Murloc and I couldn't be happier with the excitement and interest surrounding HearthPwn's first ever Class Creation Competition! In the post after this one, Murloc has listed the competitors that have moved on to Phase II.
DO NOT post in this topic unless you are among them.
From now on, the competition is absolutely closed to new competitors, and only those that have earned their way here may compete and post in the Submission Topics. If you are not one of the competitors that has advanced, you are still more than welcome, though, to post in the Discussion Topic (linked above) and offer your thoughts, aid, and support to the remaining competitors.
Indeed, over the remaining three-week course of this competition, making 36 cards may be difficult to manage, so the contestants that have moved on will need all of the help and input they can get to get their Hero just right. We're even going to allow and encourage competitors to highlight other users that were major contributors to their work. Don't be surprised if by the final poll you see entries listed as “Class A, by Contestant B (with major contributions by Users C, D, and E)”.
PHASE II ENTRIES
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 not allowed during 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.
PHASE II SUBMISSION FORMAT:
Here is what we're looking for from your Phase II submission posts:
A) Class Name, Hero Portrait, and Hero Power - Images only please. These are just to remind us who we're dealing with here. You should not re-explain your class, hero, or hero power, but you can link to your Phase I submission post should you so choose. If your Hero Power produces more than one (1) unique token (be they minions, weapons, hero powers, or whatever else), please include these in a Spoiler block. They should be readily available for viewing should somebody choose, but they are not the main focus of this phase of the competition and should not take up that much space.
B) Example Basic Cards – Show us up to three (3) cards of your choice from your Basic Card Set. You may include brief flavor and mechanical balance explanations of each, as well as how they fit into your Class concept as a whole. Which cards you choose are entirely up to you. Basic cards are intended to be just that, basic, but even Basic cards should give you some room to demonstrate how mechanically and thematically unique your Class concept is, so I recommend you choose the card from your Basic Set that most differentiate it. If one of your Example Cards produces more than one (1) unique token (be they minions, weapons, hero powers, or whatever else), please include these in Spoiler blocks. They should be readily available for viewing should somebody choose, but we don't want everybody's own Ysera making the Phase II submission posts any more dense than they already will be.
C) Remaining Basic Cards - The seven (7) remaining cards from your Basic Set should be contained in a Spoiler. Just as with your example cards, you may 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. If you don't know how to use a Spoiler, it's that ! button between the "Increase indent" Button and the "Insert/edit link" button.
Just like last time, I'd like to provide an Example Submission using my favorite class:
Deadly Poison is the most straightforward example of the weapon bonus mechanics I hope to give the Rogue. For any other class (except for maybe Shaman), such a card would be pretty bad. But it's nowhere near as likely to end up as a dead card for the Rogue, who has a hero power that gives it a 2-Durability weapon on demand.
Sap is a very unique removal option (perhaps most similar to the Druid's Recycle) that gets rid of an enemy, even avoiding its Deathrattle, but only temporarily. Because it returns the minion to your opponent's hand, Sap actually results in card disadvantage, the trade-off being a big tempo swing and a cheap way to remove a big Taunt creature before a killing blow.
Fan of Knives may not seem like much at first, but it has the unique distinction of being the only AoE in the game that also draws you a card! This is the first example of quite a few cards that allow for cheap, efficient cycling, the better to set up for big combos.
Other Basic Cards
[ I'm not going to do this part, but only because I can't put a Spoiler Block insider of another Spoiler Block. ;_; ]
Again, 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. Some of you already fell victim to this problem at the end of Phase I; you may have gotten away with it last time, but you do not want it to happen again now that the stakes are higher.
Entry Phase (Starts 20:00 UTC 30/June/2015, Ends 18:00 UTC 6/July/2015) It is during this Phase that you may submit entries to the Submission Topic. Be aware that up-voting does nothing to help you during this or any Phase of the competition from now on. Your advancement will be determined solely by the Poll Topic at the end of this Phase.
Poll Phase (Starts 19:00 UTC 6/July/2015, Ends 19:00 UTC 7/July/2015) During this Phase, the Submission and Discussion Topics will be locked, and a new Poll Topic will go up. Discussion will be allowed to continue in the Poll Topic, which will include all qualifying Phase II competitors and a 24-hour poll to decide who will move on to Phase III.
In addition, as was the case for Phase I, the Fan Creation Forum Moderators will each have one Phase II Wild Card, which we can each use to advance any one entry that we feel was initially overlooked or under-appreciated to Phase III, regardless of its performance in the Final Poll. We will be cautious using these, and we are not allowed to use them on any entry that benefited from one already to advance from Phase I to Phase II. 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.
Note that we have not yet decided for certain how many competitors will move on to participate in Phase III. We estimate that it will be only a low-double-digit number, perhaps twelve to sixteen, but we do know that Phase IV will consist of only three or four finalists.
