, protective drop for late game. Maybe it's not about to see play in higher ranks, but I find it strong enough for new people, and familiarizes them with usage of big minions in this class
"The venthyr have a good thing going. They lord over Revendreth's castles and ceaseless twilight while arrogant souls are delivered to their tables. The harvesters' otherworldly punishments strip the pride from their thralls, sparing them an even worse fate: eternal torment in the Maw"
Showcase
The Venthyr covenant sometimes has to work in the shadows to deal with their enemies quickly and quietly. Venthyr Assassin uses his poisonous daggers to immediately kill the target. Moreover, if the situation gets dangerous he will not hesitate to sacrifice himself to finish off any witnesses.
"The venthyr are aristocratic overseers of souls burdened with excessive pride and wickedness. They guide troubled souls upon the rigorous path to atonement, harvesting anima to keep their realm strong". Sinful Harvester uses Anima to weaken her enemies and make them more vulnerable.
"But souls thus drained can't just leave Revendreth for a better place. They have years of penance to slog through while they reflect on the precarity of their afterlives". Eternal Atonement is the worst punishment that can be inflicted upon a deceased soul. Not only does it get much weaker, but it also has to serve the Harvesters.
"Kel'Thuzad patted Mr. Bigglesworth, trying his best to not yawn while leafing through the dusty CV of the middle aged bald candidate sitting nervously in front of him. Looking for a good robotics teacher proved to be a harder task than he thought, but the Lordaeron School Council's new law forced him to give his students the chance to grasp the basics of mechanical work. 'That'll stray them from my goal' protested to himself 'Engineers aren't good at raising the dead!'. But as Gandling said, they were already breaking quite a few laws. It wouldn't hurt to respect that one unless they wanted an inspection. Still, the work experience of this man was boring. He worked as a mad scientist at Stratholme until someone told him that was not a real job. Then he tried to invade Stormwind with an army of drones but they ran out of battery before arriving at Wryn's castle, falling down and just killing a few guards. Finally, he spend some years teaching at Moonbrook School but got tired of VanCleef's gang stealing his breakfast so he left the job. Kel'Thuzad glanced over the papers to look at his guest:
'So, Mr. Terrible what do you want to achieve here at Scholomance?'
'It's Dr. Terrible! I've got a doctorate at Gearshaft university!'
Kel'Thuzad inspected him sceptically:
'Well, that university only accepts gnomes and you clearly don't look like one of them.'
'That's why I saw my legs to look shorter!'
That took Kel'Thuzad by surprise:
'So you... you sawed your legs.'
'Yeah, but I got better. That's what learning flesh sticthing is good for!'
Kel'Thuzad couldn't avoid grinning. This seemingly good for nothing technician could help him more than he thought. Flesh beast stitchers were scarce in those times. It shouldn't be hard to guide this mad man through that path.
'Well, well Dr. Terrible. I hope you enjoy your opportunities here.'"
Showcase Cards:
Other Cards:
Class strengths:
"Swarms: Drones are good for spying and finding naughty students for Gandling to take. And they can even do some damage!"
"Minion sacrifice: I'm starting to find Kel'Thuzad's flesh beast monster discipline quite interesting. I'm trying to scrap some old drones I have t experiment with more... malleable materials."
"Removal: Most people use their underlings as an offense, but I'm to coward to leave myself open. I prefer my minions to defend me, offensives feel better when you work hard on them! Of course, I'm not against some more standard forms to defeat my enemies. One thing I love from mother nature is how she gave us electricity, it leaves QUITE the impact against anyone who opposes me."
"Cost reduction: I believe in efficience. Why use a whole squirrel when half a squirrel does the trick? Even though sometimes it's better to take some time to think about the outcome of your acts. Things happen when building hideous killer machines."
I see a burning city, a people in distress. I hear a prayer in vain, one last call to the Light. I see a broken champion, corrupted in his flesh. I hear the countless voices echoing through the night.
Nobundo is a Broken Draenei, a former Vindicator who lost his connection with the Light. After discovering the power of the elements, he became a Farseer and joined prophet Velen to guide the Draenei in their exodus to Azeroth. He joins Hearthstone as the Seer, a class that likes to slow things down and plan a few steps ahead of the opponent.
Showcase cards:
The Seer makes the most of its cards by drawing a lot and slowing games down. No need to rush things, the future will be here soon enough. But prophecy isn't an easy art. One must take their time to get a good look. This is why "end of turn" effects are core to this class's identity.
Rest of the set:
Peaceful Hermit was made to complete the challenge of using Rush, Lifesteal or Poisonous.
Flavor text:
Blinding Vision - Asking a question is always a gamble. Sometimes you get the answer you want, sometimes you have to deal with the one you fear.
Channel - When I'm finished gathering all my power, you're going to be sorry.
Truesight - I SEE YOU NOW !
Expanded Mind - It's big brain time !
Impending Doom - Fate is like a boomerang: just when you think you've gotten rid of it, it comes back to smack you in the face !
Stellar Protection - Watching the night sky is always a soothing experience.
Fleeting Image - You are your own worse enemy. But the enemy of your enemy (that would be you) is your friend, right ?
Sharp Eclipser - Whenever I see magic, I can't help it, I have to shoot something.
Peaceful Hermit - Slow down, take a deep breath.
Behold - Peering into the future isn't the hard part, it's coming back to the present after seeing so much.
Thanks to everyone who took part in the discussion thread, it is good to see this much energy around this new competition. I hope people like my contribution and I can't wait to keep going !
If you have paid attention to the promotional video of Mean Streets of Gadgetzan, you may know Talan as an honest innkeeper. But don't be taken in by his kind appearance, he is actually Noggenfogger's secret partner! Even the cruelest members of the three gangs all adore and love him. This year, he expends his business to the Darkmoon Faire! So don't miss this chance to say hello to Talan! The next time you drop by Gadgetzan, he will give you some special offers!
Showcase cards:
Roast Crocolisk: In Talan's Inn, you can see delicious cuisine and good wine from all over the world. These food can inspire your minions by buff them. So the first specialty of innkeeper is minion buffs.
Solid Processer: As innkeeper's heropower suggests, he has the ability to shuffle an unexpected draw back to the deck and take another chance, this minion can also work for similar purpose. For example, she can exchange a huge minion for a needed aoe.
Beer Foam: This card introduces innkeeper's main tribe to us, Elemental. This small minion can continuously supply you with cheap Elemental to keep the chain. Moreover, it also suggests a playstyle, handkeeper.
I wanted to try and enter the competition... and after quite some thought I realised, I could not do it alone, so I decided to make some deals
And of course, sooner or later, I found him. Or maybe he found me. Or both. Don't know, the only important thing is, we both met. There have been quite a lot of people along the universe like him. Most of them ethereals. I'm talking about a TRAVELER.
He has seen things you would not believe. He saw the Legion ships bombard the lost world of Orgon, and pure light take over Void Rifts in Tanneghar. And he took a souvenir of all these.
Being a dimension traveler ethereal brings quite some advantages. One of them being, an unique set of abilities that some would confuse with normal magic (and sometimes they'd be right, as good travelers always find their time to learn some magic tricks). Also... he brings not one but two hero powers at the same party.
Note 1: As this is a trial version of the set, I am aware this is not how hero powers look like, I'll get on the keyword later, I am mainly wanting to focus on the balance part right now.
Note 2: Once per turn means it cannot get into an endless loop by normal means. Of course cards like Milita Commander and Rewind can change that.
