Asylum said we had a surprise for you, and this is it! This will be a lot different from the Weekly Design Competition, though, so please continue reading, even though I hope you're very anxious to get to work! As you have probably guessed, this competition will be about you all, the Hearthpwn community, creating your own classes. Not just a single card or a few cards but to design an original class!
This will, of course, take a lot more time and effort then usual, so be warned that entering this competition means that you're willing to design a brand new hero and 36 brand new cards to go with it over the next four weeks. This will be a more hardcore competition than the Weekly Design Competition, but even if you decide not to enter (or get eliminated in the early Phases), please hang out with us in the Discussion Thread! We hope that discussing entries, ideas, etc. will be as fun as creating your own class! We really have high hopes for this, so don't let us down ;P
Yes, you read that right: Four weeks! What, you didn't think we expected you to create a whole class in one week, did you? Nope, this competition will take place in four phases, each one week long: Phase I - You will present your new Hero concept, their Hero Power, and up to 3 example cards. Phase II - You will design the 10 cards that make up that hero's Basic set. Phase III - You will add the 15 cards that would make up that hero's Classic set. Phase IV - You will conclude with the 11 cards forming that hero's Naxx, GvG, and BRM sets.
For more information about advancement and each future phase's unique rules, read on...
PHASE I ENTRIES
Let's not get ahead of ourselves, though. This is still Phase I, after all. So, without further ado, here is what we're looking for from your Phase I submission post:
A) Class and Hero Name – This should be self-explanatory. You have to tell everybody the name of your new Class and create a Hero Portrait for it. If you'd like, also give a brief explanation of your class's basic thematic elements. Just keep one very important thing in mind: You cannot submit a Death Knight or a Monk class. I know, I know, those are the two classes in WoW that haven't made it to Hearthstone, so they're the most logical places to go, right? Well that's actually the problem. These two classes have already been created and speculated about dozens of times over by countless people already, from popular streamers to many different members of this forum. We want to breed new creativity with this competition. Also note that, although Hearthcards allows you to vary your Hero's Health, all Heroes submitted into this competition must have 30 Health.
B) Hero Power – Every Hero needs their own unique hero power, and so does yours! Now, Hero Powers can be a tricky thing to design just right, and the design space they occupy is one of the most restrictive in the game, especially since your Hero Power must cost two (2) Mana. That being the case, a lot of submissions with simpler, more realistic Hero Powers may end up somewhat similar to one another. Don't fret! Your main avenue to differentiate yourselves will be...
C) Example Cards – Here is where you'll give us just a little taste of what your class has to offer by spotlighting up to three (3) class cards. What kinds of cards? Well, that's entirely up to you and what you feel like would best showcase what makes your class unique. You might decide to show off a basic card that would find its home in any deck your class could make. Or you might decide to showcase a card that plays a major role in one of your class's win conditions. Or, if your class has an exclusive keyword, you might decide to show us an example of a card that would use it. Tell us something about these cards and how they fit into the grand scheme of things, but know that they will not be required to be part of your final product further down the line. They are exactly what it says on the tin, examples. Also note that, although your example cards may produce additional unique cards or tokens, those may not be included during this phase of the competition.
Remember, the point of having different classes is that each of them plays differently, so if you decide to give us descriptions or explanations of your Hero Power and Example Cards, consider highlighting how they lend to or exemplify your class's unique features. You can also let us know, is your class more focused on aggressive, control, or combo decks? Does it place particular focus on minions, spells, or weapons? Is it fairly straightforward or does it have multiple different viable deck archetypes? Does it have a unique win condition?
To help you with this, Asylum has created a description of the Rogue class which will be in the post below this! If you're unsure about things, go ahead and read his post, and I'm sure it will help. :)
Rules and Regulations
We, the Fan Creation Forum Moderators, may edit and/or disqualify your entry if you neglect the competition's rules, so please read carefully. These measures are designed to ensure everyone has a fair and enjoyable experience during the contests!
You are allowed to submit only one (1) entry into this competition. Your entry must be material of your own creation. (Though, again, we understand that Hero Power design space is limited) You may not significantly alter your entry once it has been submitted. (Although minor tweaks, such as to adjust balance or correct spelling errors, are acceptable.) You may not delete your submission post. Manipulating votes in any way is strictly forbidden. Any violators will receive a warning and a possible ban / disqualification from future contests. This is the Submission Topic, and it is for submission posts and up-voting only. Any discussion of entries, ideas, and so on should take place in this week's designated Discussion Topic only. (You should also not start any unique forum topic for your entry; it will be deleted.)
Additionally, although this is not a rule exactly, we highly encourage you to create your entry material using Hearthcards.net to give your ideas a realistic look. That said, you should consider hosting your images elsewhere (such as Imgur), as Hearthcards only keeps your card for a limited time and has gone down on us before.
Finally, keep in mind that this is NOT like the Weekly Design competitions. We moderators absolutely can and will remove entries to this competition that include blatantly overpowered or trollish material, even if they otherwise follow the rules and entry standards. We don't want to just disallow entries that are funny, though, and because we realize that humor is subjective and a big part of Hearthstone's charm, we will only use this veto power sparingly.
Please see here if you are wondering how we will be handling entries that violate this competitions rules, regulations, and entry standards:
Entries that do not meet this competition's entry standards (such as by submitting a Death Knight, proposing a Hero Power that costs only (1) Mana, including four example cards, etc.) will be marked as under review by one of the Fan Creation Forum moderators, and the competitor will be notified that they must alter their submission. If no correcting action is taken by the competitor within 24 hours, the entry post will be edited with a note from the moderator and the entry material moved behind a spoiler block. Thereafter, if the necessary correction would be minor, the competitor may still edit and correct their submission, removing it from behind the spoiler block. If, however, the submission cannot be easily corrected without drastic changes, then the competitor must make an entirely new submission post. The competitor cannot make an entirely new submission post if their original could be easily corrected.
Violation of one of the other general rules of the competition (such vote manipulation or starting a unique forum topic for your submission), will result in disqualification. For this reason, if you are submitting a class that you have put up online somewhere else before, you should be prepared to prove that it was you who originated it elsewhere. The exception is for discussion posts clearly accidentally posted in the wrong topic, but please be careful.
