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. We are now on Week Two.
The following entries have made it into Week Two. Congratulations to all who entered!
The Riftblade, by McF4rtson [27]
The Traveller, by MvonTzeskagrad [25]
The Fisherman, by B3ckemon [22]
The Seer, by Klipce [19]
The Somnologist, by Jengus [18]
The Detective, by Starshatter1998 [16]
The Warper, by JoshoPrime [16]
The Bloodmage, by Ozymandias [15]
The Soul Master, by SirTrumpet [14]
The Skaven, by Noah_McGrath [14]
The Farmer, by Screwjank [13]
The Innkeeper, by hza166 [12]
The Doctor, by whatTheHeck [12]
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 to be made.
All contestants will select one out of the three expansions for their custom class to arrive in-game: Ashes of Outland, Scholomance, and Darkmoon Faire. These are the three sets that came after the arrival of Demon Hunter.
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.
Challenge
You have a choice between two challenges this week!
One of your cards must change your hero power in some way. For this reason, we ask all contestants also include an upgraded Hero Power token, regardless of whether you use it or not, just in case.
One of your cards must use an old keyword, but not in its keyword form. An example of this would be Phase Stalker, which is essentially an Inspire card but without the Inspire keyword.
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.
All tokens must be in a spoiler.
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. There is a list of watermarks here.
Do I have to follow the rarity distribution of the Demon Hunter Initiate set?
Yes.
You may not introduce a Legendary spell, weapon, 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 Wowpedia.
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
"We have half of or agents in line, we are ready to start the stablishment in the Outland, prepare the initial Raiders to set the base first building for the complex, the rest of them get prepared, you will join us after the stablishment is completed"
Here is the First half of the Warper's Iniciate Set.
Fisrt of all The upgraded Hero Power
The Showcase Cards
Flavor Text: "Being the first that steps in other worlds isn't usually a nice job, you basically work as a Test Subject, for bullets and hostile creatures"
This week's challenge Card (Make a card that changes your hero power in some way)
Flavor Text: "PREPARE THE SUCKER CHICKEN...The, what?"
This one also Showcases the Warper's only Keyword, Warp, (yeah very original mind the one that i have), you can play the cards by its normal cost, but some card will be able to be played earlier with a reduced effect (or completing some nana curves if you don't have enough mana to play the normal cost but you do have it to play the cheaper version), or if you can wait and reach a higher mana, some others can get an upside playing them for a higher cost, always metioned in the card.
Flavor Text:"B-but how that happened if you changed th-....Clam down, I'll give you an advice that will help you to deal with time paradoxes, do not try to understand a time paradox ever"
The rest of the Iniciate Set
Flavor Text:"I needed you the last turn!"
Flavor Text:"Don't make a single movement, this Mecha-Rex has a non updated visual system, he'll think we are just props in the scenario"
Flavor Text: "She is really Orbsessed with her job"
Flavor Text:"Stealing that blond girl's armor blueprints was really useful, don't you think the warden looks much cooler now?!"
Flavor Text: "Do not get any closer, i have a chicken vacuum and i wont doubt in using it!"
Flavor Text:"Iniciating defense protocol...ehm that is the self-destruction protocol...exactly"
Flavor Text:"Give me an O!...O!...Give me an R!...R!...Give me and B!...B!..,your attack belongs to me!...Wooh, hey, no, hold on a second..."
I hereby present you the first half of the Warlordset for the Skaven!
Hero, Hero Power and Upgraded Hero Power:
We have only scratched the surface of what Skaven are capable of. Today i will present you the first real view of the power of the skaven army, the trickery and sheer destruction they are capable of. To be a Skaven Warlord you must understand the essence of the Skaven, and that is Warpstone!
Showcase Cards:
My class does not have a special keyword, but instead utilize Warpstone Shards as a separate resource. Warpstone Shards are created by weak and cheap cards in the early game and consumed by stronger and expensive ones later on. This will be a constant theme of the class and utilized in all its sets, as it replaces the unique keyword they would have.
Miner Rat: With never ending breeding and growing numbers, the base of Skaven society is manual labor of weaker Rats. Great source of Warpstone though, their sacrifice is an acceptable loss.
Hell Pit Abomination: Clan Moulder's greatest achievement, this mountain of flesh and fused bodies towers over the battlefield and charges forth with incredible speed and power. It's creation and life depends on Warpstone sadly so you must have some if you wish to use it's fearsome force to kill the enemy before they can recover. Good part is such a towering abomination isn't stopped by puny Taunts when on a Warpstone infused blood rage!
Stormvermin: Elite infantry that represent the best trained Skaven soldiers of any clan. They are taught strategy too, and such they can flank and move in quickly, even call of reinforcements and Recruit other of their kind. Works perfectly with other Skaven swarm tactics and even thins your deck. Yes this is meant to fulfill the Keyword challenge, this being Recruit without saying Recruit.
Rest of the set:
This is the entire Warpstone package. More generators and consumers will appear in the second half of the set of course, but for now you can see a few directions the class could go.
Refine: Cheap conditional draw that requires Warpstone to be played but gives the class a much needed early game card draw for its aggressive token strategies.
Explosive Mining: Cheap damage, can be used as removal or burn to the face, and makes some Warpstone too!
Doomwheel: This card, although meant to be used in Warpstone decks, can fit into other decks as well because it does not need Warpstone per se. This is meant to show what other directions a Skaven deck could go into, big minions and lots of spells, expect to see more in part 2 of the set.