Curious about the Entry Guidelines and Process Timetables for future Phases of this competition? See our current drafts below:
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 20:00 UTC 7/July/2015, Ends 18:00 UTC 13/July/2015) Poll Phase (Starts 19:00 UTC 13/July/2015, Ends 19:00 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 20:00 UTC 14/July/2015, Ends 20:00 UTC 20/July/2015) Final Poll Phase (Starts 19:00 UTC 20/July/2015, Ends 19:00 UTC 21/July/2015)
As a reminder, the rewards for winning the Class Creation Competition are a special Avatar Border and 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 these. The only question is whether you'll be a Class Design Finalist or the Class Design Champion.
If anybody has any other question, please feel free to ask us over in the Discussion topic.
Any person posting in this topic who are not in the list will get a "slap on the wrist". If you post after that you will get a warning. Please discuss entries and other stuff in the Discussion thread. Thank you in advance.
Those who have qualified to Phase II are the following users:
Reminder: Existing cards like Flesheating Ghoul and Kel'Thuzad among many others, will also receive the Undead tag. See my Phase I post linked at the top for a detailed list.
3 Card Examples
Keep in mind that these are supposed to be the BASIC set (no class has overly fancy basic cards). That means they aren't the most interesting cards and lack most of the Undead and Hero Power synergy. I already mapped these out and they will be a lot more unique. Many of them will come with the CLASSIC set. I assure you, you won't be disappointed.
A very straight forward, basic card. It mimics the cannibalize ability of abominations in WC3, which heals them by eating fallen units. It's a strong anti aggression card and can trade efficiently due to its effect.
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. There will be a few more spells and minions that use the sacrifice mechanism as a means to generate value in the classic set.
Crypt Fiend is a versatile card that can be used on high threat minions to freeze them, give an enemy priority target taunt so you can attack it despite another taunt on the field or simply giving your own card taunt. It works similar to the Crypt Fiend's ability "Web" from WC3, which makes an enemy air grounded so it can be attacked by melee units (give it taunt so it is now attackable by all minions) and unable to move (freeze).
See the rest of the cards by opening the spoiler:
Frenzied Ghoul is the classes 1 drop. Nothing spectacular, but due to the Undead synergy, that will be added in the CLASSIC set and beyond, it'll serve a purpose throughout the entire game. Ghouls in WC3 are the basic starting unit, which can be upgraded with "Ghoul Frenzy", which makes them move and attack faster, hence the charge effect.
Meat Wagon is the only direct Undead synergy card in the BASIC set, but it is one of the most important, so I chose to include it into the basic set, as it provides much tempo on a decent body. It will be possible to build an own Undead themed deck, with Meat Wagon as one of the key cards. Even in decks without other Undeads it has direct synergy with the Hero Power, which is almost reason alone to play it.
Frost Armor is a simple heal that provides a strong tool against face and aggro decks and can help to catch up if you are behind, if your opponent rushes you.
Sleep is a very cheap "soft removal", that temporarily eliminates a threat. As a trade off, the effect can be broken by using damaging cards and abilities on it. Inspired by WC3's Dreadlord skill of the same name.
Carrion Swarm is this classes spell damage removal ala Darkbomb and Frostbolt. The class will be more focused on using minions in one way or the other, to deal with enemy minions, so it's priced a bit higher. The utility effect won't play a role often, but it can be used to set up lethal in some occasions.
Frost Explosion is meant to be not a straight AoE and somewhat situational to use. The class will have access to broader and more unique AoEs in the CLASSIC set. Stay tuned for those.
Vampiric Aura turns a normal minion into a high priority target. The value depends highly on the attack of the minion, so it is more of a mid and late game card. Due to balance reasons it will only trigger when the minion attacks, not when it is attacked. Inspiration was WC3's Dread Lord ability "Vampiric Aura", which regenerates health whenever he attacks.
First of all I would like to thank everyone who voted in the first phase. You're the best!!
Minions, servants, soldiers of the cold dark... Obey the call of Kel'Thuzad!
The Lich class
HP explanation and example cards:
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.
Frozen Mage will serve as your standard 2 drop. His goal is to make you live a little longer. And he will accomplish that with his taunt and his ability to freeze anything he damages. However he is permanently frozen making him unable to attack.
Now we're getting somewhere with the frost synergy. Frost Nerubian is like the Twilight Drake since he will get a stat boost based on one condition, That condition in this case is the number of frozen minions on the field.
Spreading Frost Is similar to cone of cold that the mage class has but it can only be cast on an already frozen minion. That and the fact it deal less damage makes it's lower mana cost justifiable.
CHECK OUT OTHER BASIC CARDS HERE:
Since the basic set must not include keywords I figured that I should exclude the main mechanic behind my class from the basic set and make good stand alone cards. First one is the Plague Cauldron. Straightforward 1 drop that will force your opponent to kill it or suffer consequences.
