Welcome to Phase III! Here are the Class Creation Competition Semi-Finalists:
"Pirate" by PupleMD "Merchant" by carminacore "Necromancer" by Zukuu "Apothecary" by Turnspit "Lich" by DKPaladinMDL "Lich" by YushyBushy "Lorewalker" by OBoily "Warden" by DonnieMcKarlo "Demon Hunter" by McF4artson "Warden" by Kingslayer "Trade Prince" by Vonrith (Wild Card) "Twilight's Hammer" by Arkasaur (Wild Card)
Remember, you are NOT allowed to post in this topic unless you are one of the users named above. If you are not listed among them, 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, participants have 15-26 cards to create and design over the next two weeks, so they'll need all of the help and input they can get to get their Hero just right. Remember, 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 III ENTRIES
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:
Here is what we're looking for from your Phase III 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 Classic Cards – Show us up to five (5) cards of your choice from your Classic 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. 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 submission posts any more dense than they already will be.
C) Remaining Classic Cards - The ten (10) 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 15 total cards in this set, so I'd discourage going into deep explanations for all of them.
D) Basic Set - A Spoiler containing card from the Class's Basic Card Set. This, 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. Where you place your Basic Set is entirely at your discretion as long as they are behind a Spoiler, so you could place them before or your Classic Set or even as part of the same spoiler containing your non-example Classic Cards.
I think you all get the gist of this now, so I shouldn't have to give an Example Submission this time. =)
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 competitors already fell victim to this problem at the end of Phases I and II, and you do not want it to happen to you now that you've made it so far.
Entry Phase (Starts 20:00 UTC 8/July/2015, Ends 18:00 UTC 14/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 14/July/2015, Ends 19:00 UTC 16/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 III competitors and a 48-hour poll to decide who will move on to the Final Phase.
Because there will only be four (4) Finalists moving on to Phase IV, note that the Fan Creation Forum Moderators DO NOT have any Wild Cards to award at the end of this Phase.
Curious about the Entry Guidelines and Process Timetables for the Final Phase of this competition? See our current drafts below:
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 16/July/2015, Ends 20:00 UTC 22/July/2015) Final Poll Phase (Starts 19:00 UTC 22/July/2015, Ends 19:00 UTC 24/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 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.
A potential staple in Demon Hunter decks. A simple, easy card that showcases the Counter mechanic that isn't often seen in Hearthstone. Here's the mana breakdown. Counterspell costs 3. However, Spell Lock will only cost 2 since it is not a secret. Your opponent *knows* that their next spell will be countered. As others have said, this telegraphing effect might seems quite weak. Well, how many times have you landed yourself in a situation where you *know* that pesky Mage has a Counterspell? You have no Coin. Finally, you end up burning a spell. It's the same situation here with Spell Lock.
Aura of Dread explained:
You can compare this to Freezing Trap. Aura of Dread is a bit easier to play around and has less of a penalty, as there is no costing (2) more. However, why Aura of Dread could be better is that your opponent won't even be able to put a minion no the field with this up. So, they want to taunt up? Well, there it goes. Or perhaps they wanted that Lord Jaraxxus? Nope. Clarification: Battlecries do NOT activate. Otherwise, you could lose some serious value.
Elven Silencer explained:
Remember how I said you can pull off insane combos in this class? Well... try to imagine this card with Ember of Azzinoth. Yeah. Crazy, crazy stuff. 9 mana combo, sure, but spells are now completely locked down. This card by itself is still fairly decent. Unlike Fel Reaver, the mill cost of this card's effect is much more controlled.
You Are Not Prepared! explained:
Here's some good Demon Hunter flavour for you all. A powerful secret, this card will counter *any* sort of effect, including battlecries, charge, divine shield, taunt, etc. Deathrattles don't get activated until the minion dies, so this secret doesn't get activated until then. However, due to the 5 damage to self, it is actually a situational card. You wouldn't want to waste this and take a Mind Blast on something like a Harvest Golem, or a Cruel Taskmaster.
