Lore: Wardens are the appointed jailors in the warcraft universe. They posess great martial talent and fuel their abilites with the fury and vengeance they feel towards their captive in order to protect him from possible rescuees aswell as hunting down their prey.
The warden will be a class that plays a hero centric style. That means it will be relying on weapons and spells to deal damage and control the board, but it will do this also as it's primary win condition and not incorporate many minions in his play. The warden is capable of dealing precise damage to key targets aswell as presenting a itself as a very resilient foe and hard to bring down. This is an omage to the very frustrating to play against solo warden gameplay of nightelves against the inexpierienced players druing warcraft 3 days - a warden and a ton of moon wells was all you needed to win against a whole army.
Hero power: Shadow Strike
A bit on the strong side, her hero power allows her to control the board early and in the lategame pressure facedamage and bring down the enemy hero.
The first sneak preview from the basic set. One of Maiev's various weapons. It's a good turn 1 play into hero power on anything you want to smack hard or you can just use it to split your damage for early board control. It's all up to you. It enforces the hero centric play which I want to aim at with the class.
The warden class is teeming with weapons, and Maiev's main source of board management is her hitting with those. That leaves you with a minimal amount of options, since your hero can only attack once a turn. Felwood Smithy is one of those cards that help her utilise her weapons in a different fashion and don't misunderstand, the battlecry is hardly a drawback, as switching weapons on this hero is highly encouraged.
I want you guys to look at this card as an indicator of what this hero can be. A complete war machine. It's not meant to rush down the opponent or be a control heavy player. I want massive hero vs army fighting and swings in health totals and board states and I will see how far I can push the concept in that direction without making the combos too overpowered. Anyway, on to this one - It's a nice tool to enable you to keep attacking with your weapons aswell as a punishing reminder to swarmy decks that a warden is no easy prey.
Varian is head of the Alliance and a powerful fighter and ex-gladiator. He was once split apart by Onyxia and for years his two halves struggled. Eventually his two halves reunited and formed one of the strongest leaders of Azeroth's history. He is the slayer of Onyxia and has continued to lead the Alliance to numerous victories against every threat in it's way. Known as the Lion of the Alliance; Varian is a true warrior King joining his soldiers on the battlefield and inspiring them to victory.
Hero & New Effect: Varian is a offensive Hero, who is in the fight just as much as his minions. His hero power is designed to allow him to trigger the People's Champion new effect Patriot. Whenever your hero attacks a Patriot effect will trigger.
They may only trigger once a turn.
It also gives him the ability to kill low cost minions giving his own minions a better chance at staying alive to attack.
Stormwind Guard is Varian's most bare bones minion and introduces us to Patriot. Comparable to Zombie Chow but needs time to reach the same power.
One of the People's Champions most powerful basic cards. Its allows Varian to trigger Patriot effects without attacking himself should he be low on mana or health. Additionally you may also strike your opponent for 4 attack should you use your hero power too. A true staple of the class.
Our final card for this week and our first spell, Thunderclap. AOE with a small debuff that allows your minions to clean up the leftovers from this spell. It also allows cards like Stormwind guard to get great trades on 3-Attack minions from it's Patriot effect and will save your hero some health.
The lich was actually not my idea. I was actually contacted by the afore-mentioned McF4rtson to create the class, as we share some history with card design. In any case, much the credit here belongs to him for balancing, editing, and generally having someone to talk to so I wouldn't go insane. Thanks buddy.
Now, in any case, the Lich itself. I wanted the kind of deck I'd always wanted to make work. As a paladin player, I was always a bit saddened buff pally never became a thing. I know why it didn't, it isn't good in anyway shape or form, but I always wanted it to work. So going into the Lich, that was the first real plan. But Lich does best is Minion-Recycling, drawing, and lasting until lategame. It is also heavy on the control front, designed to remove and AoE by way of Arcane-missile effects.
Lore-wise, much is based on the Scourge and the Cult of the Damned. Hence, many undead minions, many cultists, and a LOT of recycling.
The Heroine
Explanations
I wanted a class that could draw, but I didn't really want a Zoo-alike. Just enough draw to have both buffs and minions at any one time. And from there you can probably gather what the -1 attack is for. Not wanting to copy Warlock to a T, I improvised. In any case, many early game minions you control will be able to ignore the -1. Not flat out ignore it, but trust me, the 1-drop they have can handle it. And besides, all cult leaders take from their followers.
Now, Lady Deathwhisper! I know you're all saying I should've gone with Kel'Thuzad, but let's face it; Kel'Thuzad is a card. I didn't really understand Jaragnaros myself, I would prefer not to have more heroes playing themselves. Lady Deathwhisper was a difficult fight back in ICC Heroic, and the current leader of the Cult of the Damned. Many of the spells used are from her actual attackpool (Thanks wowwiki!), or those of her minions.
Sundered Seer- Basic
Explanation
Ah, here's a fun one. Much of Lich is about shuffling cards back into your deck. As demonstrated by Gang Up demonstrates, this is extremely cheap. The Sundered Seer assures that you can keep buffs rolling through your deck. Heck, if you have two on board, you could even cast some damage dealing spells on your minions. Several cards buff the "Shuffle card into your deck" aspect of this card as well. A 4/6 tends not to die to minions, and yes, you can buff this for hilarious shenanigans.
Rotting Giant - Expert Epic
Explanation
I actually didn't want to make a new keyword. I figured everyone would be doing it. However, the phrase 'Shuffle this card into your deck when X happens" is extremely long. But in any event, Rebirth. Rebirth means that when set conditions are met, you shuffle a copy of that card back into your deck. Think Malorne. This is the best card to showcase the strengths Rebirth has. Firstly, not effected by Mulligans, like Flame Leviathan. Secondly, having a second copy in your deck will cause cost reduction for BOTH cards if you draw both of them, say, by turn six. And yes, if you feel like it, go ahead and pull out your dusty old Baron Rivendare if you want even more- But you won't have to. I'm not releasing it with this push, but there is a card not unlike Rivendare for Rebirths.
Shroud of the Occult - Expert Epic
Explanation
Ahhh, the buffs. My favorite part. The buffs in this class range from 1 to 4 mana (Most are about 3 mana), and tend to have a large effect on the board. This effect here is justified by the fact that you most likely won't have too many minions onboard, and even having 2 this gives tremendous value. For one thing, Exchange of Power's effect doesn't carry over to your opponents turn, so taunt is incredibly powerful. Secondly, unlike Wee Spellstopper, the minion affected with this most likely has a body you WANT the opponent to slam minions into. Also, it's my fervent dream that this might be cast on Dragonkin Sorcerer-That's a 5/7 with taunt AND pure protection for adjacent minions. This could be seen as a sort of Spell Taunt, redirecting ALL enemy fire, and not just the minions.
Alright sure, let's give it a roll! Before I start though, question. Let's say we make a class, and it gets knocked out in Phase I. Are we allowed to keep doing it for fun in the other Phases, provided we put a disclaimer like, 'This class was knocked out earlier and is not eligible'?
Anyway.
Faceless One
For mad eons beyond measure the Faceless Ones dutifully served the five Old Gods in wreaking havoc upon the young Azeroth. When the Titans came and chained their masters deep beneath the surface, they were chained with them. But now, after so very long, they have returned from the world's bleakest depths to reclaim the land.
Yor'sahj the Unsleeping
For so long Yor'sahj has waited to free his bretheren. Now, at long last, his time has come.
Emotes
Unlike others, Yor'sahj's dialogue does not line up with his audio. You see the translated speech, but you hear it spoken in Faceless. Faceless translations have been provided where possible.
Opening Remark: From it's bleakest depths, we reclaim this world! (Shkul an'zig qvsakf kssh'ga!)
Thanks: See the darkness. (Kyth uul.)
Well Played: For your victory. (Thoq sk'zzof.)
Greetings: Die a thousand deaths! (Oou kaaxth shuul!)
Sorry: Sing of your agony. (Vorzz sk'uuyat.)
Oops: O Old Gods! We have failed you! (Ez, Shath'Yar! Ag'ghyl ilfah!)
Threaten: You will drown in the blood of the Old Gods! (Ilfah qi'uothk shn'ma yeh'glu Shath'Yar!)
Attacking: Your suffering strengthens me. (Sk'magg yawifk hoq.)
Concede: To have waited so long... for this... (Uovshh thyzz... qwaz...)
Thinking 1,2,3: (Menacing Gurgles)
Running Out of Time: We have waited long enough! (No translation)
Almost Out of Cards: Our cards are nearly depleted! (No translation)
Out of Cards: We are expended! (No translation)
Too Many Minions: They must die! (Ywaq agth oou!)
Error: Void. (Shel.)
Hand Full: Too many cards! (No translation)
Hero Already Attacked: I have wrought enough. (No translation)
Minion Not Ready: They praise and wait! (Ywaq zaix uovshh!)
Minion Already Attacked: They drink and devour! (Ywaq puul lwhuk!)
Not Enough Mana: Too little magic. (No translation)
Lacking a Weapon: I need an instrument. (No translation)
Can't Play a Card: I. Can't. Play. That! (No translation)
Trying to target Stealth: We cannot gaze into the darkness. (Aq'maq gul'kafh an'uull.)
Not a Valid Target: Not a proper victim. (No translation)
Trying to avoid Taunt: They will die! (Ywaq gag oou!)
Selected in Arena: All praise the Old Gods! (H'iwn zaix Shath'Yar!)
Shu'ma's Blood summons a random Globule out of six, not unlike the Shaman's hero power. The Globules are each based on the Globules Yor'sahj summoned in Cataclysm.
