The Custom Class Competition is back for its eighth iteration! Veterans and newcomers are welcome as we kick off the first Hearthpwn Class Competition post-Core Set!
This is the Submission Thread! Discussion here is not allowed as this is where contestants will submit their custom class cards.
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Overview
All contestants will create one custom class, following the layout of Demon Hunter.
The contest will run for 5 weeks.
Week One: 10 Basic cards.
This contest, as Demon Hunter introduced Rush and Lifesteal into the Basic Set keyword pool, the list of keywords you are allowed to use is as follows:
The following keywords are banned. Discover: It is strange for a new player starting out with a Basic set to be discovering from cards they have no idea of. Secret: Complex mechanic, requires at least 3 out of 10 of your slots. Class keywords: Blizzard is pretty clear about saving these for Initiate. Immune and Counter: Far too niche to have a place in Basic.
Week Two: 10 "Initiate" cards.
"Initiate" means the supplemental 20 cards Blizzard printed for Demon Hunter. Yours do not have to be named Initiate.
Week Three: The other 10 "Initiate" cards.
Week Four: Your pre-Core expansion cards.
Week Five: Core Set consolidation + 15 post-Core expansion cards.
Be sure to read over Rules & Information section as there is a lot to go over this contest due to the complex shifts caused by the introduction of the Core Set.
Submission Format
You must adhere to the following submission 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.
Flavour text is allowed behind a spoiler.
Golden cards are not allowed.
Challenges
Week One has three challenges!
The first challenge will alter the format of the challenge for this week only. No one will get eliminated during this week! Instead, the person with the highest number of votes automatically advances to Week Three! However, on the flip side, the contestant with the lowest number of votes will face an additional challenge during Week Two.
The second challenge is a simple one and will ease you all into the contest. One of your Basic cards must cost 7 or more, that's it!
One of your cards must be based on Warcraft lore.
Rules & Information
How is the Initiate set split in half?
There are 8 commons, 6 rares, 4 epics, and 2 legendaries. 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 does pre-Core expansion mean?
You may select any expansion before the Core set was introduced! Anything from GvG all the way up to Darkmoon Faire is up for grabs.
What does post-Core expansion mean?
Either Forged in the Barrens or United in Stormwind.
What do I do about class cycles?
You must have at least one all-class cycle from your chosen expansions.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, for example, did not have a Prime legendary, therefore you only need to use one such cycle.
What about card cycles not shared between all nine classes, like Studies spell cards, or Aspirant cards?
You may pick and choose from those, these are not mandatory.
What about Hero Cards?
So after much debate and discussion, Hero Cards are allowed with an asterisk. More information will be given, but for now, take note that they are only allowed in Week Three.
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?
During this contest, I will be experimenting with asking contestants to integrate a little bit more Warcraft lore into their submissions. However, for the most part, you will be free to ignore Warcraft lore.
Do I need class-exclusive keyword?
No.
Can I do a Monk or Death Knight class?
No.
Can I create my own spell school or minion tribe?
We'll try this out this competition: Yes, you can.
Competition Process
Week 1: July 7th - July 14th Week 2: July 15th - July 22nd Week 3: July 23rd - July 30th Week 4: July 31st - August 7th Week 5: August 8th - August 15th
All threads close at 9PM, EST. There may be delays due to United in Stormwind being released.
"Hi, good to see you again ! Or have we not met yet ? I should introduce myself then: I'm Chromie, Ambassador of the Bronze Dragonflight ! I've noticed a lot of anomalies that require my attention in this... inn you call 'Hearthstone'. So I've come to help. Here, look what I can do !"
Fast Forward - Waiting is dumb... I wanna get to the good part now !
Sand Blast - If you think this isn't a big deal, just you wait for the next one. And the one after that !
Bronze Drake - He's not late, he's just early for next time.
"I'm told that to start off here I need a 'Basic Set'. Well, here it is !"
Bronze Drakonid and Sandstorm fulfill the second challenge.
Blessing of the Bronze, Bronze Drake and Protect the Timeways fulfill the third challenge as references to the Bronze Dragonflight and the Timewalkers.
"Also this guy had a whole speech prepared about 'saving all Time from certain doom', blah, blah, blah... We'll listen to that later, now is the time for fun !"
"Oh! Quick, before I forget: Future Me thinks I should tell you about my silly jokes and comments. You can find them here !"
Blessing of the Bronze - Time for a training montage !
Rewind - Sometimes I need to roll back just a little bit. Usually 'cause I wasn't paying attention the first time.
Time Turner - When the last grain of sand reaches the bottom, she's just gotta turn the whole thing over.
New Possibilities - When the future looks bad, just keep looking for a better one !
Protect the Timeways - “Your task is to protect the timeways in the absence of the Aspects. Do you accept this responsibility?” -Watcher Lara.
Bronze Drakonid - He always arrived right after the big moment.
Sandstorm - Oh no, someone messed up the flow of time, again !?
"Well, that's all for now folks ! I see I'm a little early here, I can't wait to see everyone else around. See you last- no, next time !"
Born of love unnatural, of both man and dragon, these knights inherit powers of the 5 dragonflights within their very blood. With a family unlike any other, they rush into the fray, not giving the enemy any break. A ceaseless charge of a well aimed and prepared horde of dragons and riders, the apex of aerial combat.
Core Themes:
Dragon Ancestry: From being able to partially shift into a half dragon form, to using the full power of the magic granted to the dragonflights by the titans, Scaleborns show a unique combat style of merging knightly cadence and tactics, with the raw power of a charging dragon from above.
Family: A scaleborn has the weirdest and most interesting family tree of anyone in Azeroth. Some of the cards will show these core theme of family, and the self discovering journey you will take to discover your real ancestors.
Swarm Tactics: Unlike the dragons we've seen before in hearthstone, Scaleborns take them to a new, aggressive level, focusing on Attacking Synergy and proactive mechanics.
Tactics and Plans: The Hero power and connected Heritage cards let you plan ahead and empower your minions before playing them. This keeps true with other cards that prepare the field in advance, so when your flight finally descends they are in the best conditions for the win!
Strengths: Weaknesses:
Sustain and stickiness due to Heritage cards ● Recovering a lost board
Card Draw ● Late game threats
Wide Boards ● Unconditional board clears
Strong Buffs, but held back by RNG and delays. ● Family Gatherings >_>
Adaptability and Tools for any situation
Showcase Cards
Adopted Whelp is the ideal turn 1 play of the class, similar to Northshire Cleric, Wailing Vapor and (old) Mana Wyrm. It lets you gain an immediate impact for playing Heritage cards, doubling their effects in a way.
Dragonshift is another delayed but powerful buff. It also gives you 3 Attack this turn, acting as a removal option as well. Scaleborns will have other Dragon transformation effects, all giving them temporary Attack boosts with additional bonuses.
Unleash the Whelps! is the most important card of the Basic Set like Fireball for Mage. Runs Parallel with unleash the Hounds, but it is intended to control the board instead of going face. This cards is the main enabler of all the Attacking Synergy cards within the class.
Rest of Basic Set
Dragon Queen's Enforcer and Heat of Battle are cards that set the tone of Attacking Synergy within the class. The obvious and intended card to combo them with is Unleash the Whelps! but Scaleborns will have other ways to generate large boards and attacks with their minions.
Family is a core theme of my class, and i think everyone knows about that cool and weird uncle you only see at family gatherings and holidays trope right? :D He will give a random Heritage to each minion you summon, meaning gaining one of the Keywords.
Onyx Twins are another family themed card that also plays in the Attacking Synergy by giving you 2 Rush minions.
Drawing is one of the class' strengths and so here we have two similar cards but with very different purpose. Spread Your Wings gives Rush to anything it draws and lets you get that minion into the fray right away, enabling Attacking combos with cards such as Heat of Battle.
Mating Ritual is more value oriented however, refreshing your Hero Power, thus generating you another Heritage card this turn. Being a tribe specific tutor also lets you draw a certain minion for special combos. Dragons be horny man.
Due to the card generation of the Hero Power, the class has easy access to big hand synergy and that aspect will exist in some of the cards.
Arcana Ma'jorr, gypsy traveller, fortune teller, wielder of the dark arts, cartomancer and some would even say witch. A woman who has travelled the globe dealing her cards and telling fortunes, now she has come to the hearth to defeat you with her excellent card playing skills. She likes to shuffle, draw and bring in some unique cards to shake up the game, defensive, aggressive and with plenty of combo potential; prepare yourselves, Arcana has arrived.
Themes and unique abilities:
Tarot cards These cards will be a huge template for tech and synergies in the future, tying together archetypes and game plans. However, you must predict what the future will bring with these as Tarot Cards DO NOT trigger the turn you play them and always the next turn at least. These will be aura effects that need triggering, sometimes they will only be active on your turns, sometimes your opponents and they will have to avoid certain play styles. And rarely but sometimes, they will be active on both player's turns.
Shuffle and draw Thematically I had to have it. Hopefully these will generally feel balanced without too many possible ridiculous shenanigans however the shuffle will allow for easy recycling to find answers along with possibilities of prolonging your reach to fatigue but also many other synergies with epics and legendaries will take unique twists on the concept of shuffling. The constant draw ability will also bring other strengths and synergies too.
Buffs and heals Self explanatory, but many gypsies/ pagans don't just go around cursing people but also healing and helping others find inner strength and peace. Let's look at their positives too!
Deja Vu A unique keyword that will feature in the initiate.
Reshuffle - A great way to get rid of cards that could be sat in your hand for a while and find good answers, also a good way to trigger effects like on Soul Bolt.
TC: Strength - A very powerful buff card of +6 health for 1 mana. However you must actually complete the requirement each turn for a total of 4 (including the one it's played on) It's slow but great for taunts.
Soul Bolt - A prime example of removal the class will have. Not much however 4 damage in total ain't bad and multiple reshuffles or copies of it and we could have an interesting Shotgun Cartomancer deck.
The Scourgelords are among the highest ranks of the army of the Scourge.
Appointed by Kel'Thuzad himself, these powerful soldiers have one thing in mind; spreading death and life after it.