As with all 7-drops, you must keep Dr. Boom in mind. Will your 7-drop be played instead of, or at least alongside Dr. Skill? If not, then your 7-drop is worthless. The 8 Health I put on Varedis helps. You can take a Dr. Boom attack, as well as one of his Bots. The text, however, is where this card gets interesting. Let's say you slap this fine fellow down on turn 10. Next turn, your opponent will refill only EIGHT of his mana crystals. Ok, then let's say you slapped this guy down on turn 8. Your opponent goes for his ninth turn. Lo and behold, his mana crystals stay at 8. In short, your opponent's mana crystals become empty ONLY if they already exceeded 8 before this card was played. Varedis shows, once again, the classic lockdown playstyle of the Demon Hunter.
Remaining 10 cards:
Flame Crash is not at all special. Based off an in-game Illidan ability. Move on.
Pandablade is a reference to a reskin of the Warglaives of Azzinoth. It's basically two Humilities.
Illidari Tracker is an interesting card. It can pose a problem to Handlocks, OTK Warriors, Freeze Mages, etc. But, honestly? Against the many other classes, it's just a 3/4 body. Most classes that rely on drawing can easily deal with this thing.
Ashtongue Stalker is not a guaranteed draw card, so use it wisely. If timed well, you can greatly disrupt your opponent's plays. If not... well...
Outland Paradox, already explained.
Felbinder is another 1-drop for this clas, though much more situational than the Basic Set's Initiate. Even if you do not Counter any cards, it makes a fair turn-1 play, with it's above average stats.
Spectral Sight, based off of WoW lore. Silence is golden. This card was based off of Mass Dispel. However, the main drawback of Mass Dispel was the high mana cost. You want a cheap silence all, not some clunky card that takes up half your mana bar. As the price, you give your opponent a card, which is far more dangerous than you drawing that card.
Assailant is one of my favourite cards. And you wouldn't believe this but... I actually based this card off of Magma Rager. It's true! See, in theory, Magma Rager should *technically* work, right? It's as tough as wet tissue, but you need to take care of that 5 attack somehow, right? Therefore, you need to run it into a minion, or something. Now, see here. What is Magma Rager's #1 weakness? Hero Powers. Now, if your opponent wants to Hero Power *this* dude, he pays.
These two cards serve the same purpose, so I will explain both at once. The Saboteur and the Abyssal are your ultimate lockdown cards. Sure, your own board gets stalled, but if you've gotten some spell counter-ing going on, then your opponent is as good as done. However, it can be difficult to get both out at once, and most 4-drops can trade with this. Unlike the Patron Warrior, Demon Hunter can't stall for quite as long. You'll need to play your game carefully if you want these two to be on the field at the same time.
Nice weapon removal, especially against big weapons. Living Weapon summons the destroyed weapon in it's vanilly state without card texts or buffs but at full Durability, e.g. when destroying a 2/4 Doomhammer you'll get a 2/8 minion without Windfury.
Secret time! Yeah, the Apothecary has some nice Secrets as well. Since we already have 1, 2 and 3 mana Secrets, we will go with 4 mana. 2/2 Sylvanas without Deathrattle? No problemo! Also gives Blight synergy. :-)
And here we go, Tainted Water Elemental is the first minion to work with the Apothecary's new keyword Blight. "Afflicted with Blight" means nothing else than "Whenever a minion gets -x/-x". Since we have so much stuff to give enemy and even own minions some form of -x/-x, this card can really get out of hand fast!
Unstable Monstrosity is one of the Phase I card previews. I still like it, so I left it unchanged. A hefty 5 mana 6/6 body on the first turn you can use it, losing value with every turn it's in play (unless silenced). Also works with Tainted Water Elemental and other stuff by afflicting itself with Blight every turn! :-)
The Legendary, the Lich King's Insane Professor Putricide himself! Comboed with Flesh Eating Poison or Smothering Mists this one can be a quite devastating board clear!