As this is the first time such a competition is being run here, the other moderators and I reserve the right at any time to alter how we handle rule disputes and violations to prevent abuse.
Entry Phase and Early Voting (Starts 21:00 UTC 22/June/2015, Ends 20:00 UTC 29/June/2015) It is during this Phase that you may submit entries to the Submission Topic. You may also, of course, feel free to give early up-votes to any submissions that you like!
Voting Phase (Starts 20:00 UTC 29/June/2015, Ends 20:00 UTC 30/June/2015) During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
Note that Phase I of this competition has no final poll. Qualification for Phase II will be determined based on how many up-votes a submission has, weighted by page, the same system used for our Weekly Design Competition. If you would like more details on the formula that we will be using, see below:
(abc) / (de) = x
Where, a = The total number of up-votes in the entire topic. b = The total number of submissions on the same page as the submission. c = The total number of up-votes that the submission received. d = The total number of pages that the entire topic spanned. e = The total number of up-votes on the same page as the submission. x = The submission's final score.
It might seem a bit complex and convoluted, but the bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score. The spreadsheet showing the final scores of every submission will be released after the conclusion of the competition.
In addition, for both Phase I and Phase II, the Fan Creation Forum Moderators will each have one Wild Card, which we can each use to advance any one entry that we feel was initially overlooked or under-appreciated to the next Phase, regardless of its final score. We will be cautious using these, and we are not allowed to use this on the same entry again after using it once. Asking us to choose you, criticizing our choice(s), etc. will be punished with in unofficial warning. Doing this again after that will result in a formal warning and disqualification from the competition.
Curious about the Entry Guidelines and Process Timetables for future Phases of this competition? See our current drafts below:
PHASE II RULES AND GUIDELINES - Existing Classes all have exactly ten (10) Basic cards. So must yours. - The following keywords were established when existing Basic cards originated but deliberately do not show up on any of them, so they are disallowed from this phase of the competition: Choose One, Combo, Counter, Deathrattle, Enrage, Immune, Overload, Secret, Silence, and Stealth. - Just as Choose One, Combo, and Overload deliberately do not show up on any existing Basic cards, neither may your Basic cards include any original Class-specific keywords. Save that for future competition phases. - Spare Parts did not exist before GvG and may not show up on any of your Basic cards.
PHASE II SUBMISSION FORMAT 1) Your Class's Hero Portrait and Hero Power images. These are just to remind us who we're dealing with here. You should not re-explain your class or Hero Power, but you can link to your Phase I submission post in case people want clarification. 2) Three (3) cards of your choice from your Class's Basic Card Set. You may include brief flavor and mechanical balance explanations of each, as well as how they fit into your card concept as a whole. 3) A Spoiler containing the seven (7) remaining cards from your Class's Basic Card Set. You may also include brief flavor or mechanical balance explanations where necessary, but you have 10 total cards in this set, so I'd discourage going into deep explanations for all of them.
PHASE II TIMETABLE Submission Phase (Starts 21:00 UTC 30/June/2015, Ends 19:00 UTC 6/July/2015) Poll Phase (Starts 20:00 UTC 6/July/2015, Ends 20:00 UTC 7/July/2015)
PHASE III RULES AND GUIDELINES - Existing Classes all have exactly fifteen (15) Classic cards, consisting of six (6) Commons, five (5) Rares, three (3) Epics, and one (1) Legendary. So must yours. - The Choose One, Combo, and Overload keywords are still disallowed and will be disallowed for the entire competition. They deliberately do not show up on any existing cards outside of their associated Class, as we're going to keep it that way. - Spare Parts did not exist before GvG and may not show up on any of your Classic cards.
PHASE III SUBMISSION FORMAT 1) Your Class's Hero Portrait and Hero Power images. These are just to remind us who we're dealing with here. You should not re-explain your class or hero power, but you can link to your Phase I submission posts in case people want clarification. 2) A Spoiler containing card from the Class's Basic Card Set. These, again, is just to remind us who we're dealing with here. You should not re-explain any of these cards, but you can link to your Phase II submission posts in case people want clarification. 3) Three (3) cards of your choice from your Class's Classic Card Set. You may include brief flavor and mechanical balance explanations of each, as well as how they fit into your card concept as a whole. 4) A Spoiler containing the twelve (12) remaining cards from your Class's Classic Card Set. You may also include brief flavor or mechanical balance explanations where necessary, but you have 15 total cards in this set, so I'd discourage going into deep explanations for all of them.
PHASE III TIMETABLE Submission Phase (Starts 21:00 UTC 7/July/2015, Ends 19:00 UTC 13/July/2015) Poll Phase (Starts 20:00 UTC 13/July/2015, Ends 20:00 UTC 14/July/2015)
PHASE IV RULES AND GUIDELINES - Existing Classes all have exactly one (1) Common Naxxramas card. So must yours. - Spare Parts did not exist before GvG and may not show up on your Naxxramas card. - Existing Classes all have exactly eight (8) Goblins vs Gnomes cards, consisting of two (2) Commons three (3) Rare, two (2) Epics, and one (1) Legendary. So must yours. - Existing Classes all have exactly two (2) Blackrock Mountain cards, consisting of one (1) Common and one (1) Rare. So must yours.
PHASE IV SUBMISSION FORMAT There will be no Submission Topic. You now have the opportunity to do something that's never been done before in a Fan Creation Design Competition: You will create your own Finalist Topics. All that you have to do is create a Finalist Topic here on the Fan Creation Forum and title it as such: “Class Competition Finalist: [CLASS]” That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show the world your completed original Class however you think is best.
PHASE IV TIMETABLE Final Individual Phase (Starts 21:00 UTC 14/July/2015, Ends 19:00 UTC 20/July/2015) Final Poll Phase (Starts 20:00 UTC 20/July/2015, Ends 20:00 UTC 21/July/2015)
You didn't think we wouldn't give out a reward, did you? The rewards are a special Avatar Border and also a special forum title. These will be similar to those given to winners of our forum's Weekly Card Design Competition, as shown below:
Of note, ALL competitors that make it to Phase IV will receive will receive these. The only question is whether you'll be a Class Design Finalist or the Class Design Champion.
Q: Will this competition be replacing the Weekly Card Design Competition? A: No, these competitions will run alongside one another.