"Once a notable wizard and alchemist of Dalaran, Noth heard the Lich King's call as Arthas and Kel'Thuzad did. He was quick to turn his back on the Light and joined the Scourge, where he believed that real power lay. Noth, more undead than human, is an extremely powerful necromancer with a various array of deadly spells and curses."
Showcase Cards:
This class really likes small minions, especially those with Deathrattle. A new Undead tribe has also been introduced, which I am really excited to expand on. I will quickly break down each of my showcase card choices.
The Plague: The infamous blight. Created by the Scourge to turn the living into undead soldiers. That is exactly what I tried to capture with this card, by also attempting to tackle this week's challenge. I tried to word it as closely to Twisting Nether and Cycle of Hatred as possible, because this card spawns the 1/1 Skeletons for you and you only. It may take up all of your mana, but best case scenario, your opponent's turn starts against a board full of the undead.
Flask of Death: As I mentioned earlier, Deathrattles will be a huge part of this class's kit. You have the choice of destroying an enemy minion at a discount for a price, or you will be able to use it to destroy a friendly minion and gain a couple of bonuses.
Raging Abomination: With all of these small, expendable soldiers at your disposal, you're bound to be able to make a small trade at the start of your turn, which leads to a decent board clear with a fair body.
"Get ready Stormwind! After defeating countless adventurers the Hogger has farmed enough equipment and xp to siege the capital! Now he comes, ready to make the capitals bleed for the gnolls!"
"Here you have a small demonstration of the horror we're going to bring to the tin mans of the Alliance! We've got the most brutish and wild soldiers to lay siege on sane civilization, once and for all!"
Showcase Cards
"Our tribe aims for pure chaos in order to bring doom upon our opponents. Don't expect fancy strategies or elegant wizardry, here we go full face into action! Be wary though, being a sadistic warcoholic isn't an easy task, you'll launch yourself into danger from time to time with our unpredictable effects! But worry not, we'll get some measures in the future to help you in case you bite your tail!"
Cards:
"Hey, we've got weapons too! Courtesy of our dead enemies, our array of weaponry will help you bring misery upon everyone you hate! This fine ballista for example came from Stormwind. It'll finally return to its place of birth when we reduce the city to ashes!"
"Last but not least, here you have our average troop, the Gnoll. We have a pretty... woobly hierarchy, to say th least, but as long as you throw a steak in the direction you want them to attack and whistle, they'll obey you without hesitation!"
Be wary, child, of Plaguelands plain... Be mindful, child, of the infected grain... For if throat is parched and of infected water sip... Forever your soul will be in cursed Scourge grip. So heed this warning, child, and if far from mother stray... Let light from home's hearth guide you back your way.
ABOUT THE PLAGUEBRINGER
The Plaguebringer sees diseases and infection as the ultimate weapon, working tirelessly to master new pathogens and spread systems. A Plaguebringer has no remorse at unleashing his virus on his enemies, weakening the immune systems of his foes and spreading his twisted illnesses across Azeroth. These masters of infection arts keep their companions fighting far beyond their normal capacities boosting them with injections of mutated virus while debilitating and poisoning heir enemies. Disease is a tool and the Plaguebringer is its master.
Margrave Stradama, Queen of the Slimes and once leader of the House of Plagues before their seat was destroyed. It was believed that Margrave Stradama was annhileted in the explosion that brought down her house. In truth the explosion transformed her into a monstrous new form of slimes and bones, driving her mad, and leaving her at the heart of the fallen House of Plagues. A source of plagues and disease, Stradama comes to Hearthstone to serve you global-pandemic realness.
INFECT / INFECTED
Infect, is the new Keyword added with the Plaguebringer class. Fatigue and lack of energy, these are the symptoms at the base of any disease and the Plaguebringer is ready to exploit every faceclass. Once a minion is infected, its stats will progressively drop over the course of the battle, weakening even the strongest of the warriors.
BASIC SET
Sludge Shot A slightly copy of Moonfire, which also boost the damage of your next Hero Power. Inexpensive card that can be quiet powerful with an array of Spell Damage minions on the board.It's a slime, slime world
Pathogen: Green Fire Introduced in the basic set, the Pathogens are 1-cost spells charateristic of the Plaguebringer Class. This particular card enhance a mechanic that will be showcased in the future about shuffling cards into your opponent's deck. Looking for a GM to sanitize you?
Plagueland ClinicianA nutty removal card to get rid of some insidious minions on the opponent board. Comes with a slightly boost to the Spell Damage and a 5/5 body that will definitely annoy your opponent. He went out to grab some mushroom and never came back.
TOKEN
As per the challenge:
Stradama Is one of the ruler of Maldraxxus and leader of the House of Plagues
Pathogen: Green Fire ( GREEN FIRE - On 12 January 2017, lasting for a day until a hotfix was released by Blizzard, a plague involving a debuff called Burn, that increasingly damaged players over time, started in a boss area. The debuff could be passed between players of the same faction and could kill low-level players in a few seconds. It's believed that the debuff had been taken out of the boss area by a pet. During the incident Blizzard gamemasters "disinfected" players and kept the plague under control.)
Pathogen: Blood Plague is a Disease in WoW
Touch of Slime is an ability of Stradama in the Plaguefall dungeon.
Plagueland is an infected zone in WoW
Pestered Mice is a reference to the Leper Rat, companion pet in WoW. Also a link to how diseases use to spreads in the past.
Drain the Living is a NPC shadow ability that drain Health
Clean up yer deck slots lads as the famous Winglord - Commander of Gryphon riders - Kurdran Wildhammer and his loyal friend and companion - Sky'ree are making their way into Hearthstone and are taking command of more than just gryphons, with your help, of course.
Sky'ree herself (Token):
Showcase cards:
Wandering what more is in store for this class, including the rest of the Basic Cards? Then check this spoiler bellow:
Themes and card:
1, Sky'ree - Hero Power
Kurdran counts on his loyal companion to fight as one - as such some cards of the class will work to buff Sky'ree while also being somewhat powerful without her (to be playable through random in other classes, while under pressure or with Finley gameplan). This unique cooperation allows the class to posses a different playstyle from all other classes. These cards will be unique for each gameplan as some will work best in control deck while others will support aggresive strategies.
2, Beast synergy
Not every situation fits Sky'ree and as such some of the cards will work with any Beast and not just her. The power lever of these cards will however take into account how easy and reliable it is for Kurdran to get a Beast.
3, Beasts
As the point above stated some of your cards require Beasts in order to reach full potential and Winglord does not relly only on neutral ones but also has some of his own.
(Also a token for Aerial Support card showcased above.)
4, Lightning Magic
Gryphon riders are able to channel the magic of the storms so they share a little bit of similarity with Shamans there.
5, Other cards to complete the fantasy
So what do ya say lads and lasses? Shall we take to the skies?
Edit: Sorry I had to edit the post as, for an unknown reason to me, a large empty space appeared between Hero Portrait and the rest of the text.
So, the Agent. Quiet guy with a loud gun that has a job to do. What does he like?
His good, old, a bit clumsy, but still, his very own Hero Power. And everything that upgrades it or interacts with it.
Weapons. Because sometimes his good, old, a bit clumsy, but very own Hero Power ain’t enough
Big lads. Because sometimes even weapons and his Hero Power ain’t enough
Target removals with positioning requirements or other strange peculiarity. Because agents have style
Getting info (and resources) from his opponent.
…and some other stuff but we will talk about it later. Someday. However, there are a lot of things that James really dislikes or really bad at:
Good, cheap and reliable AoE
When his Hero Power misses
Draw of his own cards
Wide boards and tokens. His opponent’s wide boards are even worse!
Showcase cards
Shot Right Through. A very good example of agent’s removal. It’s really useful if there’s only 2 or 3 minions on the board or if the key target stands near the edges. Or just prepare the board and kill what you need. The bad thing about this card is that you need at least 2 enemies for it to work.
Marksman Scope. This card finally allows you to aim properly. When you’ll buff your hero power further, this tool will be irreplaceable. However, it has 0 attack, so sometimes you’ll have to think what do you need right now: more damage via weapons or more accuracy with your hero power.
Decisive Partner. One of the most important cards of the class, this little guy can help you clean the board and deal face damage, all in 1 card. He’s even better if you can shoot with your hero power multiple times (and you can) or aim (and you can do that too).
"Souls. By far the most wondrous contraption in the entire universe. What are they? How are they made? How are they unmade, severed, reconstituted? While so often bounded by the cycle, and thus the primordial energies, of life and death, it also extends its existence beyond those plains. Demons, elementals, even the timeless spawns from Light and Void, all of them have souls, and try to hold as many as they can possibly get. A power so vast it has become the center of the chosmic struggle. A power not many people actually dare to harness."
"The best and worst thing about being a Soulbinder, is never ever being alone again in your life. Specially depending on your opinion on cold dead hands in your shoulders."
So, as we all know, soul magic has been consistently frown upon on most societies. The fact most of its users turn out to be witch doctors, necromancers, evil ritualists and priests and warlocks who happened to realize a small part of the infinite potential of the dead made it somewhat unknown. But do not be mistaken, it's a magic with a strong grasp on Azeroth and beyond. The very soul of Argus, the homeworld of the advanced draenei, actually became a titan of death and... waaaaaait, this is not something to talk about this much before giving a proper presentation of the class gameplay, is'nt it?
Main strengths and weaknesses:
Soulbinders can excel at quite some variety of gameplay elements:
-Buffs: Souls can be used to empower people, both giving the power of a different soul, and empowering the individual soul itself. Expect both minions and spells that buff and interact with other buffs, potentially turning the weakest of minions into a killing machine. Hero power itself is a buff.
-Board pressence: Since the first mage decided to mess around a bit with the dead, anything related to the afterlife is swarming with mediums, spiritwalkers, necromancers, and others. Any soulbinder can benefit from such efforts, controlling the board and pace of the game with ammounts of disposable minions.
-Deathrattle synergies: While not particullary on the basic set, a soulbinder, obviously, has a strong connection with deathrattles.
-End of turn effects: A soulbinder plays in a pace as unstoppable as death itself, thus effects that take until the end of your turn to happen are regular in this class and will find synergy.
-Sticky boards: Both through sticky minions and its own way to recover casualties during a match, this class will often find its way to overwhelm an opponent under unrelenting waves of minions.