Remaining 10 cards:
Cheap removal in the wake of Execute - nothing more to say! :-)
After the Basic Set Rotting Sludge another solid 1-drop, which can still be useful in the late game by weakening minions and providing synergy.
Flesh Eating Poison is a strong Secret best played with full boards. Also a nice setup to Professor Putricide or in combination with Pleague of Toads.
Where's my Sludge Belcher? Oh well, try to get through up to 7 0/2 Taunt Toads. Or waste your valuable AoE in fear of Flesh Eating Poison. Thanks to Vonrith for the input! <3
I gotta say I really like this one, it's one of my favourites so far. It silences Blight from an enemy minion so to say, restoring it to it's former strength, but in the same wake you'll get a 3/4 for 2 mana!
Pretty straightforward copy effect. At first it was able to target any minion, which felt a tad too strong. This way its some form of a reliant Ressurect/Gang Up hybrid. Thanks to Vonrith for the input! <3
Encasing Slime is the third and last Secret of the Expert Set. Don't you dare touch my minions!
Remember WC3? Tried to adapt that item to the Apothecary, thus delivering it's second weapon.
Undying Ghoul can become one hell of a pesky nuisance. Unless silenced, this one will do a great job dealing with small stuff or providing constant (albeit minor) damage to da face!
As I mentioned in Phase II, I love toying with Hero Powers! Just like Shadow Form, Enraging Brewage completely turns our Hero Power around. You might lose some Blight synergy, but get to buff up your stuff with every turn. Unlike Shadow Form, when cast a second time this doesn't further buff the Hero Power, but just instantly gives a random friendly minion +3/+3.
Deal with a threat without suffering return damage. Must be done on the same turn though.
The class has a wide range of weapons available, but they are not particularly strong. This card gives the class some combo potential and there is some fun stuff you can do with this, I'll leave it up to your imagination, after you take a look at the whole set.
While usually this means, that you can only use this against the freshly summoned minions of last turn, there are tools in the class that outright don't give the opponent a chance to attack. Also, the card does have some combo potential.
Much needed sustain and further emphasises the value in going for board control with this very battle hungry class.
The only real damage spell in the foreseeable future. Since the weapons are somewhat weak, but don't lack in durability, this makes for nice removal.
Rest of the expert set:
Sap with a discount but a condition attached.
Helps in using the weapons to your full extent, since you want to reequip new ones anyway.
Like a spell, but in weapon form. Obviously has some synergies with the class.
More sustain of the permanent variety. You can make an effort in protecting this, and you will be rewarded.
More for utility than for hitting.
Consider this a 4 mana draw a card and play it. Guarantees you get a weapon out, and most of them are useful in any given situation, timing is key though.
Gets better the longer you stay in it.
Solid body that helps you with weapon recycling.
Wonderful minor additions to your game plan along with a solid body.
And of course the legendary!
Now your opponent not only has to worry about the warden, but also this very dangerous threat, that if left uncontested will surely dominate board control.
Kelen's Dagger of Escape:
Ancient of Wonders items:
Avatar of Vengeance:
Edit: Changed picture and name of Coup De Grace to Cut the Chase. Edit2: Made wording more consistent with other cards present in hearthstone, props to asylum_rhapsody for the input.
Many thanks to DonnieMcKarlo, Zukuu, Squiddilicious and PupleMD for their precious advice and support.
Example Classic Cards
Diplomacy : Lorewalkers always find peaceful ways to solve problems. Diplomacy is the combination of Sap and Freezing Trap. It acts as a soft-removal in a Control deck. It's also useful in a Mill deck. You may even notice that your opponent can't play his minion directly during his next turn, so you have some time to try to copy it.