Ikit Claw: Skavenbligt's greatest, BEST inventor! When he joins the fight he prepares a barrage of Warp Lightnings, which is a card from the basic set (included in the Tokens Spoiler for those who forgot). Although adding 3 cheaper Fireballs to your hand might seem too strong, these Warp Lightnings discard cards too. Because they cost only 3 mana, they can discard each other, thus you need to plan carefully how you spend your Warpstone Shards.
And now that we finished the Warpstone package for this half of the set, time for some Skaven tricks and tech cards:
Cover Fire: The enemy better stand back if they don't want to get shot in the face by a Rat with a sniper so long it needs 2 Skaven to hold it straight. As soon as they peek out from cover to attack they will get barraged by a hail of bullets. This is a more defensive spell which makes the enemy think twice if they really wish to attack and clear your board. It encourages the opponent to avoid attacking with their small minions, acting like a cross between Frost Nova and a cheaper Consecration.
Eshin Assassin: Clan Eshin are masters of stealth and subterfuge. They are so skilled that not only will they discover your secrets, but also steal them and use them against you. Another Skaven Tech card that swings the game hard in your favor when the situation if favorable, but falls pretty flat when you're not playing against decks with secrets. A good Warlord must know what to bring in his army!
Flanks Secure: Cheap buff spell for token Skaven decks which also reward good positioning. Always keep your flanks secure!
Tokens:
Warp Lightning is from the Skaven Basic set but i included it here because probably everyone forgot what the cards is.
The world is changing now, the future comes to me: visions, dreams and nightmares, whispers lost in the wind. I cannot wait again, I cannot hold or flee. I heard the call and I will fight with the might of my mind !
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.
New keyword:
Omen is the Seer's exclusive keyword. It gives the class ways to predict future draws, which synergizes with the class' hero power and brings new ways to play the game.
Showcase cards:
In this set, the Seer gets access to new control tools, as well as powerful ways to fill their hand. Murlocs are also coming to this set as they are one of the races most in tune with prophetic forces. And of course, the Seer wouldn't be complete without the Secrets it holds.
Rest of the set (Part 1):
Flavor text:
Confusing Times - Wait, why did I come in here again ?
Gift of the Naaru - Sometimes you have to get hurt before the Light notices you need help.
Ominous Specter - Boo !
Cleansing Winds - Let the power of the elements ease your burden.
Prophecy - Once you know what's going to happen, you can nudge it just a little bit in the direction you want.
Wierdeye the All-Seeing - The thing with Murloc seers is that they have absolutely no concern for the boundaries of their powers.
Darklight Lurker - The depths will silence your magic.
Alternate Realities - I like these cards, I'd just love t have more of them.
Angered Manes - People always wonder how much knowing the future can affect the present. Honestly, I think knowing the past is a lot more important.
Riptide Seer - Big wave goes wooosh !
This week was a lot busier for me and, judging by the discussion thread, other people as well. I'm glad I made it and hope everyone can turn in something they are happy about.
The infamous Dr. Terrible, terror of Underhall and writer of the multiple-awards educational book "Building a Better Flesh Giant" which inspired multiple generations of critter-sticthers, didn't dream about becoming a crazed "flesh artist" when he was little. He used to be inspired by gnomes to become the greatest engineer of Azeroth. So, in order to enter the famed Gearshaft University, the then Mr. Terrible thought about sawing his own legs and stitching his feet to his torso to look shorter and more like a gnome. This was his ticket to enter an engineer carreer, but when after ending it and stithing everything back in his place again, Kel'Thuzad becamen interested in his stitching achievements and brought him to Scholomance, changing forever his professional direction.
As a teacher in Scholomance, the doctor soughts to help his students pass the grade, by any means necessary. To reflect this, I created the keyword Graduate, with which the most applied students will be able to get some sweet bonuses!
Showcase cards:
Other cards:
'Can be cast twice' is the same as Twinspell.
Tokens:
Flavor texts:
Plagueworks Intern: "He finds alchemy lessons to be... Enlightening."
Flask Gobbler: "Stitch all the Crocolisk faces you want it'll still be a 2/3."
Assistant Putricide: "Good news, everyone! I fixed the toilet pipes!"
Acidic Spill: "Unequip Gorehowl."
Defense Matrix: "The Doctor chose the blue shield."
Drone Brooder: "He does his best as a single parent."
Waste Assimilation: "Good doctors use EVERYTHING they can from their materials."
Vial Throw: "Turns out you can teach a goblin to NOT hurt his allies."
Absorb Power: "Now you can charge your phone anywhere."
Lightning Strikes Twice: "Stormwatcher is filling a copyright claim."
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 can steal the essence of every living thing, to buff theirs servants, empower their spells and even empower themself. Once in Azeroth, the bloodmages now have escape to Outland so they can keep studying their forbidden arts.... but they will get back soon... to seek their vengeance!
Bloodmage: First Blood (Part I of II)
Introducing the class keyword: Sanguinate
¡Use your servant's life to empower your magic and your army!
Mechanically, Sanguinate spells will allow you to choose a friendly minion first, then it will lose health equal to the cost of the spell to cast it. Since you have to choose before cast the spell, on first instance, spells with the Sanguinate keyword won't have target effects themself.
To clarify, with Prince Tenris you can use the enemy minions health as the cost for your Sanguinate cards. Here is the rest of the set
-Captive Soul is a way to give targeting spells Sanguinate and bypass the double target problem, since it will automatically target that minion's health. Zandalari Snatcher is the challenge card of the week, since it change the effect of the hero power.
It's been a long and confusing week... even those who wander through the infinite and shifting realities and worlds have been busy lately. Then again, Zhosam is patient, and after pulling some strings, has finally assembled a new set to show to all those who consider following his steps.
THE TRAVELLER
JOURNEYMAN SET (PART I)
Straightforward as it is, Cosmic Rift is a huge improvement, allowing to put a lot of pressure into the opponent and supporting your minions and hero against aggressions.