That said, Soulbinders will non-doubt struggle at:
-Generating ressources: While competent at card draw, this class is intended to have a problem consisting in actually having to manage its own cards in smart way.
-Big board clears: Some spells will find their way into helping soulbinders take down a horde of minions, but more often than not, that's something this class would rather solve with their own board.
-Direct face damage: It's just not really gonna happen, you'll have to trust your own minions.
SHOWCASED CARDS
Archon's Blessing: This card has three purpouses. One, helps placing this class in the lore, since soulbinders have a mix of both mortal disciplines of life and death magic, and powers borrowed from the Shadowlands themselves. Its second pupouse is, of course, showcasing an important buff, with more of them coming later. And finally, it is an end of turn effect, wich, as previously stated, not only is a common theme for this class, but also something you can actually work on in a deck.
Corpse Run: What happens when a strong adventurer kicks the bucket? Sometimes, it just stays dead. But sometimes, turns out it was'nt the right time yet, and can actually return to its dead body to carry on. One of the most famous mechanics on World of Warcraft, this also helps us see the ways this class replenishes boards with actual planification required for maximum success.
Heartbane Ritual: The Coven rounds up the showcased cards, as a way to emphasise on this class ability to replicate minions and overwhelm the opponent with them, to establish the class spell lores in shadow, arcane, holy and bits of nature (last two coming later). Plus, Heartbane Coven is one of the biggest factions openly composed of soul casters, and thus, some other drust-like cards will show as well later.
Other cards here:
Angered Spirit: Useful adition for the early game and quite good end of turn effect. Fairly easily to remove, but still can ease your way through the early game.
Knowledge of the Dead: Spells are very important for this class. So having means to draw them is important. Specially since this class won't be generating tons of spells.
Touch of Decay: Strong removal whose main disadvantage is not being able to pass through taunts and other effects you might wanna take down before anything else, like Ogremancer or Kel'Thuzad.
Animate Constructs: Based on good old Saronite Chain Gang, this spell helps creating wide boards of minions, and helps protecting your face. Also, fairly good target for Corpse Runs.
Deathbolt: Single target removal with the addition of nice healing to help you keep up with the game.
Keeper of the Ancestors: Good and reliable buff minion, benefits most from sticky boards where its +3/+3 helps the most. While not exactly outstanding, it's still a quite useful card specially considering the basic format rule.
Vengeful Spirits: One of the ways this class can end games, burying the opponent under a horde of angry spirits. That said, opponent can still take good care of this board with some well placed AoE. Use with caution or to bait them in order to then build a stronger board.
Tokens:
Flavor texts:
Angered Spirit: After ten turns it clearly becomes a spirit with anger management issues.
Archon's Blessing: Just wait until she realizes you only chose Kyrian for the steward pet.
Corpse Run: These guys stood in the fire.
Knowledge of the Dead: The dead tell me to look at both sides before crossing the street.
Touch of Decay: What a rip, this armor was suppoused to be brand new! And that skeleton was suppoused to be a young man!
Animate Constructs: Before animating constructs you must make sure to have enough minerals.
Deathbolt: "Death? We don't want it." Famous last words.
Keeper of the Ancestors: He takes the ancestors out for a walk two times a day.
Heartbane Ritual: Once the witches get a hold of you, you're either gone, or two more than before.
Vengeful Spirits: They might be long dead souls, but your racket does'nt let them sleep.
If anything shown here motivates you to follow the path of the soulbinder, keep in touch and support this. Soon will show further mechanics of this class.
Isiset, Construct of Magic has departed her post deep within the heart of Uldum to carry out the will of the Titans as The Watcher. As a Titanic Watcher, she seeks to defend the almighty relics the Titans left behind from the greedy fingers of mortal races. To that end, the Watcher is accompanied by extremely powerful constructs, built to overcome any foe, even when terribly overwhelmed. If that isn't enough, the Watcher can reinforce these already formidable defenses, and then exploit that very same armor to crush any resistance. The Watcher does not act quickly, instead opting to wait for the right moment to strike. But should someone be foolish enough to intrude up the Titan's domain, they will come to regret their actions terribly. Just not for very long.
Core Themes:
Solitary Guardians: The forces of the Watcher are rarely numerous, but that is no cause for concern. Many of their minions and spells gain additional effects if the Watcher has no minions, in order to even the odds.
Impenetrable Bulwark: The Watcher has many ways to grant her minions armor, to better keep them alive. This is no simple defensive measure, however: once that armor is in place, the Watcher can use that armor to heal, deal damage, and more. Furthermore, armor helps to keep minions on the board for the class keyword, Endure (Which rewards minions for staying on the board for 2 turns).
Mighty Constructs: The proper protectors of Titanic Ruins are Titanic Watchers. Though they may take some time to come into play, as they only respond to the most dire threats, they invariably dominate the battlefield, through raw stats and effects alike.
In general, the Watcher is a slow paced class, taking its time to control the board until it can stick a few powerful minions on the battlefield, and/or preserve some from earlier in the game with armor. The Watcher must carefully use limited resources to build up power, as she will not generate huge numbers of resources. However, the gifts of the Titans are mighty indeed, and the unworthy mortal races cannot easily stand before them, no matter the number in which they swarm.
THE CHRONOMANCER CLASS The Chonomancer class is home to time mages, dragons, tinkerers, timekeepers, steam-punks, scientists, clockwork automatons, temporal monstrosities, and more. They utilize their control over time to defeat their foes or protect themselves. Chronomancers make use of timekeeping artifacts and carefully plan out their actions before taking them—though, if they mess up they can just try again!
Toki is a time-travelling gnome with a knack for bending time and messing with timelines. She's friends with the bronze dragon Chronormu (Chromie). She's a powerful wizard and with her affinity for artifacts, she plans on finding the keys to her future. She fears for a dreaded day in the coming years and will do anything to stop it from happening. This passion combined with her recklessness can drop her into some sticky situations.
THE HERO POWER Inspired by the Temporal Loop hero power from the Monster Hunt game mode. Alter Time defines your last action to be your last input into the game this turn. That is, the last card you played or the last attack you made. If it is the start of your turn and you have not played any cards or made any attacks, Alter Time will rewind to the draw at the start of your turn allowing you the opportunity of drawing a different card for the start of your turn. The game state is completely reset, including but, not limited to, damage, triggered abilities, cards drawn, cards in deck, secrets triggered, etc. Your deck is random and as such a card you draw before Alter Time may not be the same as a card you draw after, unless the order was predetermined with something like Sightless Watcher.
With the introduction of Tradeable, Alter Time will include the use of a Tradeable card's ability as an action. This will result in the card drawn returning to your deck and the Tradeable card returning to your hand.
NOTE: Alter Time does not affect the actual time in each turn. Turns still take as much as time as normal, only the game state is reset.
If upgraded with Justicar Trueheart or Baku the Mooneater, Alter Time becomes Break Time. Here you will be able to use your hero power twice each turn for only two mana total.
STRENGTHS
Prolonging the Game. Plenty of control tools for dominating the end game. Speeding up the Game. Can shorten the amount of time in each turn. Close out games with fast minions. Varied Removal. Unique removal for unique situations. Often bypasses Deathrattles. Taunt. Focus on protecting your life total and important minions.
WEAKNESSES
Fast, small minions. Low curve decks may sneak through before Chronomancers have enough time to stabilize. Minionless decks. Not great at interacting with non-minions. Enemy chronomancers. Shortening your turn can get messy when your opponent also shortens your turn. Weapon removal. Without artifacts, chronomancers tend to lose track of time. Big minions. Chronomancer minions line up poorly against bigger minions.
SHOWCASE CARDS
LUCKY POCKET WATCH Chronomancers love their timekeeping artifacts. They are represented as 0-Attack Weapons with their Durability representing the duration of time. Throughout the class you will find cards that care about Weapon Durability. Lucky Pocket Watch encourages you to slow down the game to maximize your other cards. Note that this class does not really use Weapons offensively, so have no fear of Weapon augmentations.
TEMPORAL ANOMALY Although Chronomancers lean toward controlling the battle, there is some support for lower-curve or aggressive playstyles. Temporal Anomaly plays a big part in these decks, offering immediate power at the cost of future time. In certain decks, Temporal Anomaly fills the role of triggering the rope sooner for cards like...
RUN THE CLOCK Chronomancers love taking their sweet, sweet time. Run the Clock lets you draw 3 cards for only 4 mana... if you have the time for it. Typically, you are incentivized to play your cards that draw cards early in your turn to best maximize your options. Here, you'll have much less time to make use of the drawn cards and finalize your turn, so play smart. Note that you can still cast this card when the rope is not burning. Control decks may fancy this play as away to create hand-space while preserving deck size in fatigue mirrors.
REST OF BASIC SET
TIME TRAVEL Chronomancers are great at making things travel across time however, they're not always cold blooded killers. As such, you'll see a lot of bounce effects in this class as opposed to direct destruction or damage. Rewind an enemy and nullify your opponent's next draw, or rewind your own to reuse your own Battlecries or prevent fatigue.
While Vanish ended up not fitting Rogue's class vision, it slides perfectly into Chronomancer's. A potential interaction with Reset and Alter Time: Minions that are destroyed when being returned to hand while having 10 cards do not come back after playing Reset as they are not in hand to be placed back in play (probably won't be an actual interaction).
Time travel can be mana intensive and isn't always readily available. Sometimes you'll have to slow down your enemies while speeding up your allies...
ACCELERATION Chronomancers aren't fast, their enemies are just slow (ok, sometimes they are just fast). This class makes use of Freeze and Windfury to represent slowing down and speeding up minions. Chronomancer minions tend to be on the smaller side, so getting twice as much out of them helps close out games. Note that there is design space left for Doubletime to give your Hero Windfury, despite the class mostly getting 0-Attack Weapons. Freeze typically works best in control decks, but Stasis offers the flexibility of growing your own team in the aggressive decks.
TIMEKEEPING All these Timekeeping Artifacts need to be read and measured by somebody. Chronomancers look for the Durability of Weapons as a means of measuring duration. Keep your Lucky Pocket Watch ticking with Clockwork Keeper.