Studious Librarian : Lorewalkers love to discover the world's mysteries and to find ancient relics. Studious Librarian helps you play the cards you copy from your opponent. It works well mith many class cards : Careful Research [Basic], Storyteller [Common], Blank Scroll [Epic]. It can act as an early sturdy 2-drop. Its effect becomes much more effective and valuable during the late game.
Highborn Ambassador : Compared to Frost Nova, Highborn Ambassador is stronger. It also works for minions with charge, your opponent can't silence his minions to unfreeze them, and you get a "decent" 0/4 body. It's probably your class' most valuable AoE. However, it costs 1 more Mana and is thus slower, which is enough to make a difference. This card has excellent value with Doomsayer (you're still vulnerable to silence, though) and Recombobulator.
Lorewalker Shuchun :Lorewalker Shuchun "travels around Pandaria in pursuits of knowledge and history, as well as protecting the artifacts from taken. She enjoys telling stories to teach a lesson instead of lecturing." This is the class Legendary minion. It has excellent potential with your Hero Power and some of your class cards (like Storyteller [Common]). Is the Meta too predictable? Include some frequently played neutral minions in your deck, like Piloted Shredder and Sludge Belcher to counter the Meta. Don't underestimate Lorewalker Shuchun...
Note : If you hold the same minion twice, only one minion is summoned when the effect activates.
Zen Master : The Lorewalker's gimmick card, the card you look at and you don't know if you should laugh or take it seriously. This card can have pretty good value! The question is, how many 0-Attack minions do you want to include in your deck? At least, the Lorewalker class provides some good minions with 0-Attack, like Highborn Ambassador [Epic].
Antique Lorevault : Lorevaults are hidden vaults used to store dangerous artifacts. Like your opponent's sharp and pointy weapon. This card is a tech card and thus, sometimes it is useless. At least it doesn't cost too much, you can cycle it and we know that Face Hunters are always popular.
Storyteller : He comes from far away, with great stories to retell. This card works really well with Studious Librarian [Rare].
Meditate : Take a break and empty your mind... The Lorewalker tends to have a lot of cards in hand. Thus, Meditate can easily restore 16-18 Health to your hero.
Elderly Tutor : His lessons are always fruitful. This card is meant to be played in a Mill deck. "But wait, this card does the same thing as Gadgetzan Auctioneer, don't you fear a player will draw his entire deck?" Sure, you can, but if you haven't noticed yet, the Lorewalker class doesn't have any kind of burst or direct damage. Draw your deck as you wish, but it won't help you kill your opponent. You may even look at this card like a Coldlight Oracle.
Inner Peace : A soft-removal which is a stronger version of Humility. Remember that this card doesn't silence the targeted minion and that your opponent still can buff his minion afterwards.
Ceasefire : A good early AoE. Unlike Equality, this card can work alone to stop your opponent's aggression. It does affect your own board, but that's not always bad...
Kun-Lai Academy : A renown training temple at the top of Kun-Lai Summit. This card has the same purpose as Ancient of War ; provide an end-game taunt. Your two minions will mostly act as a 3/12 with Taunt, which seems fair.
Forgotten Knowledge : This card is meant to be played in a Fatigue deck, to ensure that your deck doesn't thin too fast. Compared to Gang Up, it costs less and it draws a card. However, you never know what you may find in an abandoned library...
Blank Scroll : Hidden in the North of Pandaria, the Blank Scroll is an artifact that "has the ability to make any story become true"... Well, I don't think this is THE Blank Scroll, it's surely only an old parchment. Like Unstable Portal, you know you want to try it.
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.
5 Card Classic Set examples
The classic set brings a lot of the Undead synergy to the class and makes Undead-themed decks possible (but not an requirement). The class has many options to choose from and can be easily played as tempo or control deck among others. I want to showcase the promised Undead and hero power synergy in the spotlight, to see the less undead focused card, open the spoiler at the end.
Necromancer is a very basic card that can provide you with Undead tokens to make use of your synergy cards. Skeleton is an already existing token, and will receive the undead tag as well.