-Warped Barrage: With two hero powers each turn and cards like Rewind (see basic set), this class had to have more cards that synergise with its hero power. This one can be used in quite a bunch of ways, specially both as a combo tool to potentially deal massive but preventable damage (minions are great shields here), or as a tempo tool to gain an edge for your minions, or as a way to take a nice chunk of heal from your opponent.
-Energy Pylon: Versatile spell that might be used by all Travellers for its many uses. Can go face, is a fairly good removal, puts a taunt on board, and also generates one card, even potentially going infinite, as long as you don't play other cards after throwing a Pylon.
-Nexus Prince Haramad: The biggest card generator from this class, not only does he fill your hand, but also feeds your deck with those copies. With such a big value, is a golden addition to any Traveller that thinks on going into attrition wars. However, it has also some downsides. Being a 7 mana 5/5, presents a huge tempo loss, and if you want to play it at its full potential, you'll have to keep a small hand, 4-5 cards at most, wich might be a problem taking into consideration the rest of the card generation of the set. All in all, at worst it always shuffle 5 cards into your deck, thus slowing down fatigue.
And down blow, is the rest of the set, and the flavor text of all these cards:
-Illusory Storm: Cheap, surprisingly efficient AoE when combined with spell damage. Also works as cycle card. And was fun to make as well.
-Automated Servitor: Early efficient drop that can shut down the opponent's early game if not removed, making easy for you to pressure the opponent or get some time to do your stuff.
-Bronze Mender: Funny mechanic I just wanted to add somewhere. Transforming a minion into itself clears buffs, debuffs, silences, damage, and so and so on. Could be used in a midrange deck to clear stuff that has taunt given to it, or buffs (like Argent Braggart), as it also works on enemies.
-Plane Walker: Is a very nice draw attached to a weak body. As most of the times you will have a fair ammount of spells (or lots), this card will often have big value.
-Maintenance: Both heal mechanic to avoid damage, and non-randomized card recyclying, wich is always nice.
-Cosmic Duality: Challenge card of the week, ressembling Overkill. In this class, adding stuff that changed hero power somehow would have been perhaps too obvious. Instead, we have a nice AoE that can also work as a fairly strong heal (not Tidewave levels of heal, but still).
-Overcharge: Most obvious use of this is to try and deal a massive damage combo with it, but also works wonders with cards such as Illusory Storm, Surprise Attack, or Warped Barrage. Both combo and midrange/tempo/aggressive Travellers welcome spell damage as a way to achieve their goals, and is a strong one, even if it limits your spellcasting with the increased cost.
Flavor text:
-Illusory Storm: Don't worry, the storm is'nt real, it can't hurt you... or can it?
-Automated Servitor: It even has a license for serving drinks.
-Bronze Mender: She knows the ancestral technique of cleaning rusted bronze.
-Plane Walker: Apparently it's a lot faster than Boat Walking.
-Warped Barrage: After a bunch of seconds you'll swear you heard daemonic whispers hungering for your soul, but that's just your imagination.
-Maintenance: It's mandatory to have a functioning TV here, do you even realize how long space trips are?
-Cosmic Duality: Light and Dark are connected, like Order and Chaos, Life and Death, and Diets and Overeating.
-Energy Pylon: WE MUST CONSTRUCT ADDITIONAL PYLONS!
-Nexus Prince Haramad: One day, he will fill your hand and deck with Bananas and Spare Parts... and he will enjoy the face you put when it happens.
With all that said, I should be getting a portal back to my place to celebrate New Year. Don't forget, tho... I'll always be there giving away more information about the Travellers, as long as anybody wants more.
Anticipating the dangerous mission ahead of her in order to get to the bottom of the truth at Scholomance Academy, Christie enlist a new generation of Apprentices in training to help her. Before they can venture into the darkness of the Academy, she brought out her old case files in order for these newbies to familiar themselves with her work
A quick rundown of the class's strength and weaknesses:
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.
Class Keywords:
What better ways for the Apprentices to learn is to look through a few of the most famous cases solves by Christie and her other students or fellow Detectives? Cases are basically reverse Secrets where you will activate a powerful spell that will last until you or your opponent can satisfy the Solve requirement. Cases are designed so that your opponent will have to quickly solve them before they snowball out of control. However, you have to play carefully or else you'll end up solving the Cases yourself and lose the advantage. Of course, if the Cases are also hurting you, you can Solve them yourself. Cases took the place of the Secret slots, which mean you can only have 5 Case with different names active. All of the Cases and their supporting cards are named after detective novels and short stories.
Showcase cards:
Poirot's Favorite Case:
Intensive Training is the card that expand on the theme of 0 Attack and 0-cost minions. Being only 1 mana more expansive than Savage Roar but allow you to keep permanently the buff but also the extra +2 Health, this card reward the player extremely hard for building around its condition
Investigate ties a lot of the theme of the class together. The card not only a 0-cost card, but it also revealing a card from your hand to gain an advantage and can also set up for combos by reducing the cost of the combo piece.