Moving on we have the Ice Prison. It can be cast on your own minions or your opponents. You can stop a big minion from attacking or create a last line of defence to survive another round. It permanently freezes the minion making it so it will not attack again (unless silenced) but giving it a taunt makes it still relevant.
Scorgue Warrior is a 3 drop with spider tank stats. It comes with an effect that helps you chip down your opponents health at the cost of yours. The damage is based off the number of Frozen minions on the field.
Damnation deals 1 damage to all minions on the field and restores 1 hp to your hero for every minion killed. I can't say it more simply. Since you will be doing much randomly split damage this can be used as a final touch to clean the board.
Chill is like frost nova. But for that one extra mana cost, it also freezes the enemy hero.
Ice Spreader is good when you need a board but lack the minions. Solid body for its cost. But it will freeze all your other minions, wich could be bad or good for you since many cards synergise with frozen minions.
Our last card is Call of the Scourge. It deals 5 damage randomly split among enemy minions and summons every minion killed to your side of the field. High risk, high reward.
I am quite sad since I couldn't really show you the gimick I had in mind since those were the basic cards. I hope I get to show you in the next phase the true power of the archlich Kel'Thuzad.
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.
I hope you liked what I made and I hope I make it far with this class. Thank you for reading =)
The most basic of Maiev's weapons - allows for board control early but still packs a punch midgame.
The warden's natural ability packed in this spell. Serves as a simple cycle and can also can be used to buy you an additional turn against several classes when you suspect they might aim at your face with burn.
Mechanically this is intended as a board clear, as the warden will have alot of healing/damage evasion mechanics the should balance out the damage taken from hitting minions. It also doubles as a potential finisher, but weapon buffs are not really a thing in the class arsenal.
Technical details: the number of attacks it counted at the time you play this spell, that means, that you can use it on a 5 durability weapon and gain 5 attacks, even if you choose to immediately or midway equip another weapon, you still attack 5 times. That also means, that refreshing weapons over and over does not net you additional attacks.
The class' anti aggro option that softens incoming threats while slowly dieing away. Can obviously be played around aswell as abused to a certain extent(patrons, acolyte of pain etc.).
When sometimes that 1 weapon hit isn't good enough.
A setup aoe that doesn't profit from spellpower, but does have a nice side in not proccing random deathrattles or enrage mechanics better left alone.
Smack and profit. Tuned along with feedback from the community.
A really aggressive weapon that has some combo potential, but can be played around, and the main appliance is still board clearing.
The class' main card draw engine. Should at the very least be able to cycle while giving a body on the board.
Has the same mana-damage-stuck-into it ratio as assasin's blade, but you need less time to unleash it all. Slightly under-par damage to clear minions at this stage in the game, but still a very solid weapon when nothing else is available
I appreciate the support I've gotten so far. Best of luck to everyone.
Edit: Oops, posted the cards with the old borders, fixed now.
Edit2: Changed up the spoiler a bit, thanks to fruitful discussions. Nevermind, guess I haven't quite gotten the greenlight for that yet.
Ember of Azzinoth and Black Temple Guard embody the main principles of this Demon Hunter class. Locking down and restricting the opponent. This is a decent 4-drop, though it's best played like a Loatheb. It could also be a potential killer late-game. In addition, you can pull off insane combos with this card other other cards not in the Basic set. Unlike Loatheb, however, it has less of a board presence, stats wise. It also doesn't not give the "spell immunity" that Loatheb does for a turn. Rather, it forces the opponent to make odd plays and use damage spells on this minion instead.
Like the Ember, this card is also focuses on locking down. The 1/6 body isn't much, but if you protect, you can make this work for you. Like the Ember, you can pull off insane combos with other cards.
A simple card. Many DH cards are of high health, so that's not too big of a downside when your own minions get damaged. What you want is the light AOE and the heals. You're taking a lot of damage from future secrets and hitting things with your Hero Power and Weapons. This will help.
Remaining 7 cards:
Initiate is a card I compare to Mana Wyrm, despite their different stats. It's the fact they they can both snowball why I made the comparison. Here's the breakdown. You're on turn 1, you play this. Opponent either passes, or coins out a minion turning this into a 3/2. If *you* went second, You could just drop this as a 1/2 soft-taunt.
Supplicant is the BOSS of early game. Shuts down a lot of relevant 1-attack minions. This could force your opponent into playing a 3/2 like a Knife Juggler unless they want to make their Haunted Creeper a 0/2. This "telegraphing" effect of course, can be played around and is not the best late-game, but it does assist in limiting your opponent's choices.
Fel Bombardment, Shadow Bolt, and Drain Life were all once the best of friends. They would take walks in the park together, tell each other funny jokes, and generally have a good time. But, there was one fateful day. Lava Burst came to town. There followed an almighty row, leaving Fel Bombardment separated from this fellow Warlock cards. He finds solace from his bitter sorrow working for the Demon Hunter class now, and does his best to clear our Spider Tanks, Azure Drakes, and other rabble.