This is the classes unique draw engine. Combined with your hero power it provides at the very least 2 cards for 5 mana (and 2 damage), IF you can kill off both, which not always possible, giving it a slight situational disadvantage. However, if you set it up right and make use of some of the other combo cards, it can net you big draws and enable a huge tempo gain. It benefits greatly if played in an Undead synergy deck, but due to the Hero Power can be played in every deck type.
This is one of the most important synergy cards the class has available. Combined with Meat Wagon (see basic cards) it transforms your Undead minions, tokens and Hero Power into huge threats and brings a lot of tempo. It's an absolute priority target for your opponent and needs to be dealt with as soon as possible.
Animate Dead is a very flavorful card and summons randomly six skeletons: Skeleton Warrior, Skeleton Archer and Skeleton Mage. See all three below. It provides minion fodder and makes use of various synergy cards.
Rage Winterchill was a lich and fought during the Battle of Mount Hyjal. A ferocious mage and practitioner of demonic magics, he was resurrected on the suggestion of Kil'jaeden and stood out for his distaste for life itself, utterly loathing it and committing atrocious acts against humanity in honour of his Dark Master.
Click to hear all emotes voiced. Plays: "Ashes to ashes, dust to dust." Attack: "Crumble and rot." Effect trigger: "All life must perish!" Death: "You have won this battle, but not... the... war."
Example of the effect: ->
While the copy has no effect out of balance reasons and flavor, it is an Undead, meaning it can benefit from Undead synergy cards. Even if your opponent doesn't play any minions, it impacts the game flow greatly, since it changes your opponent's gameplan (similar to how Sylvannas impacts the game even if she steals nothing). He also has decent stats, so he is a threat on his own.
Click the spoiler tag to see the rest of the 15 cards of the classic set.
Frozen Frenzy: The class is intended to rely on minions / the Hero Power as main way to deal with enemy minions. This is basically the classes "hard removal" in form of an attack buff that can only attack other minions, once applied. If combined with the Hero Power, for 4 Mana you can deal with most minions. However as a trade off for its efficiency, it is susceptible to Taunts, Divine Shield, Traps and "uses up" your Hero Power. Overall, it should be a staple in most decks.
Howl of Terror can reduce the attack to 0, which is quite unique and enables efficient trades, helps your minions to survive a turn and saves you a round of damage against Aggro decks. It includes ALL enemies, which means it will also affect weapons as long as it lasts. Inspiration was the Warcraft 3 Hero Ability of the same name which lowers the attack of all enemies around the Hero for a period of time.
Impale hinders your opponent and enforces a tempo loss for him. If a minion's health is reduced to 0, it will die once it is played (Battlecries trigger before a minion is physically on board, meaning it will still trigger). Impale from WC3's Undead hero Cryptlord throws up all enemies ("up" to the hand), briefly stuns them (tempo loss) and deals damage (minus maximum HP).
Bone Shield: A tool to deal with swarmy Aggro and Face decks. 4 Mana means it can't be played too early and also requires a target. While it's superb at its job against low HP minions, against minions with more than 2 HP it's just an overcosted 2/3 + Taunt buff and only when it is attacked, balancing it out as a trade off.
Frost Wyrm gives you breathing room and helps you to recover and establish your board if you are behind or to prevent lethal. The stats suffer slightly in return for its excellent CC effect, which also includes the enemy hero. Frost Wyrms in WC3 have the ability "Frost Breath", which freezes enemy buildings entirely.
Acolyte enables you to generate more value from your hero power by doubling its effect and making more use of other synergy cards.
Cadaver Explosion: True to the Necromancer theme, it triggers upon death, by blowing up the corpse of an fallen enemy ala Diablo 2. An unique spin for an AoE. It's very mana efficent, provided you can actually kill the target. Otherwise it can be silenced, or the minion can be bounced back or healed. A fair trade off, considering its potential.