Q: How do I make custom Hero portraits, powers, and cards? A: Probably the best source for this is going to be Hearthcards.net, but there's another sticky topic here that you can reference for more information.
Q: How many entries will move onto Phase II? And after that? A: We haven't decided yet. It depends on how many submission we get, and because this is the first time we're doing this, we have no idea how popular it will be. Our estimate is that Phase II will consist of about 10% of the Phase I entries and that we'll have whittled it down to just three or four contestants by the time we're to Phase IV. But that's just an estimate.
Q: My submission didn't move on. Am I not allowed to participate any more for the rest of the competition? A: Of course you are! 36 cards is going to be difficult to manage, so the contestants that move on will need all of the help and input they can get to get their Hero just right. If you get knocked out of the competition, head over to the Discussion topic and support your favorite competitor that moved on! We're even considering allowing and encouraging competitors that move on to highlight other major contributors, for example by listing a final entry in the polls as “Class A, by Contestant B (with major contributions by Users C, D, and E)”.
Q: What if I already created a class and it already has its own topic on this forum? A: That's a tricky situation! But in the interest of fairness to all competitors, if you do decide to enter that class in this competition, your topic will be locked. Not deleted, just locked, and it will be unlocked after the competition is over or after it gets knocked out. It would be weird of us to stop you from referencing or linking to that topic, but please don't abuse the privilege.
Q: Will there be more class design competitions in the future? A: No, there are no plan for any further class design competitions. This is a one-shot event. However, I have ideas about other BIG competitions like this. If this becomes a success we might create a competition based on one of those!
Q: You're awesome! A: That's not a question, but I'll take it anyway. =)
If anybody has any other question, please feel free to ask us over in the Discussion topic. Otherwise, get those creative juices flowing, and I'll look forward to your submissions.
Oh, and one more thing:
Have fun! ^_^
Notes: Massive contribution by Asylum with this post, he's done most of the work :3
Hello, Fan Creation Forum! I'm Asylum, and I'll be co-organizing this competition alongside DialM4Murloc. Murloc already explained how you should be formatting your entries for this phase of the competition, but I thought I would use my favorite class just to give you an example...
These thieves and scoundrels are dexterous combatants, more likely to pick up cloaks and daggers than swords and shields. Deception? Extortion? Sabotage? No tactic is too underhanded for the Rogue.
Dagger Mastery is most closely balanced with the existing Druid and Mage powers, but it comes at a much greater cost health-wise, especially since there will be no Rogue class cards that offer Armor, Health restoration, or even Taunt minions. Of note, Rogues will have more Weapon buffs than has been seen in any other class, and having a weapon on demand via Hero Power will make sure those buffs aren't dead cards.
The Rogue will have a couple of cards like Shadowstep that are designed to help you get additional use out of minion Battlecry abilities, either by expanding upon the Brewmaster ability or by maybe shuffling more copies of a card into your deck. This introduces a new sort of tactic to the game where you can customize your play to match what you're facing in a way that may only be currently paralleled by the Druid's Choose One keyword. Need more healing? Recycle Antique Healbot. Need more damage? Reuse Abusive Sergeant. You could even go for a mill deck with Coldlight Oracle.
Eviscerate shows off the new Combo keyword, which is a bonus that's activated when you play the card if you've already played any oother card previously the same turn. This keyword allows Rogue control cards to be very efficient when the right conditions are met and makes the order in which you play your cards matter much more. Cheap spells like this will be plentiful, as will spells that cycle easily to help set up for big combo chains.
Blade Flurry is a unique AoE that could also be one of the Rogue's win conditions. I've mentioned having a useful supply of weapon attack bonuses, right? Well with enough of those added to even the puny weapon granted by their hero power, they can set up for a big burst. In that sense, it may seem like it has too much potential for its low cost, but to get anything really big out of it requires investment from a lot more cards.
The Demon Hunter class was actually planned to be created before my Pirate Hero but was withheld when Mokthol told me he was in the middle of creating his version of the Demon Hunter card border. However, with this competition foisted upon us all, I decided to put Pirate Hero on hold and just go with the old purple-black Demon Hunter border.
This class is about control, often very literally. The shadowy Demon Hunter will use all sorts of dark arts to hamper and limit the opposition, until at last, they've completely run out of options. The speed and incredible surgical precision of the Demon Hunters is captured in cheap, extremely powerful spells, and their demonic powers are reflected in the high drawbacks of the aforementioned spells.
Mr. Illidan Stormrage
Demonic Energy explained:
In WoW lore, the Demon Hunter can actually drain demonic energies out of an enemy, adding to his strength. This is my rendition of it in Hearthstone. This can be a very effective ping, especially early on as you take little to no damage from small minions. However, later on in the game, you lose the small advantage, say, the Druid has, since Illidan's bro can slowly accumulate a bit of armor. You can also boost the few weapons that this class with this Hero Power.
And, of course, we all know Illidan Stormrage already exists. But I've torn my hair up enough of thinking about another Demon Hunter Hero.
Illidari Watcher explained:
Here's the highest-costing minion in the Basic set and his effect showcases how the Demon Hunter can limit your opponent. 5 mana along with a decent body, the minion itself is acceptable. The text is what makes it interesting. Whenever your opponent draws a ninth card, it is burnt. If your opponent had 9 or 10 cards when this card is played, the rightmost cards are discarded, as they are the most recently drawn cards. (That is, "excess cards are discarded.")
Outland Paradox explained:
Secrets are cheap in the class. Just 1 mana. The vast majority of them have a strong effect but equally strong setback. This is one of the few that has no drawback. By activating *after* your opponent plays a card, it forces them to go through with their play, even if it may not have been the best option. That, or if they played an RNG-based card and it didn't turn out so great, they they'll have to really thick quick to finish the rest of the turn.
This card is a classic example of what my Demon Hunter class tends to do. It instantly shuts down an enemy minion and the enemy will need to silence their own dude for it to be of use again. A great card for middling-to-late game. However, that discard one card is a high cost, as we all know from Soulfire. In addition, as with all or most Secrets, it can be played around.