Argus Poirot is the most premiere pay off of running the reveal card. Not only is he very powerful win condition for control decks since your opponent cannot simultaneously Solve all of the Cases he put up that are incredibly synergistic with each other (especially since the longer they took to solve the Cases, the more 5/5 with Taunt one of the Case will spit out), he also a viable option to slot in combo decks that run Malygos or Kael'thas since this class want to reveal their high-cost cards in order to discount them. His name is based on one of Agatha Christie's most famous character Detective Poirot. All of the Cases he created are named after famous Agatha Christie novels: Death on the Nile, Cards on the Table, Evil Under the Sun, They Do It With Mirrors and While the Light Last
The full set:
Common
Rare
Epic
Legendary
Explanation:
Arcane Sidekick is one of the class's 0 mana 0 Attack minion. Not only can fit into token decks, it can also be used free +2 Spell Damage in the class's combo decks of using Kael'thas + Malygos
A Scandal in Stormwind is the class's most potent board clear. Not only it can wipe the board of puny minions, the card can stall out for quite several turns from your opponent or force to waste resources to Solve the card. The card's name is a reference to the Sherlock short story A Scandal in Bohemia that introduce the famous Irene Adler. The name is also a reference to the Onyxia raid where she disguised herself as a Stormwind noble.
The Problem at Elrendar Falls is one of the combo piece that you'd want to cheat out with Kael'thas and / or got the +5 Spell Damage from Malygos. The name is a reference to the short story The Final Problem where Sherlock Holmes tackle his most famous villain Professor Moriaty at Reichenbach Fall.
Drakonid Detective follow the theme of the class's 0-cost support. He not only fit into combo decks to fish out their 0 mana combo piece, he also fit into more aggressive decks since he has an excellent statline for his cost.
And Then There Were None is another one of the class's 0-cost token support. The name is a reference to the famous novel And Then There Was None by Agatha Christie.
Bribery is one of the pay off of running revealing card from your deck. The card can be run either with tempo revealing card (that will be printed in the second half of the set) or as a combo piece with Kael'thas.
The Hound of Gilneas is class's Case support. He allow you to drag out your Case effects for two more turns if you still want the Case effect in place but you think your opponent are in the process of solving it. His name is a reference to Sherlock Holmes novel The Hound of Baskerville.
Hello everyone! I'm here to present you my "protégé" set for the Innkeeper! Every innkeeper has his day of practicing as a protégé, Talan was not an exception, too.
After much practice, the Innkeeper's upgraded Hero Power make it easier to draw the card you need.
Class Keyword: One More!
Imagine that you are sitting in a small inn, and get a glimpse of something amazing. Then you slap the desk, stand up suddenly and shout out in excitement:" One More!" Yeah that is the keyword ; )
As for the explanation for it, I have concluded the ways to trigger One More: play it and then return to your hand, shuffle back into the deck and draw it again, draw the card with the same name, Discover and card generation.
"Once again we meet, brothers. With basics of soul mastery already trained, it's time to move on more advanced teachings.
You may be worried about death of your companions, who did not make it to next step of knowledge.
But, do not forget what is the reward - an absolute power of manipulating life and death.
We may be not numerous, but once you'll achieve mastery, we will be able to spread art of soul mastery across the whole Azeroth!"
Token for Hero Powers:
This class will be about souls, life, death, monstrosities and manipulating. It will be good at swarming board with Spirits, and will have cards synergizing with them. It will sacrifice Health and minions for strong effects, and will have cards which synergize from minions death. Except for swarms, its strenghts, except for swarming, will be healing and card draw. It will have scary monsters, which serves as bigger, although rarely exceeding 6 Mana, minions. It will have some weapons, with rather more Durability than Attack, which will not be supported though, and rather used as way to clearing minions. It will use a few cards with mind control mechanic. It will also have few cards with Stealth keyword, but it will not have synergies within Basic nor Initiate sets, however it will have some unique twist for this keyword - many of cards with stealth will have ability to refresh it in some way. It won't have many board clears nor big minions, although they will happen occasionaly. Main weaknesses of this class is lack of direct face damage, as well as the fact that due to sacrifice mechanic, some cards may be situational.
It may be good to look at Basic set of this class here.
Showcase cards:
Haunted Mist - Mass spirit card, useful with spirit/swarm synergies.
Death Howler - Card good for death themed decks, as well as decks with a lot of tokens.
Overfilling Knowledge - A card draw which does not conflict with other card draws. Probably best at 5-6 cards, but may be useful as well with bigger or smaller hands, because either of its low cost, or need to have more cards.
All cards for this week:
Common:
Rare:
Epic:
Legendary:
Token:
Note: This first gives buff to Spirits you already have on board, and then summon new ones.
Dark Matter - A cheap board clear, with a bit of self-damage.
Shadow Warrior - One of cards with Stealth for this class. Not realy synergestic with the rest of class cards, but may be good if a deck misses 3 drops.
Necessary Sacrifice - Allows to trigger death effects, as well as grants healing, which is especially good for class with self damage.
Soul Warp - A good removal, has Spirit and death synergies, as well as some mind control which this class sometimes use. The idea is that you either kill a minion by attacking it's soul, or send a Spirit to haunt a minion.
Lurking Monstrosity - A well stated minion, which may kill a weaker minion, as well as constatly gain Stealth to kill more. Many Stealth minions of this class will have an ability to regain Stealth, what makes it quite different in using Stealth than Rogue.
Lifekeeper's Sword - Card usable in some sort of Spirit decks with limited pool of healing by limiting damage you take from Hero Power.
Ghost Knight Kernilash - Ultimate Spirit synergy. It haunts your deck with ghosts of warriors, and enhances those which you already had on battlefield. Encourages having multiple Spirits at board through the entire game, so you will not miss the buff, however it also helps to reach that goal.
Thanks for looking through my class! Good luck to other competitiors, and Happy New Year!
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.
The first half of the Novitiate set continues to develop the three mechanics and class traits introduced in the Riftblade's Basic Set: weapon breaking, minion positioning, and summoning directly from the deck. Not only do these mechanics get intertwined with each other, but they are also joined by a new synergy: Taunt minions.
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.