Obsidian Destroyer in WC3 is an unit that spawns out of Obsidian Statues and has the ability to consume enemy buffs to heal itself. I came up with its hearthstone's iteration during the Weekly design contest and use it for my classic set as strong class silence, that rivals Sylvannas, Sludge Belcher and co, making it an excellent tech card.
Death and Decay: The ultimate spell in the arsenal of the WC3 Lich hero. It deals percental damage to everything within a radius. It's similar to Lightbomb in terms of potential as board clear, but deals with a slightly different kind of minions.
Necropolis: A very unique card that directly impacts the hero power in a new way. Played on curve or without combo pieces means taking a big risk, since on its own it doesn't offer too much advantage, even if it survives a turn (e.g. 7 mana for 7 damage is nothing breathtaking), but combined with synergy cards, it unlocks its true potential and can even set up lethal, if you manage to protect it long enough. The Necropolis is the central command structure of the Undead faction.
Raid: The unique keyword for the Pirate class. It means: Upon attacking, do X. This ability will trigger before any damage is allocated. However, it only activates if you actually attack. Dealing damage to enemy minions while your opponent trades does not count.
Before we get into the cards, just something to remember. Yes, this class is minion heavy compared to other classes, and this is done very intentionally. Simply put, neutral pirates kind of suck, and there really aren't that many of them. So if I'm going to make a class that benefits Pirates, I'm just going to have to crank out a few more minions than average.
First, lets start off with a solid 1-drop. the 1/3 for 1 stat line is very common among other classes, and this one is able to consistently keep pace throughout the early game. Once you attack once, it's suddenly worth 2 mana. Attack on turn 3, and it has attack to match. The Pirate tag is just the icing on the cake.
One of the originals that were showcased, and one of my personal favorites, Charging Volley has some great synergy with an aggro deck. If you combo it with a mere 2 minions, you're getting value, as it equates to a Holy Smite or Arcane Shot. However, there is much more late game potential with certain other cards, especially this next one.
The Pirate class is all about getting minions on your board and attacking with them, and no keyword ties those two concepts together better than Charge. False retreat is a sort of late game finisher, as cheaper minions can attack, be returned, and then played to attack again. (Like a gimpy version of Windfury) This of course also combos nicely with cards like Charging Volley and the key word Raid.
Of course, Pirates don't always engage their enemy hand-to-hand. Cannon Barrage is a nice bit of AOE, but one that still takes advantage of an aggressive play style. Now, this was tricky to balance, mainly due to the fact that there is no card that simply does 3 damage AOE. 2 damage to all minions is worth just under 4, (as consecration also hits the enemy hero) and 4 damage is worth about 7. With that in mind, I decided you could be reasonably expected to get 2-3 minions to attack, making this worth it's mana. However, it is not unplayable if you use it while behind.
Last but certainly not least, the daughter and heir to the Duke himself, Jessi Falrevere serves as this classes finisher. Some simple math, at 3 other minions (which is reasonable to expect), she does 8 damage. However, it's late enough in the game that you will have to deal with AOE, taunts, and the like. She does have some very insane combo potential with Join the Fight!, but I'm willing to keep it that way. After all, combos rarely work the way we expect them too (due to those pesky things we call opponents), and it's almost impossible to determine how strong a certain play is simply on paper. oh and she is, of course, a pirate.
Rest of the cards, for your viewing pleasure.
Thanks to OBoily for pointing out the uTorrent logos on the old art :P
I heard people saying that this card is a bit too strong, comparable to a Mad Scientist. However, if you think about it, it's not as strong as it looks. Unlike secrets, you can't have multiple weapons at once. You also negate battlecries, (specifically from Persuasive Pistol) and 3 mana means that it's not quite the tempo play of legend. Having said that, this would still be an excellent card.