Ner'zhul was the Warchief of Draenor after the Dark Portal was destroyed in Azeroth. He opened several portals in Draenor in an attempt to seek out new lands to escape to and conquer, but was immediately captured by Kil'jaeden. His mortal form was destroyed and his spirit was transformed into the Lich King,commander of the dead.
The class is heavily inspired by the Lich hero of Warcraft 3 and the Undead race's units.
It's impossible to give a real insight into the class and its potential with only 3 cards and I have much more ideas, but I chose the 3 cards that each show a different theme that will be common among them: Dark Arts, Sacrifice, Making use of "Death" and Undead synergy.
Sample basic cards:
Dark Ritual allows to make otherwise impossible combos at the sacrifice of a minion. It opens up vast possibilities and brings a unique dynamic to the class in form of a simple spell. For balance reasons you can't exceed your current maximum amount, meaning that you can only REFILL your Mana Crystals.
Inspired by Warcraft 3's Meat Wagon, which collects corpses to catapult them at your enemies, its iteration in Heartsthone gives you a first glimpse into the Undead synergy. It doesn't do anything on its own, but is a huge tempo swing if played along with Undead creatures and has a direct synergy with the Hero Power.
Similar to the Lich hero from Warcraft 3, Frost and Ice along with Dark Arts will be a common theme for the spells. Frost Armor is a versatile tool, functioning as a heal and due to its effect as a huge help against aggro and face decks.
The Illumani are the followers of the Light of the Cosmos. They follow the teachings of the Codex of Light. The Codex of Light commands followers of the Light of the Cosmos to cast aside all emotion. To think, to weigh thoughts carefully, and to decide. Every decision should be a conscious one, a rational one, a purposeful one. The Illumani shun all things without order. And they believe with each orderly thought and action they take they move the cosmos one step further from ultimate chaos. The Illumani began as a small cult in a remote enclave of Elves. And to this day most of the leaders of the Illumani remain Elven. However, with the passage of the ages, other races and even beings have been drawn into the fold.
The Illumani have a strict caste hierarchy. The leader of the Illumani is currently Primera Gustavii. Her mental focus is unrivaled among her peers. Her focus allows her to consider countless variables and permutations at un-Elven speed. She is so gifted in this that she seems almost Omniscient, always being two steps ahead of her enemies, always having just the right answer at hand to any problem or threat.
It isn't spelled out in the Hero power, but, when you use the power you get a list of all the cards left in your deck, you choose one. The other cards are shuffled and the chosen card is placed on top.
It's a pretty strong Hero Power, so I've added a drawback. It's a rather unusual drawback, when you are playing Primera Gustavii you can't add minions to your deck with the word 'Random' in the card text. This is a fairly strong drawback and some very useful cards fall into that category. Cards like Ragnaros, Sylvanas, and Piloted Shredder.
General themes for the Illumani are Deck Manipulation, Decision Points, and Random Hate. Illumani decks will tend to favor Control playing a reactive style enabled by the Hero power. Class cards will try to force or enable the caster to make decisions. And there is a new Keyword that helps in that regard.
Note - When playing the Illumani class in Arena these restricted cards will never be an option to choose.
New Keyword - "Focus"
Focus is a new Keyword for the Class. How it works is like this. If at the beginning of your turn the minion with Focus didn't attack last turn then the effect takes place. Here is an example:
Lets say you cast this Illumani Seer on turn 2. Nothing exciting happens. If it dies or is silenced on your opponent's turn, again, nothing exciting happens. But, if this is still around on turn 3 you get to look at the top card of your opponents deck and decide whether or not to move that card to the bottom of your opponent's deck. And if by chance this Illumani Seer is still in play the following turn AND you didn't attack with it, you get to do so again. This card highlights several of the focus elements of the Illumani race. Decision Points - You have to choose between attacking or possibly getting the Focus effect a second time. Focus - It has the new Keyword. And lastly Deck Manipulation. And not a focus but Illumani cards will often favor a high health to help enable the Focus mechanic to trigger.
Random Hate is illustrated by this card:
Again we see the use of the Focus Mechanic along with the high health/low attack combination that is quite common for the class. Random Hate is pretty self explanatory.
Lastly, a card that meshes well with the Focus Mechanic as well as the control nature of the class.
This card highlights more of the decision making theme, you'll need to choose 2 minions for this card. It's decent removal or at least removes some damage potential, and giving one of your own minions with the Focus Keyword zero attack and Taunt isn't such a bad thing. Just one tool in the Illumani chest for controlling the game.
The Twilight's Hammer is a Control, Tempo and Disruption based class, focusing on using his hero power and various disruption effects to gain board control or counter the opponents win conditions. He does not have a keyword of focus, but you will regularly see spells costing (X) more, -X spell damage and card costs being increased.
Hero Power - Despair
While Despair does not directly affect the board, it can be the deciding factor of games, Board clears one or two turns later can make a game.
It also makes him the perfect counter to Combo decks, preventing them using their combo spells to good use.
While he may not look like much, the Twilight adherent can be a significant disruption to your opponent. Paladin going to consecrate on turn 4?, well now its a glorified whirlwind. And while the effect is symmetrical, you can always trade him off on your turn and get the full effects of your spells!
Rivaling the board clear of Flamestrike, Searing Flames comes into play mid-game and can turn the field in your favour. For added effect, it even removes the opponents armor if they have any.
The Maw of Madness himself, Yogg-Saron will drive your opponents crazy, making their cards cost more every turn he lives. Drop him down and watch that combo decks win condition go up in smoke.
Despair - From Spells cost (1) more to First card costs (1) more
The Wardens of Teldrassil are the keepers of the Barrow Dens, vast networks of tunnels and chambers that house those slumbering Druids whose spirits have entered the Emerald Dream. These are Night Elves of boundless conviction; they hold their charge as a sacred duty, striving to remain unwavering in the face of any adversity. Such principles stem from their former roles as jailers, watching over the prisoners taken in the aftermath of the War of the Ancients. When roused, a Warden wields both supernatural power and ruthless cunning. This fighting style is both resolute and fluid, combining a peerless defense with a continual hail of well-placed strikes. The Warden does battle as she would pursue an enemy: incessantly, implacably, until either she or her quarry is dead.