TIME CONTROL Nozdormu has been getting reactions out of Hearthstone players since the very beginning; the class would be amiss if it didn't mess with time a little bit. Messing with in-game time can be a sensitive subject for many players. As such, the design space here will be explored carefully. Adding extra time to turns in a game such as Hearthstone can be boring, uninteresting, and ultimately unnecessary. Removing time from turns on the other hand can have real implications and, with the right amount of tuning, can evoke excitement without causing frustration.
DRAGONS And last, but not least, DRAGONS! The Bronze Dragonflight is all over the Chronomancer class. Here, they are the protectors of time. Their dragon's breath is represented through the burning of the rope. Many Dragons will care about or cause the burning of the rope.
CHALLENGE BREAKDOWN
Alter Time, Rewind, and Doubletime are all spells in WoW. Bronze Dragon Mount is of the Bronze Dragonflight. Reset costs 8 mana.
I've been working on this class for a few years, originally wanting to submit it for a prior design competition on here. Never got around to it back then, but hoping I can make it through a few rounds this time. Looking forward to everything!
A class that needs no introduction. Necromancers have been around since Warcraft 3. They raise the dead, they blast people with evil magickz, and they wield wicked scythes.
Mechanically, the Necromancer is a control class focused on improving their deck. The initial Necromancer cards are weak, but constantly shuffle better and better cards in. Then they use robust card draw and their Hero Power to dig up their power cards. With so many cards being added to the deck, the Necromancer is sure to win in Fatigue (although Control classes with an actual win-condition can still fight Necromancers on an even field).
Flavor-wise, the constant shuffling in of improved minions represents the endless grinding nature of warfare against that which cannot die. You may win the battle against the first ghoul, but what about the third, or the fifth? All the while the Necromancer is studiously upgrading and updating his spells with cutting edge magical invocations. Also, the Necromancer has a minor theme of Resurrecting enemy minions. Remember: Priests steal minions, Necromancers return them to cruel mockery of life.
Stitcher Ghoul exemplifies the Necromancer strategy. River Crockilisk is unexciting, but having a chance to draw an overstatted minion later is exciting. A rock-solid two-drop, that most likely gets cut in advanced builds screams Basic.
Endless Death is the iconic weapon for the class (think True-Silver for Paladin). As well it fits the basic three mana for a four damage removal that decks generally want. Two of these technically go 'infinite' but realistically your deck is so bloated you are never getting to fatigue without help from Ticketus.
Forbidden Research does exactly what the Necromancer wants to do: draw into those cool cards it has tucked away into the deck.
The rest of the Basic set:
And finally, importantly for this class, the many Tokens:
(Hero power can be used without a minion on the board)
According to Wowpedia:
Spiritwalkers have a powerful connection to their ancestral heritage. Capable of channeling ancestral spirits through their body, spirit walkers are revered in tauren and orc societies for the history and wisdom they carry within them. The eyes of a spirit walker are ancient and shine with the light of a thousand souls. Their bodies are vessels, conduits from the realm of the dead to the world of the living. Spirit walkers are often looked upon with awe and fear by their brethren. A spirit walker strong enough to bear the weight of so many souls achieves a mystical transcendence, embodying the collective will and experience of the generations that are reaching out to him.
Class Identity:
Strengths
Single target/lone minions. The Spiritwalker doesn't do handbuffs or board buffs, but focuses on building up single minions and making sure it has a persistent board presence that can stand against even the widest enemy boards.
Health Restore/Addition. While there are some similarities to Priest, healing is a means to an end rather than an archetype for the spiritwalker.
Slow-burn weapons. A weapon that is better suited to attacking minions than going face is just a taste of the kind of unorthodox board control that Spiritwalker will introduce.
Death-based effects. There will be a lot more minion demise related cards (not necessarily deathrattles) in initiate/core sets.
Card draw/generation. To keep up with your opponent, Spiritwalkers need every opportunity they can get to level the playing field, and that means card draw/generation.
Taunt, and other keywords that significantly obstruct your opponent.
Limitations
Low AOE potential. Board clears will usually be conditional and expensive, but they create swing turns to build up big minions.
Weaknesses
Low burst damage. Spiritwalker isn't inherently a class that rushes to the finish line (even though there is potential for early game snowball), so don't expect much in the way of smorc.
More Lore:
Tauren and orcs hold spirit walkers in near reverence, yet they also fear them. A spirit walker lives only partially in the mortal world. His mind roams freely, and countless personalities enter his memories and his thoughts. When speaking to a spirit walker one can never be entirely certain that only the spirit walker responds, for they speak with the voices of the ancient ancestors. Elderly spirit walkers sometimes lose all memories of their original selves, slipping from one spirit to the next without warning or control. The stress of handling so many souls turns a spirit walker's pelt or hair snow-white over the years. Some tribes consider a tauren born with a white pelt to be destined to become a spirit walker. Such children sometimes refuse their destiny, but almost all give in eventually. Elder tauren have been known to develop spirit walker powers sometimes only days before their deaths.
The loyalty a spirit walker feels for his community is zealous. The spirits of countless ancestors fill his mind, impressing a powerful need upon their host to guide and safeguard the tribe. Despite this devotion, a spirit walker is often set apart from his others. He knows his friend not only as his friend, but as the child of a slain warrior spirit, as the grandchild of an elderly spirit, as the parent or sibling of a mournful child spirit. This makes any personal relationships complicated and very difficult. A spirit walker is a loner who sits apart from his others but defends them fanatically in times of peril. The rest of the tribe senses this conflict within a spirit walker, and while they treat their spirit walker with great respect and deference, they will resist forming close relationships with him to avoid further complicating his life. Spirit walkers rarely establish families. They live apart from the tribe they devote themselves to forever.
The only culture in Azeroth's history known to have brought forth the spirit walkers are the formerly nomadic tauren tribes. However, the orcish people have steadily been returning to the shamanistic practices of their Draenor ancestors, and the far seers of the Horde have taken a growing interest in the mystic phenomenon of spirit walking. Whether orc spirit walkers may have existed in Draenor's ancient past or not is lost to history, but when tauren and orcish shamans established contact with one another the tauren discerned that their orcish peers showed the potential for this level of spiritual awakening. To many of the orc shamans, the path of the spirit walker represents the only means left to them by which to recover the lost wisdom of their forebears.
Spirit walkers can use tauren halberds and tauren totems.
Showcase Cards
Have you ever been hit over the head with a tree? This guy hasn't been, but he might know a thing or two about it anyway...
I'm a lot better at my rites of solitude than my lefts of solitude.
Anduin has a patent on 'resurrect' effects.
• Unyielding Chieftain is a mid to late-game defensive option that packs a punch against token decks, especially when paired with buffs like Rite of Solitude or Anima Infusion. It can also be pulled from Rematerialize.
• Rite of Solitude can be used to establish an early advantage that can stop your opponent developing a wide board (used on Truesight Saber for example) and even put pressure on them.
• Rematerialize can pull that legendary minion your opponent killed, or the taunt that's been keeping you alive. An excellent combo piece/defensive tool.
Remaining Cards
Challenge
If it wasn't evident, the class is directly WoW-related. However, since spirit walkers are unplayable, there are not really any compelling associated spells in the game.
Hailing from the outlaw region of Westfall and the hot deserts of Tanaris, our Bounty Hunter: Jack Rayes.
This class features a unique keyword in the form of Bounty: X. In the future it will be used in both offensive and defensive ways. Offensively on ally minions and defensively on enemy minions in most cases.
Themes
Rush is a prevelant theme in the class as a bounty hunter must always be on their toes and ready to attack their target faster than they can react.
Taunt is another important aspect as it is one of the two survivability options available to the class. The other one is healing.
Weapons are the last and the most important theme of the class. It will have multiple weapons and weapon interactions the first of many being the Hero Power.
Showcase Cards
Tricks of the Trade - The name completes the 3rd Challenge as it is a rogue spell in the WoW game. Mechanically it is meant to use your Hero Power weapon or a deathrattle weapon (from later sets) for cheap and efficient board clear.
Scorpid Duneburrower - This also completes the 3rd Challenge as it is an enemy mob in Tanaris, the main region this class is based in and a real location in WoW. Mechanically this can combo with your Hero Power for board clear. It also combos with another card in the basic set: S.A Crossbow. Since the poisonous will kill, the weapon will proc it's mechanic.
Difficult Bounty - This is just an example of a token that the class will have called Bounty Hunter. It also showcases the ability of this class to go slightly wide and displays some of it's Rush capabilities.
"I never cover up the things I'm proud of. If the world was gonna split in half tomorrow, I’d buy the Dark Portal, slap a toll booth on it, and charge refugees the last of their pocket change, the rings off their fingers, a bite of their sandwiches, and a contractual obligation to build me a rocket palace in the skies of Nagrand. It’s the goblin way! Supply and demand! Deal with it!" ~ Trade Prince Jastor Gallywix
Hero Power token:
"So they blew themselves up, you say? Now that's occupational commitment!"
The Bilgewater cartel has always been a neutral organisation concluded mostly of goblins with a certain level of... moral flexibility. Especially since Gazlowe's takeover, it's main goal is to grow in power with a use of wits and rather risky... technological innovations. They reside in multiple locations all over Azeroth steadily raising their influence and monopoly over business in general. Siding with whomever it is more profitable to, they are a ruthless force one definitely shouldn't overlook...
The Cartelist's class keyword is "Tribute". After playing a card with "Tribute", you can choose to additionally spend the specified amount of mana for a bonus effect. It is meant to represent the way a Cartel grows in strength by monopolising more businesses and thus... becoming more wealthy.
Showcase Cards
Out with a Bang - "A getaway plan is an essential part of every mission, let's make ours memorable!" - Minions are probably an important resource, so why waste them with a stupid AOE, when they can just escape right back into your hand? "Out with a Bang" is a unique type of mass damaging spell, which helps you "save" your minions from potential death and make them usefull once again.
Backstreet Cutthroat - "Don't go against the Cartel, at least unless you value your life less than a silver piece" - The Cartel has it's ways to deal with it's enemies quickly and painfully... "Backstreet Cutthroat" represents one of those ways.
Gadgetzan Dream - "Only in Gadgetzan can someone start with nothing and achieve the Dream. If they get along with the Cartel, that is" - "Gadgetzan Dream" represents a simple rule of the capitalist world. The richer you are, the simplier it is to make allies... and enemies.