Highlighted cards might be these ones, to start showing the sort of themes Zhosam plays with.
Main synergies of the class:
-Hero power synergy: With so many cheap hero powers... is tempting to build some synergy around them, isn't it? This card is a good cycle, but also helps playing cards that require hero power synergy, wich will be showed later in the game. IMPORTANT: Rewind actually lets you use again both Space Rift and Time Heals All, wich means you can use both of them twice (or more times) at the same turn.
-Recyclying cards: For long journeys across the universe, one needs the best equipment. Or, in case you already used the best equipment, you might need to get the best of the material you have left. Travelers have to be creative when using spells and minions, maybe planning ahead to try and get some specific materials back in the game for later.
-Big spells: Being able to reach amazing places nobody ever saw means being able to harness incredible powers on your own. And sometimes, that's enough to make an entire deck out of it, getting your best out of huge spells. This one is amazing single target removal... but also can be used to deal massive face damage, working as a finisher.
-Spell damage: Not directly present on the class, but if you like smaller spells, this can try and be tempo/combo as well. It is suppoused to have a nice share of spell damage synergy, not only in basic set, but later in the competition as well. Mostly for tempo oriented decks.
Also has:
-Healing/armor: Because travelers have to look after themselves. However, armor synergies are not in the plate, and healing synergies are still in question.
-Diversity in removals: Being a flexible class that will often look towards long matches, having an adequate range of cards to deal with minions is a must.
-Minions: While this class is more often than not oriented to spells, minions will have some part to play, giving it a fair chance to have board pressence nd contribute to the victory plan in general.
-Draw: This class can travel through decks with fair ease thanks to several draw cards with nice potential.
It lacks:
-Swarm: Don't expect big boards built in no time from this class.
-Buffs: You won't be playing buffs (besides spell damage ones) and also might suffer from enemy buffs.
-Strong heals: This class loves to take its time, and while might develop strong defensive tools, will require strong efforts to shrug off heavy damage.
-Taunts: Few or none, you'll need other ways to defend yourself.
Rest of the set:
Btw, flavor text on these cards:
-Rewind: CUT, CUT, CUT! TAKE TWO!
-Psionic Shock: What is shocking is how dirty is the mind that actually casted that spell.
-Dark Wanderer: Its main motives are searching glimpses of eldritch cosmic truths... and juggling.
-Movable Portal Device: No longer on gun format because of all those stupid confusions between Portal Guns and Ray Guns.
-Fling Orb: The only way a traveler can be tricked into playing baseball.
-Surprise Attack: You snooze, you lose.
-Displaced Orc: Azerothian Orcs never heard the word Waaaagh! before. They think he took too many chilli beans.
-Time Paradox: Snake! What happened? Snake! SNAAAAKE!
-Disintegration: Integration was never an option for the traveler.
-Meteor Shower: Not one you want to have everyday... or any day.
Best of lucks to all contestants, and happy Christmas to all!
A land full of people and magic power like Azeroth is a land full of mysteries waiting to be revealed and solved. The Detective is here to leave no stones unturned looking for clues and information and training new apprentices to join their rank.
Hero Backstory:
Margaret Christie is one of the most seasoned and renowned Detectives in all of Azeroth. She doesn't regret leaving her homeland . Gilneas to adventure on her own when learning that it will enter isolation from the outside world, although she always wonder how useful to her investigation it would be if she was to become a worgen. Now rumors of unsavory magic has led Christie to use all of her wit, might and health potion to investigate the seemingly unsuspecting Scholomance Academy.
Margaret Christie's name is a reference to the author Agatha Christie and her most famous character detective Miss Marple. She was picked instead of the other famous fictional detective Sherlock Holmes to give the hero portraits both more female characters and an elderly-looking character.
Themes:
Revealing cards: Playing as a Detectives mean that you will get into the enemy's business. But the investigation business also require absolute transparency for those evidences to hold up in court. Cards and effects that reveal cards and gain benefit from those effects will be prominent in the class. Note that a card after being revealed to the enemy will kept being revealed, which mean that reveal effect will not land on a card already revealed (which is the main reason why I put that word on the Hero Power).
0-Attack and 0-cost cards: Who doesn't love a zero to hero story? Unlike the other classes who require being gifted in some kind of magic or physical prowess, the Detective love their puny 0-Attack minions / Apprentices and 0-cost cards (some minions are even both) and will have prominent synergies to them.
Crimes and Police: Crimes are of course an important part of the career of a detective, but they cannot do everything by themselves without a legal system as well as the police forces (or some equivalent of it in the Warcraft universe). The class will have cards reference both of these in addition to the usual detective work.
Strength and Weakness:
Things the class excel at:
Token spawning: Margaret Christie is famous for talent of training and attracting new recruits. The Hero Power as well as a high amount of cards in the class will allow them to easily hoard and spam out tokens.
Survivability: Detectives don't get to the bottom of the truth by being easily taken out. The class will have excellent, cost-efficient healing and Taunt. Just look at the Hero Power itself!
Combos: A detective strike when they have all the evidences and can make a case undoubtable. The playstyle of revealing cards and the high amount of cheap, 0 cost cards naturally benefit a combo playstyle. And the class would have the survivability to back it up.
Things the class is okay at:
Removal: Detectives don't start fight, but they finish them. The class will have good and efficient removals, but not too much of them.
Board clear: Detectives work in the shadow, but sometimes they stumble across large cases that will have profound impact on the world. Board clear of the class will be efficient, if not numerous.
Buff: The class have powerful buff, but they are very specific and are limited to the token playstyle half of the class
Burst: Detectives name get made by how rapidly and quickly they can strike their cases with accurate deductions. The class will have a decent amount of burst damage in either spells or weapons.
Card draw and generation: With a Hero Power that generate a very useful token for both the control / combo playstyle and the token playstyle, the class will back it up with a decent amount of draw options to draw into their win condition / important buffs.
Things the class is bad at:
Turn 4-6: Detectives either strike first when the criminals are still at the crime scene or they need time to gather evidences. The class have little to no active play in these mana slot. Their play in these turns are either reactive (weapon, board clear, removal) or leveraging the the token you spawned earlier to help dealing with the opponent. This translate to an inability to play a midrange deck and an extreme weakness in these turn if not played smartly and rationing out your Apprentices
Disruption effect: Since most important combo pieces you want to put in your deck needed (or heavily encouraged) to actively revealing cards in your hand to your opponent, you will be extra vulnerable to disruption effects. Your opponent will know a good time to play that Dirty Rat or Unseen Saboteur that can potentially destroy your entire combo.
Showcase cards:
Self Defense Training is the class's primary and most important buff. It showcase the token playstyle as well as how important 0-cost and 0-Attack minions are to the class. Note that the card will NOT double buff a 0 mana 0 Attack minions since that will limit on how much or how powerful those I can print.
Interrogate showcase the class's main selling point and playstyle of revealing cards not just from your hand but your opponent's as well. This effect is a relatively minor speed bump to your opponent but a crucial requirement for some of your class card to function so the cost will be efficient. Note that "hidden card" in this case would be a card that isn't already revealed, so your Apprentices will not get in the way of revealing effects from the class.
Orc Apprentice is a premier way of benefitting from revealed card. It also showcase the high survivability the class have access to in its cards. The class will have more powerful and complex effects that benefit from revealed card in the future, but the Basic set keep thing as simple and as obvious as possible
The rest of the class Basic set:
Explanations:
Lightborne Sidekick is the class's evergreen 0 mana 0 Attack minion. Its Elemental tag will help the class a long way to put in tribal synergy
Bonus Payment allow a detective to have some money to upgrade their Armor for a job well done. The card blends in a lot of the class's flavor: 0 cost card, powerful survivability and benefit from revealing cards.