So a lot of what I'll be showcasing in this set is Consume cards. We called them shrink last round, don't @ me, the name was in contention for a bit. Effectively, this class likes setting up very small buffs that it can remove; Negatives thoughts (Or positive character traits) to be consumed by the shady Somnologist. Consume cards give incredible effects for their cost due to their set up nature. I'm showcasing four here and one payoff. And yes, you can consume opponent's buffs if you're feeling frisky.
Next round, we tackle Secret minions.
The Cards
Explanations
Give your Fears a Name - A simple payoff for the Aberration subtheme. Notable Aberrations would include all Old Gods, most of their be-tentacled minions, Faceless Manipulator and a decent showing in this set.
Reconditioning - The clearest way to show the powerlevel Consume is slotted at. At worst, play two copies into each other for a +4/+4 buff.
Heartwrenched Hunter - A stealthy, sticky minion to go with this week's buff cycle.
Jaded Psychiatrist - This class can access good card draw, but only if they play into it. A payoff for Handbuffing and such. For the record, it cannot target itself.
Sweet Dreams - A buff payoff in the vein of good old Patches the Pirate. I always found The Voraxx [/card]and [card]Djinni of Zephyrs too slow and clunky to really benefit buff decks, and I would know, that's my favorite deckstyle.
Ny'alothan Visitor - An Eldritch horror that's spreading the Reborn love. Fun fact; One of the gateways to Ny'alotha was in Uldum, so it totally fits. Works on both turns so you can get immediate payoff and defensive utility.
Avatar of the Winter Queen - This one I had fun with. She gives both you and your opponent the same option; Kill any minion, for 2 mana, but your opponent gains significant advantage. You can play her midgame to disrupt HP or tempt your opponent, or lategame simply as a removal spell when you need to swing for lethal. The HP is shared between you and your opponent. Only one of you gets a chance to cast it, so there's a metagame aspect to it I really like in a card.
Tokens
Mass Hallucination - This is the classes' answer to AoE; Put all your opponents in one place, and kill them as one. There's a token in the above spoiler that explains it. This nullifies Deathrattles or damage effects, but makes it so your board will likely die if you trade by minion damage. This is the sort of transformation effect I want to really show off how the Somnologist deals with problems, I'm very happy with it.
Narcoleptic Bothers - Yes, I know the six tokens don't do anything different but they're all so cute. This is an optional effect much like Magnetic is, and allows you to parlay your small buffs (Or your opponent's Blunders) into more and more Boogeyhounds.
Power-tripping Counselor - Did you know there's a whole graveyard in the game for enchantments? I learned that recently. Counselor capitalizes on those buffs taken off with Narcoleptic Bothers and others. Plus, it gives the Metagame decisionmaking of whether or not to consume really good buffs to save them for later.
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. We are now on Week Two.
The following entries have made it into Week Two. Congratulations to all who entered!
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
Here I present half of the "FRY" set of the THE FISHERMAN!
Hero, Hero Power and the upgraded version:
The basic cards can be found here: (not sure if allowed, but would be good to see the previous cards and the original concepts)
Week 1 Submissions
Showcase
This week's challenge (option 2) is an Overkill through Piranha Bomb.
Other cards
Tokens:
"We have half of or agents in line, we are ready to start the stablishment in the Outland, prepare the initial Raiders to set the base first building for the complex, the rest of them get prepared, you will join us after the stablishment is completed"
Here is the First half of the Warper's Iniciate Set.
Fisrt of all The upgraded Hero Power
The Showcase Cards
Flavor Text: "Being the first that steps in other worlds isn't usually a nice job, you basically work as a Test Subject, for bullets and hostile creatures"
This week's challenge Card (Make a card that changes your hero power in some way)
Flavor Text: "PREPARE THE SUCKER CHICKEN...The, what?"
This one also Showcases the Warper's only Keyword, Warp, (yeah very original mind the one that i have), you can play the cards by its normal cost, but some card will be able to be played earlier with a reduced effect (or completing some nana curves if you don't have enough mana to play the normal cost but you do have it to play the cheaper version), or if you can wait and reach a higher mana, some others can get an upside playing them for a higher cost, always metioned in the card.
Flavor Text: "B-but how that happened if you changed th-....Clam down, I'll give you an advice that will help you to deal with time paradoxes, do not try to understand a time paradox ever"
The rest of the Iniciate Set
Flavor Text: "I needed you the last turn!"
Flavor Text: "Don't make a single movement, this Mecha-Rex has a non updated visual system, he'll think we are just props in the scenario"
Flavor Text: "She is really Orbsessed with her job"
Flavor Text: "Stealing that blond girl's armor blueprints was really useful, don't you think the warden looks much cooler now?!"
Flavor Text: "Do not get any closer, i have a chicken vacuum and i wont doubt in using it!"
Flavor Text: "Iniciating defense protocol...ehm that is the self-destruction protocol...exactly"
Flavor Text: "Give me an O!...O!...Give me an R!...R!...Give me and B!...B!..,your attack belongs to me!...Wooh, hey, no, hold on a second..."
Token
Class Keyword: Harvest
Showcase Cards:
(Rainfall has Echo without using the word Echo)
Remaining Initiate Cards:
Token:
I hereby present you the first half of the Warlord set for the Skaven!
Hero, Hero Power and Upgraded Hero Power:
We have only scratched the surface of what Skaven are capable of. Today i will present you the first real view of the power of the skaven army, the trickery and sheer destruction they are capable of. To be a Skaven Warlord you must understand the essence of the Skaven, and that is Warpstone!
Showcase Cards:
My class does not have a special keyword, but instead utilize Warpstone Shards as a separate resource. Warpstone Shards are created by weak and cheap cards in the early game and consumed by stronger and expensive ones later on. This will be a constant theme of the class and utilized in all its sets, as it replaces the unique keyword they would have.