A fairly interesting card. As well know, 3/2 stats on a weapon that still costs 3 mana is good. Just look at Eaglehorn Bow and even Powermace. As with all other Demon Hunter cards, this was made to mess with your opponent. On turn 3, you play this, and you swing for 3. Opponent's turn, they are hit with the (1) more penalty. Turn 4, you swing again, and you're free to summon. However, if you do swing on turn 4, you might be missing out on a better target at a later turn. It's not as versatile as Fiery War Axe, but this is no doubt a good turn-3 weapon.
Exhaust is Sap's older brother. A strong tempo play, though it requires twice the mana. The upside to Exhaust is that you "cancel" your opponent's next draw. Let's break this card down. Sap is 2 mana. *You* drawing a card costs about 1 mana, as calculated from Loot Hoarder and Novice Engineer. So, messing with your opponent's draw would cost around 2.
Illidari Watcher was in my 3-card preview, so I won't spend too much detail here. Just like all the minions in the basic set, he limits a certain facet of your opponent's gameplay, and comes with a decent body as well.
So you want an AOE, eh? This is the Demon Hunter's biggest board clear. Based off of one of Illidan's in-game abilities, this 6-mana card is a bit clunky, but will be able to clear away most of your opponent's minions. It's a steady, reliable card, which is what DH needs if it ever finds itself in a tight spot. Based off of Consecration.
Reminder : The Lorewalker class is aimed for Control, Aggro Mill, Control Mill, Fatigue and Hand decks. The purpose of the class is to copy your opponent's cards, fill your opponent's hand and resort to peaceful ways to win.
3 Card Examples
Hear and Learn : Lorewalkers, especially Cho, love to recount stories and tell you more about the history of Pandaria. Hear and Learn is your base class card for milling your opponent. It adds 3 cards to your opponent's hand : History Lesson, a 2-mana spell which reads "Draw a card." Thus, the Lorewalker is the sole class to possess a class card which is specifically made for milling.
When you mill your opponent, you want to constantly keep his hand filled with cards. History Lesson perfectly fulfill this purpose, because it's sticky ; it draws a card.
TOKEN CARD - History Lesson
Transcribe : You wouldn't be a Lorewalker if you didn't write down stories you learned. Transcribe is your most versatile class card and can be powerful in any kind of deck. It acts like Shadowstep, but for spells. You want to further mill your opponent? Copy Hear and Learn. Need another AoE effect during the late game? Copy Tranquility. You copied a great spell with your hero power? Copy it. (Too much copies...)
As you might suspect, the Lorewalker is a spell-heavy class. As such, Transcribe is an essential tool. In the classic set, the Lorewalker will even receive more spells that you might want to copy, with diversified effects ; healing, soft removal, early-game AoE, etc.
Mind Opening : On paper, it's really thrilling to be able to copy your opponent's cards, with your hero power or class cards (like Careful Research). In practice, you will not be necessarily inclined to play those cards. Or you won't be able. Deadly Poison and you don't have a weapon? Nerubian Egg and you have nothing to activate it? Millhouse Mana... wait, why do my opponent even play THAT card?
Mind Opening lets you discard useless cards, cycle through your deck and find the cards you really need. In a control deck, it's essential to always have adequate answers in hand, or have your big threats during the late game. The cost to pay? Mind Opening won't cycle itself. But that's not too dramatic.
The 7 Other Cards
Study your opponent and copy his style of play...
Capture the Essence : When you play the Lorewalker class, you don't destroy your opponent's minions. You appreciate their strength and you copy them! Capture the Essence works similar to Mirror Entity . It's harder to use correctly on a filled board. However, it's more subtle (your opponent won't know if you have this card in hand or not) and you choose when to use it. Great card in control matchups.
Careful Research : Careful Research embodies the Lorewalker style of play. Not only does this card give you information about what you might expect from your opponent, but it also give you some cards. Learn from your opponent and use his best assets against him! You play against a Druid and suspect that he keeps Savage Roar and Force of Nature in hand? Usually that's a pretty dangerous and tricky situation, but not when you play the Lorewalker class!
Mill your opponent...
Experimented Teacher : A Lorewalker's most essential skill : teaching. Experimented Teacher is a strong early minion that helps you "flood" your opponent's hand. It comboes well with your other class cards, like Exotic Lore Student and Defiant Guard. And what would be a teacher without a student? Experimented Teacher adds a 0-mana vanilla 2/2 minion to your opponent's hand.
Tranquility : You will need a peaceful environment to teach and study, without loud bangs and clashing swords. Tranquility is the class base AoE effect. It doesn't destroy everything or do a horrendous amount of damage. However, it's excellent for slowing down the game and milling your opponent, while preserving your own board. It can be used in conjunction with cards like Experimented Teacher and Hear and Learn to destroy some key targets.
Fill your opponent's hand to your advantage...