Security Pistol is another one of the class's powerful 0-cost cards. It allow the class some pings to get rid off those pesky 1/1 that threaten their 0/2 and add some recovery for the class
Forensic Intellect is one of the main card draw engine the class and encourage them to run 0-cost cards in a majority of their deck to benefit from this very powerful card.
Criminal Reforming is the class's premiere removal. Like Hex and Polymorph, this allow to get rid of Deathrattle too and fit in with the theme of 0 Attack minions
Magnifying Glass: What's a good detective without their trusty magnifying glass? A simple yet effective card to help with their effect of revealing cards from their hand.
Whistleblowing: In her youth and to this very day Margaret Christie doesn't stop at anything to get the truth and justice for those in need. This in turn inspire people to rally behind to either protect or follow her footstep. This is the class's primary and evergreen board clear while still give them small amount of board presence by spawning the 0/2 tokens.
Relax and hook on your victories playing as the Fisherman. He may not be the strongest or fastest, but is definitely the more fishy one.
Nat Pagle is here to give us a nice and relaxing time in front of the water. Just like fishing, the idea behind the class is a slow game. Gain tempo for later turns and control the board. I'm looking mostly for paladin and priest cards as comparison (and hunter, kind of).
Go Fishing is the Hero power that adds a fish to the top of your deck and is summoned later on, for a small tempo. The deck of the fisherman is like the 'bucket' into which he stores his fish, rather than the sea/river where he ACTUALLY fishes. This will be the board and the cards themselves. There will be cards that synergize with the hero power and fishing minions from the deck later on.
Class' main features:
Control oriented class;
Healing and buffing
Summoning minions from spells and deck (most fishes)
Adding things to the deck (most fishes)
Effects at the end of turn (or even in the later turns...future release)
Beast synergy
Hero Power Tokens:
SHOWCASE:
Some last minute changes were made and I cut out some cards in favor of others. Also decided to submit them at once for I don't know if I will be able to access the forum the last day. But they will RETURN in the initiate set! The other cards:
Deep beneath the earth, a growing, gnawing presence breeds ceaselessly. Ratmen, vile creatures who betray and kill for any scraps of power, lead by their demonic Horned Rat god, slowly preparing for a vermintide so large the world will be covered i paws and infected fur.
You are a warlord, a leader among them, representative of your clan, chosen to lead the war against the world of man, elf and dwarfs. Yet somehow, through the mistakes of the Skryre attendants, your tunnels lead you to a different world, untouched by skaven, until now.
Lead your armies great master, expand the Under Empire, take this world in the name of the Horned Rat! Rage total war!
These are the 3 cards that i believe represent the best the skaven.
Menace Bellow: The absolute core of the skaven is tokens and aggressive play. The rats can come out at any time, anywhere and when they do so the fields are covered in black fur.
Accidents Happen: Skaven are not above sacrificing the weak for some advantage, in fact they excel at it. With so many small minions around, you can easily spare one for a cheaper Cinderstorm.
Poison Wind Globadier: Skaven are surprisingly, highly technologically advanced and have many tech cards against almost anything. They are jack of all trades, being able to handle any situation, though these highly specialized cards are also weak when not in their preferred scenario. A good Warlord must know what units to bring into his army.
Rest of the basic set:
These 3 cards form the core aspect of the Skaven class. Wide boards, lots of tokens and some buffs to make them dangerous
Meat Shields: Versatile card that is both offensive, creating 3 tokens for only 2 mana, or defensive, protecting more important minions such as the Skaven Chieftain.
The Bell Tolls: Finisher for the class and something that rewards the token spam.
Skaven Chieftain: Powerful minion that lets you use tokens as soon as you summon them, letting you deal quickly with the enemy board if you need too. Real leaders let the others go into battle first, and they lead from behind!
Hideous Improvement: Take a weak rat, give him to Clan Moulder and watch him grow into a great weapon of war!
Artillery Support: Any good warlord will tell you the indispensability of artillery. On the weaker side when it comes to power but it fits perfectly between Hammer of Wrath and Starfire.
Warp Lightning: This may look a bit out of place but it's to show a very important aspect of the class that i will expand in the Warlord set. The class will generate cheap tokes called Warpstone which it will want to discard (consume) for powerful spells.
Battlefield Cook: Sturdy minion to give the class some survival while also helping its gameplan. With some clever trades you can make your minions survive for longer, letting you keep a healthy board of rats. Don't ask where the meat comes from.
Vol´jin of the Darkspear tribe is the new hero to Heartstone. He was leader of his tribe and later warchief of the Horde. He was also the best known shadowhunter. Now he brings his glave and voodoo magic to the Hearthstone.
Hunt in the jungles. Communicate with loa and spirits. Curse your enemies, heal your allies. Reminder your opponents to Stay away from da Voodoo.
1000 wins portrait:
Upgraded hero power:
Shadow hunters are masters of voodoo and shadow magic and were once the highest authority amongs trolls. Their spirit powers can both heal and curse, walking the line of dark and light in hope of saving the future of trollkind, doing whatever it takes to secure a future for their kin. The loa can channel themselves through the shadow hunters. However, they have not forgotten their hunting skills, which makes a shadow hunter very dangerous in combat. They can stand far away from their enemies while throwing weapons at rapid speed, track down enemies with ease, and also heal themselves and allies. Of all trolls, shadow hunters are the most feared.
Rest of the basic set:
Tokens:
Strengths: Disruption, single target removal, weapons, secrets, healing
Limitations: Taunt, board clear
Weaknesses: Card draw, card generation, face damage spells
Lastly I would like to briefly present you how Shadow Hunter could look like as a playeble class in wow :
It would be class limited to trolls (maybe some other races ... there are some humans in Stranglethorn).
They would be able to use different range of weapons. It would be another class able to use range weapons like bows (not guns) but also stafs, axes and other melee weapons, while using only leader an cloth armor.
SH would be line between casters and weapon based class.
Roles: DPS/ healing
Specialization:
- masters with weapons, melee and ranged
- casters using curses and shadow magic
- spiritual healers, using blessings of the loa to strengthen allies
Reveal your pain to her. She can provide you with the answers to your questions; Why are your nights plagued with nightmares? Who are these foul beasts, arising from sleeping cities and tangled red vines, to devour your hope? And why is it getting worse?! Well, take a seat, and tell her how it makes you feel... the Doctor is in.
Somnologist is, more accurately, a psychologic class. In grand card game tradition, you will present your opponent with hidden plans and choices, and watch them squirm. Somnologist relies on strong single target removal, minion buffing and sticky, if small minions. It has a strong, if situational Hero Power that works best when you either play minions to curve or return your opponents' minions to sleep. Other than their Hero Power, Somnologist has more complicated draw power, designed to make aggro a bit harder for them. Their other weaknesses include not having one step AoE and fewer options to regain life outside buffing lifesteal minions.
In the next set, I'm excited to work with a bunch of concepts I play with but haven't really shown off before; Secrets on minions (A la Morph from MTG), Psychological warfare and modal cards that can be used in multiple tactical scenarios. I also have a keyword, Shrink, which removes the oldest listed enchantment/buff from a minion for an additional effect. Often, I'll use it on buff cards for a larger buff, or as a minor silence that only negates opposing buffs. I'm really excited to play around with all these concepts.