Rest of the set:
This is the entire Warpstone package. More generators and consumers will appear in the second half of the set of course, but for now you can see a few directions the class could go.
And now that we finished the Warpstone package for this half of the set, time for some Skaven tricks and tech cards:
Tokens:
Warp Lightning is from the Skaven Basic set but i included it here because probably everyone forgot what the cards is.
The Seer: Mystic set (Part 1)
The world is changing now, the future comes to me: visions, dreams and nightmares, whispers lost in the wind. I cannot wait again, I cannot hold or flee. I heard the call and I will fight with the might of my mind !
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.
New keyword:
Omen is the Seer's exclusive keyword. It gives the class ways to predict future draws, which synergizes with the class' hero power and brings new ways to play the game.
Showcase cards:
In this set, the Seer gets access to new control tools, as well as powerful ways to fill their hand. Murlocs are also coming to this set as they are one of the races most in tune with prophetic forces. And of course, the Seer wouldn't be complete without the Secrets it holds.
Rest of the set (Part 1):
Flavor text:
Confusing Times - Wait, why did I come in here again ?
Gift of the Naaru - Sometimes you have to get hurt before the Light notices you need help.
Ominous Specter - Boo !
Cleansing Winds - Let the power of the elements ease your burden.
Prophecy - Once you know what's going to happen, you can nudge it just a little bit in the direction you want.
Wierdeye the All-Seeing - The thing with Murloc seers is that they have absolutely no concern for the boundaries of their powers.
Darklight Lurker - The depths will silence your magic.
Alternate Realities - I like these cards, I'd just love t have more of them.
Angered Manes - People always wonder how much knowing the future can affect the present. Honestly, I think knowing the past is a lot more important.
Riptide Seer - Big wave goes wooosh !
This week was a lot busier for me and, judging by the discussion thread, other people as well. I'm glad I made it and hope everyone can turn in something they are happy about.
The Doctor: Scholar Set (1st Grade)
The infamous Dr. Terrible, terror of Underhall and writer of the multiple-awards educational book "Building a Better Flesh Giant" which inspired multiple generations of critter-sticthers, didn't dream about becoming a crazed "flesh artist" when he was little. He used to be inspired by gnomes to become the greatest engineer of Azeroth. So, in order to enter the famed Gearshaft University, the then Mr. Terrible thought about sawing his own legs and stitching his feet to his torso to look shorter and more like a gnome. This was his ticket to enter an engineer carreer, but when after ending it and stithing everything back in his place again, Kel'Thuzad becamen interested in his stitching achievements and brought him to Scholomance, changing forever his professional direction.
As a teacher in Scholomance, the doctor soughts to help his students pass the grade, by any means necessary. To reflect this, I created the keyword Graduate, with which the most applied students will be able to get some sweet bonuses!
Showcase cards:
Other cards:
'Can be cast twice' is the same as Twinspell.
Tokens:
Flavor texts:
Plagueworks Intern: "He finds alchemy lessons to be... Enlightening."
Flask Gobbler: "Stitch all the Crocolisk faces you want it'll still be a 2/3."
Assistant Putricide: "Good news, everyone! I fixed the toilet pipes!"
Acidic Spill: "Unequip Gorehowl."
Defense Matrix: "The Doctor chose the blue shield."
Drone Brooder: "He does his best as a single parent."
Waste Assimilation: "Good doctors use EVERYTHING they can from their materials."
Vial Throw: "Turns out you can teach a goblin to NOT hurt his allies."
Absorb Power: "Now you can charge your phone anywhere."
Lightning Strikes Twice: "Stormwatcher is filling a copyright claim."
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
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 can steal the essence of every living thing, to buff theirs servants, empower their spells and even empower themself. Once in Azeroth, the bloodmages now have escape to Outland so they can keep studying their forbidden arts.... but they will get back soon... to seek their vengeance!
Bloodmage: First Blood (Part I of II)
Introducing the class keyword: Sanguinate
¡Use your servant's life to empower your magic and your army!
Mechanically, Sanguinate spells will allow you to choose a friendly minion first, then it will lose health equal to the cost of the spell to cast it. Since you have to choose before cast the spell, on first instance, spells with the Sanguinate keyword won't have target effects themself.
To clarify, with Prince Tenris you can use the enemy minions health as the cost for your Sanguinate cards. Here is the rest of the set
-Captive Soul is a way to give targeting spells Sanguinate and bypass the double target problem, since it will automatically target that minion's health. Zandalari Snatcher is the challenge card of the week, since it change the effect of the hero power.
It's been a long and confusing week... even those who wander through the infinite and shifting realities and worlds have been busy lately. Then again, Zhosam is patient, and after pulling some strings, has finally assembled a new set to show to all those who consider following his steps.
THE TRAVELLER
JOURNEYMAN SET (PART I)
Straightforward as it is, Cosmic Rift is a huge improvement, allowing to put a lot of pressure into the opponent and supporting your minions and hero against aggressions.
-Warped Barrage: With two hero powers each turn and cards like Rewind (see basic set), this class had to have more cards that synergise with its hero power. This one can be used in quite a bunch of ways, specially both as a combo tool to potentially deal massive but preventable damage (minions are great shields here), or as a tempo tool to gain an edge for your minions, or as a way to take a nice chunk of heal from your opponent.
-Energy Pylon: Versatile spell that might be used by all Travellers for its many uses. Can go face, is a fairly good removal, puts a taunt on board, and also generates one card, even potentially going infinite, as long as you don't play other cards after throwing a Pylon.