The rest of the Basic Set
The lore challenge
Obviously the whole class relies on the Bilgewater cartel led by Gazlowe (and other outlaw organisations in later phases). As for cards "Bilgewater Muscles" is a kind of NPC you can encounter in Tanaris. Other cards were made up by me, but I (hopefully) made them fit the flavor of the WoW goblin Cartels.
PS. There will be more direct game references in the later phases.
(Temporary means that Ritualis Tools are discarded at the end of turns, like in Throw Glaive)
Hello everyone! I'd like to present my custom class - Witch Doctor. Witch Doctors are spell casters and alchemists. Most of them are trolls, but there are also a few Witch Doctors of other races. They use voodoo and juju powers. In my interpratation, they are master ritualists, and that's why I focused the class around a Hero Power, which is also an activator for their special Keyword: Ritual
Ritual works simiralry to Secrets: after you play a card with Ritual, you will get a special symbol on your potrait, a bit like this, but not made in Paint:
Then, after you use your Hero Power, all your Rituals will trigger. What differs Ritual from Secrets and Quests, is that they may appear on minions and weapon, That doesn't change how it works though, you'll just get both minion/weapon and Ritual in play, as separate instations from now on.
Witch Doctors are also good at manipulating death essence, so they will get some cards related to minions dying, and will also use weapons. They also have higher amount of (0)-cost spells than other classes, although I'll be cautious with spell synergies. They are good at swarming the board, generating cards in their hand (that's not advanced in basic set though), AoE, and also have a bit of Mana cheating, and while also having Keyword perfect to delay effects, they may be able pull off some nice combos. They however lack big minions and highly costed cards, rather trying to stay in game by generating cards, they have no buffs, so they swarm tactics rather rely on synergy with dying minions, and lastly, they have almost no immediate burst, so if they want to do high damage in 1 turn, they have to set it up earlier.
Example cards (Hero Power synergy, swarm tactics, death synergies):
Toad:
All cards, by cost:
That's all ladies and gentlemen! Hope you like my class, and hope you enjoy creations of other contestants!
Introduction Hey everyone, Logovaz here. You may know me from the r/CustomHearthstone subreddit and/or the Discord. Decided to throw my hat into the ring for this competition.
What class is this and what is it about? The class I am gracing showing you today is the Oracle class. Oracles see into the future! And the future is the Old Gods taking over the world, wahoo! This class uses the power of the Old Gods to power up to destroy the enemy. There is a catch however... the Old Gods don't give their power without consequence...
What is Oracle good at? The Oracle class loves to use various different ways to destroy a poor, unsuspecting peasant for evil. Maybe even turn one or two into big ol' powerhouses. The Oracle seeks to further delve deeper into madness which powers up them up who is ready to bring the Old Gods power! Translation (Strengths): Single Target Removal, Single Target Buffs, Transform Effects, and Card Draw
What is Oracle okay at? Oracles aren't by any means strong fighters or casters so their power to inflict pain on other Heroes is a bit limited. Also, just like any Old God loving ritualist, they have some tools to restore their health. They're not very versed in the whole blood sacrifice or actual healing, they just look at the future, okay? And since Oracles are very particular about the future, they tend to stick to their prophecies, but timelines can change! Translation (Limitations): Direct Damage, Healing, and Card Generation
What is Oracle bad at? Since Old Gods aren't physically around to help curb-stomp any mass resistance, Oracles have to be wary about angry mobs. Speaking of angry mobs, Oracles are hard pressed to create their own mob since most beings find them very... cuckoo. Translation (Weaknesses): Swarming and AoE
Basic Cards Set
And that's all for now, folks! Praise C'Thun, Yogg, Y'Shaarj, and N'Zoth!
This is what happens when you only find out about the comp two days in advance.
Bombers. Sure is a difficult job! It's a profession shared by gnomes and goblins alike, even if gnomes are more concerned with how, and goblins with how much. That's not to say that others can't get in on the fun, with dwarven artillerymen, human cannoneers, and even the vulpera getting in on some of that firearm fun every once in a while.
A Bomber doesn't waste time and throws themselves into the fray instantly. The fuses are too short to figure out long-term strategies, or to fall back and heal. Get in and blast your opponent and their minions sky high before they can do the same to you.
In combat, Bombers don't heal. They flex their inventions and ingenuity to protect themselves from foes and their own equipment alike, and then, they unload. A rich collection of Fire spells ensures that no board poses a threat to a Bomber, wide or tall. Truly, the greatest threat to themselves... is themselves.
Thanks to the wording of Rastakhan Rumble's Spirits, your Armor for 1 turn consistently breaks at the start of your turn, thus being clear for 99 % of the time. If it happens to get mixed with regular Armor, the interactions can be inferred by the rule that "Armor for 1 turn is to Armor what Armor is to Health", as in, you lose your temporary Armor first.
Class themes: Armor for 1 turn, Fire spells, Mechs, big spells, damage to own face (recklessness, of course)
Strenghts: Board control, powerful spells, weapons and direct damage Limitations: Card draw, resource generation Weaknesses: Healing, wide boards
Basic Set:
Armor:
Bomber's (currently) only own form of damage mitigation is via Armor for 1 turn, which will mostly come in handy to soften the impact of attacking as well as the various effects that damage your hero (including the Hero Power). With the exception of Special Delivery, a Bomber is expected to lose their temporary Armor on the same turn they gain it.
Drawback cards:
Bomber's main drawback, tanking a lot of damage, can be converted back into value via the Goblin Flanker. In terms of damaging your own hero, outside the Hero Power, you may want to play the Goblin Shredder to accelerate the game for yourself, or trade taking a face full of your opponent's swarmed board for just some meager burns coming from handling the Iron Star, a powerful goblin siege explosive. Hey, looks like goblins have really got a grip on this whole recklessness business.
Control cards:
Alongside Special Delivery and Iron Star, Bombers boast two more Fire spells that ensure that the only damage they are taking is from their own cards. Landmine specifically mitigates the damage a minion could dish out by attacking, but will not remove those pesky folk that your opponent will gladly pass up on attacking with if it means they get to keep their Emperor Thaurissan alive. Air Strike serves to knock out medium-sized threats, with the extra ping from your Hero Power serving to clean up the remainders.
Damage output:
Right, so you've been dutifully following safety regulations to mitigate damage to your own hero, now, the question is, how are you going to damage your opponent? Perhaps borrow a perk from the dwarven Mortar Team, their Imbued Gunpowder, ready to put an extra oomph into a minion's swing. Or fit yourself with the powerful Hand Cannon and begin making dents in your opponent's defenses, skull and dreams. And perhaps once you complete the Bomber's Training Camp, you might find more tools to spice up your gunplay with.
Challenges: - Special Delivery costs (9), hopefully fulfilling the "7 or more" condition. - In terms of Warcraft lore, the following tidbits have been borrowed: Imbued Gunpowder being a perk from the Warcraft III Mortar Team unit, Goblin Shredder apparently being the title that just so happens to coincide with all the Shredders that spew fire, and, most important of all, Iron Star referencing the powerful goblin siege tool/explosive built by Siegecrafter Blackfuse. Too bad it doesn't boast a good piece of art to go with, so a giant explosion going off has to make up for it.
Border: The custom border put together for the Bomber class is currently available on HearthCards when using the tag {{CCLASS=gunner6201}}, and composes of a minion, spell and weapon border. Heroes and Hero Powers are usually presented with the Neutral borders, and the border for a hero card may come in the future.
The Custom Class Competition is back for its eighth iteration! Veterans and newcomers are welcome as we kick off the first Hearthpwn Class Competition post-Core Set!
This is the Submission Thread! Discussion here is not allowed as this is where contestants will submit their custom class cards.
This is where you submit your cards!
The Discussion Thread is here.
A list of custom class borders can be found here.
Posting Tutorial
Overview
Submission Format
Challenges
Rules & Information
Competition Process
Since deathrattles are allowed in basic set now, I proudly (again) present you...
(The Cook)
Everybody loves a good meal! Also, Pandaren.
The class is shifted towards hero lifegain. Also, what could describe kitchen more, than constant Rush (sometimes poison).
The Chronomancer
"Hi, good to see you again ! Or have we not met yet ? I should introduce myself then: I'm Chromie, Ambassador of the Bronze Dragonflight ! I've noticed a lot of anomalies that require my attention in this... inn you call 'Hearthstone'. So I've come to help. Here, look what I can do !"
Fast Forward - Waiting is dumb... I wanna get to the good part now !
Sand Blast - If you think this isn't a big deal, just you wait for the next one. And the one after that !
Bronze Drake - He's not late, he's just early for next time.
"I'm told that to start off here I need a 'Basic Set'. Well, here it is !"
Bronze Drakonid and Sandstorm fulfill the second challenge.
Blessing of the Bronze, Bronze Drake and Protect the Timeways fulfill the third challenge as references to the Bronze Dragonflight and the Timewalkers.
"Also this guy had a whole speech prepared about 'saving all Time from certain doom', blah, blah, blah... We'll listen to that later, now is the time for fun !"
"Oh! Quick, before I forget: Future Me thinks I should tell you about my silly jokes and comments. You can find them here !"
Blessing of the Bronze - Time for a training montage !
Rewind - Sometimes I need to roll back just a little bit. Usually 'cause I wasn't paying attention the first time.
Time Turner - When the last grain of sand reaches the bottom, she's just gotta turn the whole thing over.
New Possibilities - When the future looks bad, just keep looking for a better one !
Protect the Timeways - “Your task is to protect the timeways in the absence of the Aspects. Do you accept this responsibility?” -Watcher Lara.
Bronze Drakonid - He always arrived right after the big moment.
Sandstorm - Oh no, someone messed up the flow of time, again !?
"Well, that's all for now folks ! I see I'm a little early here, I can't wait to see everyone else around. See you last- no, next time !"
The Scaleborn
Heritage Cards:
Born of love unnatural, of both man and dragon, these knights inherit powers of the 5 dragonflights within their very blood. With a family unlike any other, they rush into the fray, not giving the enemy any break. A ceaseless charge of a well aimed and prepared horde of dragons and riders, the apex of aerial combat.