The Cards
Token:
Thesis Work: A conditional 1 mana draw. Allows you cheap draw power but not being busted every single turn.
Waking Nightmare: A cheap but sticky minion that allows for turn 2 or 3 buffs in a class that banks on it. Also presents a question of removal, if they lack information on your hand as to whether or not you can buff it.
Diagnose:Tracking's in basic, this uses a similar mechanic. Designed with the general power increase of DH basic in mind.
Delusion of Grandeur: It's Lightning Bolt for a minion buff. The Health gives minions the option to actually trade, with the caveat you can't buff your hero instead like old Rockbiter Weapon.
Sssshhhh....: I have to check the number of S's and H's each time I type it... A synergistic Frost Nova. Basic sets copy spells so I'm ok with the similarity.
Haunted Aristocrat: You can't put Deathrattle in basic, so this is my representative sticky minion. Seeing as Yeti wouldn't see play today, this is what I and a few others believe is balanced at these costs. Great for curving out Hero Powers.
Dreamform: You ever wanted to just punch something really hard? Go right on ahead.
Sleep Paralysis Daemon: So Sleep exists as a mechanic in Hearthstone, but it's only explored on a single Ogre from Uldum. I seek to correct this. The issue is, all minions wake up at the end of the turn, as far as my understanding of the game mechanic goes. So, the sleep effects I have implemented often have conditionals. Daemon will lock down a minion in the early game, and in the lategame after you have Taunts up. The Aberration tag isn't important to mechanics at the moment, but it is a species tag in WoW. Assume betentacled creatures in HS would be Aberrations in the context of this class for now. If it ever becomes important I'll make an actual list.
Groupthink: This card emblemizes the small buffs that Somnologist likes to abuse for it's keyword, in hand or otherwise. This can smooth out your curve for playing a minion and a Shrink buff the same turn. The class has larger targeted buffs as well.
Mind into Matter: The ultimate polymorph. Remove a minion, or if you're strategic, a weapon. Psychologists are great at disarming people like that. This class lives and breathes in strong, anti-resurrect single target removal options, and later on some spells and minions that will spread that love around.
Fun stuff coming later....
- 4 mana 4/4 minions... with a secret attached to them.
- Adding Dream cards... to your oppponents hand (With a twist!).
- "Replace your opponent's emotes with the Concede button."
- A spell that condenses all enemies into one... for a turn.
Sydrine Duskstrider is the Riftblade, a Void Elf wielder of both steel and the dark energies of the Void. The Riftblade Basic set promotes a midrange playstyle while allowing for both faster, more up-tempo deckbuilding as well as providing tools for removal and the late-game.
Her Hero Power instills weapon discipline very early on for a new player, as one of the Riftblade's major recurring mechanics is gaining additional effects whenever your weapon breaks. Besides use good old-fashioned weapons, harness the Void's power by strategically placing your minions in the middle of the battlefield and by making use of your opponent's middlemost minions, too.
The third and final mechanic included in this Basic Set is the ability to summon minions directly from your deck, an homage to the Void Elf racial ability Spatial Rift.
Showcase Cards
Tokens
Remaining Basic Set
Remaining Tokens
Rollback Post to RevisionRollBack
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The Custom Class Competition is back for its seventh iteration! With the success of the previous format, it has been decided to bring it all back for another round, with a couple of minor adjustments.
This is the Submission Thread! Submit your final work here!
Do NOT ask for feedback here.
Here is the Discussion Thread.
Posting Tutorial
Overview
Challenge
Submission Format
Rules
Competition Process
Upon hearing of the pending invasion of the Rusted Legion, Azeroth’s greatest engineers put their heads together to combat this impending doom. Though simple folk, the citizens of Westfall have quite the ace up their sleeve...
I have designed this class with two main objectives in mind. Buff/debuff minions and survive. I believe my three showcase cards, and most of my other Basic Cards will show this.
Showcase
Flavor Texts
Defias Saboteur: "He wasn't always about sabotaging. He was actually known as a preserver before the House of Nobles ripped off the Stone Masons."
Westfall Stew: "If it's not the Murloc eyes that turn you away, it'll surely be the okra."
Rusty Scythe: "It isn't poisonous if you got your tetanus shot."
Remaining Basic Cards:
*Note* The class is called "The Farmer," but the Hero is called "The Scarecrow."
Hero Power Tokens:
Results from the hero power: These are token cards and can only be obtained when a text reads "Tome of the Old Gods". They don't make up your collection and can not be gained through a card like Cobalt Spellkin or anything similar.
The Cultist is my new class for this competition to be released alongside Madness at the Darkmoon Faire. The Cult of the Twilight's Hammer is a dark cult in the WoW universe, famous for worshiping and serving the Old Gods. With their mysterious ways, their never seeming to quit their destiny of Doomsday and absolute death and chaos and impressive recruitment abilities I had some space for creative flavour. Likewise this class seems to never quit, The Cultist has access to health restoration, single target removal and damage of DOOM level power (whatever that means) and capabilities of summoning huge boards and using the death of them to their advantage... And they also love Deathrattle.
They have many strengths and play styles, Aggro could be an option for sure, but so are Miracle. They have a great chance at tempo with their use of interesting buffs and especially with their new unique keyword Ritual, which is an effect that when played gets locked in and then triggers at the start of a set amount of your turns. E.g. Ritual (x3): Draw a card. Would draw you a card at the start of your next 3 turns regardless if the minion dies or whatever. However more will be developed on that in the Initiate set to come (or as I'm calling it "The Ceremonial Set"). And finally Control is viable with some very powerful legendaries to come... You could say they have God like power...
I will admit, the hero power is unique, similar to Warlock and Shaman in the sense it is a random 1 in 4 and gains you an extra card, however it is NOT a draw, in fact the outcome will probably be worse than a Warlock's 90% of the time or so. These 4 cards shown above are the outcomes and are NOT collectible from packs or whatever, just tokens (So I hope I don't break any rules in displaying them with no spoiler). Each tome of course represents an Old God, more particularly, their first iteration. Already, the abundance of low cost spells should shout "Miracle deck" to someone.
This first card is 1 of only a couple of minions in this Basic set. However it depicts very much the use of friendly swarms of minions dying for another use and also the start of healing possibilities.
Once again, a fairly basic card but this is the Keyword requirement for the competition. A card good for a quick big heal perhaps or for some Miracles.
The last to be showcased is this buff. Suitable for Aggro for sure but also great for Tempo and even Control with duping a powerful legendary of yours.
Remaining 7 basic cards.
The final heal for the basic set. This class will feature more weapons, it is almost a necessity with what they are based on... This however is the only weapon in the basic set. It might not be the best but restore 10 health for 1 mana is not too bad!
An obvious Miracle card. Not great early on but can definitely see play with Animated Broomstick to activate one of the class's many effects that would trigger there. (The Tentacle is a token card)
With great knowledge, comes great power. A small buff ultimately that would probably become forgotten about over time, but there could be space for a little card like this.
One of their many removals that will become more prominent throughout the "Ceremonial Set" however there is further death synergy and at 3 mana... It ain't bad let's be honest here.
The second and final minion in the Basic set. After having change the card as Deathrattle isn't used in basic class sets I have changed it. The name is a reference to a book in WoW that ultimately makes individuals learn about the prophecies and join the cult. Originally the card had a Deathrattle of summoning a Cultist but instead the theme is that the card is creating books/tomes just like the name insists.