And their 2 summons:
The Faceless Ones are a very Deathrattle-centered class as a result. Baron Rivendare is a nasty thing to watch for as a result.
Example Card One
Their gargantuan Old God masters seethe and writhe beneath the land, bristling with tentacles of malicious design.
Eye see what you did there. - C'Thun
Source of Spell Damage for Yor'sahj's various spells. Goes well with Windfury.
Example Card Two
The sight of a jagged, violet, almost rock-esque shard arcing through the air is a staple of the Faceless Ones.
If this bounces onto the servers, say goodbye to your match.
Similar to the warlock Shadow Bolt, but this is more expensive and is guaranteed to deal the full 4 damage one way or another.
Example Card Three
Their numbers are quite literally endless.
He liked to go around popping bubbles when he was a little Faceling.
Instead of requiring some external source of damage to pop your Globules, just have them explode immediately. This goes well with Crimson and Dark Globules, since the former will always target something that didn't pop it, dealing the bonus damage, and the Dark Globule will always summon 2 Forgotten Ones, never 1.
So that's my hero submission, inspired by Arkasaur's Twilight's Hammer. Faceless Ones are cool.
I thought about making a Tinker Hero based around Mechs and Spare Parts. Hopefully No one has though about this yet.
I don't have a World of Warcraft character name so I just named it Tinker.
and his Hero Power is Summon Mech. Which summons a Target Dummy to your side of the field and gives you a random Spare Part as well. I wanted to have it balanced similar to the Palys Power.
The first spell I thought of was a way to get more spare parts. So I made a Spare Parts Generator, that gives all your friendly Mechs "Deathrattle: Add a random spare part to your hand."
Then I thought of more ways to take advantage of unwanted Spare Parts in your hand, so I made the following spells:
Then, since you might have too many cards in your hand and loose a card or two to drawing. I made this card:
Thats all I have for now, but I will keep on making more, whether I get picked or not.
Hello people let me introduce you to what will eventually turn into possibly the most annoying class in hearthstone.
HYDROMANCER
Alandra Rael (ray-ell) is a character I made up for my own card game when I was about 6 months younger. Granted she was a healer and a light bender but there was no good art of dudes that wasn't Jace from MTG that fit the Hydromancer named "Valon Barss"
Submerge: Disruptive by allowing you to hide a big thing yes, but is the most wildly over costed stealth in the game to balance it. And it seems fitting a water mage would like, go underwater
My whole goal for this class is to make a balanced class that does nothing but be a nuisance for the opponent and you. It will be largely disruption based with a heavy focus on strong spells that support control archetypes. Balancing is extremely tough so I plan on not making it SOLELY a disruptive class. If that's all it was the game would be no fun. That being said the 3 cards I will show you are all extremely disruptive and that is supposed to be the cap of what this class will do. It will have disruption with its intent but not its only gimmick.
Really hard to cost correctly but I think making it a weak 6 drop (because 6 drop is the best drop) balances the effect significantly. You'd rather be playing so much on 6 versus this 5/5 with no bonus unless the enemy plays a spell that targets it.
EDIT: Also it should read "an enemy spell" I will fix that before Phase 2
Almost made this 6 because its assassination that leaves an attack-less minion on the board but I just followed the trends of the other Hex-effects and prayed people don't get mad
The MTG version of this card is literally the one that made me design this class. Easy, permanent disruption. Cast it on your Dr. Boom to balance it too!
A Wastewalker is a simple 0/3 minion. The class has no buffs (other than neutrals), so the purpose of the Wastewalkers is to trigger Exploit, the new keyword. "Exploit (x): Do something" means deal x damage to a friendly Wastewalker of your choice and afterwards gain the additional effect. Also, the Exploit must deal maximum damage; a card with Exploit (2) could not work on a 1-health Wastewalker. Here are the example cards, all of which use the new keyword:
Sea Witches are, in general, a spell oriented class, so if you have a full health Wastewalker, the additional effect of this card will improve your burst significantly, similar to Eviscerate in Rogue.
This provides a consistent source of AOE for Sea Witches, adding another utility to their spells. This would most likely be a staple in Sea Witch decks, as it is most often extremely similar to the already-common Flamestrike. However, this card has the potential to be much better because of how well it scales with Spell Damage and cards like Tidal Blast. Due to these synergies, this card's final version may cost 6 (in accordance with the rules, I won't change it mid-way though).
To reflect the fact that the Naga race has physical as well as arcane warriors, the Sea Witch class uses a wide array of weapons. Myrmidon Anchor is just a simple late game weapon for use in control decks, which are another deck type Sea Witches could use.
Illidan Stormrage, Betrayer, and Lord of Outland...
Immolate is better than the mage's ping, but has a delay before it burns... can be used on heroes and minions, including friendly minions. This is great because one of the demon hunter's theme is sacrificing for the greater good, as seen with:
Of course, demon hunters will take control of demons and their powers.. while still maintaining synergy with the hero power, and mocking warlock demons:
Of course, it would be unwise to forget the shadow pacts that demon hunter make to defeat their foes...
Demon Hunters have as their main themes suffering, pain, demons, and windfury. Like warriors, many minions will benefit for being damaged, and I imagine some deathrattles are in order.
Energy made matter. Light incarnate. A mysterious force with power and intent that remains a mystery... until now. They came from the far reaches of space to touch the lives of millions, steer the fates of entire worlds, and wreck some newbs at a card game. Make way for the new class - the classiest class:
Naaru
The first champion of these sentient symbols is none other than the mighty:
Being a, well, being of pure light and energy, M'uru and the Naaru race are ambivalent to the politics of Azeroth. Friend or foe, any denizen of the world is an unwitting beneficiary of the Naaru's blessings.
The Naaru are an odd sort. Their blessings, while they make the chosen feel honored, actually have no tangible effect. The Blessed keyword does absolutely nothing on its own. However, the Naaru's fanatics and magics play on those chosen by their deities.
Being such an integral part of the Naaru class and its combos, the Blessed keyword can obviously originate from more than once source. The following card - a staple of the class - gives two insights into the mechanic. One, it is pervasive. Two, it is open to anyone who is willing to hear the words of the Naaru.
The Naaru's blessings may occasionally help the opposing player, but more often than not the enemy must consider making poor trades just to clear several instances of Blessed boons that may lead to super-powering M'uru's minions. But what is a player to do when those poor trades may tip the scales even further into the Naaru's favor?
You see, a Naaru's love is so bright that it casts long, deep shadows. Shadows so profuse and dark that they loathe the gifts their maker bestows. There is a war within every Naaru. The longer the fight, the more clear the contrast becomes.
I hope you enjoyed this preview - please vote for this entry to see more of what the Naaru class has to offer Hearthstone!
Blademaster, the "antique" hero from war3 brings back memories. Back in war3, the sneaky playstyle and great power of the hero made him one of the favorite heroes of orc players. However, this class is combined to the warrior class of WoW and Hearthstone, who relies more on brutal force. I made the blademaster to bring back the master of martial art. Since WoW does not feature many blademasters, many concepts of the class comes from other games including Dota 2. The hero Samuro made an appearence in War3 campaign, and is rumored as the same Samuro in Elite Tauren Chieftain.
The hero power "wind walk" is the famous Blademaster skill in War3 which's made many sneaky plays. It adds 1 damage to your hero allowing it to attack, and if you attack a minion, the return damage is blocked. Note that it cannot block infinite damage. The hero power fits the Blademaster style to strike from behind. And here are three example cards.
Shadowblade is actually a card from Dota 2. The weapon has terrible stats for its cost, with a strong battlecry, which allows your hero to remove a 4-HP minion at T3 without costing HP. This is a basic card much influencing the class's playstyle.
Another card from Dota 2. It's similar to Earth Shock, except that your hero takes return damage. It's a powerful removal against minions like Shielded minibot, Nerubian Egg, Twilight Drake, Sylvanas and Fordring. This is a classic common card.
The classic legendary card serves as a powerful finishing blow dealing up to 16 damage to the enemy hero alone. With some buffs, it can easily OTK a full-HP hero. Its negative effect means it requires an empty enemy board to be fully effective. With this card existing, the enemy is under a great threat of OTK in late game, having to keep a full board every turn.
Hey everyone. Great submissions so far. I thought id go a little simpler and build off of what we have in game right now. That being said I LOVE MURLOCS!! My aim is to round out the tribe and make them playable while giving them a clear goal for aggro and board control.
If you like it, please shoot me an upvote! Thanks!
Anyhow, Mrrrrrrrglgllglglglgl!!!
First up:
Hero Power: Useless when you have no board. Useful for aggro at first glance, but the opponent gives up tempo. The main goal of the hero power is to enable trade-ups making existing Murlocs more useful throughout the game.
Next up:
Designed primarily to beef up the Murloc ranks. This card is unique that this mod has only appeared once and on a legend. Standard cost for a 4/3 but with a powerful ability that helps with clearing your opponents board if left unchecked.
Next up:
Designed as an extremely powerful swing card much like Avenging Wrath or Lightbomb. If you're ahead of the game it can seal your opponents fate, or you can end up discarding several cards. This card can be abused by adding very few spells to the deck, but whether thats going to help you win the majority of games in the meta is iffy.
Lastly but not leastly!
None other than Bagurgle himself! Whenever you play a Murloc you summon any other Murloc aside from a copy of this card. This includes murlocs from other classes (Shiverspine or.. whatever he is called in this game from Shaman). Designed solely as a decent drop on curve to flesh out the mid-high end while being able to synergize with all of your other minions to create WAVES OF MRRRRGGGGLLGGRRRGGLLLL!!!!