-Nexus Prince Haramad: The biggest card generator from this class, not only does he fill your hand, but also feeds your deck with those copies. With such a big value, is a golden addition to any Traveller that thinks on going into attrition wars. However, it has also some downsides. Being a 7 mana 5/5, presents a huge tempo loss, and if you want to play it at its full potential, you'll have to keep a small hand, 4-5 cards at most, wich might be a problem taking into consideration the rest of the card generation of the set. All in all, at worst it always shuffle 5 cards into your deck, thus slowing down fatigue.
And down blow, is the rest of the set, and the flavor text of all these cards:
-Illusory Storm: Cheap, surprisingly efficient AoE when combined with spell damage. Also works as cycle card. And was fun to make as well.
-Automated Servitor: Early efficient drop that can shut down the opponent's early game if not removed, making easy for you to pressure the opponent or get some time to do your stuff.
-Bronze Mender: Funny mechanic I just wanted to add somewhere. Transforming a minion into itself clears buffs, debuffs, silences, damage, and so and so on. Could be used in a midrange deck to clear stuff that has taunt given to it, or buffs (like Argent Braggart), as it also works on enemies.
-Plane Walker: Is a very nice draw attached to a weak body. As most of the times you will have a fair ammount of spells (or lots), this card will often have big value.
-Maintenance: Both heal mechanic to avoid damage, and non-randomized card recyclying, wich is always nice.
-Cosmic Duality: Challenge card of the week, ressembling Overkill. In this class, adding stuff that changed hero power somehow would have been perhaps too obvious. Instead, we have a nice AoE that can also work as a fairly strong heal (not Tidewave levels of heal, but still).
-Overcharge: Most obvious use of this is to try and deal a massive damage combo with it, but also works wonders with cards such as Illusory Storm, Surprise Attack, or Warped Barrage. Both combo and midrange/tempo/aggressive Travellers welcome spell damage as a way to achieve their goals, and is a strong one, even if it limits your spellcasting with the increased cost.
Flavor text:
-Illusory Storm: Don't worry, the storm is'nt real, it can't hurt you... or can it?
-Automated Servitor: It even has a license for serving drinks.
-Bronze Mender: She knows the ancestral technique of cleaning rusted bronze.
-Plane Walker: Apparently it's a lot faster than Boat Walking.
-Warped Barrage: After a bunch of seconds you'll swear you heard daemonic whispers hungering for your soul, but that's just your imagination.
-Maintenance: It's mandatory to have a functioning TV here, do you even realize how long space trips are?
-Cosmic Duality: Light and Dark are connected, like Order and Chaos, Life and Death, and Diets and Overeating.
-Overcharge: POWEEEEEEEEERRR, ULTIMATE POWEEEEERRRRRR!
-Energy Pylon: WE MUST CONSTRUCT ADDITIONAL PYLONS!
-Nexus Prince Haramad: One day, he will fill your hand and deck with Bananas and Spare Parts... and he will enjoy the face you put when it happens.
With all that said, I should be getting a portal back to my place to celebrate New Year. Don't forget, tho... I'll always be there giving away more information about the Travellers, as long as anybody wants more.
Happy New Year!
Click to see my Hearthstone projects:
The Detective: Apprentice's Dossiers
Token:
The Detective: Apprentice's Dossiers
Anticipating the dangerous mission ahead of her in order to get to the bottom of the truth at Scholomance Academy, Christie enlist a new generation of Apprentices in training to help her. Before they can venture into the darkness of the Academy, she brought out her old case files in order for these newbies to familiar themselves with her work
The class's Basic set:
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/246586-custom-class-competition-7-submission-thread-week?comment=15
A quick rundown of the class's strength and weaknesses:
Things the class excel at:
Things the class is okay at:
Things the class is bad at:
Class Keywords:
What better ways for the Apprentices to learn is to look through a few of the most famous cases solves by Christie and her other students or fellow Detectives? Cases are basically reverse Secrets where you will activate a powerful spell that will last until you or your opponent can satisfy the Solve requirement. Cases are designed so that your opponent will have to quickly solve them before they snowball out of control. However, you have to play carefully or else you'll end up solving the Cases yourself and lose the advantage. Of course, if the Cases are also hurting you, you can Solve them yourself. Cases took the place of the Secret slots, which mean you can only have 5 Case with different names active. All of the Cases and their supporting cards are named after detective novels and short stories.
Showcase cards:
Poirot's Favorite Case:
The full set:
Common
Rare
Epic
Legendary
Explanation:
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:
Hello everyone! I'm here to present you my "protégé" set for the Innkeeper! Every innkeeper has his day of practicing as a protégé, Talan was not an exception, too.
After much practice, the Innkeeper's upgraded Hero Power make it easier to draw the card you need.
Class Keyword: One More!
Imagine that you are sitting in a small inn, and get a glimpse of something amazing. Then you slap the desk, stand up suddenly and shout out in excitement:" One More!" Yeah that is the keyword ; )
As for the explanation for it, I have concluded the ways to trigger One More: play it and then return to your hand, shuffle back into the deck and draw it again, draw the card with the same name, Discover and card generation.
Showcase Cards:
Other Cards:
The Soul Master: Acolyte Set
"Once again we meet, brothers. With basics of soul mastery already trained, it's time to move on more advanced teachings.
You may be worried about death of your companions, who did not make it to next step of knowledge.
But, do not forget what is the reward - an absolute power of manipulating life and death.
We may be not numerous, but once you'll achieve mastery, we will be able to spread art of soul mastery across the whole Azeroth!"