A very odd card to work out it's power level. However 3 draws are generally costed at 5 mana. Three 1/1's for 1 mana ain't bad but it's not as straight forward as that... The draw ain't instant, it comes in a turn later which might seem bad but if you know you are set up for a miracle the next turn, then drawing those cards next turn for free and set up a sort of wide board presence this turn for synergies then it might work better than most people are expecting. One weakness to this spell are transform effects. It should also be noted that card draw is one of this class's weaknesses. Not having many and the ones they do have are limited to a set amount, in this case it's 3. (Once again the Cultist is a token, however this one is unique, suggesting it has to be the ones summoned from the spell to die and are easily detectable.)
The 10th and final basic card. Another buff! This time, it's big! Essentially a Blessing of Kings with a possibly repeatable Consecration thrown on top for 8 mana. It's big and combo'd with Rush and Lifesteal it can be quite game turning.
I hope everyone has enjoyed looking at my cards, just to recap.
Strengths: heal, wide boards, Deathrattle and death in general, single target removal, buffs, moderate card draw and generators, unique keyword that keeps tempo (We'll find out more soon), a huge offering of small spells and also large powerful minions (None in here yet but trust me, they're coming).
Weaknesses: Lack of AOE, Whispers of the Void is one of only a very few AOE's in this class, fast play but no powerful draws, lack of direct damage especially for face, very few board buffs and it might actually be one that's a bit hard to pilot to begin with unlike Demon Hunter.
Our orbs are back from the Outlands, a world once called Draenor. This timeline drops promising data. It presents a peculiar developing, I detect the presence of organisms augmented with a fusion of metal and fel magic. This is unusual. The information mentions an individual named Doctor Boom, this.... goblin, has performed a sustantial twist to the events in this dimension, as a result the Legion of this reality is known as the "Rusted Legion". It also looks like those called "Demon Hunters" are in a process of mass dispelling to purge the fel magic around the zone. The way to proced is clear, sending operatives to stablish a base and take control of the remaining artifacts, drain the energy of those which are not salvageable. Any information about the desing behind the augmentations or heavy machinery must be immediatly informed in order to start the researching for future applications. I expect resistance from the natives and the foreingners. You have permision to use the warping mechanisms against them when someone tries to stop our agents.
With this post i present to you The Warper custom class. Travellers between time and space that yearn with twisting the reality to their will.
They research in order to find new ways to perfect it's own technology, sometimes in a not very ethic way. Thing that has gotten them some enemies, and for that reason they are always prepared to answer the anemy presence.
The 3 main ways to work with.
Flavor text: "Wow, dejavu, anyway, as you see i can fix the time warper using this pannel like th..... Wow dejavu, anyway...."
The first way is reducing the cost of card. The class has some big minions awaiting to jump into the board and this class tries to reach "the future" early in the game by making them cheaper. This does not discard the option of just reduce the mana of a lower cost card, helping to fit better some curves.
Flavor Text: "I don't have a problem, i can let the orbs go whenever i want"
The second way is by generating tokens, more agresive decks may use the cards that summon multiple boddies to buff their attack whether with Warper's hero power or buff spells and minions. Some of this ways to buff your mech are susceptible to the enemy's presense on the board, which guide us to the last main characteristic of this class.
Flavor Text: "Reduce the power of that thing!, don't you see that minion is asleep?....but it is on the board....yeah but it would be mean if we awake it!."
Warper are always alert. The enemies they've made and all the past confrontation forced them to be more competent if they oppose to minions in the other side of the board. As a result of this some cards will gain benefits when your opponent controls 1 or more minions during a match.
Remaining Cards
Flavor Text: "FOOOOOORE"
Flavor Text: "Measure once, shoot twice!"
Flavor Text: "I told you to read better the prospects when you buy automatons from a century ago in another dimention"
Flavor Text: "Ohh! Interesting!, The ice cream vendor was here yesterdey!"
Flavor Text: "People used to confuse it with the FORCEhead Strike, but after a few tries everyone of them noticed that the only thing reduced by smacking objects with their heads was their wallets because of the medic interventions",
Flavor Text: "He is just a janitor with a cooler lantern"
Flavor Text:"We are having huge improvements on this version! Now the Prototype recognizes more things to protect other than it's cigarette!"
Tokens
"Blood magic is a form of tortured life magic that uses blood as a power source. Someone who practices blood magic is often called a blood mage. The limits of blood magic are still undefined"
The bloodmage is a class that take advantage of take damage and steal the essence of the enemy to buff theirs servants, empower their spells and even empower themself. Once in Azeroth, the bloodmages now escape to Outland so they can keep studying their forbidden arts, but they will get back soon... to seek their vengeance!
Overview on the class:
+Minions gain effects when allies are damaged.
+Your hero can take damage to either buff minions or spells.
+Lifesteal and spell damage combo are side themes.
Here is the rest of the basic set:
Hero Power token:
Professor of the Scholomance Academy, Agatha is a Witch, a mix between a Druid and a Mage, She can harvest the powers of nature and mix them with her arcane knowledge. From potions to curses, she has amassed a wide variety of tricks under her sleeve.
A quick explanation of why I used these cards for the showcase:
Curious Fairy: A tutor that shows one of the class' themes, which is 1-Attack minions, balanced around Novice Engineer
Strength of the Meek: A buff spell that scales with the amount of minions you control, at worst +1/+1 at best you can get +7/+7 and close out a game with it, to get even you would need to control at least 3 minions.
Precognition: Another theme of the class is the ability of playing around with the top card of your deck, in a way to "see the future", with Precognition you might be able to get extra copies of key cards or even legendaries.
A quick rundown of the strengths and weakness of the class:
Pros:
-Good swarming capabilities.
-Variety of buffs and debuffs.
-Ability to plan ahead your next draws.
Cons:
-Weak minions stats wise.
-No good hard removal.
-No good way to close out the game without a board.
And here are the rest of the Basic Set:
Dual Potion: A smaller Penance, this potion allows the Witch to deal with Aggro, as removal and small heal to keep going.
Ghostly Scryer: A 1-Attack minion that can help you plan ahead your turns and even set up combos with other "future sight" related cards
Curse of Youth: A way to bring down your opponent's minions down to the size of a little familiar, but watch out because you still need to use other cards to fully remove them from the board.
Enchanter's Apprentice: A beefy buffer that can help make all your boards more threatening by buffing their attack.
Colossal Potion: Meant to protect you and your other minions, while also providing more survivability to your minion.
Mastering the Basics: A card that showcase a theme I haven't talked about yet, so cards will have extra benefits depending on the number of minions you have in your hand.
Murder of Crows: A solid AoE, to help on control decks, or even midrange ones.
The Soul Master
This class would be about souls, death, life, manipulating and monstrosities. It will be good at swarming board, healing and card draw. In later sets hie will have some Spirit synergy. It will also use sacrifice mechanics to make its cards stronger, including destroying friendly minions and self-damage. It will be bad at dealing direct damage, however, as well as due to sacrifice mechanics within its cards, some of them may be a bit situational. It will also have limited amount of board clears and big minions. It will also have acces to weapons, which would however not be quite numerous, an usually will have more Durability than Attack.
Showcase cards:
Token:
Mistical Ritual: Swarm, spirits and self-damage are themes of this class, and this cards narrows it quite well.
Reconstruction: Sacrificing minions, and, again, summoning minions. The first part is why I chose it as a showcase card.
Refreshing Hand: Healing and draw, two strenghts of my class. May be a bit weak, it was balanced around Shield Block.