Landro is a collector of many things, from rare artifacts and exotic creatures to even interesting "friends". One of the collector's main goal is to collect and to show off his collection. The Collector has a main focus on Neutral minion cards, cards with types (especially Pirates), his new class specific keyword Deserter, and of course, collecting cards - be it drawing, converting, or stealing.
The Collector is a hero designed with the focus on rare and exotic loot from the World of Warcraft, and the king of all Neutral hubs, Booty Bay.
Deserter
When a card gains Deserter, if they're a Class Specific minion they shed their colors, becoming a Neutral minion. Although a seemingly minor change to a card, especially since very little cards pay any attention to such affiliation, it is a core part of the Collector's play style, as many of his fancy spells and minions only target and buff Neutral minions, leaving his own crew, and even enemy minions he may have collected, excluded from the festivities.
This gives an emphasis on deckbuilding with neutrals in mind, as many of the Collector's powerful cards, when slammed together in a deck with other Collector's cards won't have much effect, requiring you to diversify your build, choosing which spells and minions of Landro's to bring along. However Neutrals alone won't make up a very interesting deck, so there needs to be an incentive to want to use some of Landro's cards as well. With the use of cards that award or afflict Deserter status, you can clear some of your Collector minions - or borrowed minions - enabling them to partake in some Neutral shenanigans.
It also serves as an added bonus when dealing with opponent's who like to steal or copy spells, as a spell they grab from Landro might not be usable on any of their class specific minions and occupy a slot in their hand until they spend the mana to get rid of it.
Deserter is an effect keyword, and can be silenced, restoring class specification to a card. Since a focus on spell and minion effects, as well as Deserter are core elements to the Collector, you might want to have some back up cards in anticipation for dealing with enemies with Silences waiting in their decks.
Clarifications and Strategic use of cards included in Spoilers.
Hero Power
Everybody loves a gift, even Landro Longshot. This hero power helps the Collector do what he does best, Collect. Once per turn, Landro can draw another card, complete with a spiffy cost discount. Perhaps an interesting Neutral friend can now enter the battlefield at a quicker rate, or an exotic spell can be cast a turn earlier. With Landro's Gift, you never know what you're gonna get, you might even get a dupe - any card drawn that has a cost of 0 - and therefore, unable to be reduced - is duplicated. Now you can put on more than just a firework display, put on a firework show! Or maybe increase your odds of getting what you want from one of Landro's infamous blind bag prizes!
Get your fancy minions and spells out quicker, or reduce their cost now to surprise your opponent later, Landro's Gift can be a powerful tool for The Collector, but it has a downside of filling your hand quicker, and getting your deck closer to empty. A wise Collector needs to know when to take advantage of Landro's Gift, and when to stop being greedy.
This effect is applied as the card is drawn, so any other cost reductions will happen afterward. For example, if a card is drawn by Landro's Gift and reduced to a cost of 1, and another effect on the battlefield would reduce it's cost down to 0, it is not duplicated. It will only ever duplicate a card that by default has a cost of 0, or was permanently changed to 0 before being shuffled into the deck.
Three Card Preview
Classic Rare Spell
An example of one of Landro's many Neutral enhancing spells, the Magical Ogre Idol transforms any Neutral minion into an Ogre powerhouse at a cheap cost - potentially cheaper if drawn with Landro's Gift. However, without any Neutrals, it will sit in your hand, in pristine mint condition. Having a balance of Collector class cards and Neutral cards is key, as spells and effects such as this will take up space until you can bestow it on on a Neutral minion.
Basic Minion
Although many of Landro's minions are designed to buff or effect Neutral minions, some will have a focus on potentially becoming Neutrals down the line, enabling you to get some minions on the field earlier in the game while you wait for the mana to summon that Boulderfist Ogre. The Cowardly Pirate can be an efficient minion for clearing early game "1 Attack" minions, chipping away his health down to return to the battlefield later, now able to gain the benefits of any Neutral focused buffs. He can also draw fire from powerful enemy minions, who would rather see the Cowardly Pirate meet his end, than to be sent back to hand over and over again, potentially mitigating hero damage for a turn.
As a card that can give itself Deserter, a Cowardly Pirate can be a great addition to a Collector deck, as although it is a Collector class card, it can become a Neutral.
Basic Minion
Spells and Minions that effect Neutrals are a core part of a Collector deck, but having cards that work well and synergize with Neutrals are also very important. The Deathwish Deckhand does not have a direct effect on Neutral minions, nor does it become one. Instead, it creates additional options with other Neutrals, such as Pirate minions, or, due to it's suicidal nature, minions that are empowered or triggered by the death of allied minions.
It is important to keep in mind how your Collector cards synergize with Neutrals beyond directly buffing or referring to them.
It's cheap cost (even cheaper on a Landro's Gift pull) makes it helpful for keeping the field cleared or even in early stages of the game while you wait patiently to drop that Core Hound burning a hole in your hand.
My name is Vonrith, and you may remember me from such cards as Ancient of Harmony, Sporebat and Bloodspear Savage. Today I want to talk to you about my new hero class for this competition: The Trade Prince.
The Trade Prince
They are the masters of economics, good deals and fresh supplies. They know what they need and when to get it, but most of all when their cards profit the most of being played.
Cycle allows the Trade Prince to choose a card from his hand and trade it with the deck. Not only does this allow for more efficient plays, but there will be a lot of Trade Prince specific cards that benefit from being played right away, have a "on draw" effects like Flame Leviathan or are best put back into the deck until they become of more use. Neutral tech minions and high mana cost minions will hopefully see a bit more play since Cycle should elminate any dead cards. Hemet Nesingwary anyone?
New keyword: Influx. It reads "An influx effect only happens if you play this card the turn you draw it"
Demands Supplied costs 4 mana. Making it a bit worse than Arcane Intellect without Influx, and a bit better than the card draw effect on Nourish when influx does happen. Like many of the Rogue Combo cards, you definitely want to play this when you draw it. So if you don't, time to Cycle it. This card really shows off the keyword and playstyle of the Trade Prince.
Ogre Bruiser is a pirate and even though the Trade Prince won't have any weapons directly (yet, a merchant knows where to get his gear), pirates will be a big thing for this class. The fact that Ogre Bruiser can't be played before turn 6 should make clear that you want to Cycle this card if you draw it early in the game as it is a dead card until turn 6. There will be a spells that allows you to switchs minions for minions with the deck as well.
Again, Ethereal Windtrader isn't very good if you don't play him in the turn that you draw him, but if you take the risk and don't react to the board, you will get an amazing benefit. The Trade Prince will have to make suboptimal plays sometimes to get the optimal benefit from his cards which adds a bit of RNG to the class, forcing the player to improvise a lot more.
Wizards are arcane spellcasters who have undertaken intensive study of magic in places such as the Violet Citadel of Dalaran or the Academies of Silvermoon in Quel'Thalas. They exercise their magic by wielding staves, and use them to empower their spells. They go into battle commanding their own armies of apprentice wizards, coming from all schools of magic. If 4 words could characterize them, these would be:
Wisdom, Power, Cooperation, Leadership
The Hero
"Not all that long ago, the Kirin Tor took a bold step in selecting Rhonin to be its leader. He was unorthodox and outspoken—impetuous and stubborn. He had a tremendous sense of humor and great love of friends and family. He took Dalaran in a new direction and led the Kirin Tor through a war with the very Aspect who had been chosen to guide and monitor magic. He died as he had lived—protecting and helping others." - Jaina Proudmoore
Hero Power
A combination of Rogue's, Druid's and Mage's, the Wizard's Hero Power equips Rhonin with a 1/1 Apprentice Staff. With the use of those staves, Rhonin can hit his enemies from a long-range, without having to engage in a melee battle with them. Thus, Rhonin takes no damage when he attacks. This ability is also known as:
Range is not something I planned on including. Initially, I was just using the phrase 'Immune while attacking'. Eventually, this phrase was used more and more, while also occupying valuable space from the card text. In the end, I just decided to establish a keyword for it. I didn't use it, just to make a new keyword. I really needed to.
The Wizard is a class which is heavily based on weapons (staves in our case) and Spell Damage abilities. ALL staves have Range. Spell Damage can be found on minions with an inherent Spell Damage ability, on weapons with a Spell Damage bonus while equipped, and on spells which enhance the Spell Damage of minions and weapons. There are also cards that hinder the opponent's Spell Damage, offering you protection from enemy spells. The Wizard is heavily benefited by the presence of a large army of apprentice wizards under his command. Thus, board control is an essential piece of his strategy. Finally, the Wizard is capable of manipulating Time & Space themselves. He has the ability of teleporting his allies out of danger, exploit previous turns of the game and also influence the future ones. We can summarize his strategy into:
Staves as weapons, armies of wizards, minion and weapon enhancement, spell resistance, space & time manipulation.
Recharge is one of the first abilities an apprentice learns. With the use of it, they can renew the magic of their staves. It's extremely useful when used on a powerful staff, like the Staff of Eternity, but rather weak when used on a more common staff, e.g. a 2/2 one. Durability plays an essential role for the Wizard, compared to its role for the other classes. Many of his staves rely on Durability for their effects, while some spells use it to augment their effects.
The Staff of Eternity is one of the Wizard's most powerful weapons. Its power augments through the presence of the appropriate allies. It can be a great removal card if you have Spell Damage on the board, otherwise 3 damage is rather low for a turn 6 play. Luckily, Spell Damage is a very common ability for the Wizard, and there are also spells which provide him with additional Spell Damage, making the Staff of Eternity one of the Wizard's main finishers. Not to mention the almighty Malygos! He's going to be an essential minion for our strategy, for sure!