Class Design Overview
The Warden is intended to be a control-focused class that relies on dictating the pace of the game in order to succeed. The majority of her spells will focus on consistent minion removal, something supplemented by her access to weapons, whereas her minions will make use of a new keyword in order to press board advantage turn after turn. The idea, essentially, is to consolidate an already healthy board position- obtained by control of the opponent- in order to fully secure the win.
Hero: Maiev Shadowsong
Hero Power: Spirit of Vengeance. Design Notes = as mentioned, the Warden class needs to dictate the pace of the game in order to be able to take advantage of its unique keyword. As such, the Warden's Hero Power- Spirit of Vengeance- allows for a modicum of control over enemy attack targets. The point of this is to make minions with the Warden's unique keyword easier to trigger, as well as providing a temporary stopgap against aggro decks, something which control decks otherwise have a hard time dealing with. Note that this Hero Power was balanced against the Paladin Hero Power- there is no intention of giving the Warden any buff cards which could supplement Spirit of Vengeance in the same manner as the Paladin's Reinforce, which limits its ability to proactively change the board state.
New Keyword = Conviction
Conviction is a minion ability where the stated effect becomes active only at the start of the controlling player's next turn. This represents the determination of the Wardens thematically; from a mechanical perspective this synergises with Spirit of Vengeance well and rewards careful board control.
Preliminary Card Designs
Design Notes: Whilst more mana-efficient than the mage's Frostbolt, the limitation of Shadow Strike is that it can only target a minion with Taunt. This generally limits its usefulness to control vs. control match-ups, where it is best used in the early game to remove smaller Taunt minions or in the mid-game to remove them more efficiently.
Design Notes: The Umbra Crescent is, in its baseline stats, on a par with the under-used Shaman weapon Stormforged Axe, whilst costing an extra point of mana. However, the advantage of the Umbra Crescent is that, if it remains on the board, it effectively becomes a Death's Bite, potentially with +1 Durability (albeit sans Deathrattle) on turn 4. This makes for very potent delayed removal, but does rely on it not being destroyed pre-emptively.
Design Notes: The Dor'Danil Barrow Keeper is a slow, but sticky, early-game minion designed to fill the slot of a 2/4 Taunt. Again, like the Umbra Crescent, it requires a turn for its Conviction to trigger, but due to its four health it is unlikely to be easily removed. The most common case would be the opponent trading away a 3/2 and then using a Hero Power, in the case of mage, druid or rogue, but otherwise this card can form a pretty solid answer to early-game aggro.
Afterword: Thanks for reading, guys, and I hope you want to see more of this class concept just as I want to continue making it! Any and all feedback (constructive feedback, of course) is greatly appreciated. Good luck to all the other entrants!
EDIT: Obtained a new image for Maiev's Hero Portrait. Was told this counts as a minor tweak!
Well, I don't know much about WOW history, so I'll be straight to the topic - my entry of Naga-Mage Class.
One interesting thing about Hearthstone is that you can't swap the order of cards in your hand, and this time I'm trying to make a class based on the order of cards in your hand (Hand Order in short). And most classes in Hearthstone have more than one core, for example, Mage has Secrets and Freeze, Shaman has Overload, Windfury and Totem. So I've chosen Obtaining Information as the second main idea of the class.
Hero power allows you to pre-plan your next 3 turns, and also to know what your opponent may play in the next turn. What's more, the hero power works well with the hand order system of Naga-Mage Class, which is partly shown below.
Here is an example of hand-order-related card:
Similar ideas include 'Costs (2) less if this is the leftmost card in your hand', or 'Adjacent cards in your hand cost (1) more', or 'When you're holding another copy of this in your hand, cards between them cost (1) less'.
Playing with plenty of hand order cards offers the player a wider space of choice - you'll have to consider more about which card to use. And I believe this would bring to the player a new gaming experience.
As for obtaining information, I'll show this card as an example:
By looking at how much it costs in your hand, you'll be able to know how many spells your opponent holds now, which will become a very important detail in some circumstances.
The last card I'm going to show is a deck-order-related card, which apparently works well with the hero power:
I haven't decided yet whether there will be cards that could swap the order of cards in your hand/deck, but this is going to be a possible way of further creations. And If you wanna know how the whole class would be like, give me a +1.
(Special thanks to @Dingnigefeier, who came up with the idea of hand order in a fantastic card creation Earth Fragment. I don't know if you have an account in Hearthpwn, but if you think my entry contains too many of your ideas, I'll delete it.)
Kael'thas is a fairly prominent figure in WoW lore, but I think by properly devoting the time and effort to developing something focusing more on what Blood Elves are in Warcraft lore we get a class built around building its spells into powerful game shaping cards over the course of many turns thanks to our hero power. So lets look at that first.
This power as you can tell is built around spells, and that means the minions I design outside of the Base Set will be more interesting, and some of them won't exactly be minions. I wanted to design a hero power that doesn't affect the board but still affects the game. I chose to preview all spells for this reason because of the hero power, and all base set cards because I want to establish basic class interactions.
I've had some people comment on the hero power, and I've had some discussions with my friends about it and I feel like I need to expound on it so people better understand its balance. So, below are some cards and their interactions. As you can imagine there are more spells in the class that all do different sorts of things and each one is at least somewhat balanced around the Hero Power, but there are some spells that won't get anything but a cost reduction from the hero power and others that will gain exponentially from it. During my initial development I thought about making this only increase the numbers within the spell, however I came to the conclusion that just about every card would want to be placed at a cost that would make it pretty much an exact copy of some other classes card. I also realized that it would make designing any spell without some numeric value would have to be over powered or it would simply be unplayable. This is when I came up with the idea of cost reduction plus the increase other values. This lead to a major overhaul in design for me as it meant I had to consider the effect of each card much more compared to its cost. During this time I started to really undertune all my spells, as many people on the discussion forum stated I should do. Much higher costs or much lower damage values because of the hero power. Then I reached a point during development where I realized something very important that I myself had wanted when I created this Hero to begin with, a hero power that doesn't impact the board at all, or directly influence you or your opponents health. This hero power doesn't kill your opponent outright, or stall them, or affect minions, it only affects 1 spell currently in your hand. This means if pretty much all your spells are not good without at least 1 targeting from the hero power you simply have to hero power every turn, its a must, you don't have a choice because you can't have a hand full of ineffective spells and hope to win the game. This means every turn you have to do something that costs you mana but doesn't change game state. For every other class that is a choice they can easily make. Is it better to play this better card or use my power and do this other value related thing. Verdant Spheres doesn't generally give you that option. Choosing to use your hero power means giving your opponent board advantage, and it doesn't generate any pure card value for you like the Warlock hero power. You can buff any number of cards, and you can get some great turns as a result but you give up tempo and can also only target 1 spell per turn (well, mostly), meaning you have to make a choice about when to use the power or ont and what to use it on. Hopefully this helps you understand the Hero Power better and understand my card designs a bit better as well.