Exotic Lore Student : Ok, you fill your opponent's hand, and after that? Exotic Lore Student, like Goblin Sapper and Clockwork Giant, benefits from your opponent having a well filled hand. It comboes with your other class cards, like Hear and Learn and Experimented Teacher. It is similar to Questing Adventurer ; it has stronger stats, but you don't control its effect.
Defiant Guard : When you mill your opponent, you want him to keep his cards in hand. Defiant Guard helps you slow down your opponent. Against aggro decks, it will probably prevent your opponent from playing two minions at once. Against midrange decks, it could prevent your opponent from playing a minion on curve. Notice that even if your minion dies, its effect still apply.
Take control of the late game...
Prosperity : Pandaria, a thriving land full of wonders. Prosperity acts as a stronger Innervate. It will come later, but it can be excessively powerful. A turn-6 Ysera or a turn-5 Ragnaros (with the Coin) can immediately turn the game into your favour. Also, you may have noticed that your hero power produces overpriced cards. Prosperity helps you play these cards at a reasonable cost.
TOKEN CARD - Young Trainee
What to expect next?
A new Lorewalker legendary which has an excellent synergy with your hero power, a scroll that accomplishes all your dreams, and trolls drinking tea...
Good luck to all the competitors! I love everything that I've seen so far!
Enfeeble is a nice basic spell to keep especially small minions under control early on. Like the Hero Power and every other sort of -x/-x to a minion's Attributes, this counts as Blight (the new keyword introduced with the Apothecary) which will greatly synergize with class cards from later sets. On top of that, you get to draw a card! :-)
As stated in the Phase I, the Apothecary mainly revolves around playing with minion's stats. The Naga Experiment is a strong 4-drop best played on an empty board of your own. Also gives some nice Blight synergy, even if hitting your own minions.
You want Basic Cards? You get Basic Cards! Poisonous Grenade is a 4 Mana "Hard Removal" - not as good as a Rogue's Assassinate, but cheaper and maybe a bit more versatile when thinking of synergies.
Remaining 7 cards:
The Apothecary's twisted version of Wild Growth. While having the downside of sacrifing a minion, Transmute gets you a filled Mana Crystal for "free". Also has it's own version of Excess Mana.
I love toying around with Hero Powers! The next Sets will bring even more of it! Inexperienced Apprentice is a great aggro killer, with the downside of having to waste your Hero Power for a turn - on your own minions!
Corrupting Poison can prevent an enemy minion from attacking for countless turns, just like the Paladin's Blessing of Wisdom cast on an enemy minion - it just hurts instantly. :-)
Curse of Stone can be the next aggro killer. Imagine a turn 2 5/6 Zombie Chow with Taunt! Also a nice activator for The Black Knight (will he rise again?).
Weapons, yay! The Apothecary will have access to a few Weapons, but nothing insanely mighty. Power Infused Glove is of great use early on, picking off small minions and buffing own stuff.
The Apothecary also gets some limited AoE heal in his Basic Set, how bout that? Healing Infusion might be an O.K.-healing for your minions (it doesn't remove Blight btw.), the card draw will be the way more interesting addition I think.
Last but not least, Smothering Mists provides a small board clear. Kills off small stuff, weakens big stuff, synergizes with Blight. It's all that one can wish for. :-)
EDIT 1 & 2: Added the modified Hero Power to Inexperienced Apprentice.
Wow, second place! huge thanks to everyone who voted for this class, and a firm handshake to any of the excellent ideas that got knocked out.
The Pirate deck is all about constantly attacking with groups of minions, which you can see in the basics and the existing cards from last week:
Although I wasn't aloud to use it this round, it's important to remember the unique keyword Raid: when this character attacks, do X.
This card embodies just about every theme central to the Pirate class. We have the appearance of charge, it encourages Pirate synergy, and it's tied together nicely inside a weapon. Giving a minion charge is worth about 1 mana, just like wirlwind for the Deaths Bite.
Don't worry, it's balanced. For a spell, each 1/1 costs just under 1 mana. Seeing as most of Pirates weapons will range from 2-4 attack, the number of minions spawned will average 3. due to the pirate tag being pretty valuable in this deck, the mana is set at just about 3, with one taken away due to sacrificing your weapon. Has awesome synergy with cards like First Mate and Raid Captain.
Classic aggro-essential early drop that really doesn't need too much explanation. Helps with your curve, and synnergises very well with cards like Bar Fight.
Remember this weapon, because it has some awesome synergy with the other class cards and existing neutral pirates, trading durability for better utility in reference to minions who benefit from high attack.
A taunt creature? Doesn't that seem a little odd in a deck that's mainly rush based? Not true, since at one point Sludgebelcher was being run even in aggro decks. However, this is mainly just a card to give players some more options when playing the Pirate class, by giving more defensive synergies with large numbers.
The Pirates hard removal. in quick games, is as effective as silence and destroy, hence it's high cost. Balanced a bit by the fact that the minion is not in any sense gone, and can very much come back in longer games.