Other cards:
Soulhealer is a well-stated minion with heal. Soulburn makes use of cards sacrificing minions, like Reconstruction in basic. Soulkeeper and Raged Horror are minions to begin midgame, one giving you an extra token, second giving you a pretty good minion at a cost of your Health. Shadowstrike is a card from a limited pool of boardclears for this class. Empowered Wand is here to give some extra fuel, as well as an example of weapon of this class. Finally, Possess Soul is removal which utilize mind control effect, which maybe won't be very often, but will sometimes be used in cards of this class.
This class would come into game with Darkmoon Faire expansion. Its set resembling an 'Initiate' set of Demon Hunter will be called 'Acolyte'.
Hope you like it!
Here is my custom class: Engineer. He will join the game in Ashes of Outland, as well as he will have its own "Assistant" set.
Yes, that's right! An Engineer provides a mechanic of Armor on minions. I've already seen this mechanic few times on custom classes, and I know that people are usualy sceptical about this mechanic, but I believe I can handle doing it well.
This Hero Power, would preferably be used on minions, allowing for some good trades, but in some cases it can be used on your hero as a worse Armor Up!, so it is never dead Hero Power.
Of course, Engineer will use Mechs, which are actualy their main theme. They allow them for some good board presence, however, they will rarely be aggresive. That's one of weaker sides of Engineer. He do not lose board advantage in early game, but they will rarely be able to bring enemy to low health quickly, because their minions are rather defensive.
Engineer also used to upgrade their stuff, so he will have a variety of buffs in their arsenal. Also, it is quite a durable class, thanks to armor and Taunt minions. However, he will struggle at using hard removals, as well as board clears are a bit limited in his arsenal. His minions will have to do most of the job here.
The Engineer is a master at tinkering, so he will not suffer a lack of card generating. It will be one of his strengths, altough it may be a bit harder to implement in basic set, so only two cards of this theme will be shown this phase. On the other hand, card draw is definetely not a strong side of engineer.
Also, Engineer has acces to weapons, but they won't be realy exploited, however he uses a special kind of weapons in his non-basic sets: Devices - 0-Attack weapons with special effects, which would lose Durability over time. He also will have cards that would shift in his hand, as well as a bit of randomness.
Here's the short reminder of what Engineer's strenghts and weaknesses are:
Themes: Mechs, Armor, Buffs (including handbuffs), Weapons, Devices (0-Attack Weapons) (not in Basic), Cards Shifting in hands (not in Basic), a bit of Randomness.
Strenghts: Good Board Presence, at any stage of game, Survivabilty, Card Generating.
Limitations: Board Clears, Card Draw.
Weaknesses: Lack of Hard Removals, Low "Face" Damage.
Here are the showcase cards for my Basic set:
Wheeled Tekgineer:
This card perfectly shows major themes of Engineer - Mechs, board presence, Armor and buffs.
Ranged Machinery:
It was not obvious how to introduce card generating in Basic set, so i decided to do it by cards generating a plain, low-cost Mechs:
Defense Command:
At last, here is a card utilizing theme of survivability, and some kind of buff, by giving you Armor and Taunt.
All basic cards:
Token:
Short insights on cards:
Unwieldy Bomb: Well, hard removals are meant to be one of main weaknesses of the class, but I decided that there should be at least one, and did put it in Basic set, because otherwise it would be quite unfair for beginners. Anyway, as you can see, this is still quite unreliable removal, so it does not severely break the theme.
Pillage Command: An area buff, which allows for some good trading, but kept in balance of Basic set.
Limited Edition: Although there won't be many handbuffs in Engineer class, i included one of them in its Basic set, to help make some good use of Reinforce-Bots.
Pulse Gun: As an Engineer do use weapons, I thought that there should be one in its Basic set. It also, uses draw, which is one of limitations of class, but, again, there should be at least one card which draw in the basic set. However, unlike hard removal, it is not a main weakness of class, so I made it quite straightforward and reliable.
Pyromancy: Semi-board clear, this is quite a backup for lack of board clears in later sets. It is quite powerful board clear, but does not guarantee to clear what you need, as well as, like I already said, it is one of few board clears in the class.
Grand Smasher: A big, protective drop for late game. Maybe it's not about to see play in higher ranks, but I find it strong enough for new people, and familiarizes them with usage of big minions in this class
I hope you enjoy it!
(The Cook)
Everybody loves a good meal! Also, Pandaren. You can't be wrong about food on a Darkmoon Faire, right?
The class is shifted towards hero lifegain. Also, what could describe kitchen more, than constant Rush (sometimes poison).
"The venthyr have a good thing going. They lord over Revendreth's castles and ceaseless twilight while arrogant souls are delivered to their tables. The harvesters' otherworldly punishments strip the pride from their thralls, sparing them an even worse fate: eternal torment in the Maw"
Showcase
The Basic setTokens
The Doctor
Backstory:
"Kel'Thuzad patted Mr. Bigglesworth, trying his best to not yawn while leafing through the dusty CV of the middle aged bald candidate sitting nervously in front of him. Looking for a good robotics teacher proved to be a harder task than he thought, but the Lordaeron School Council's new law forced him to give his students the chance to grasp the basics of mechanical work. 'That'll stray them from my goal' protested to himself 'Engineers aren't good at raising the dead!'. But as Gandling said, they were already breaking quite a few laws. It wouldn't hurt to respect that one unless they wanted an inspection. Still, the work experience of this man was boring. He worked as a mad scientist at Stratholme until someone told him that was not a real job. Then he tried to invade Stormwind with an army of drones but they ran out of battery before arriving at Wryn's castle, falling down and just killing a few guards. Finally, he spend some years teaching at Moonbrook School but got tired of VanCleef's gang stealing his breakfast so he left the job. Kel'Thuzad glanced over the papers to look at his guest:
'So, Mr. Terrible what do you want to achieve here at Scholomance?'
'It's Dr. Terrible! I've got a doctorate at Gearshaft university!'
Kel'Thuzad inspected him sceptically:
'Well, that university only accepts gnomes and you clearly don't look like one of them.'
'That's why I saw my legs to look shorter!'
That took Kel'Thuzad by surprise:
'So you... you sawed your legs.'
'Yeah, but I got better. That's what learning flesh sticthing is good for!'
Kel'Thuzad couldn't avoid grinning. This seemingly good for nothing technician could help him more than he thought. Flesh beast stitchers were scarce in those times. It shouldn't be hard to guide this mad man through that path.
'Well, well Dr. Terrible. I hope you enjoy your opportunities here.'"
Showcase Cards:
Other Cards:
Class strengths:
"Swarms: Drones are good for spying and finding naughty students for Gandling to take. And they can even do some damage!"
"Minion sacrifice: I'm starting to find Kel'Thuzad's flesh beast monster discipline quite interesting. I'm trying to scrap some old drones I have t experiment with more... malleable materials."
"Removal: Most people use their underlings as an offense, but I'm to coward to leave myself open. I prefer my minions to defend me, offensives feel better when you work hard on them! Of course, I'm not against some more standard forms to defeat my enemies. One thing I love from mother nature is how she gave us electricity, it leaves QUITE the impact against anyone who opposes me."
"Cost reduction: I believe in efficience. Why use a whole squirrel when half a squirrel does the trick? Even though sometimes it's better to take some time to think about the outcome of your acts. Things happen when building hideous killer machines."