This is our basic card draw spell. Its a simple 1 mana cycle, however if you spend the time to target this with the hero power once you get 2 cards for effectively 2 mana. You can continue to target this with your hero power increasing the cost per card by 2. This will lead to one of the most efficient card draw spells but you have to consider your hero power doesn't directly affect the board, and since you aren't modifying a potential damage spell you are only allowing yourself card advantage at a later time.
This is kind of our class fireball, but it has a secondary AoE element. This is also one of our cards that double dips on the number increase, effectively gaining 2 damage per target. I like the basic design/idea of this card because of the hero power interaction. Technically this is likely to be similar to Cobra Shot if you just cast it as is, though I guess on an open board its just a fireball to face for 5 which makes it better than Cobra shot, but a number of basic class cards are.
This is our big AoE. Not every class has one of these but this class does. This was actually one of the original cards, but I had it placed at Rare, after examining a number of classes basic cards I decided this was probably fine. There is a bit of redundancy in most classes, and I think this is a perfectly suitable card for its cost.
I only get 3 cards here to get my class across and originally I believe I chose the wrong 3 and was overly concerned with total class synergy. I have already designed all 10 basic cards to round out what I think the class is/should be doing, and to work my head into the proper design space. I've also already designed the class Keyword, Mana Addict. It only appears on minions and it triggers when the minion is summoned and when it attacks if the opponent has unspent mana crystals. This ability will have interactions with a few class cards to give you at least a couple options for turning it on. You can probably ignore almost every card I've posted in the discussion thread up until this point.
I hope these cards and the polished Hero Power wording make things seem a bit easier to understand. I would like to also point out to anyone judging any class that this is much more difficult and intricate than its appears on the surface. We are designing classes but with the ideas and knowledge of a game that has been out for 18 months and already has 3 different card releases. Properly approaching a class to make the Base Set, Classic Cards and 3 different expansion cards all fit not only the class but also the Set they are considered to be from is very strange. Also, blizzard has months to test Base Set and Classic before the game was released, not to mention Naxx, GvG and BRM, and even they have had to change, nerf and even very rarely buff/tweak cards to get the game to the state its in now.
EDIT: I have heavily edited my class cards. I'm not 100% sure what is allowed here and what isn't in that regard. 1 card only received minor changes while the other 2 were completely overhauled. If I have over stepped the rules that is fine I'll accept that, but I felt like my class wasn't being represented the way I wished originally.
EDIT #2: I haven't changed anything about this post, just adding this comment. I want to say that regardless of whether or not I make it further in this contest I've already designed all 10 Base Set and all 14 Classic cards and I'll probably finish the full class shortly. I've had some very interesting experiences with card development post class design, and I feel like there is a large amount to talk about when designing a class that goes way above anything that goes into designing any single card. I can't wait to see who moves on and help others move their development forward.
EDIT #3: I added a large Hero Power development paragraph before my card preview to help people understand things a bit better. There has been a fair amount of confusion and criticism of it and I felt I needed to clarify not only it but my development process and conclusion.
The Spirit Champion class is primarily designed as a Control class with major tempo swings. Overall, the class has 2 unique concepts that carry it to the win. The first is the Hero Power and its synergy (Priest-ish). The second, is its durable weapons that can persist if requirements are met (Eaglehorn-Bow-ish). The weapons available promote different playstyles for the class.
Cairne Bloodhoof (or Zul'jin)
The Heroes: Spirit Champions define themselves by being more than warriors. Although very capable in close combat, and tough to beat up, their primary strength comes from their connection with the gods they revere (or exploit). Cairne Bloodhoof signifies himself as as a follower of the Earthmother, the mystical goddess of the Tauren. Zul'jin both calls upon and abuses some of the spiritual connection he has with the primal gods, the Loa.
The Power: All Spirit Champions have this hero power. It can be used in 2 ways. The first way is obvious. You pay 2 mana up front for your Spirit Bolt. You cast your Spirit Bolt for another 2 Mana, and with it you can kill any enemy minion with 2 Health. The second way is less obvious. You can keep the Spirit Bolt in your hand. Your minions and your spells have synergy with any Spirit Bolts kept in your hand. Discarding Spirit Bolts grant effects that bolster your class spells to become far stronger than those of many other classes. The problem is ofcourse that it takes time to get many Spirit Bolts. Your class minions are there to help you with that. This hero power cements the Spirit Champion as a class that holds up in Control matchups about as good as the Warlock class. The Spirit Champion requires a lot of planning through this Hero Power, which makes it not a beginner class. Be warned new players! This is a tough class to master!
In this introduction for the class I will introduce you to the 3 example cards as is the rules! The first of which is the Vilebranch Soul Eater. This card is an example of a Spirit Bolt generator card. The Spirit Champion will have atleast 2 more of these types of cards. They help the Spirit Champion by letting them obtain Spirit Bolts fast, to use them for stronger spells. Vilebranch Soul Eater in particular rewards board control for the Spirit Champion, but should not be played as a simple 2-drop. It can however get you many Spirit Bolts for your spells.
Continueing on, you can see Spirit Vengeance as one of the examples. This spell shows how the Spirit Bolts work when applied to spells, and how powerful these spells can be. Spirit Vengeance serves as the main board clear for the class. Random question: Do you like "Spirit Bolts" more in bold text or in normal text?
And as a final example we have one of the class' durable weapons. This weapon in particular heavily promotes Aggro/Tempo style decks. As you can see these weapons are extremely powerful, in the sense that they will likely never run out of strikes if conditions are met. All weapons for the class will work this way, allowing themselves to generate Durability, similar to the Eaglehorn Bow of Hunter.