Token for Hero Powers:
This class will be about souls, life, death, monstrosities and manipulating. It will be good at swarming board with Spirits, and will have cards synergizing with them. It will sacrifice Health and minions for strong effects, and will have cards which synergize from minions death. Except for swarms, its strenghts, except for swarming, will be healing and card draw. It will have scary monsters, which serves as bigger, although rarely exceeding 6 Mana, minions. It will have some weapons, with rather more Durability than Attack, which will not be supported though, and rather used as way to clearing minions. It will use a few cards with mind control mechanic. It will also have few cards with Stealth keyword, but it will not have synergies within Basic nor Initiate sets, however it will have some unique twist for this keyword - many of cards with stealth will have ability to refresh it in some way. It won't have many board clears nor big minions, although they will happen occasionaly. Main weaknesses of this class is lack of direct face damage, as well as the fact that due to sacrifice mechanic, some cards may be situational.
It may be good to look at Basic set of this class here.
Showcase cards:
Haunted Mist - Mass spirit card, useful with spirit/swarm synergies.
Death Howler - Card good for death themed decks, as well as decks with a lot of tokens.
Overfilling Knowledge - A card draw which does not conflict with other card draws. Probably best at 5-6 cards, but may be useful as well with bigger or smaller hands, because either of its low cost, or need to have more cards.
All cards for this week:
Common:
Rare:
Epic:
Legendary:
Token:
Note: This first gives buff to Spirits you already have on board, and then summon new ones.
Dark Matter - A cheap board clear, with a bit of self-damage.
Shadow Warrior - One of cards with Stealth for this class. Not realy synergestic with the rest of class cards, but may be good if a deck misses 3 drops.
Necessary Sacrifice - Allows to trigger death effects, as well as grants healing, which is especially good for class with self damage.
Soul Warp - A good removal, has Spirit and death synergies, as well as some mind control which this class sometimes use. The idea is that you either kill a minion by attacking it's soul, or send a Spirit to haunt a minion.
Lurking Monstrosity - A well stated minion, which may kill a weaker minion, as well as constatly gain Stealth to kill more. Many Stealth minions of this class will have an ability to regain Stealth, what makes it quite different in using Stealth than Rogue.
Lifekeeper's Sword - Card usable in some sort of Spirit decks with limited pool of healing by limiting damage you take from Hero Power.
Ghost Knight Kernilash - Ultimate Spirit synergy. It haunts your deck with ghosts of warriors, and enhances those which you already had on battlefield. Encourages having multiple Spirits at board through the entire game, so you will not miss the buff, however it also helps to reach that goal.
Thanks for looking through my class! Good luck to other competitiors, and Happy New Year!
Upgraded Hero Power
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.
The first half of the Novitiate set continues to develop the three mechanics and class traits introduced in the Riftblade's Basic Set: weapon breaking, minion positioning, and summoning directly from the deck. Not only do these mechanics get intertwined with each other, but they are also joined by a new synergy: Taunt minions.
Showcase Cards
Tokens
Remaining Novitiate Set, First Half
Remaining Tokens
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.
So a lot of what I'll be showcasing in this set is Consume cards. We called them shrink last round, don't @ me, the name was in contention for a bit. Effectively, this class likes setting up very small buffs that it can remove; Negatives thoughts (Or positive character traits) to be consumed by the shady Somnologist. Consume cards give incredible effects for their cost due to their set up nature. I'm showcasing four here and one payoff. And yes, you can consume opponent's buffs if you're feeling frisky.
Next round, we tackle Secret minions.
The Cards
Explanations
Give your Fears a Name - A simple payoff for the Aberration subtheme. Notable Aberrations would include all Old Gods, most of their be-tentacled minions, Faceless Manipulator and a decent showing in this set.
Reconditioning - The clearest way to show the powerlevel Consume is slotted at. At worst, play two copies into each other for a +4/+4 buff.
Heartwrenched Hunter - A stealthy, sticky minion to go with this week's buff cycle.
Jaded Psychiatrist - This class can access good card draw, but only if they play into it. A payoff for Handbuffing and such. For the record, it cannot target itself.
Sweet Dreams - A buff payoff in the vein of good old Patches the Pirate. I always found The Voraxx [/card]and [card]Djinni of Zephyrs too slow and clunky to really benefit buff decks, and I would know, that's my favorite deckstyle.
Ny'alothan Visitor - An Eldritch horror that's spreading the Reborn love. Fun fact; One of the gateways to Ny'alotha was in Uldum, so it totally fits. Works on both turns so you can get immediate payoff and defensive utility.
Avatar of the Winter Queen - This one I had fun with. She gives both you and your opponent the same option; Kill any minion, for 2 mana, but your opponent gains significant advantage. You can play her midgame to disrupt HP or tempt your opponent, or lategame simply as a removal spell when you need to swing for lethal. The HP is shared between you and your opponent. Only one of you gets a chance to cast it, so there's a metagame aspect to it I really like in a card.
Tokens
Mass Hallucination - This is the classes' answer to AoE; Put all your opponents in one place, and kill them as one. There's a token in the above spoiler that explains it. This nullifies Deathrattles or damage effects, but makes it so your board will likely die if you trade by minion damage. This is the sort of transformation effect I want to really show off how the Somnologist deals with problems, I'm very happy with it.
Narcoleptic Bothers - Yes, I know the six tokens don't do anything different but they're all so cute. This is an optional effect much like Magnetic is, and allows you to parlay your small buffs (Or your opponent's Blunders) into more and more Boogeyhounds.
Power-tripping Counselor - Did you know there's a whole graveyard in the game for enchantments? I learned that recently. Counselor capitalizes on those buffs taken off with Narcoleptic Bothers and others. Plus, it gives the Metagame decisionmaking of whether or not to consume really good buffs to save them for later.