Perhaps my most debated card on the discussion topic, this card is a cheap minion-centered AOE spell. Balance Notes: So the spell that compares most to this is actually Explosive Trap. See, Explosive trap can not be silenced, and doesn't involve you having to sacrifice one of your own minions to detonate. You can also play it on an empty board, unlike Final Vengeance. However, there is no possible way to detonate Explosive Trap on your own turn, and your enemy can just not attack your face to avoid it.
Captain Cooky's ship, the only Murlock Pirate Captain. People have been saying it's a bit strong. Remember, the Raid trigger only happens if the ship survives until your next turn. And even if it does, whoes to say you even have a weapon up to take advantage of it? You probably do, but the point is this card text is pretty much useless unless you have another specific card (which usually aren't very good late game), so I CAN bump up the stats.
Thanks OBoilyfor the art. Before anyone calls OP, ima remind you of a few things. Innervate gives you 2 mana, that you can use on anything. This gives you potentially more, but you can ONLY use it to bring out a Pirate. It's got good combo potential, but is not good when you are behind. (oh ya, and Jessi Falrevere synergy... That is all)
This class needed some card draw and direct damage spells. Ta da.
Huge thanks to OBoily, DonnieMcKarlo, carmanicore, and our two amazing moderators for all the help and feedback you gave me on these cards
Edit: not sure why there's a massive gap in between the hero and the cards, oh well.
Welcome to my CCC Phase III submission! This week, we have the classic/expert set for my Lich class.
Thanks to everyone who voted for me to get into this round! I hold myself to really high standards for class design, and making it into this top 12 has given me a great confidence boost as I felt that I was in a design slump.
Honestly, I don't expect to make it through this phase. This competition moves at an extremely fast pace. The Monk class that I've been designing has been in the works for basically 6 months, and it's still not done. I'm a complete turtle when it comes to class design, and it was really hard for me to keep up this week with 15 cards. Aside from that, the entries I'm up against are also really good, to the point where I'm honored to be among them.
In short, I've made it as far as I planned to, and I'm satisfied with a loss against the very best. Good luck to everyone!
Regarding the cards themselves, with the classic set we finally get to branch out beyond Ice cards. This set introduces a lot more of the other three themes: Shadow, Planning, and Death. On that note, we also get to see Lich's unique keyword, Scheme:
Scheme causes you to look at the top X cards of your deck. You may then choose any number of them that you want to send to the bottom of your deck, and leave the others in place. This can be used to sift through the cards that you don't need, while allowing you to target the cards you do need. To synergize with this, there are plenty of "Draw a card" spells, so that once you've gotten your dream card on top of your deck, you can snatch it.
And now without further ado, the expert set!
[Hero: Lady Deathwhisper]
[Hero Powers: Empower and DarkchillBlast]
#1 - Damned Cultist
A staple of Lich that simply and elegantly tells you what this class is all about. It would have been in the basic set, were deathrattles allowed. Play a minion that's easy to trade off with, in return for a suuuper value minion late game. There's nothing much to it, it has synergy with everything in Lich and is a great target for Scheme. Accordingly, it's killable by BGH in case some crazy RNGesus tries to make ridiculous things happen.
#2 - Raw Power
Ahh, some pure Shadow love! Wait a second, haven't we seen Decay before? Yep, it's the same token from Shadowfrost Lich. This is what truly defines how a shadow deck will work: Pumping out tons of "deal 2 damage" cards with big spell damage boosts, potentially super big lategame combos with Malygos or the upcoming Wicked Deathspeaker.
#3 - Glacial bastion
Just because we're introducing Shadow, Death, and Planning, it doesn't mean Ice is entirely forgotten, in fact, this is the set where the most Ice synergy cards will be. The classic set focused frimarily on the Freezers, and this set focuses primarily on synergy, with the exception of this card. Anyway, this one is halfway in between Frigid Desolation and Absolute Zero. It's a reliable, middle-costed card that will destroy all minions and give you a small amount of armor with Shatter. This is what you also use for the best combination with the other Freeze synergy cards.