In general I look forward to moving on with the class in the next week! I have many ideas to expand the class and make it awsome.
Minions, servants, soldiers of the cold dark... Obey the call of Kel'Thuzad!
The Lich class
His hero power is very unique since it will be transforming thruout the course of the game.
KT will be switching between two of the Lich magical fields Frost and Shadow. KT starts every game with the Frost hero power and after he uses it, the hero power flips and becomes Shadow. Note that you can still only use your hero power once per turn. The hero power itself is kinda straightforward. Freeze a minion (so no freezing heroes) or deal 2 random damage split among enemy characters. The gimick of this class is that your minions and spells will have bonus or different effects based on what your hero power currently is.
Our first example of a card will be the Ice Seeker. This is an example of a card that gets a bonus if you have a certain variation of your hero power. So if your hero power is currently Frost and you play this card it's effect activates. This class revolves around freezes and dealing damage so there are cards that will freeze minions.
The next card is an example of a card that requires you to have a certain hero power to play it. Since the theme is Shadow here, what better way to release it with a gigantic burst that destroys one of your mana crystals (a price for that power). A straightforward card that can save you in many situations but can also result in a tempo loss for you. You need to have your hero power be Shadow to be able to play this card. If it's not Shadow you cannot play it (Majordomo becomes more useless =( ).
The last example of a card that I can give this week is a card that functions based on what hero power you have, having two different effects. If you have the frost hero power on you deal 2 damage to all frozen enemy characters and if your hero power is Shadow deal 5 damage randomly split among all enemies.
All in all I think this class would be great fun since it requires alot of tactical decisions that will impact the way you play. Knowing when to use the hero power and when not to could decide the game. There are alot more cards that I thought of, but I decided to show you these three to explain the gimick of the class.
I hope you liked what I made and I hope I make it far with this class. Thank you for reading =)
"A power-mad and tactically brilliant weaponmaster, Blackhand has both the ambition to rule and the cruelty to maintain his hold on the conquered. Under his leadership, the bold orcs of the Blackrock clan arm an entire world with the strength of steel. Blackrock slaves labor whip-crack to whip-crack on frightful siege engines—weapons that will inevitably be turned against the slaves’ families, neighbors, and homes."
As you can read a Warchief is a seasoned warrior filled with battle experience and scars. He has powerful and loyal soldiers that will die for him if he asks, always march forward even wounded, or if it means a terrible death. He also has the power of fire and steel and can enrage to encourage his soldiers. No matter how fast you are, or you can run, the war is knocking on your door, and we are the Masters of it.
As other Hero Powers Overheated grants +1 attack to our hero. In adittion of that, it sets Blackhand in a different hero state, like the shadowform of the priests, Overheated only lasts until the end of the turn, in this state, Blackhand synergizes with some of his class cards.
Usually Overheated buff minions, and deal damage, but also affect enemy minions in some cases. As it last until the end of the turn, it is an offfensive Hero Power, minions buffed by Overheated, will loose their buffs during enemy turn.
It is a tricky Hero Power because it affects directly on yor board and turn, many times you will want to take advantage of its effect, but can afford those 2 mana cristals less.
"For the Iron Horde!!"
The Iron Soldiers are Blackhands shock troops. As a 2 drop you will always want them in your initial hand, although it deals 2 dmg to himself each time it attacks, with the use of Overheated can be devastating, dont forget that your Hero Power grants you +1 attack, so you might be able to kill an enemy drop with your hero power, and then attack to face to deal 4 damage. Also note that even if Iron Soldiers die attacking, they first attack, then deal 2 dmg if Overheated, and lastly die.
EDIT: Should say Random instead of Ramdom. :D
"We are... the Warchief's weapon... Without us, he..."
The Black Hand is Blackhands war hammer. Its like a Deathsbite, with a great Overheated buff, weapons will be really important in Blackhands deck, because they have a unique offensive power. As the deck won´t have big AoE removals, you probably will always want to use The Black Hand Overheated, note that with this effect you will have 5 attack!.
"Your bodies will fuel the flames."
Marked for Death is one of the hard removals of Blackhand, although it is not as strong as other cost 1 removals like Execute, here you will have to "trade" your minions, it is so versatile thanks to its 2 damages. Thanks to this effects, it can be used as an early removal, better than Arcane Shot, and Arcane Missiles, or as a late one, trading with no cost you minions. There are also weaknesses, big minions like Ysera or big taunts, will make you spend your whole attacking turn to clear them.
So this is my hero submission, if I have to think a class, i would say Iron Horde Warchief. I find the class really funny, trying to find all the time the best tempo Overheated turn, to smash your enemies with enrages, charge and direct damage mechanics. It is mostly an agressive deck, in my opinion it would be good for a metagame full of non so risky aggro decks. My objective is that you will have to risk everything to overtake your enemy, which can end up being a smashing victory or defeat.
Also a controlly version can be made, by presenting Overheat as a spell buffer, granting you big minions good trades.
A class based around books and the powerful magical knowledge that they bring to those who read them. Not the most lore-compliant, but then again, this is essentially battle librarians. And who doesn't want battle librarians?
Hero, Hero Power and new Keyword
I chose Arcanist Doan to represent my Archivists because in WoW he is found at the end of a library - I actually submitted a card based on him to the CDC a few weeks back! I really liked the idea of him, and of a spellbook-based class, so they kind of went hand-in-hand.
Spellwear is my brand new Keyword, inspired by the wear and tear on a book after being brought out during a battle. It's a short way of saying "After you cast a spell, remove 1 Durability from this weapon.” It should be noted that this Durability is lost after you cast the spell (changed that, because otherwise the Spell Damage would only get one use XD).
I've come up with about 8 cards for this class as of now, and I think that these cards best show the synergy that the class will be trying to go for.
Basic Card - Experienced Archivist
“You have no idea how long it takes to grind levels with just a book as a weapon.”
This shows off two of the key components of how the class's minions will work with the Hero Power - minion's will often interact with the Durability remaining on your weapon, and will often be affected by Spell Damage in some way. In this case, we see that the Experienced Archivist uses his vast knowledge to add to the amount of information in the book, and reads the work of the previous author to improve his offensive capabilities.