Mass Teleport is another of the Wizard's signature abilities. Taught to him by Krasus himself, Mass Teleport is essential when it comes to protect your heavy Spell Damage board. Its effect not only protects your minions, but it also brings them back into the battlefield at full Health! They return just before you draw for your turn, so no chance to draw one of them. One could compare it to Rogue's conceal, but this one offers guaranteed protection and revitalization!
Generally, the Wizard's strategy resembles much the Rogue's. He finishes the enemy with the use of weapons and spells, but whose power comes from the presence of Spell Damage on the board. If I manage to qualify for the next week, I'm going to show you the Wizard's powerful draw power, his main damaging spells and his ways of board clear!
Greet: This is the hour of the forsaken! Threat: More suffering awaits. Thank: Thanks Apologize: I'm so sorry Mistake: This cannot be happening! Well Played: Heh heh heh, well played
Sylvanis: Your master is next... Bolvar Fordragon: Your transgressions will not be forgiven!
Hero Power: Mixture
Putress, being the grand apothecary he is, has a wide variety of potions and poisons he has conjured. I wanted give him a decent variety of things to do, so instead of making the ability rotate it will resemble the shaman hero power. Each concoction is detrimental, although far from overpowered. The animation will vary depending on which result is rolled.
Concoctions:
Horrify:
As a basic card, you can see from Crippling Concoction, one of the themes I would like to try to utilize for the apothecary class is slowing down the enemy, however, render them (somewhat) useless. Being able to "ancient watcher" a minion would be an interesting form of "removal", similiar to a pacify effect in M:tG. Thematically I kind of cheated, as Putress is dressed in warlock garb during the Wrathgate event, I assumed he be pseudo warlock, and gave him a fear effect, rather what I believe a fear effect would translate into as a hearthstone card.
Undercity Gatekeeper:
One of the other themes is advantage but with increased costs, similiar to the shaman's overload. Undercity Gatekeeper provides something that is always required in card games, more cards, but filling your hand up with overcost cards is both good and bad. The drawback on the card drawn offsets the stats on her compared to Acolyte of Pain.
Wrathgate Scourge:
Last element of the hero is the hero power itself. There is enough variety and random possible effects that could come from the power, so I felt that if there was one thing to do with the power is to alter it with the minions. In this instance, rather than just giving 2 random effects I'd rather have the option to pick a new target (if you wanted to). How many times did you want to reroll that totem drop as a shaman? Would you be willing to pay an extra 1 mana to do so?
In general the apothecary class is a hybrid shaman and warlock. I enjoy playing both classes because the drawbacks for their spells, and tried my best to bring that into the creation. The deck sort of lends itself to being a more midrange/control/tempo variety.
Dark Ranger Dark rangers are silent and invisible stalkers of the shadows, felling unsuspecting opponents with a single arrow. Their spells work with manipulating the essences of life and death, as well as various horrible curses and mind-enslaving abilities.
This class has massive combo potential, just like rogues, it all depends on your cards. It has a lot of cards, where you can choose if you play it as a regular card, or a bit expensive, but very powerful card. They use a lot of Stealth, silence, and mind controlling effects, like a real Dark Ranger.
Hero Sylvanas Windrunner
Hero Power
Whith this hero power, you can deal damage to the enemy hero, and play empowered cards. Shadow Energy empowers your next card you play, which is Shadow Energy "compatible". How it works: 1: You play Shadow Energy 2: Play the card you want (highlighted in yellow) 3: Profit.
Three Example Cards:
Dark Ranger Leader: This mighty Dark Ranger Leader is a very experienced ambusher. She ambushes with her forces, threatens her foes, and retreats back to the shadows. This card has the potecial to charge it, becouse it doesn't give stealth immediately, you can attack with it, or throw down a See Giant, or a Frostwolf Warlord becouse it gives your minions stealth at the end of the turn. A big bonus is, that your enemy will be mad becouse he can't attack your minions, but you caould even silence them!
Deathwhisper is the weapon of Sylvanas. This weapon will be painful to your enemies, becouse if they destroy it with for example a Harrison Jones, you might take that Harrison away from them. It can make a combo with the Sylvanas card, you pop this weapon on turn 5 and attack , sylvanas on turn 6 and attack -> steal a minion, trade sylvanas on turn 7 and get another minion aswell.
EDIT: I made a mistake by including the token cards, so I had to remove them. A Dark Minion is a 1 mana 1/1 with charge, and dies at the end of your turn. A Greater Dark Minion is 1 mana 3/2 with charge, and dies at the end of your turn.
With this card you can basicly execute most minions on turn 4, and you can get bonus damage with Dark minions. A great combo with Dark Minions is to silence them after you attacket with them, and in that case you will have minions for your enemy to care about.
Thank you for reading my submission, and sorry my english and not the best ways to introduce these cards, but i hope you will get the idea of thsi class. I think it would be a controll deck, with a lot of stealth and silence mechanism, like getting +/+ for silencig minins, +/+ for each minion with stealth, and things like a dark ranger would use happily. The concept of the cards was based on the WarCraft 3 Dark ranger hero.
Captain Cookie is a Murloc pirate found in the Deadmines in World of Warcraft, aboard Rogue Edwin VanCleef's ship. Cookie is the most notable pirate character in World of Warcraft, and although Murlocs are not a playable race in World of Warcraft, he asks that you give him a fair chance as this is a different game (plus there aren't any other interesting pirates of note in the Warcraft universe, at least not that I could find.)
Ahoy, Mateys! is similar to the Paladin's hero power 'Reinforce' but different in that it does not provide you with a permanent board presence. The hero power becomes less useful with each turn, forcing you to rely on buffs if you want to continue using it. The Buccaneer class, of course, will have plenty of Pirate synergy, and the more you rely on this synergy, the more you'll benefit from this seemingly underpowered hero power.
All of the example cards can be found in the spoiler below, along with their explanations.
I was originally thinking of making this card similar to Unleash the Hounds, but I changed my mind because that felt too obvious and didn't really add anything new to the class. I decided that I'd use it as further Pirate synergy, it has a similar effect to Tundra Rhino, Warsong Commander, Bloodlust, and Charge, but it only affects Pirates. This could be one of the Pirate's win conditions. Cost was changed from 4 to 6 to keep it balanced.
Captain's Cutlass is a perfect example of the Buccaneer's weapon synergy. Similar to Rogues and Warriors, Pirates will also have a vast collection of weapons to choose from. These weapons will also reflect the Pirate synergy of the class, and rather than using your weapons to complement your minions (Warriors), or spells to buff your weapons (Rogues), the Buccaneer will rely on minions that increase the effectiveness of its weapons. The attack bonus was changed to include "this turn" to keep it balanced.
Pirate Captain is a fine example of the Pirate synergy in the Buccaneer class. The Pirate Captain is a 4-drop that gives your Pirates +1/+1. The effect only lasts while the Pirate Captain is on the board, so your other Pirates will revert back to their original stats if it is destroyed. This is meant to buff up some of the weaker Pirates and allow you to maintain more board control.
Tamer focuses on playing huge minions. He can reduce their cost to gain tempo. Most of the time he is using Dragons as they often have big effects.
Hero Power
Chained minion have reduced cost by (2), but gains -4 points into Health or Attack arranged randomly.
So if you play your Hero Power at Dr. Boom during turn 4, you are able to play him the second turn when you are at 5 mana. But his stats might be: 3/7, 4/6, 5/5, 6/4 or 7/3.
One of the best early-huge minions you can get for a tamer.
During the 3rd turn you can have a huge 4/5 dragon on avarage. But If you would play both Chained Dragons in the deck, its almost guaranteed that you will lose 2 points of stats on a 5 mana minion later in the game plus you have to use your hero power on it.
There are only 2 minions with similar power when played with Hero Power that can be played at turn 3: Silver Hand Knight (2/2 plus 2/2 on avarage, but the 4/4 have a risk of dying due to a possibility of getting -4 into health) and Sludge Belcher(1/3 with 1/2).
Blazing Worgen
Chained keyword on a minion means an effect that will occur when the minion comes into play, just like Battlecry, but in this case minion have to be Chained.
Cards like these will help Tamer in using his Hero Power when at 10 mana.
Dragon Keeper
Boosts your tempo and is a good 2-drop that can trade with an aggro minions.
Class: Warden
Hero: Maiev Shadowsong
Lore: Wardens are the appointed jailors in the warcraft universe. They posess great martial talent and fuel their abilites with the fury and vengeance they feel towards their captive in order to protect him from possible rescuees aswell as hunting down their prey.
The warden will be a class that plays a hero centric style. That means it will be relying on weapons and spells to deal damage and control the board, but it will do this also as it's primary win condition and not incorporate many minions in his play. The warden is capable of dealing precise damage to key targets aswell as presenting a itself as a very resilient foe and hard to bring down. This is an omage to the very frustrating to play against solo warden gameplay of nightelves against the inexpierienced players druing warcraft 3 days - a warden and a ton of moon wells was all you needed to win against a whole army.
Hero power: Shadow Strike
A bit on the strong side, her hero power allows her to control the board early and in the lategame pressure facedamage and bring down the enemy hero.
The first sneak preview from the basic set. One of Maiev's various weapons. It's a good turn 1 play into hero power on anything you want to smack hard or you can just use it to split your damage for early board control. It's all up to you. It enforces the hero centric play which I want to aim at with the class.