Core Themes:
Strengths: Weaknesses:
Showcase Cards
Rest of Basic Set
He will give a random Heritage to each minion you summon, meaning gaining one of the Keywords.
Tokens:
CARTOMANCER
Corpse token:
Arcana Ma'jorr, gypsy traveller, fortune teller, wielder of the dark arts, cartomancer and some would even say witch. A woman who has travelled the globe dealing her cards and telling fortunes, now she has come to the hearth to defeat you with her excellent card playing skills. She likes to shuffle, draw and bring in some unique cards to shake up the game, defensive, aggressive and with plenty of combo potential; prepare yourselves, Arcana has arrived.
Themes and unique abilities:
Reshuffle - A great way to get rid of cards that could be sat in your hand for a while and find good answers, also a good way to trigger effects like on Soul Bolt.
TC: Strength - A very powerful buff card of +6 health for 1 mana. However you must actually complete the requirement each turn for a total of 4 (including the one it's played on) It's slow but great for taunts.
Soul Bolt - A prime example of removal the class will have. Not much however 4 damage in total ain't bad and multiple reshuffles or copies of it and we could have an interesting Shotgun Cartomancer deck.
Rest of the cards:
The Scourgelords are among the highest ranks of the army of the Scourge.
Appointed by Kel'Thuzad himself, these powerful soldiers have one thing in mind; spreading death and life after it.
"Once a notable wizard and alchemist of Dalaran, Noth heard the Lich King's call as Arthas and Kel'Thuzad did. He was quick to turn his back on the Light and joined the Scourge, where he believed that real power lay. Noth, more undead than human, is an extremely powerful necromancer with a various array of deadly spells and curses."
Showcase Cards:
This class really likes small minions, especially those with Deathrattle. A new Undead tribe has also been introduced, which I am really excited to expand on. I will quickly break down each of my showcase card choices.
Remaining Cards:
Tokens:
THE BARBARIAN
"Get ready Stormwind! After defeating countless adventurers the Hogger has farmed enough equipment and xp to siege the capital! Now he comes, ready to make the capitals bleed for the gnolls!"
"Here you have a small demonstration of the horror we're going to bring to the tin mans of the Alliance! We've got the most brutish and wild soldiers to lay siege on sane civilization, once and for all!"
Showcase Cards
"Our tribe aims for pure chaos in order to bring doom upon our opponents. Don't expect fancy strategies or elegant wizardry, here we go full face into action! Be wary though, being a sadistic warcoholic isn't an easy task, you'll launch yourself into danger from time to time with our unpredictable effects! But worry not, we'll get some measures in the future to help you in case you bite your tail!"
Cards:
"Hey, we've got weapons too! Courtesy of our dead enemies, our array of weaponry will help you bring misery upon everyone you hate! This fine ballista for example came from Stormwind. It'll finally return to its place of birth when we reduce the city to ashes!"
"Last but not least, here you have our average troop, the Gnoll. We have a pretty... woobly hierarchy, to say th least, but as long as you throw a steak in the direction you want them to attack and whistle, they'll obey you without hesitation!"
Token:
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
Be wary, child, of Plaguelands plain...
Be mindful, child, of the infected grain...
For if throat is parched and of infected water sip...
Forever your soul will be in cursed Scourge grip.
So heed this warning, child, and if far from mother stray...
Let light from home's hearth guide you back your way.
ABOUT THE PLAGUEBRINGER
The Plaguebringer sees diseases and infection as the ultimate weapon, working tirelessly to master new pathogens and spread systems. A Plaguebringer has no remorse at unleashing his virus on his enemies, weakening the immune systems of his foes and spreading his twisted illnesses across Azeroth. These masters of infection arts keep their companions fighting far beyond their normal capacities boosting them with injections of mutated virus while debilitating and poisoning heir enemies. Disease is a tool and the Plaguebringer is its master.
Margrave Stradama, Queen of the Slimes and once leader of the House of Plagues before their seat was destroyed. It was believed that Margrave Stradama was annhileted in the explosion that brought down her house. In truth the explosion transformed her into a monstrous new form of slimes and bones, driving her mad, and leaving her at the heart of the fallen House of Plagues. A source of plagues and disease, Stradama comes to Hearthstone to serve you global-pandemic realness.
INFECT / INFECTED
Infect, is the new Keyword added with the Plaguebringer class. Fatigue and lack of energy, these are the symptoms at the base of any disease and the Plaguebringer is ready to exploit every faceclass. Once a minion is infected, its stats will progressively drop over the course of the battle, weakening even the strongest of the warriors.
BASIC SET
TOKEN
As per the challenge:
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
The Winglord
Clean up yer deck slots lads as the famous Winglord - Commander of Gryphon riders - Kurdran Wildhammer and his loyal friend and companion - Sky'ree are making their way into Hearthstone and are taking command of more than just gryphons, with your help, of course.
Sky'ree herself (Token):
Showcase cards:
Wandering what more is in store for this class, including the rest of the Basic Cards? Then check this spoiler bellow:
Themes and card:
1, Sky'ree - Hero Power
Kurdran counts on his loyal companion to fight as one - as such some cards of the class will work to buff Sky'ree while also being somewhat powerful without her (to be playable through random in other classes, while under pressure or with Finley gameplan). This unique cooperation allows the class to posses a different playstyle from all other classes. These cards will be unique for each gameplan as some will work best in control deck while others will support aggresive strategies.
2, Beast synergy
Not every situation fits Sky'ree and as such some of the cards will work with any Beast and not just her. The power lever of these cards will however take into account how easy and reliable it is for Kurdran to get a Beast.
3, Beasts
As the point above stated some of your cards require Beasts in order to reach full potential and Winglord does not relly only on neutral ones but also has some of his own.
(Also a token for Aerial Support card showcased above.)
4, Lightning Magic
Gryphon riders are able to channel the magic of the storms so they share a little bit of similarity with Shamans there.
5, Other cards to complete the fantasy
So what do ya say lads and lasses? Shall we take to the skies?
Edit: Sorry I had to edit the post as, for an unknown reason to me, a large empty space appeared between Hero Portrait and the rest of the text.
The Secret Agent
So, the Agent. Quiet guy with a loud gun that has a job to do. What does he like?
or other strange peculiarity. Because agents have style…and some other stuff but we will talk about it later. Someday.
However, there are a lot of things that James really dislikes or really bad at:
Showcase cards
The bad thing about this card is that you need at least 2 enemies for it to work.
The rest
CLASS CONCEPT: THE SOULBINDER
"Souls. By far the most wondrous contraption in the entire universe. What are they? How are they made? How are they unmade, severed, reconstituted? While so often bounded by the cycle, and thus the primordial energies, of life and death, it also extends its existence beyond those plains. Demons, elementals, even the timeless spawns from Light and Void, all of them have souls, and try to hold as many as they can possibly get. A power so vast it has become the center of the chosmic struggle. A power not many people actually dare to harness."
"The best and worst thing about being a Soulbinder, is never ever being alone again in your life. Specially depending on your opinion on cold dead hands in your shoulders."
So, as we all know, soul magic has been consistently frown upon on most societies. The fact most of its users turn out to be witch doctors, necromancers, evil ritualists and priests and warlocks who happened to realize a small part of the infinite potential of the dead made it somewhat unknown. But do not be mistaken, it's a magic with a strong grasp on Azeroth and beyond. The very soul of Argus, the homeworld of the advanced draenei, actually became a titan of death and... waaaaaait, this is not something to talk about this much before giving a proper presentation of the class gameplay, is'nt it?
Main strengths and weaknesses:
Soulbinders can excel at quite some variety of gameplay elements:
-Buffs: Souls can be used to empower people, both giving the power of a different soul, and empowering the individual soul itself. Expect both minions and spells that buff and interact with other buffs, potentially turning the weakest of minions into a killing machine. Hero power itself is a buff.
-Board pressence: Since the first mage decided to mess around a bit with the dead, anything related to the afterlife is swarming with mediums, spiritwalkers, necromancers, and others. Any soulbinder can benefit from such efforts, controlling the board and pace of the game with ammounts of disposable minions.
-Deathrattle synergies: While not particullary on the basic set, a soulbinder, obviously, has a strong connection with deathrattles.
-End of turn effects: A soulbinder plays in a pace as unstoppable as death itself, thus effects that take until the end of your turn to happen are regular in this class and will find synergy.
-Sticky boards: Both through sticky minions and its own way to recover casualties during a match, this class will often find its way to overwhelm an opponent under unrelenting waves of minions.
That said, Soulbinders will non-doubt struggle at:
-Generating ressources: While competent at card draw, this class is intended to have a problem consisting in actually having to manage its own cards in smart way.
-Big board clears: Some spells will find their way into helping soulbinders take down a horde of minions, but more often than not, that's something this class would rather solve with their own board.
-Direct face damage: It's just not really gonna happen, you'll have to trust your own minions.
SHOWCASED CARDS
Archon's Blessing: This card has three purpouses. One, helps placing this class in the lore, since soulbinders have a mix of both mortal disciplines of life and death magic, and powers borrowed from the Shadowlands themselves. Its second pupouse is, of course, showcasing an important buff, with more of them coming later. And finally, it is an end of turn effect, wich, as previously stated, not only is a common theme for this class, but also something you can actually work on in a deck.
Corpse Run: What happens when a strong adventurer kicks the bucket? Sometimes, it just stays dead. But sometimes, turns out it was'nt the right time yet, and can actually return to its dead body to carry on. One of the most famous mechanics on World of Warcraft, this also helps us see the ways this class replenishes boards with actual planification required for maximum success.
Heartbane Ritual: The Coven rounds up the showcased cards, as a way to emphasise on this class ability to replicate minions and overwhelm the opponent with them, to establish the class spell lores in shadow, arcane, holy and bits of nature (last two coming later). Plus, Heartbane Coven is one of the biggest factions openly composed of soul casters, and thus, some other drust-like cards will show as well later.
Other cards here:
Angered Spirit: Useful adition for the early game and quite good end of turn effect. Fairly easily to remove, but still can ease your way through the early game.
Knowledge of the Dead: Spells are very important for this class. So having means to draw them is important. Specially since this class won't be generating tons of spells.