Edit: Accidentally put in two copies of the same card. oops
All right, let's show off the Basic set of the Archivist class!
Hero: Arcanist Doan New Keyword: Spellwear
Spellwear is a new keyword that is a condensed way of saying 'After you cast a spell, this loses 1 Durability'. It features on many weapons introduced in the Classic set.
Previous Posts For a further look at why I chose this Hero, why Spellwear exists and what you can expect from the class, click here.
"He's considering changing card games, due to legal action."
Your basic 1 drop for the class. It can be very powerful if played turn 1 into turn 2 Hero Power, but is weak to Silence. Comparable in many ways to Mana Wyrm in its ability to be very powerful early game, and still a decent drop lategame. When further weapons are introduced, we can see how it's attack will fluctuate throughout a game.
"Archivist's Log - Picking up Keystone Orbs from the woods is best done with gloves on."
A card that can be a powerful card draw engine, especially since it counts your weapon as a source of Spell Damage. You have to be careful though - if you have too many high Spell Damage cards out, like Malygos, you might end up taking more damage than you wanted to, as the damage to your hero scales with Spell Damage.
"A star system on page 306... A mana-infused forest on page 577... Somebody's puke on page 52..."
This card can be very good, or very bad, depending on your board presence. It will only lose durability if it gives a minion Spell Damage, but often this means that the Spell Damage will apply at the end of your turn, allowing your opponent to clear it. It does make minions more of a threat in this way, however, and your opponent may attack a target they otherwise wouldn't have. Notably, this is the only book without the Spellwear keyword, because it is so infused with mana it doesn't take wear and tear from spells.
And now the other 7 Basic cards!
Unfortunately, including the flavour text for these would look too awkward and detract from the cards themselves. :(
The other two minions available as part of the basic set. A simple Taunt that synergises well with the Spell Damage cards in the class, and a weak-bodied 6 drop that bolsters your weapon with his knowledge and empowers himself from the Spell Damage that pervades the class.
Some basic damage dealing cards. Ink Assault works on the same mechanics as Cleave, and Words of Power requires a boost from Spell Damage to be of any use, but can be used again each turn for consistent chip damage.
Some interesting board clear options. A New Chapter has a fun duality, in that it can either be used as a powerful board clear when combined with Spell Damage, or as a card draw engine when you need to find a specific combo. Or it can be a mix of both if you can do the math right! Blazefire Book is powerful AOE because it benefits from the Spell Damage of your weapon before it is destroyed. Due to some of the more powerful weapons available later, and the abundance of Spell Damage, it only affects minions so as not to be OP.
Finally, a simple 1 mana spell for the class that helps keep the Spell Damage around that much longer, allowing you to play as many spells as you want in a turn by protecting the book from wear and tear. Isn't aesthetic compliance fun?
Thank you all let me carry on my creation, If you want remember my post in Phase I.
Barime High Prophet
Note: These basic cards are rely on a word "damaged". It might be a little limit, but is worth.
Basic card set
3 Example Cards:
These cards will make you more powerful, if you control a damaged minion. Your opponent must destroy your minions. If it isn't , your advantage will increase turn by turn. So next are my other 7 basic cards.
Finally, hope you all enjoy my 10 basic cards. See you next week, if I get a chance!
They are the masters of economics, good deals and fresh supplies. Their mechancs are card draw, hand management, pirates and profitable but risky plays.
Special Keyword: Influx: "An influx effect only occurs if you play this card in the turn that you draw it".
Basic Set Showcase
Getting this minion at the right time is important for it to be effective. This shows one of the mechanics the Trade Prince is all about: hand management. Also, while being a 4/3 is a nice boost it can still easily be kiled by 3/2 (2) mana minions.
A nice late game mulligan. Might give you a tempo boost if you play it well. This is also one of my bigger combo cards when combined with some cards in the Expert Set. Some of those cards gain a boost for every card you draw in a turn. Also synergized well with the special keyword influx. You might want to put some influx minions back into the deck and draw some fresh influx minions. And last but not least, it synergizes well with the Snake Oil Salesman in the Spoiler section of this post. There will be more cards like that one as well.
A pretty straightfoward removal. Much like Priest the Trade Prince removes minions based on an aspect of the card, rather than dealing direct damage. Priest is all about Attack value, Trade Prince all about Mana Cost. There is an extra example of a card like this in the Spoiler section.
Don't forget to check out The remainder of the cards:
Let me add some final thoughts to some of these cards.
@Snake Oil Salesman: "When you draw" will show up on some more cards than only this one. It works well with the Hero Power and the draw function of some of the spells. Even putting this minion on top of your opponent's deck with Deep Sea Salvage might be a valuable play in order to destroy some of his minions.
@Bling Bling: There has been a lot of discussion about this card being either too underpowered or too overpowered. I see it as a Call Pet, Ancestor's Call and Far Sight type of card. You can win big, but the risks are high. Getting 2 high mana minions cards and this card in turn 4 is possible with this class, but still really hard. Also remember that Druid can double Innervate and gain 8 mana in turn 4 without having the discard a potential win condition minion.