The warden class is teeming with weapons, and Maiev's main source of board management is her hitting with those. That leaves you with a minimal amount of options, since your hero can only attack once a turn. Felwood Smithy is one of those cards that help her utilise her weapons in a different fashion and don't misunderstand, the battlecry is hardly a drawback, as switching weapons on this hero is highly encouraged.
I want you guys to look at this card as an indicator of what this hero can be. A complete war machine. It's not meant to rush down the opponent or be a control heavy player. I want massive hero vs army fighting and swings in health totals and board states and I will see how far I can push the concept in that direction without making the combos too overpowered. Anyway, on to this one - It's a nice tool to enable you to keep attacking with your weapons aswell as a punishing reminder to swarmy decks that a warden is no easy prey.
Ok, how exciting Class creation!
Class: People's Champion
Hero: Varian Wrynn
Varian is head of the Alliance and a powerful fighter and ex-gladiator. He was once split apart by Onyxia and for years his two halves struggled. Eventually his two halves reunited and formed one of the strongest leaders of Azeroth's history. He is the slayer of Onyxia and has continued to lead the Alliance to numerous victories against every threat in it's way. Known as the Lion of the Alliance; Varian is a true warrior King joining his soldiers on the battlefield and inspiring them to victory.
Hero & New Effect: Varian is a offensive Hero, who is in the fight just as much as his minions. His hero power is designed to allow him to trigger the People's Champion new effect Patriot. Whenever your hero attacks a Patriot effect will trigger.
They may only trigger once a turn.
It also gives him the ability to kill low cost minions giving his own minions a better chance at staying alive to attack.
Stormwind Guard is Varian's most bare bones minion and introduces us to Patriot. Comparable to Zombie Chow but needs time to reach the same power.
One of the People's Champions most powerful basic cards. Its allows Varian to trigger Patriot effects without attacking himself should he be low on mana or health. Additionally you may also strike your opponent for 4 attack should you use your hero power too. A true staple of the class.
Our final card for this week and our first spell, Thunderclap. AOE with a small debuff that allows your minions to clean up the leftovers from this spell. It also allows cards like Stormwind guard to get great trades on 3-Attack minions from it's Patriot effect and will save your hero some health.
Drink me up
Class:Prophet
Hero: Barime High Prophet
Hero Power:
3 example cards:
This looks like fun... Let's give it a shot.
Image created and provided by McF4rtson.
Overview
The lich was actually not my idea. I was actually contacted by the afore-mentioned McF4rtson to create the class, as we share some history with card design. In any case, much the credit here belongs to him for balancing, editing, and generally having someone to talk to so I wouldn't go insane. Thanks buddy.
Now, in any case, the Lich itself. I wanted the kind of deck I'd always wanted to make work. As a paladin player, I was always a bit saddened buff pally never became a thing. I know why it didn't, it isn't good in anyway shape or form, but I always wanted it to work. So going into the Lich, that was the first real plan. But Lich does best is Minion-Recycling, drawing, and lasting until lategame. It is also heavy on the control front, designed to remove and AoE by way of Arcane-missile effects.
Lore-wise, much is based on the Scourge and the Cult of the Damned. Hence, many undead minions, many cultists, and a LOT of recycling.
The Heroine
Explanations
I wanted a class that could draw, but I didn't really want a Zoo-alike. Just enough draw to have both buffs and minions at any one time. And from there you can probably gather what the -1 attack is for. Not wanting to copy Warlock to a T, I improvised. In any case, many early game minions you control will be able to ignore the -1. Not flat out ignore it, but trust me, the 1-drop they have can handle it. And besides, all cult leaders take from their followers.
Now, Lady Deathwhisper! I know you're all saying I should've gone with Kel'Thuzad, but let's face it; Kel'Thuzad is a card. I didn't really understand Jaragnaros myself, I would prefer not to have more heroes playing themselves. Lady Deathwhisper was a difficult fight back in ICC Heroic, and the current leader of the Cult of the Damned. Many of the spells used are from her actual attackpool (Thanks wowwiki!), or those of her minions.
Sundered Seer- Basic
Explanation
Ah, here's a fun one. Much of Lich is about shuffling cards back into your deck. As demonstrated by Gang Up demonstrates, this is extremely cheap. The Sundered Seer assures that you can keep buffs rolling through your deck. Heck, if you have two on board, you could even cast some damage dealing spells on your minions. Several cards buff the "Shuffle card into your deck" aspect of this card as well. A 4/6 tends not to die to minions, and yes, you can buff this for hilarious shenanigans.
Rotting Giant - Expert Epic
Explanation
I actually didn't want to make a new keyword. I figured everyone would be doing it. However, the phrase 'Shuffle this card into your deck when X happens" is extremely long. But in any event, Rebirth. Rebirth means that when set conditions are met, you shuffle a copy of that card back into your deck. Think Malorne. This is the best card to showcase the strengths Rebirth has. Firstly, not effected by Mulligans, like Flame Leviathan. Secondly, having a second copy in your deck will cause cost reduction for BOTH cards if you draw both of them, say, by turn six. And yes, if you feel like it, go ahead and pull out your dusty old Baron Rivendare if you want even more- But you won't have to. I'm not releasing it with this push, but there is a card not unlike Rivendare for Rebirths.
Shroud of the Occult - Expert Epic
Explanation
Ahhh, the buffs. My favorite part. The buffs in this class range from 1 to 4 mana (Most are about 3 mana), and tend to have a large effect on the board. This effect here is justified by the fact that you most likely won't have too many minions onboard, and even having 2 this gives tremendous value. For one thing, Exchange of Power's effect doesn't carry over to your opponents turn, so taunt is incredibly powerful. Secondly, unlike Wee Spellstopper, the minion affected with this most likely has a body you WANT the opponent to slam minions into. Also, it's my fervent dream that this might be cast on Dragonkin Sorcerer-That's a 5/7 with taunt AND pure protection for adjacent minions. This could be seen as a sort of Spell Taunt, redirecting ALL enemy fire, and not just the minions.
Thank you very much for looking over my concept.
Alright sure, let's give it a roll! Before I start though, question. Let's say we make a class, and it gets knocked out in Phase I. Are we allowed to keep doing it for fun in the other Phases, provided we put a disclaimer like, 'This class was knocked out earlier and is not eligible'?
Anyway.
Faceless One
For mad eons beyond measure the Faceless Ones dutifully served the five Old Gods in wreaking havoc upon the young Azeroth. When the Titans came and chained their masters deep beneath the surface, they were chained with them. But now, after so very long, they have returned from the world's bleakest depths to reclaim the land.
Yor'sahj the Unsleeping
For so long Yor'sahj has waited to free his bretheren. Now, at long last, his time has come.
Emotes
Unlike others, Yor'sahj's dialogue does not line up with his audio. You see the translated speech, but you hear it spoken in Faceless. Faceless translations have been provided where possible.
Opening Remark: From it's bleakest depths, we reclaim this world! (Shkul an'zig qvsakf kssh'ga!)
Thanks: See the darkness. (Kyth uul.)
Well Played: For your victory. (Thoq sk'zzof.)
Greetings: Die a thousand deaths! (Oou kaaxth shuul!)
Sorry: Sing of your agony. (Vorzz sk'uuyat.)
Oops: O Old Gods! We have failed you! (Ez, Shath'Yar! Ag'ghyl ilfah!)
Threaten: You will drown in the blood of the Old Gods! (Ilfah qi'uothk shn'ma yeh'glu Shath'Yar!)
Attacking: Your suffering strengthens me. (Sk'magg yawifk hoq.)
Concede: To have waited so long... for this... (Uovshh thyzz... qwaz...)
Thinking 1,2,3: (Menacing Gurgles)
Running Out of Time: We have waited long enough! (No translation)
Almost Out of Cards: Our cards are nearly depleted! (No translation)
Out of Cards: We are expended! (No translation)
Too Many Minions: They must die! (Ywaq agth oou!)
Error: Void. (Shel.)
Hand Full: Too many cards! (No translation)
Hero Already Attacked: I have wrought enough. (No translation)
Minion Not Ready: They praise and wait! (Ywaq zaix uovshh!)
Minion Already Attacked: They drink and devour! (Ywaq puul lwhuk!)
Not Enough Mana: Too little magic. (No translation)
Lacking a Weapon: I need an instrument. (No translation)
Can't Play a Card: I. Can't. Play. That! (No translation)
Trying to target Stealth: We cannot gaze into the darkness. (Aq'maq gul'kafh an'uull.)
Not a Valid Target: Not a proper victim. (No translation)
Trying to avoid Taunt: They will die! (Ywaq gag oou!)
Selected in Arena: All praise the Old Gods! (H'iwn zaix Shath'Yar!)
Shu'ma's Blood summons a random Globule out of six, not unlike the Shaman's hero power. The Globules are each based on the Globules Yor'sahj summoned in Cataclysm.
And their 2 summons:
The Faceless Ones are a very Deathrattle-centered class as a result. Baron Rivendare is a nasty thing to watch for as a result.
Example Card One
Their gargantuan Old God masters seethe and writhe beneath the land, bristling with tentacles of malicious design.
Eye see what you did there. - C'Thun
Source of Spell Damage for Yor'sahj's various spells. Goes well with Windfury.
Example Card Two
The sight of a jagged, violet, almost rock-esque shard arcing through the air is a staple of the Faceless Ones.
If this bounces onto the servers, say goodbye to your match.
Similar to the warlock Shadow Bolt, but this is more expensive and is guaranteed to deal the full 4 damage one way or another.