Basic Card - Words of Power
“Some say it’s written in an ancient Draconian tongue; others say someone yelled gibberish at a scribe.”
A wild spell appeared! While this may seem like a Magikarp of a spell at first, all it takes is a single use of the Hero Power to increase it to be better than a Moonfire. This is a common theme among the spells available to the Archivist class - underpowered at base, but with potentially overpowered results when combined with the Hero Power and other weapons. Speaking of which...
GvG Epic - Book of Worlds
“From across the realms, I summon thee… Magma Rager!?”
Jumping on that GvG random-hype train, here we have one of the multiple weapons available to the Archivist class, the Book of Worlds. For 5 mana, it seems overcosted, even with the Spell Damage +2. But the most important part of this card is the unsilencable Deathrattle (as we don't have weapon silence yet). From King Mukla to Magma Rager, you can get a pretty wide variety of cards from this - though you may have to burn a few spells before you get the effect.
After so much time watching people play he came up with his own ideas!
Sharing improves the effect of the card but gives your opponent a copy of it. you get more benefits though because: a) you usually will get better tempo b) you'll know what cards you shared and you can play around them. Sharing can go back and forth.
His hero power is a cross between the rogue and shaman hero power.
These are the options that you get. pretty straightforward. the chair is just a one-turn weapon.
For some reason she doesn't have a name. I'll try to fix it. Sweet Ale heals you for 8, Bitter gives you +6 attack and Strong gives the buff twice (may or may not hit the same minion.) the chair, well it does nothing.
Card advantage. Similar to Nourish. The first example of Share. You can get mad tempo but watch your oponnent!
A madder, funnier Brawl. The order of attack is also random. Lots of value if your side is empty. I think it is underpriced its probably going to cost more.
Inspired by the classic vanilla dungeon Maraudon. Zaetar was the eldest son of Cenarius and father of the centaurs. The theme of the class will be about gaining strength from either taking damage or keeping a high healthpool. Because of the limit of showing three cards, the cards showed will give you an idea of what the class is about.
For clarification, when using hero power you will for example go from (30/30) to (30/31), or (17/30) to (17/31). You will be at the same effective health, but you will synergize well with cards that gain power based on missing health.
Concept: Bards have always been a support class. They temporarily buff minions and allies for short periods of time. Cards will be developed to play around this mechanic, which will be the hero power of this class. Like the shaman, there is a bit of RNG to the hero power, but there will be a couple of win condition cards that go hand in hand with it later down the line. Since the minions of the class will be somewhat weaker to compensate for the hero power, weapons will be added to this class to help with damage. Bards are known for their lutes, but also wield Short Swords and Daggers so expect to see a few of those. Bards are also a controlling class through their songs so expect some crowd control as well. Playing it right, you can do Face, Control, or Defensive Burn.. three different styles to play. Once we get further into the phasing of this competition, all of this will come to light.
Awesome competition, I can't wait to make this class. I've never played WoW so any lore I dig up is straight off wowwiki. I think this class may be unfair lore-wise. :) Anyway, Eternal class:
Aman'Thul the Highfather is the leader of the Pantheon of Titans. Eonar the Lifebinder is his main consort. Right? I think these two would work for the Eternal class.
So Judgement helps ramp things out slowly but dependently. As opposed to the Druid's Wild Growth, this is a Hero Power which can be accessed at any time. They both cost 2 mana, but Judgement lacks in efficiency what it makes up for in dependence. It's a bad idea to spend 2 mana in the early game to reduce a played card's cost by 1, since it creates a net increase in total mana spent by 1 (as opposed to just playing the card). However, if there's room to spend that 2 mana, your late-game can easily get ramped out 1-2 turns prematurely, which is the essence of the Eternal class - they're Titans, so they call upon other great forces in aid.
Pixies are eternals. Right? Anyway, with a lucky enough Judgement, she may be the best minion to drop turn 3.
Golganneth the Thunderer is one of the Titans. He's also the creator of the Sea Giants. It's also a pretty decent damaging spell, comparable to Fireball. I made it this way to be usable quickly against aggro, yet high-cost and situational in control.
C'Thun is one of the old gods, and the Qiraji are his servant race. They work much better in the presence of his glory, so it makes sense that they benefit from other big minions you have.
Nice competition, so excited.
EDIT: Replaced Sargeras with the Qiraji of C'Thun, since tokens aren't allowed yet. That's coming later...
The key theme to the Blood Mage class is Powerful spells and minions, but at the cost of your health, or that of your minions, somewhat like a Mage/Warlock/Warrior hybrid. Blood Mages are also capable of wielding magical weapons such as staffs, with effects like destroying minions they damage, or granting bonus spell damage while they still have durability. Blood Mages will have to make strategic plays, and decide whether they should sacrifice themselves for powerful turns, or if they should try and conserve their health.
Hero Power: Verdant Sphere - 2 Mana - Deal 1 damage to both Heroes. Gain Spell damage +1 this turn. I wanted to follow the traditional Verdant Spheres powering up spells, but also wanted to incorporate a self damage mechanic to it. In order to make it balanced, I decided that it should deal damage to the enemy hero too, as if Kael'thas is draining life from the battlefield in order to gain power.
3 Card Preview:
Phoenix: Common Minion - 6 Mana 6/6 Beast - Deathrattle: Return this card to your hand and deal 3 damage to your Hero. Blood Mages are infamous for summoning phoenixes, and of course phoenixes are reborn after they die, but instead of re-summoning it, I went for a more unique effect so it returns to your hand instead. To balance out the card advantage it provides, it'll deal damage to you.
Molten Armor: Rare Spell - 4 Mana - Secret: When your Hero is attacked; Gain 5 armor, and deal 5 damage to the attacking character. That's right! Blood mage spells cost 4 mana, however, they'll be very powerful. This one allows you to gain some armor when you're attacked, and deal damage to the attacking target, potentially destroying it before it can actually damage you. It could even kill the enemy Hero!
Mastery: Ignite: Epic Weapon - 3 Mana - Destroy any minion damaged by this weapon. Assassinate allows you to destroy a minion for 5 mana. This allows you to destroy a minion for 3 mana. However, your Hero will be taking damage, and you'll be at the mercy of Taunt and Freeze effects. Blood Mages take a lot of damage from their other cards, so use this wisely.