Gift of Wisdom is the main source of Spell Damage and one of the Wizard's staple cards. It turns our board control into direct burst damage and it plays an active role in one of the Wizard's winning combos. In addition to giving an average of Spell Damage +2, it replaces itself with another card to help you dig for your combos.
Amplified Bolt is our Eviscerate. It offers early game board control, which we really need, and contributes to the late game lethal damage. It will never be dead, as you can always Hero Power to deal 4 damage, for a total of a 4-mana 5 damage.
Black Archivist is a strong mid-game minion which turns our cheap spells into effective removal. It helps us maintain the board control we established in the early game and prepare our finishing combos for the late-game.
Remaining 7 Basic Cards
Spell Damage can also be found on our main 1-drop, Apprentice Wizard and on Voidfire Wand. Along with the above 3 cards, they render a seemingly innocent spell, Scorch, into a terrifying threat. You can then combo them with Past Mentality and Frenzy of Magic to replenish your hand. You will also find a powerful ally in the form of Timewalk, when you need to extend your mid-game until you gather your combo pieces. Finally, Light of Dalaran sends all minions back to class and back to training, acting as a drastic board clear.
Thank you all for your attention and your votes that allowed me to qualify as 4th to Phase II. The Wizard is a very simple and interesting class that focuses, initially on establishing board control with small amounts of Spell Damage, maintaining the board in the mid-game, until the necessary cards are gathered to perform a massive attack with powerful Staves. If I manage to make it to Phase III, I'm going to show you the main Staves (weapons with Range) that we use and cards that support them, alternative ways of exploiting our Spell Damage points, cards that hinder enemy Spell Damage, and our army of wizards, each with a different specialization, which help us maintain board control.
The Shadow Hunter relies on stealth, along with healing and buffing to control the board and win the game. That said, he's got more than a few tricks up his sleeves, if he had any.
Note: There are four trolls already in the game, these are Gurubashi Berserker, Sen'jin Shieldmaster, Frothing Berserker, Amani Berserker. They would become trolls if this class was to be introduced.
A nice 2 drop that grows with more trolls. Note that the buff isn't permanent, so the sequencing need to be careful when trading. This is a simple, or should I say, basic, card that allows for some early tempo in the curve.
The anti-swipe? An example of the class' aoe heals that allow it get more value out of its minions and sustain a little. This is one of the Warcraft 3 hero's abilities as well, and needed to be in the set.
This is the class' hard removal. It is also an example of the Loa theme that prevails throughout the class. For example, Bwonsmadi is the death-ish Loa, and so this card is like a trade with Bwonsmadi, a life for a life. The other cards are all also related to their Loa, look up the name to see for yourself.
"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 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.
Read between the lines. ;)
As Blackrock is a huge foundry, used to upgrade Orcs gear, this hammer is used to take down enemies, and buffing your minions.
I have decided to include this spell in the 3 example cards because it fits a single role that other basic spells just dont. The overwhelming power of the Warchiefs, its a really situational spell, that drawn at late game could be useless, but you create that fear in you opponents mind. what if he has just drawn it in inicial hand, do I play a bunch of minions or do I play around that damage?.
As you will see, other spells of the class are down 5 mana cost, and are really offensive oriented. But Shattering Smash WILL CRUSH THEM ALL!!!
Click on the Spoiler for more Warchief Power!!!
As you will see I have included 1 extra minion and weapon and 5 extra spells. More or less like the usually class basic card set: 2 Minions, 2 weapons and 6 Spells.
Board control? Yes please! This is a very unusual way to take down your opponents: you are summoning minions on you opponent's side of the battlefied that can damage your enemy's gameplay. This is a 1/6 three-drop that deal 2 damage to the enemy Hero each turn; 1 Attack make your Hero Power ability more useful, while the 6 Health means that Manifestation of Guilt could remain on the battlefield for a while. Opponents can still buff up your summoned minion, however, making them a bit useful, but that's really up to them. Sometimes Heroes can overcome their nightmares, sometimes they cannot.
A 1-damage spell that can help you a lot retain board control; the cost seems balance, considering you have to kill the minion with this spell. This should be a really fun card to play, forcing you to ponder well your earlier trades.
The first minion I'm introducing (and the only one of the entire basic set) is the evil Doppelgänger; a strange card for a strange presence. The Battlecry could make this a save-the-day minion, while the randomness of the effect is pretty necessary. The 1 Health is going to make Jandice's Hero Power more outstanding: even if this minion lasts only one turn, its Battlecry effect could make this not an entirely waste of mana.
Other cards in there:
Nice card against weapon classes, useless against non-weapon classes. You gain an average of 3 damage using this, so 2 mana cost seems fair to me.
Let RNJesus love you!