Touch of Decay: Strong removal whose main disadvantage is not being able to pass through taunts and other effects you might wanna take down before anything else, like Ogremancer or Kel'Thuzad.
Animate Constructs: Based on good old Saronite Chain Gang, this spell helps creating wide boards of minions, and helps protecting your face. Also, fairly good target for Corpse Runs.
Deathbolt: Single target removal with the addition of nice healing to help you keep up with the game.
Keeper of the Ancestors: Good and reliable buff minion, benefits most from sticky boards where its +3/+3 helps the most. While not exactly outstanding, it's still a quite useful card specially considering the basic format rule.
Vengeful Spirits: One of the ways this class can end games, burying the opponent under a horde of angry spirits. That said, opponent can still take good care of this board with some well placed AoE. Use with caution or to bait them in order to then build a stronger board.
Tokens:
Flavor texts:
Angered Spirit: After ten turns it clearly becomes a spirit with anger management issues.
Archon's Blessing: Just wait until she realizes you only chose Kyrian for the steward pet.
Corpse Run: These guys stood in the fire.
Knowledge of the Dead: The dead tell me to look at both sides before crossing the street.
Touch of Decay: What a rip, this armor was suppoused to be brand new! And that skeleton was suppoused to be a young man!
Animate Constructs: Before animating constructs you must make sure to have enough minerals.
Deathbolt: "Death? We don't want it." Famous last words.
Keeper of the Ancestors: He takes the ancestors out for a walk two times a day.
Heartbane Ritual: Once the witches get a hold of you, you're either gone, or two more than before.
Vengeful Spirits: They might be long dead souls, but your racket does'nt let them sleep.
If anything shown here motivates you to follow the path of the soulbinder, keep in touch and support this. Soon will show further mechanics of this class.
EDIT: Corrected a typo.
Click to see my Hearthstone projects:
The Watcher
Isiset, Construct of Magic has departed her post deep within the heart of Uldum to carry out the will of the Titans as The Watcher. As a Titanic Watcher, she seeks to defend the almighty relics the Titans left behind from the greedy fingers of mortal races. To that end, the Watcher is accompanied by extremely powerful constructs, built to overcome any foe, even when terribly overwhelmed. If that isn't enough, the Watcher can reinforce these already formidable defenses, and then exploit that very same armor to crush any resistance. The Watcher does not act quickly, instead opting to wait for the right moment to strike. But should someone be foolish enough to intrude up the Titan's domain, they will come to regret their actions terribly. Just not for very long.
Core Themes:
Solitary Guardians: The forces of the Watcher are rarely numerous, but that is no cause for concern. Many of their minions and spells gain additional effects if the Watcher has no minions, in order to even the odds.
Impenetrable Bulwark: The Watcher has many ways to grant her minions armor, to better keep them alive. This is no simple defensive measure, however: once that armor is in place, the Watcher can use that armor to heal, deal damage, and more. Furthermore, armor helps to keep minions on the board for the class keyword, Endure (Which rewards minions for staying on the board for 2 turns).
Mighty Constructs: The proper protectors of Titanic Ruins are Titanic Watchers. Though they may take some time to come into play, as they only respond to the most dire threats, they invariably dominate the battlefield, through raw stats and effects alike.
In general, the Watcher is a slow paced class, taking its time to control the board until it can stick a few powerful minions on the battlefield, and/or preserve some from earlier in the game with armor. The Watcher must carefully use limited resources to build up power, as she will not generate huge numbers of resources. However, the gifts of the Titans are mighty indeed, and the unworthy mortal races cannot easily stand before them, no matter the number in which they swarm.
Remaining cards:
Token (and class keyword):
THE CHRONOMANCER CLASS
The Chonomancer class is home to time mages, dragons, tinkerers, timekeepers, steam-punks, scientists, clockwork automatons, temporal monstrosities, and more. They utilize their control over time to defeat their foes or protect themselves. Chronomancers make use of timekeeping artifacts and carefully plan out their actions before taking them—though, if they mess up they can just try again!
Toki is a time-travelling gnome with a knack for bending time and messing with timelines. She's friends with the bronze dragon Chronormu (Chromie). She's a powerful wizard and with her affinity for artifacts, she plans on finding the keys to her future. She fears for a dreaded day in the coming years and will do anything to stop it from happening. This passion combined with her recklessness can drop her into some sticky situations.
THE HERO POWER
Inspired by the Temporal Loop hero power from the Monster Hunt game mode. Alter Time defines your last action to be your last input into the game this turn. That is, the last card you played or the last attack you made. If it is the start of your turn and you have not played any cards or made any attacks, Alter Time will rewind to the draw at the start of your turn allowing you the opportunity of drawing a different card for the start of your turn. The game state is completely reset, including but, not limited to, damage, triggered abilities, cards drawn, cards in deck, secrets triggered, etc. Your deck is random and as such a card you draw before Alter Time may not be the same as a card you draw after, unless the order was predetermined with something like Sightless Watcher.
With the introduction of Tradeable, Alter Time will include the use of a Tradeable card's ability as an action. This will result in the card drawn returning to your deck and the Tradeable card returning to your hand.
NOTE: Alter Time does not affect the actual time in each turn. Turns still take as much as time as normal, only the game state is reset.
If upgraded with Justicar Trueheart or Baku the Mooneater, Alter Time becomes Break Time. Here you will be able to use your hero power twice each turn for only two mana total.
STRENGTHS
Prolonging the Game. Plenty of control tools for dominating the end game.
Speeding up the Game. Can shorten the amount of time in each turn. Close out games with fast minions.
Varied Removal. Unique removal for unique situations. Often bypasses Deathrattles.
Taunt. Focus on protecting your life total and important minions.
WEAKNESSES
Fast, small minions. Low curve decks may sneak through before Chronomancers have enough time to stabilize.
Minionless decks. Not great at interacting with non-minions.
Enemy chronomancers. Shortening your turn can get messy when your opponent also shortens your turn.
Weapon removal. Without artifacts, chronomancers tend to lose track of time.
Big minions. Chronomancer minions line up poorly against bigger minions.
SHOWCASE CARDS
LUCKY POCKET WATCH
Chronomancers love their timekeeping artifacts. They are represented as 0-Attack Weapons with their Durability representing the duration of time. Throughout the class you will find cards that care about Weapon Durability. Lucky Pocket Watch encourages you to slow down the game to maximize your other cards. Note that this class does not really use Weapons offensively, so have no fear of Weapon augmentations.
TEMPORAL ANOMALY
Although Chronomancers lean toward controlling the battle, there is some support for lower-curve or aggressive playstyles. Temporal Anomaly plays a big part in these decks, offering immediate power at the cost of future time. In certain decks, Temporal Anomaly fills the role of triggering the rope sooner for cards like...
RUN THE CLOCK
Chronomancers love taking their sweet, sweet time. Run the Clock lets you draw 3 cards for only 4 mana... if you have the time for it. Typically, you are incentivized to play your cards that draw cards early in your turn to best maximize your options. Here, you'll have much less time to make use of the drawn cards and finalize your turn, so play smart. Note that you can still cast this card when the rope is not burning. Control decks may fancy this play as away to create hand-space while preserving deck size in fatigue mirrors.
REST OF BASIC SET
TIME TRAVEL
Chronomancers are great at making things travel across time however, they're not always cold blooded killers. As such, you'll see a lot of bounce effects in this class as opposed to direct destruction or damage. Rewind an enemy and nullify your opponent's next draw, or rewind your own to reuse your own Battlecries or prevent fatigue.
While Vanish ended up not fitting Rogue's class vision, it slides perfectly into Chronomancer's. A potential interaction with Reset and Alter Time: Minions that are destroyed when being returned to hand while having 10 cards do not come back after playing Reset as they are not in hand to be placed back in play (probably won't be an actual interaction).
Time travel can be mana intensive and isn't always readily available. Sometimes you'll have to slow down your enemies while speeding up your allies...
ACCELERATION
Chronomancers aren't fast, their enemies are just slow (ok, sometimes they are just fast). This class makes use of Freeze and Windfury to represent slowing down and speeding up minions. Chronomancer minions tend to be on the smaller side, so getting twice as much out of them helps close out games. Note that there is design space left for Doubletime to give your Hero Windfury, despite the class mostly getting 0-Attack Weapons. Freeze typically works best in control decks, but Stasis offers the flexibility of growing your own team in the aggressive decks.
TIMEKEEPING
All these Timekeeping Artifacts need to be read and measured by somebody. Chronomancers look for the Durability of Weapons as a means of measuring duration. Keep your Lucky Pocket Watch ticking with Clockwork Keeper.
TIME CONTROL
Nozdormu has been getting reactions out of Hearthstone players since the very beginning; the class would be amiss if it didn't mess with time a little bit. Messing with in-game time can be a sensitive subject for many players. As such, the design space here will be explored carefully. Adding extra time to turns in a game such as Hearthstone can be boring, uninteresting, and ultimately unnecessary. Removing time from turns on the other hand can have real implications and, with the right amount of tuning, can evoke excitement without causing frustration.
DRAGONS
And last, but not least, DRAGONS! The Bronze Dragonflight is all over the Chronomancer class. Here, they are the protectors of time. Their dragon's breath is represented through the burning of the rope. Many Dragons will care about or cause the burning of the rope.
CHALLENGE BREAKDOWN
Alter Time, Rewind, and Doubletime are all spells in WoW. Bronze Dragon Mount is of the Bronze Dragonflight.
Reset costs 8 mana.
I've been working on this class for a few years, originally wanting to submit it for a prior design competition on here. Never got around to it back then, but hoping I can make it through a few rounds this time. Looking forward to everything!
The Necromancer
A class that needs no introduction. Necromancers have been around since Warcraft 3. They raise the dead, they blast people with evil magickz, and they wield wicked scythes.
Mechanically, the Necromancer is a control class focused on improving their deck. The initial Necromancer cards are weak, but constantly shuffle better and better cards in. Then they use robust card draw and their Hero Power to dig up their power cards. With so many cards being added to the deck, the Necromancer is sure to win in Fatigue (although Control classes with an actual win-condition can still fight Necromancers on an even field).