Click here to see my custom pirate adventure, The Treasures of VanCleef! https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/240766-expansion-competition-the-treasures-of-vancleef
The Seer
I see a burning city, a people in distress. I hear a prayer in vain, one last call to the Light. I see a broken champion, corrupted in his flesh. I hear the countless voices echoing through the night.
Nobundo is a Broken Draenei, a former Vindicator who lost his connection with the Light. After discovering the power of the elements, he became a Farseer and joined prophet Velen to guide the Draenei in their exodus to Azeroth. He joins Hearthstone as the Seer, a class that likes to slow things down and plan a few steps ahead of the opponent.
Showcase cards:
The Seer makes the most of its cards by drawing a lot and slowing games down. No need to rush things, the future will be here soon enough. But prophecy isn't an easy art. One must take their time to get a good look. This is why "end of turn" effects are core to this class's identity.
Rest of the set:
Peaceful Hermit was made to complete the challenge of using Rush, Lifesteal or Poisonous.
Flavor text:
Blinding Vision - Asking a question is always a gamble. Sometimes you get the answer you want, sometimes you have to deal with the one you fear.
Channel - When I'm finished gathering all my power, you're going to be sorry.
Truesight - I SEE YOU NOW !
Expanded Mind - It's big brain time !
Impending Doom - Fate is like a boomerang: just when you think you've gotten rid of it, it comes back to smack you in the face !
Stellar Protection - Watching the night sky is always a soothing experience.
Fleeting Image - You are your own worse enemy. But the enemy of your enemy (that would be you) is your friend, right ?
Sharp Eclipser - Whenever I see magic, I can't help it, I have to shoot something.
Peaceful Hermit - Slow down, take a deep breath.
Behold - Peering into the future isn't the hard part, it's coming back to the present after seeing so much.
Thanks to everyone who took part in the discussion thread, it is good to see this much energy around this new competition. I hope people like my contribution and I can't wait to keep going !
If you have paid attention to the promotional video of Mean Streets of Gadgetzan, you may know Talan as an honest innkeeper. But don't be taken in by his kind appearance, he is actually Noggenfogger's secret partner! Even the cruelest members of the three gangs all adore and love him. This year, he expends his business to the Darkmoon Faire! So don't miss this chance to say hello to Talan! The next time you drop by Gadgetzan, he will give you some special offers!
Showcase cards:
Roast Crocolisk: In Talan's Inn, you can see delicious cuisine and good wine from all over the world. These food can inspire your minions by buff them. So the first specialty of innkeeper is minion buffs.
Solid Processer: As innkeeper's heropower suggests, he has the ability to shuffle an unexpected draw back to the deck and take another chance, this minion can also work for similar purpose. For example, she can exchange a huge minion for a needed aoe.
Beer Foam: This card introduces innkeeper's main tribe to us, Elemental. This small minion can continuously supply you with cheap Elemental to keep the chain. Moreover, it also suggests a playstyle, handkeeper.
Other cards:
Class characteristic:
Strengths:
Card draw and generation;
buff minions;
flexible card schedule;
Weaknesses:
Lack of direct damage and healing;
destroy big minions.
Thanks for watching ; )
I wanted to try and enter the competition... and after quite some thought I realised, I could not do it alone, so I decided to make some deals
And of course, sooner or later, I found him. Or maybe he found me. Or both. Don't know, the only important thing is, we both met. There have been quite a lot of people along the universe like him. Most of them ethereals. I'm talking about a TRAVELER.
He has seen things you would not believe. He saw the Legion ships bombard the lost world of Orgon, and pure light take over Void Rifts in Tanneghar. And he took a souvenir of all these.
Being a dimension traveler ethereal brings quite some advantages. One of them being, an unique set of abilities that some would confuse with normal magic (and sometimes they'd be right, as good travelers always find their time to learn some magic tricks). Also... he brings not one but two hero powers at the same party.
Note 1: As this is a trial version of the set, I am aware this is not how hero powers look like, I'll get on the keyword later, I am mainly wanting to focus on the balance part right now.
Note 2: Once per turn means it cannot get into an endless loop by normal means. Of course cards like Milita Commander and Rewind can change that.
Highlighted cards might be these ones, to start showing the sort of themes Zhosam plays with.
Main synergies of the class:
-Hero power synergy: With so many cheap hero powers... is tempting to build some synergy around them, isn't it? This card is a good cycle, but also helps playing cards that require hero power synergy, wich will be showed later in the game. IMPORTANT: Rewind actually lets you use again both Space Rift and Time Heals All, wich means you can use both of them twice (or more times) at the same turn.
-Recyclying cards: For long journeys across the universe, one needs the best equipment. Or, in case you already used the best equipment, you might need to get the best of the material you have left. Travelers have to be creative when using spells and minions, maybe planning ahead to try and get some specific materials back in the game for later.
-Big spells: Being able to reach amazing places nobody ever saw means being able to harness incredible powers on your own. And sometimes, that's enough to make an entire deck out of it, getting your best out of huge spells. This one is amazing single target removal... but also can be used to deal massive face damage, working as a finisher.
-Spell damage: Not directly present on the class, but if you like smaller spells, this can try and be tempo/combo as well. It is suppoused to have a nice share of spell damage synergy, not only in basic set, but later in the competition as well. Mostly for tempo oriented decks.
Also has:
-Healing/armor: Because travelers have to look after themselves. However, armor synergies are not in the plate, and healing synergies are still in question.
-Diversity in removals: Being a flexible class that will often look towards long matches, having an adequate range of cards to deal with minions is a must.
-Minions: While this class is more often than not oriented to spells, minions will have some part to play, giving it a fair chance to have board pressence nd contribute to the victory plan in general.
-Draw: This class can travel through decks with fair ease thanks to several draw cards with nice potential.
It lacks:
-Swarm: Don't expect big boards built in no time from this class.
-Buffs: You won't be playing buffs (besides spell damage ones) and also might suffer from enemy buffs.
-Strong heals: This class loves to take its time, and while might develop strong defensive tools, will require strong efforts to shrug off heavy damage.
-Taunts: Few or none, you'll need other ways to defend yourself.
Rest of the set:
Btw, flavor text on these cards:
-Rewind: CUT, CUT, CUT! TAKE TWO!
-Psionic Shock: What is shocking is how dirty is the mind that actually casted that spell.
-Dark Wanderer: Its main motives are searching glimpses of eldritch cosmic truths... and juggling.
-Movable Portal Device: No longer on gun format because of all those stupid confusions between Portal Guns and Ray Guns.
-Fling Orb: The only way a traveler can be tricked into playing baseball.
-Surprise Attack: You snooze, you lose.
-Displaced Orc: Azerothian Orcs never heard the word Waaaagh! before. They think he took too many chilli beans.
-Time Paradox: Snake! What happened? Snake! SNAAAAKE!
-Disintegration: Integration was never an option for the traveler.
-Meteor Shower: Not one you want to have everyday... or any day.
Best of lucks to all contestants, and happy Christmas to all!
Click to see my Hearthstone projects:
The Detective
Token:
A land full of people and magic power like Azeroth is a land full of mysteries waiting to be revealed and solved. The Detective is here to leave no stones unturned looking for clues and information and training new apprentices to join their rank.
Hero Backstory:
Margaret Christie is one of the most seasoned and renowned Detectives in all of Azeroth. She doesn't regret leaving her homeland . Gilneas to adventure on her own when learning that it will enter isolation from the outside world, although she always wonder how useful to her investigation it would be if she was to become a worgen. Now rumors of unsavory magic has led Christie to use all of her wit, might and health potion to investigate the seemingly unsuspecting Scholomance Academy.