Example Card Three
Their numbers are quite literally endless.
He liked to go around popping bubbles when he was a little Faceling.
Instead of requiring some external source of damage to pop your Globules, just have them explode immediately. This goes well with Crimson and Dark Globules, since the former will always target something that didn't pop it, dealing the bonus damage, and the Dark Globule will always summon 2 Forgotten Ones, never 1.
So that's my hero submission, inspired by Arkasaur's Twilight's Hammer. Faceless Ones are cool.
Hello Everyone!
I thought about making a Tinker Hero based around Mechs and Spare Parts. Hopefully No one has though about this yet.
I don't have a World of Warcraft character name so I just named it Tinker.
and his Hero Power is Summon Mech. Which summons a Target Dummy to your side of the field and gives you a random Spare Part as well. I wanted to have it balanced similar to the Palys Power.
The first spell I thought of was a way to get more spare parts. So I made a Spare Parts Generator, that gives all your friendly Mechs "Deathrattle: Add a random spare part to your hand."
Then I thought of more ways to take advantage of unwanted Spare Parts in your hand, so I made the following spells:
Then, since you might have too many cards in your hand and loose a card or two to drawing. I made this card:
Thats all I have for now, but I will keep on making more, whether I get picked or not.
EDIT: Reduced the number of example cards.
Here is my submission, the worgen faction.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
Hello people let me introduce you to what will eventually turn into possibly the most annoying class in hearthstone.
HYDROMANCER
Alandra Rael (ray-ell) is a character I made up for my own card game when I was about 6 months younger. Granted she was a healer and a light bender but there was no good art of dudes that wasn't Jace from MTG that fit the Hydromancer named "Valon Barss"
Submerge: Disruptive by allowing you to hide a big thing yes, but is the most wildly over costed stealth in the game to balance it. And it seems fitting a water mage would like, go underwater
My whole goal for this class is to make a balanced class that does nothing but be a nuisance for the opponent and you. It will be largely disruption based with a heavy focus on strong spells that support control archetypes. Balancing is extremely tough so I plan on not making it SOLELY a disruptive class. If that's all it was the game would be no fun. That being said the 3 cards I will show you are all extremely disruptive and that is supposed to be the cap of what this class will do. It will have disruption with its intent but not its only gimmick.
Really hard to cost correctly but I think making it a weak 6 drop (because 6 drop is the best drop) balances the effect significantly. You'd rather be playing so much on 6 versus this 5/5 with no bonus unless the enemy plays a spell that targets it.
EDIT: Also it should read "an enemy spell" I will fix that before Phase 2
Almost made this 6 because its assassination that leaves an attack-less minion on the board but I just followed the trends of the other Hex-effects and prayed people don't get mad
The MTG version of this card is literally the one that made me design this class. Easy, permanent disruption. Cast it on your Dr. Boom to balance it too!
I Designed A Card This Week
Here's my Sea Witch hero for this competition.
A Wastewalker is a simple 0/3 minion. The class has no buffs (other than neutrals), so the purpose of the Wastewalkers is to trigger Exploit, the new keyword. "Exploit (x): Do something" means deal x damage to a friendly Wastewalker of your choice and afterwards gain the additional effect. Also, the Exploit must deal maximum damage; a card with Exploit (2) could not work on a 1-health Wastewalker. Here are the example cards, all of which use the new keyword:
Sea Witches are, in general, a spell oriented class, so if you have a full health Wastewalker, the additional effect of this card will improve your burst significantly, similar to Eviscerate in Rogue.
This provides a consistent source of AOE for Sea Witches, adding another utility to their spells. This would most likely be a staple in Sea Witch decks, as it is most often extremely similar to the already-common Flamestrike. However, this card has the potential to be much better because of how well it scales with Spell Damage and cards like Tidal Blast. Due to these synergies, this card's final version may cost 6 (in accordance with the rules, I won't change it mid-way though).
To reflect the fact that the Naga race has physical as well as arcane warriors, the Sea Witch class uses a wide array of weapons. Myrmidon Anchor is just a simple late game weapon for use in control decks, which are another deck type Sea Witches could use.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
Introducing: My very own Demon Hunter!!!!
Illidan Stormrage, Betrayer, and Lord of Outland...
Immolate is better than the mage's ping, but has a delay before it burns... can be used on heroes and minions, including friendly minions. This is great because one of the demon hunter's theme is sacrificing for the greater good, as seen with:
Of course, demon hunters will take control of demons and their powers.. while still maintaining synergy with the hero power, and mocking warlock demons:
Of course, it would be unwise to forget the shadow pacts that demon hunter make to defeat their foes...
Demon Hunters have as their main themes suffering, pain, demons, and windfury. Like warriors, many minions will benefit for being damaged, and I imagine some deathrattles are in order.
Selected in Arena: My soul longs for vengeance!
Opening Remark: None may challenge me!
Thanks: Fascinating, isn’t it?
Well Played: Is that all?
Greetings: You dare speak to me?
Sorry: Pardon me...
Oops: I regret nothing!
Threaten: YOU ARE NOT PREPARED!
Attacking: Die, fool.
Concede: Though I be damned...
Thinking 1: I grow impatient.
Thinking 2: We must act.
Thinking 1: My blade thirsts!
Running Out of Time: The time has come!
"Not all those who wander are lost."
- Velen R. R. Tolkien
Energy made matter. Light incarnate. A mysterious force with power and intent that remains a mystery... until now. They came from the far reaches of space to touch the lives of millions, steer the fates of entire worlds, and wreck some newbs at a card game. Make way for the new class - the classiest class:
Naaru
The first champion of these sentient symbols is none other than the mighty:
Being a, well, being of pure light and energy, M'uru and the Naaru race are ambivalent to the politics of Azeroth. Friend or foe, any denizen of the world is an unwitting beneficiary of the Naaru's blessings.
The Naaru are an odd sort. Their blessings, while they make the chosen feel honored, actually have no tangible effect. The Blessed keyword does absolutely nothing on its own. However, the Naaru's fanatics and magics play on those chosen by their deities.
Being such an integral part of the Naaru class and its combos, the Blessed keyword can obviously originate from more than once source. The following card - a staple of the class - gives two insights into the mechanic. One, it is pervasive. Two, it is open to anyone who is willing to hear the words of the Naaru.
The Naaru's blessings may occasionally help the opposing player, but more often than not the enemy must consider making poor trades just to clear several instances of Blessed boons that may lead to super-powering M'uru's minions. But what is a player to do when those poor trades may tip the scales even further into the Naaru's favor?
You see, a Naaru's love is so bright that it casts long, deep shadows. Shadows so profuse and dark that they loathe the gifts their maker bestows. There is a war within every Naaru. The longer the fight, the more clear the contrast becomes.
I hope you enjoyed this preview - please vote for this entry to see more of what the Naaru class has to offer Hearthstone!
Blademaster, the "antique" hero from war3 brings back memories. Back in war3, the sneaky playstyle and great power of the hero made him one of the favorite heroes of orc players. However, this class is combined to the warrior class of WoW and Hearthstone, who relies more on brutal force. I made the blademaster to bring back the master of martial art. Since WoW does not feature many blademasters, many concepts of the class comes from other games including Dota 2. The hero Samuro made an appearence in War3 campaign, and is rumored as the same Samuro in Elite Tauren Chieftain.
The hero power "wind walk" is the famous Blademaster skill in War3 which's made many sneaky plays. It adds 1 damage to your hero allowing it to attack, and if you attack a minion, the return damage is blocked. Note that it cannot block infinite damage. The hero power fits the Blademaster style to strike from behind. And here are three example cards.
Shadowblade is actually a card from Dota 2. The weapon has terrible stats for its cost, with a strong battlecry, which allows your hero to remove a 4-HP minion at T3 without costing HP. This is a basic card much influencing the class's playstyle.
Another card from Dota 2. It's similar to Earth Shock, except that your hero takes return damage. It's a powerful removal against minions like Shielded minibot, Nerubian Egg, Twilight Drake, Sylvanas and Fordring. This is a classic common card.
The classic legendary card serves as a powerful finishing blow dealing up to 16 damage to the enemy hero alone. With some buffs, it can easily OTK a full-HP hero. Its negative effect means it requires an empty enemy board to be fully effective. With this card existing, the enemy is under a great threat of OTK in late game, having to keep a full board every turn.
Hey everyone. Great submissions so far. I thought id go a little simpler and build off of what we have in game right now. That being said I LOVE MURLOCS!! My aim is to round out the tribe and make them playable while giving them a clear goal for aggro and board control.
If you like it, please shoot me an upvote! Thanks!
Anyhow, Mrrrrrrrglgllglglglgl!!!
First up:
Hero Power: Useless when you have no board. Useful for aggro at first glance, but the opponent gives up tempo. The main goal of the hero power is to enable trade-ups making existing Murlocs more useful throughout the game.
Next up:
Designed primarily to beef up the Murloc ranks. This card is unique that this mod has only appeared once and on a legend. Standard cost for a 4/3 but with a powerful ability that helps with clearing your opponents board if left unchecked.
Next up:
Designed as an extremely powerful swing card much like Avenging Wrath or Lightbomb. If you're ahead of the game it can seal your opponents fate, or you can end up discarding several cards. This card can be abused by adding very few spells to the deck, but whether thats going to help you win the majority of games in the meta is iffy.
Lastly but not leastly!