Flavor-wise, the constant shuffling in of improved minions represents the endless grinding nature of warfare against that which cannot die. You may win the battle against the first ghoul, but what about the third, or the fifth? All the while the Necromancer is studiously upgrading and updating his spells with cutting edge magical invocations. Also, the Necromancer has a minor theme of Resurrecting enemy minions. Remember: Priests steal minions, Necromancers return them to cruel mockery of life.
The rest of the Basic set:
And finally, importantly for this class, the many Tokens:
imgur album for ease of viewing
Showcase Cards
• Unyielding Chieftain is a mid to late-game defensive option that packs a punch against token decks, especially when paired with buffs like Rite of Solitude or Anima Infusion. It can also be pulled from Rematerialize.
• Rite of Solitude can be used to establish an early advantage that can stop your opponent developing a wide board (used on Truesight Saber for example) and even put pressure on them.
• Rematerialize can pull that legendary minion your opponent killed, or the taunt that's been keeping you alive. An excellent combo piece/defensive tool.
Remaining Cards
Challenge
If it wasn't evident, the class is directly WoW-related. However, since spirit walkers are unplayable, there are not really any compelling associated spells in the game.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
The Bounty Hunter
Hailing from the outlaw region of Westfall and the hot deserts of Tanaris, our Bounty Hunter: Jack Rayes.
This class features a unique keyword in the form of Bounty: X. In the future it will be used in both offensive and defensive ways. Offensively on ally minions and defensively on enemy minions in most cases.
Themes
Showcase Cards
The rest of the Basic Set:
The Tokens:
Edit: Adjusted sizing.
"I never cover up the things I'm proud of. If the world was gonna split in half tomorrow, I’d buy the Dark Portal, slap a toll booth on it, and charge refugees the last of their pocket change, the rings off their fingers, a bite of their sandwiches, and a contractual obligation to build me a rocket palace in the skies of Nagrand. It’s the goblin way! Supply and demand! Deal with it!" ~ Trade Prince Jastor Gallywix
Hero Power token:
"So they blew themselves up, you say? Now that's occupational commitment!"
The Bilgewater cartel has always been a neutral organisation concluded mostly of goblins with a certain level of... moral flexibility. Especially since Gazlowe's takeover, it's main goal is to grow in power with a use of wits and rather risky... technological innovations. They reside in multiple locations all over Azeroth steadily raising their influence and monopoly over business in general. Siding with whomever it is more profitable to, they are a ruthless force one definitely shouldn't overlook...
The Cartelist's class keyword is "Tribute". After playing a card with "Tribute", you can choose to additionally spend the specified amount of mana for a bonus effect. It is meant to represent the way a Cartel grows in strength by monopolising more businesses and thus... becoming more wealthy.
Showcase Cards
The rest of the Basic Set
The lore challenge
Obviously the whole class relies on the Bilgewater cartel led by Gazlowe (and other outlaw organisations in later phases). As for cards "Bilgewater Muscles" is a kind of NPC you can encounter in Tanaris. Other cards were made up by me, but I (hopefully) made them fit the flavor of the WoW goblin Cartels.
PS. There will be more direct game references in the later phases.
Witch Doctor
Ritualist Tools:
Upgraded Hero Power:
(Temporary means that Ritualis Tools are discarded at the end of turns, like in Throw Glaive)
Hello everyone! I'd like to present my custom class - Witch Doctor. Witch Doctors are spell casters and alchemists. Most of them are trolls, but there are also a few Witch Doctors of other races. They use voodoo and juju powers. In my interpratation, they are master ritualists, and that's why I focused the class around a Hero Power, which is also an activator for their special Keyword: Ritual
Ritual works simiralry to Secrets: after you play a card with Ritual, you will get a special symbol on your potrait, a bit like this, but not made in Paint:
Then, after you use your Hero Power, all your Rituals will trigger. What differs Ritual from Secrets and Quests, is that they may appear on minions and weapon, That doesn't change how it works though, you'll just get both minion/weapon and Ritual in play, as separate instations from now on.
Witch Doctors are also good at manipulating death essence, so they will get some cards related to minions dying, and will also use weapons. They also have higher amount of (0)-cost spells than other classes, although I'll be cautious with spell synergies. They are good at swarming the board, generating cards in their hand (that's not advanced in basic set though), AoE, and also have a bit of Mana cheating, and while also having Keyword perfect to delay effects, they may be able pull off some nice combos. They however lack big minions and highly costed cards, rather trying to stay in game by generating cards, they have no buffs, so they swarm tactics rather rely on synergy with dying minions, and lastly, they have almost no immediate burst, so if they want to do high damage in 1 turn, they have to set it up earlier.
Example cards (Hero Power synergy, swarm tactics, death synergies):
Toad:
All cards, by cost:
That's all ladies and gentlemen! Hope you like my class, and hope you enjoy creations of other contestants!
The Oracle Class
Showcase Cards
Introduction
Hey everyone, Logovaz here. You may know me from the r/CustomHearthstone subreddit and/or the Discord. Decided to throw my hat into the ring for this competition.
What class is this and what is it about?
The class I am
gracingshowing you today is the Oracle class. Oracles see into the future! And the future is the Old Gods taking over the world, wahoo! This class uses the power of the Old Gods to power up to destroy the enemy. There is a catch however... the Old Gods don't give their power without consequence...What is Oracle good at?
The Oracle class loves to use various different ways to destroy a poor, unsuspecting peasant for evil. Maybe even turn one or two into big ol' powerhouses. The Oracle seeks to further delve deeper into madness which powers up them up who is ready to bring the Old Gods power!
Translation (Strengths): Single Target Removal, Single Target Buffs, Transform Effects, and Card Draw
What is Oracle okay at?
Oracles aren't by any means strong fighters or casters so their power to inflict pain on other Heroes is a bit limited. Also, just like any Old God loving ritualist, they have some tools to restore their health. They're not very versed in the whole blood sacrifice or actual healing, they just look at the future, okay? And since Oracles are very particular about the future, they tend to stick to their prophecies, but timelines can change!
Translation (Limitations): Direct Damage, Healing, and Card Generation
What is Oracle bad at?
Since Old Gods aren't physically around to help curb-stomp any mass resistance, Oracles have to be wary about angry mobs. Speaking of angry mobs, Oracles are hard pressed to create their own mob since most beings find them very... cuckoo.
Translation (Weaknesses): Swarming and AoE
Basic Cards Set
And that's all for now, folks! Praise C'Thun, Yogg, Y'Shaarj, and N'Zoth!
I'm that one guy from the CHS discord. You know the one.
This is what happens when you only find out about the comp two days in advance.
Bombers. Sure is a difficult job! It's a profession shared by gnomes and goblins alike, even if gnomes are more concerned with how, and goblins with how much. That's not to say that others can't get in on the fun, with dwarven artillerymen, human cannoneers, and even the vulpera getting in on some of that firearm fun every once in a while.
A Bomber doesn't waste time and throws themselves into the fray instantly. The fuses are too short to figure out long-term strategies, or to fall back and heal. Get in and blast your opponent and their minions sky high before they can do the same to you.
In combat, Bombers don't heal. They flex their inventions and ingenuity to protect themselves from foes and their own equipment alike, and then, they unload. A rich collection of Fire spells ensures that no board poses a threat to a Bomber, wide or tall. Truly, the greatest threat to themselves... is themselves.
Thanks to the wording of Rastakhan Rumble's Spirits, your Armor for 1 turn consistently breaks at the start of your turn, thus being clear for 99 % of the time. If it happens to get mixed with regular Armor, the interactions can be inferred by the rule that "Armor for 1 turn is to Armor what Armor is to Health", as in, you lose your temporary Armor first.
Class themes:
Armor for 1 turn, Fire spells, Mechs, big spells, damage to own face (recklessness, of course)
Strenghts: Board control, powerful spells, weapons and direct damage
Limitations: Card draw, resource generation
Weaknesses: Healing, wide boards
Basic Set:
Armor:
Bomber's (currently) only own form of damage mitigation is via Armor for 1 turn, which will mostly come in handy to soften the impact of attacking as well as the various effects that damage your hero (including the Hero Power). With the exception of Special Delivery, a Bomber is expected to lose their temporary Armor on the same turn they gain it.
Drawback cards:
Bomber's main drawback, tanking a lot of damage, can be converted back into value via the Goblin Flanker. In terms of damaging your own hero, outside the Hero Power, you may want to play the Goblin Shredder to accelerate the game for yourself, or trade taking a face full of your opponent's swarmed board for just some meager burns coming from handling the Iron Star, a powerful goblin siege explosive. Hey, looks like goblins have really got a grip on this whole recklessness business.
Control cards:
Alongside Special Delivery and Iron Star, Bombers boast two more Fire spells that ensure that the only damage they are taking is from their own cards. Landmine specifically mitigates the damage a minion could dish out by attacking, but will not remove those pesky folk that your opponent will gladly pass up on attacking with if it means they get to keep their Emperor Thaurissan alive. Air Strike serves to knock out medium-sized threats, with the extra ping from your Hero Power serving to clean up the remainders.
Damage output:
Right, so you've been dutifully following safety regulations to mitigate damage to your own hero, now, the question is, how are you going to damage your opponent? Perhaps borrow a perk from the dwarven Mortar Team, their Imbued Gunpowder, ready to put an extra oomph into a minion's swing. Or fit yourself with the powerful Hand Cannon and begin making dents in your opponent's defenses, skull and dreams. And perhaps once you complete the Bomber's Training Camp, you might find more tools to spice up your gunplay with.
Challenges:
- Special Delivery costs (9), hopefully fulfilling the "7 or more" condition.
- In terms of Warcraft lore, the following tidbits have been borrowed: Imbued Gunpowder being a perk from the Warcraft III Mortar Team unit, Goblin Shredder apparently being the title that just so happens to coincide with all the Shredders that spew fire, and, most important of all, Iron Star referencing the powerful goblin siege tool/explosive built by Siegecrafter Blackfuse. Too bad it doesn't boast a good piece of art to go with, so a giant explosion going off has to make up for it.
Border:
The custom border put together for the Bomber class is currently available on HearthCards when using the tag {{CCLASS=gunner6201}}, and composes of a minion, spell and weapon border. Heroes and Hero Powers are usually presented with the Neutral borders, and the border for a hero card may come in the future.
Check out my submission for the custom class competition here.