Margaret Christie's name is a reference to the author Agatha Christie and her most famous character detective Miss Marple. She was picked instead of the other famous fictional detective Sherlock Holmes to give the hero portraits both more female characters and an elderly-looking character.
Themes:
Strength and Weakness:
Things the class excel at:
Things the class is okay at:
Things the class is bad at:
Showcase cards:
The rest of the class Basic set:
Explanations:
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:
The Fisherman
"I can wait and fish all day!" -Pagle, Nat.
Relax and hook on your victories playing as the Fisherman. He may not be the strongest or fastest, but is definitely the more fishy one.
Nat Pagle is here to give us a nice and relaxing time in front of the water. Just like fishing, the idea behind the class is a slow game. Gain tempo for later turns and control the board. I'm looking mostly for paladin and priest cards as comparison (and hunter, kind of).
Go Fishing is the Hero power that adds a fish to the top of your deck and is summoned later on, for a small tempo. The deck of the fisherman is like the 'bucket' into which he stores his fish, rather than the sea/river where he ACTUALLY fishes. This will be the board and the cards themselves. There will be cards that synergize with the hero power and fishing minions from the deck later on.
Class' main features:
Hero Power Tokens:
SHOWCASE:
Some last minute changes were made and I cut out some cards in favor of others. Also decided to submit them at once for I don't know if I will be able to access the forum the last day. But they will RETURN in the initiate set! The other cards:
Tokens:
These 3 cards form the core aspect of the Skaven class. Wide boards, lots of tokens and some buffs to make them dangerous
Tokens:
The Shadow Hunter
“Da spirits be restless“ Vol´jin
Vol´jin of the Darkspear tribe is the new hero to Heartstone. He was leader of his tribe and later warchief of the Horde. He was also the best known shadowhunter. Now he brings his glave and voodoo magic to the Hearthstone.
Hunt in the jungles. Communicate with loa and spirits. Curse your enemies, heal your allies. Reminder your opponents to Stay away from da Voodoo.
Shadow hunters are masters of voodoo and shadow magic and were once the highest authority amongs trolls. Their spirit powers can both heal and curse, walking the line of dark and light in hope of saving the future of trollkind, doing whatever it takes to secure a future for their kin. The loa can channel themselves through the shadow hunters. However, they have not forgotten their hunting skills, which makes a shadow hunter very dangerous in combat. They can stand far away from their enemies while throwing weapons at rapid speed, track down enemies with ease, and also heal themselves and allies. Of all trolls, shadow hunters are the most feared.
Rest of the basic set:
Tokens:
Strengths: Disruption, single target removal, weapons, secrets, healing
Limitations: Taunt, board clear
Weaknesses: Card draw, card generation, face damage spells
Lastly I would like to briefly present you how Shadow Hunter could look like as a playeble class in wow :
It would be class limited to trolls (maybe some other races ... there are some humans in Stranglethorn).
They would be able to use different range of weapons. It would be another class able to use range weapons like bows (not guns) but also stafs, axes and other melee weapons, while using only leader an cloth armor.
SH would be line between casters and weapon based class.
Roles: DPS/ healing
Specialization:
The Somnologist
Reveal your pain to her. She can provide you with the answers to your questions; Why are your nights plagued with nightmares? Who are these foul beasts, arising from sleeping cities and tangled red vines, to devour your hope? And why is it getting worse?! Well, take a seat, and tell her how it makes you feel... the Doctor is in.
Somnologist is, more accurately, a psychologic class. In grand card game tradition, you will present your opponent with hidden plans and choices, and watch them squirm. Somnologist relies on strong single target removal, minion buffing and sticky, if small minions. It has a strong, if situational Hero Power that works best when you either play minions to curve or return your opponents' minions to sleep. Other than their Hero Power, Somnologist has more complicated draw power, designed to make aggro a bit harder for them. Their other weaknesses include not having one step AoE and fewer options to regain life outside buffing lifesteal minions.
In the next set, I'm excited to work with a bunch of concepts I play with but haven't really shown off before; Secrets on minions (A la Morph from MTG), Psychological warfare and modal cards that can be used in multiple tactical scenarios. I also have a keyword, Shrink, which removes the oldest listed enchantment/buff from a minion for an additional effect. Often, I'll use it on buff cards for a larger buff, or as a minor silence that only negates opposing buffs. I'm really excited to play around with all these concepts.
The Cards
Token:
Thesis Work: A conditional 1 mana draw. Allows you cheap draw power but not being busted every single turn.
Waking Nightmare: A cheap but sticky minion that allows for turn 2 or 3 buffs in a class that banks on it. Also presents a question of removal, if they lack information on your hand as to whether or not you can buff it.
Diagnose: Tracking's in basic, this uses a similar mechanic. Designed with the general power increase of DH basic in mind.
Delusion of Grandeur: It's Lightning Bolt for a minion buff. The Health gives minions the option to actually trade, with the caveat you can't buff your hero instead like old Rockbiter Weapon.
Sssshhhh....: I have to check the number of S's and H's each time I type it... A synergistic Frost Nova. Basic sets copy spells so I'm ok with the similarity.
Haunted Aristocrat: You can't put Deathrattle in basic, so this is my representative sticky minion. Seeing as Yeti wouldn't see play today, this is what I and a few others believe is balanced at these costs. Great for curving out Hero Powers.
Dreamform: You ever wanted to just punch something really hard? Go right on ahead.
Sleep Paralysis Daemon: So Sleep exists as a mechanic in Hearthstone, but it's only explored on a single Ogre from Uldum. I seek to correct this. The issue is, all minions wake up at the end of the turn, as far as my understanding of the game mechanic goes. So, the sleep effects I have implemented often have conditionals. Daemon will lock down a minion in the early game, and in the lategame after you have Taunts up. The Aberration tag isn't important to mechanics at the moment, but it is a species tag in WoW. Assume betentacled creatures in HS would be Aberrations in the context of this class for now. If it ever becomes important I'll make an actual list.
Groupthink: This card emblemizes the small buffs that Somnologist likes to abuse for it's keyword, in hand or otherwise. This can smooth out your curve for playing a minion and a Shrink buff the same turn. The class has larger targeted buffs as well.
Mind into Matter: The ultimate polymorph. Remove a minion, or if you're strategic, a weapon. Psychologists are great at disarming people like that. This class lives and breathes in strong, anti-resurrect single target removal options, and later on some spells and minions that will spread that love around.
Fun stuff coming later....
- 4 mana 4/4 minions... with a secret attached to them.
- Adding Dream cards... to your oppponents hand (With a twist!).
- "Replace your opponent's emotes with the Concede button."
- A spell that condenses all enemies into one... for a turn.
Sydrine Duskstrider is the Riftblade, a Void Elf wielder of both steel and the dark energies of the Void. The Riftblade Basic set promotes a midrange playstyle while allowing for both faster, more up-tempo deckbuilding as well as providing tools for removal and the late-game.
Her Hero Power instills weapon discipline very early on for a new player, as one of the Riftblade's major recurring mechanics is gaining additional effects whenever your weapon breaks. Besides use good old-fashioned weapons, harness the Void's power by strategically placing your minions in the middle of the battlefield and by making use of your opponent's middlemost minions, too.
The third and final mechanic included in this Basic Set is the ability to summon minions directly from your deck, an homage to the Void Elf racial ability Spatial Rift.
Showcase Cards
Tokens
Remaining Basic Set
Remaining Tokens