None other than Bagurgle himself! Whenever you play a Murloc you summon any other Murloc aside from a copy of this card. This includes murlocs from other classes (Shiverspine or.. whatever he is called in this game from Shaman). Designed solely as a decent drop on curve to flesh out the mid-high end while being able to synergize with all of your other minions to create WAVES OF MRRRRGGGGLLGGRRRGGLLLL!!!!
The Collector
Landro is a collector of many things, from rare artifacts and exotic creatures to even interesting "friends". One of the collector's main goal is to collect and to show off his collection. The Collector has a main focus on Neutral minion cards, cards with types (especially Pirates), his new class specific keyword Deserter, and of course, collecting cards - be it drawing, converting, or stealing.
The Collector is a hero designed with the focus on rare and exotic loot from the World of Warcraft, and the king of all Neutral hubs, Booty Bay.
Deserter
When a card gains Deserter, if they're a Class Specific minion they shed their colors, becoming a Neutral minion. Although a seemingly minor change to a card, especially since very little cards pay any attention to such affiliation, it is a core part of the Collector's play style, as many of his fancy spells and minions only target and buff Neutral minions, leaving his own crew, and even enemy minions he may have collected, excluded from the festivities.
This gives an emphasis on deckbuilding with neutrals in mind, as many of the Collector's powerful cards, when slammed together in a deck with other Collector's cards won't have much effect, requiring you to diversify your build, choosing which spells and minions of Landro's to bring along. However Neutrals alone won't make up a very interesting deck, so there needs to be an incentive to want to use some of Landro's cards as well. With the use of cards that award or afflict Deserter status, you can clear some of your Collector minions - or borrowed minions - enabling them to partake in some Neutral shenanigans.
It also serves as an added bonus when dealing with opponent's who like to steal or copy spells, as a spell they grab from Landro might not be usable on any of their class specific minions and occupy a slot in their hand until they spend the mana to get rid of it.
Deserter is an effect keyword, and can be silenced, restoring class specification to a card. Since a focus on spell and minion effects, as well as Deserter are core elements to the Collector, you might want to have some back up cards in anticipation for dealing with enemies with Silences waiting in their decks.
Clarifications and Strategic use of cards included in Spoilers.
Hero Power
Everybody loves a gift, even Landro Longshot. This hero power helps the Collector do what he does best, Collect. Once per turn, Landro can draw another card, complete with a spiffy cost discount. Perhaps an interesting Neutral friend can now enter the battlefield at a quicker rate, or an exotic spell can be cast a turn earlier. With Landro's Gift, you never know what you're gonna get, you might even get a dupe - any card drawn that has a cost of 0 - and therefore, unable to be reduced - is duplicated. Now you can put on more than just a firework display, put on a firework show! Or maybe increase your odds of getting what you want from one of Landro's infamous blind bag prizes!
Get your fancy minions and spells out quicker, or reduce their cost now to surprise your opponent later, Landro's Gift can be a powerful tool for The Collector, but it has a downside of filling your hand quicker, and getting your deck closer to empty. A wise Collector needs to know when to take advantage of Landro's Gift, and when to stop being greedy.
This effect is applied as the card is drawn, so any other cost reductions will happen afterward. For example, if a card is drawn by Landro's Gift and reduced to a cost of 1, and another effect on the battlefield would reduce it's cost down to 0, it is not duplicated. It will only ever duplicate a card that by default has a cost of 0, or was permanently changed to 0 before being shuffled into the deck.
Three Card Preview
Classic Rare Spell
An example of one of Landro's many Neutral enhancing spells, the Magical Ogre Idol transforms any Neutral minion into an Ogre powerhouse at a cheap cost - potentially cheaper if drawn with Landro's Gift. However, without any Neutrals, it will sit in your hand, in pristine mint condition. Having a balance of Collector class cards and Neutral cards is key, as spells and effects such as this will take up space until you can bestow it on on a Neutral minion.
Basic Minion
Although many of Landro's minions are designed to buff or effect Neutral minions, some will have a focus on potentially becoming Neutrals down the line, enabling you to get some minions on the field earlier in the game while you wait for the mana to summon that Boulderfist Ogre. The Cowardly Pirate can be an efficient minion for clearing early game "1 Attack" minions, chipping away his health down to return to the battlefield later, now able to gain the benefits of any Neutral focused buffs. He can also draw fire from powerful enemy minions, who would rather see the Cowardly Pirate meet his end, than to be sent back to hand over and over again, potentially mitigating hero damage for a turn.
As a card that can give itself Deserter, a Cowardly Pirate can be a great addition to a Collector deck, as although it is a Collector class card, it can become a Neutral.
Basic Minion
Spells and Minions that effect Neutrals are a core part of a Collector deck, but having cards that work well and synergize with Neutrals are also very important. The Deathwish Deckhand does not have a direct effect on Neutral minions, nor does it become one. Instead, it creates additional options with other Neutrals, such as Pirate minions, or, due to it's suicidal nature, minions that are empowered or triggered by the death of allied minions.
It is important to keep in mind how your Collector cards synergize with Neutrals beyond directly buffing or referring to them.
It's cheap cost (even cheaper on a Landro's Gift pull) makes it helpful for keeping the field cleared or even in early stages of the game while you wait patiently to drop that Core Hound burning a hole in your hand.
My name is Vonrith, and you may remember me from such cards as Ancient of Harmony, Sporebat and Bloodspear Savage. Today I want to talk to you about my new hero class for this competition: The Trade Prince.
The Trade Prince
They are the masters of economics, good deals and fresh supplies. They know what they need and when to get it, but most of all when their cards profit the most of being played.
Cycle allows the Trade Prince to choose a card from his hand and trade it with the deck. Not only does this allow for more efficient plays, but there will be a lot of Trade Prince specific cards that benefit from being played right away, have a "on draw" effects like Flame Leviathan or are best put back into the deck until they become of more use. Neutral tech minions and high mana cost minions will hopefully see a bit more play since Cycle should elminate any dead cards. Hemet Nesingwary anyone?
New keyword: Influx. It reads "An influx effect only happens if you play this card the turn you draw it"
Demands Supplied costs 4 mana. Making it a bit worse than Arcane Intellect without Influx, and a bit better than the card draw effect on Nourish when influx does happen. Like many of the Rogue Combo cards, you definitely want to play this when you draw it. So if you don't, time to Cycle it. This card really shows off the keyword and playstyle of the Trade Prince.
Ogre Bruiser is a pirate and even though the Trade Prince won't have any weapons directly (yet, a merchant knows where to get his gear), pirates will be a big thing for this class. The fact that Ogre Bruiser can't be played before turn 6 should make clear that you want to Cycle this card if you draw it early in the game as it is a dead card until turn 6. There will be a spells that allows you to switchs minions for minions with the deck as well.
Again, Ethereal Windtrader isn't very good if you don't play him in the turn that you draw him, but if you take the risk and don't react to the board, you will get an amazing benefit. The Trade Prince will have to make suboptimal plays sometimes to get the optimal benefit from his cards which adds a bit of RNG to the class, forcing the player to improvise a lot more.
The Wizard
Wizards are arcane spellcasters who have undertaken intensive study of magic in places such as the Violet Citadel of Dalaran or the Academies of Silvermoon in Quel'Thalas. They exercise their magic by wielding staves, and use them to empower their spells. They go into battle commanding their own armies of apprentice wizards, coming from all schools of magic. If 4 words could characterize them, these would be:
Wisdom, Power, Cooperation, Leadership
The Hero
"Not all that long ago, the Kirin Tor took a bold step in selecting Rhonin to be its leader. He was unorthodox and outspoken—impetuous and stubborn. He had a tremendous sense of humor and great love of friends and family. He took Dalaran in a new direction and led the Kirin Tor through a war with the very Aspect who had been chosen to guide and monitor magic. He died as he had lived—protecting and helping others." - Jaina Proudmoore
Hero Power
A combination of Rogue's, Druid's and Mage's, the Wizard's Hero Power equips Rhonin with a 1/1 Apprentice Staff. With the use of those staves, Rhonin can hit his enemies from a long-range, without having to engage in a melee battle with them. Thus, Rhonin takes no damage when he attacks. This ability is also known as:
Range is not something I planned on including. Initially, I was just using the phrase 'Immune while attacking'. Eventually, this phrase was used more and more, while also occupying valuable space from the card text. In the end, I just decided to establish a keyword for it. I didn't use it, just to make a new keyword. I really needed to.
The Wizard is a class which is heavily based on weapons (staves in our case) and Spell Damage abilities. ALL staves have Range. Spell Damage can be found on minions with an inherent Spell Damage ability, on weapons with a Spell Damage bonus while equipped, and on spells which enhance the Spell Damage of minions and weapons. There are also cards that hinder the opponent's Spell Damage, offering you protection from enemy spells. The Wizard is heavily benefited by the presence of a large army of apprentice wizards under his command. Thus, board control is an essential piece of his strategy. Finally, the Wizard is capable of manipulating Time & Space themselves. He has the ability of teleporting his allies out of danger, exploit previous turns of the game and also influence the future ones. We can summarize his strategy into:
Staves as weapons, armies of wizards, minion and weapon enhancement, spell resistance, space & time manipulation.
Recharge is one of the first abilities an apprentice learns. With the use of it, they can renew the magic of their staves. It's extremely useful when used on a powerful staff, like the Staff of Eternity, but rather weak when used on a more common staff, e.g. a 2/2 one. Durability plays an essential role for the Wizard, compared to its role for the other classes. Many of his staves rely on Durability for their effects, while some spells use it to augment their effects.