Nice comboed with Doppelgänger, who's not going to last much anyway.
1-Mana less than Arcane Intellect with a balance drawback; card draws are always nice, so you shouldn't be rude and share the echoes with your enemies.
A Sap alike card, that can be used combined with your own minion if you want. The increase cost is balanced by a masterly use of your Hero Power.
An AOE Execute that kills even your damaged minion. Use it wisely!
There will later be a keyword called Persist, that will tell you how many turns a spell will take effect, such as: Persist (3), at the end of the turn, deal 1 damage to all minions. -> this means that at the three next end of turns the effect will happen. However, I cannot use keywords such as that in the basic set, so here goes...
Yep, that's him right there.
Three cards to show-off:
Not only may the Neophyte deal damage to your enemies, it can deal damage to friedly minions! Which means even more wombo combos!
Are your enemy's minions prepared to face their inner demons? We'll see..
What proper demon hunter doesn't carry a pair of warglaives around?
Saronite Vapors - Filling one of the 2 cost cards is Saronite Vapors, a nice piece against those pesky spell-heavy decks. But its not entirely useless otherwise as you do also net yourself a useful card draw!
Faceless Corruptor - Dont' you hate it when your opponent actually plays her cards? Well you can at least punish her a little bit with the Faceless corruptor! Particularly deadly against those combo-heavy decks.
Doomseer Matron - A slightly under-powered body for a nice little battlecry effect. Works well with dampen magic or Saronite Vapors to form a much stronger combo piece. She'll see some further synergy in the expert set when that comes around.
The Rest of the Set:
Dampen Magic - A nice little piece to throw out an enemies plans for their spells, it can force them to trade away a minion in addition to casting that flame strike they wanted to do, or if you're facing down the dreaded aggro decks, you can just ping off one of their minions.
Shadow Crash - A very simple card, its just the early game damaging spell, like Darkbomb and Frostbolt
Twilight Warden - A nice little taunt so you don't absolutely fail against aggro, It would be the only collectible 2/3 taunt in the game as well!
Curse of Flesh - The single target removal of the set, you pay a little less compared to Polymorph orHex but in return the enemy gets a stronger minion. Has some great synergy with Shadow crash forming a 4 mana 2 card removal.
Surge of Darkness - A simple damaging spell in the vein of Shadow Bolt, It nudges towards the strength of Fireball but it can only hit a minion, so no face-hitting burst for Vezax!
Twisted Elements - A combination of Sinister Strike and Multi-Shot, twisted elements forms what could be considered the basic sets "AoE removal", at least until they can get their 'claws' on Searing Flames, the AoE in the expert set.
Saronite Animus - The 'Fire Elemental' of the basic set, He's big and scary and if the enemy doesn't have a minion on board to deal with him, well, it's going to hurt.
Special Thanks to: The_Odinson, DialM4Murloc, DonnieMcKarlo and everyone else on the Discussion page for helping with the balance of the cards. And of course to Asylum_Rhapsody and DialM4Murloc (Again) for running the show!
In the basic set you'll see how the Shadow Hunter calls upon the spirits, using blessings, curses, and his strength to obtain victory.
The Darkspear never die. A shadow hunter ability from WC3 renamed to Chain Heal. It keeps you high health minons in the battle, and can also stabilize your Hero's Health.
Call upon da spirits to weaken your foes. Curse of Ogoun let's you clear the board if you have minions or a weapon, or at least stall for a turn against aggressive decks. Shadow Hunters will not have direct board clears like Consecration or Flamestrike.
The Horde Warchief isn't afraid to take up arms. Like Hunters and Shamans, Shadow Hunters will have few weapons. Most will be for minions or utility. Clears early boards at the cost of Health.
Find the rest of the basic set in the spoiler:
Da trolls be flippin' out mon! Berserking is a versatile damage buff. Helps close out a game, or remove an early threat.
Bloodscalp Bowmasta synergies with your hero power and minions such as dire wolf alpha, and shattered sun cleric. Trolls are very tribal, and this Bowmasta will show you the strength in numbers.
With their knowledge of voodoo, Shadow Hunters use the poisonous power of the Snake Ward as hard removal. If you have a minion you can remove a threat, similar to Hunter's Mark in concept.
After board clears, weapons, and fearsome enemy minions, if like a true troll you never died then Lukou's Blessing will empower your minions to reach for victory. Since the hero power doesn't spawn tokens like Paladin, or have a card like Force of Nature, Lukou's Blessing will mostly just make your tough minions even tougher.
Voodoo Strike! Voodoo Strike! Use the magic of the Loa to damage your enemy and find more cards to fight them with.
Very basic but Darkspear Guardian as a 2/4 works well with the Hero Power buffs, and helps command the board early.
Gurubashi Priestess is the Guardian of Kings for Shadow Hunter. In comparison though it curves out much better. With your high health minions, and Lukou's Blessing this Priestess will stabilize your board and your Hero's Health while developing a big body.