The Staff of Eternity is one of the Wizard's most powerful weapons. Its power augments through the presence of the appropriate allies. It can be a great removal card if you have Spell Damage on the board, otherwise 3 damage is rather low for a turn 6 play. Luckily, Spell Damage is a very common ability for the Wizard, and there are also spells which provide him with additional Spell Damage, making the Staff of Eternity one of the Wizard's main finishers. Not to mention the almighty Malygos! He's going to be an essential minion for our strategy, for sure!
Mass Teleport is another of the Wizard's signature abilities. Taught to him by Krasus himself, Mass Teleport is essential when it comes to protect your heavy Spell Damage board. Its effect not only protects your minions, but it also brings them back into the battlefield at full Health! They return just before you draw for your turn, so no chance to draw one of them. One could compare it to Rogue's conceal, but this one offers guaranteed protection and revitalization!
Generally, the Wizard's strategy resembles much the Rogue's. He finishes the enemy with the use of weapons and spells, but whose power comes from the presence of Spell Damage on the board. If I manage to qualify for the next week, I'm going to show you the Wizard's powerful draw power, his main damaging spells and his ways of board clear!
My custom classes : /// / My Card Factory!
Class: Apothecary
Hero: Putress
Emotes/Interactions:
Greet: This is the hour of the forsaken!
Threat: More suffering awaits.
Thank: Thanks
Apologize: I'm so sorry
Mistake: This cannot be happening!
Well Played: Heh heh heh, well played
Sylvanis: Your master is next...
Bolvar Fordragon: Your transgressions will not be forgiven!
Hero Power: Mixture
Putress, being the grand apothecary he is, has a wide variety of potions and poisons he has conjured. I wanted give him a decent variety of things to do, so instead of making the ability rotate it will resemble the shaman hero power. Each concoction is detrimental, although far
from overpowered. The animation will vary depending on which result is rolled.
Concoctions:
Horrify:
As a basic card, you can see from Crippling Concoction, one of the themes I would like to try to utilize for the apothecary class is slowing down the enemy, however, render them (somewhat) useless. Being able to "ancient watcher" a minion would be an interesting form of "removal", similiar to a pacify effect in M:tG. Thematically I kind of cheated, as Putress is dressed in warlock garb during the Wrathgate event, I assumed he be pseudo warlock, and gave him a fear effect, rather what I believe a fear effect would translate into as a hearthstone card.
Undercity Gatekeeper:
One of the other themes is advantage but with increased costs, similiar to the shaman's overload. Undercity Gatekeeper provides something that is always required in card games, more cards, but filling your hand up with overcost cards is both good and bad. The drawback on the card drawn offsets the stats on her compared to Acolyte of Pain.
Wrathgate Scourge:
Last element of the hero is the hero power itself. There is enough variety and random possible effects that could come from the power, so I felt that if there was one thing to do with the power is to alter it with the minions. In this instance, rather than just giving 2 random effects I'd rather have the option to pick a new target (if you wanted to). How many times did you want to reroll that totem drop as a shaman? Would you be willing to pay an extra 1 mana to do so?
In general the apothecary class is a hybrid shaman and warlock. I enjoy playing both classes because the drawbacks for their spells, and tried my best to bring that into the creation. The deck sort of lends itself to being a more midrange/control/tempo variety.
Dark Ranger
Dark rangers are silent and invisible stalkers of the shadows, felling unsuspecting opponents with a single arrow. Their spells work with manipulating the essences of life and death, as well as various horrible curses and mind-enslaving abilities.
This class has massive combo potential, just like rogues, it all depends on your cards. It has a lot of cards, where you can choose if you play it as a regular card, or a bit expensive, but very powerful card. They use a lot of Stealth, silence, and mind controlling effects, like a real Dark Ranger.
Hero
Sylvanas Windrunner
Hero Power
Whith this hero power, you can deal damage to the enemy hero, and play empowered cards. Shadow Energy empowers your next card you play, which is Shadow Energy "compatible". How it works: 1: You play Shadow Energy 2: Play the card you want (highlighted in yellow) 3: Profit.
Three Example Cards:
Dark Ranger Leader: This mighty Dark Ranger Leader is a very experienced ambusher. She ambushes with her forces, threatens her foes, and retreats back to the shadows.
This card has the potecial to charge it, becouse it doesn't give stealth immediately, you can attack with it, or throw down a See Giant, or a Frostwolf Warlord becouse it gives your minions stealth at the end of the turn.
A big bonus is, that your enemy will be mad becouse he can't attack your minions, but you caould even silence them!
Deathwhisper is the weapon of Sylvanas. This weapon will be painful to your enemies, becouse if they destroy it with for example a Harrison Jones, you might take that Harrison away from them. It can make a combo with the Sylvanas card, you pop this weapon on turn 5 and attack , sylvanas on turn 6 and attack -> steal a minion, trade sylvanas on turn 7 and get another minion aswell.
EDIT: I made a mistake by including the token cards, so I had to remove them. A Dark Minion is a 1 mana 1/1 with charge, and dies at the end of your turn. A Greater Dark Minion is 1 mana 3/2 with charge, and dies at the end of your turn.
With this card you can basicly execute most minions on turn 4, and you can get bonus damage with Dark minions. A great combo with Dark Minions is to silence them after you attacket with them, and in that case you will have minions for your enemy to care about.
Thank you for reading my submission, and sorry my english and not the best ways to introduce these cards, but i hope you will get the idea of thsi class. I think it would be a controll deck, with a lot of stealth and silence mechanism, like getting +/+ for silencig minins, +/+ for each minion with stealth, and things like a dark ranger would use happily. The concept of the cards was based on the WarCraft 3 Dark ranger hero.
EDIT: I removed the dark minion token cards.
THE BUCCANEER CLASS
Wish I could've done a Death Knight but oh well! I present to you: The Buccaneer Class!
Unique Keywords: N/A
Core Keywords: N/A
Mechanics: Weapons, stealth, pirate synergy, aggro, combat effects, and dealing damage.
Flavor: Plunder, loot, duel, thievery.
Hero: Captain Cookie
Captain Cookie is a Murloc pirate found in the Deadmines in World of Warcraft, aboard Rogue Edwin VanCleef's ship. Cookie is the most notable pirate character in World of Warcraft, and although Murlocs are not a playable race in World of Warcraft, he asks that you give him a fair chance as this is a different game (plus there aren't any other interesting pirates of note in the Warcraft universe, at least not that I could find.)
Ahoy, Mateys! is similar to the Paladin's hero power 'Reinforce' but different in that it does not provide you with a permanent board presence. The hero power becomes less useful with each turn, forcing you to rely on buffs if you want to continue using it. The Buccaneer class, of course, will have plenty of Pirate synergy, and the more you rely on this synergy, the more you'll benefit from this seemingly underpowered hero power.
All of the example cards can be found in the spoiler below, along with their explanations.
I was originally thinking of making this card similar to Unleash the Hounds, but I changed my mind because that felt too obvious and didn't really add anything new to the class. I decided that I'd use it as further Pirate synergy, it has a similar effect to Tundra Rhino, Warsong Commander, Bloodlust, and Charge, but it only affects Pirates. This could be one of the Pirate's win conditions. Cost was changed from 4 to 6 to keep it balanced.
Captain's Cutlass is a perfect example of the Buccaneer's weapon synergy. Similar to Rogues and Warriors, Pirates will also have a vast collection of weapons to choose from. These weapons will also reflect the Pirate synergy of the class, and rather than using your weapons to complement your minions (Warriors), or spells to buff your weapons (Rogues), the Buccaneer will rely on minions that increase the effectiveness of its weapons. The attack bonus was changed to include "this turn" to keep it balanced.
Pirate Captain is a fine example of the Pirate synergy in the Buccaneer class. The Pirate Captain is a 4-drop that gives your Pirates +1/+1. The effect only lasts while the Pirate Captain is on the board, so your other Pirates will revert back to their original stats if it is destroyed. This is meant to buff up some of the weaker Pirates and allow you to maintain more board control.
The Tamer
Tamer focuses on playing huge minions. He can reduce their cost to gain tempo. Most of the time he is using Dragons as they often have big effects.
Hero Power
Chained minion have reduced cost by (2), but gains -4 points into Health or Attack arranged randomly.
So if you play your Hero Power at Dr. Boom during turn 4, you are able to play him the second turn when you are at 5 mana. But his stats might be: 3/7, 4/6, 5/5, 6/4 or 7/3.
This class is best when played with large minions, that have usefull effects like: Onyxia, Alexstrasza, Emperor Thaurissan, Sneed's Old Shredder, Ysera, Nefarian, Malygos, Ragnaros the Firelord, Majordomo Executus, Gruul, Kel'Thuzad, Chromaggus, Dr. Boom, Cairne Bloodhoof, Sylvanas Windrunner.
Chained Dragon
One of the best early-huge minions you can get for a tamer.
During the 3rd turn you can have a huge 4/5 dragon on avarage. But If you would play both Chained Dragons in the deck, its almost guaranteed that you will lose 2 points of stats on a 5 mana minion later in the game plus you have to use your hero power on it.
There are only 2 minions with similar power when played with Hero Power that can be played at turn 3: Silver Hand Knight (2/2 plus 2/2 on avarage, but the 4/4 have a risk of dying due to a possibility of getting -4 into health) and Sludge Belcher(1/3 with 1/2).
Blazing Worgen
Chained keyword on a minion means an effect that will occur when the minion comes into play, just like Battlecry, but in this case minion have to be Chained.
Cards like these will help Tamer in using his Hero Power when at 10 mana.
Dragon Keeper
Boosts your tempo and is a good 2-drop that can trade with an aggro minions.