#4 - Contingency Plan
A solid, efficient, versatile pure-scheme card. You want some scheme? You got some scheme. Great for everything, looking for tempo on turn 1, or digging through your deck to find your big cards, like Damned Cultist's token. This is the most solid Scheme card, but in return, it's a deck slot that's spent purely on scheme, that doesn't immediately change the board.
#5 - Lord Marrowgar
Dun dun dunnnn! The legendary of the expert set. This card is an all-around scheme synergy card that can potentially grant you some massive value in utility as a board clear, finisher, or card draw. Whenever an enemy minion dies while he's in your hand, his effect will trigger and shuffle a random Guardian card into your deck. These guardian cards are equivalent to your run-of-the-mill spells - that is, unless you play them while Marrowgar is on the board. In that case, they rocket up to around 8 mana value! Absolutely insane. But first, you'll have to dig through your deck to find them. On the turn that you play Marrowgar, in other words, the only turn that you're guaranteed to be able to play one of these, you have to choose wisely which effect you need most. As such, you need to Scheme first to find the card you want. You'll also want to stockpile these, in case he actually does survive, in which case, like antionidas, the game will likely end very soon.
Here are his quotes and entry music (thanks to Zukuu for the idea): Lord Marrowgar
Remaining (10) Cards:
#6 - Crazed Seer
An obvious powerhouse when it comes to Scheme synergy. Use this on cards like Shatter that your deck highly depends on, or the super-powerful tokens from cards like Lord Marrowgar or Damned Cultist to get insane value. Aside from that, it is a very strong single card draw minion, but be warned that if used carelessly you might force yourself into two turns of bad draws.
#7 - Raise Army
So many cards in Lich not only do better when clearing a full board, but actually require a full board. Lich isn't a token/rushdown class, so then, you might ask, how? Well, here you go. Awesome synergy with cards like Glacial Bastion and the upcoming Demise. It's a symmetrical effect, and technically your opponent gets the advantage since they get to attack with them first. This is made up for by the Scheme: (2) attachment, and how easy it is for this class to deal 2 damage.
#8 - Countermeasures
Scheming from the other players deck. Use this card in control decks. Sacrifice your turn 3 to set up for a solid game. Normally Blizzard doesn't like when you discard your opponent's cards, but this is cards from their deck, not their hand, and they don't even get fully discarded. Note that your opponent will be able to see you while you are scheming in their deck, and they will see which cards you send to the bottom.
#9 - Permafrost
Causes all minions that are frozen at the time of casting to lose their next attack after the current one they will lose. Stalls the board for longer and gives you more time to combo with cards like Shatter. Also draws a card, a great scheme synergy and overall crucial card for Freeze Lich.
#10 - Demise
AoE, card draw, spell damage synergy for shadow decks. Goes great with Raise Army and the upcoming surge of power. Remember when I said it was easy for this class to deal 2 damage? Yeah.
#11 - Surge of Power
Another powerhouse card. Great Scheme synergy, and obviously a core card for Shadow Lich. Works great with Demise and Raw Power, and shows off the Spell Damage flavor of Shadow.
#12 - Frost Incarnate
Finally, another Frost synergy card before Shatter. Had the foresight to Permafrost the board after you Glacial Bastioned it last turn? Then put this down before you Shatter. Provides a bulky taunt for the defensive Ice playstyle as well as a hefty amount of attack. Very vulnerable to silence, though.
#13 - Mind Flay
An intentionally very powerful card, but not in the game-breaking board presence way like Dr. Boom. This card instead rewards you even for playing the slightest bit defensively, without impinging on its use as a finisher. Also a very solid Scheme base that could see 2 copies in most decks.
#14 - Wicked Deathspeaker
The final shadow card to top it all off. Probably works best in an Ice-Shadow hybrid deck, since ice has way more board clears. Regardless, it can quickly turn into a powerhouse, but in most cases will probably be a turn before you can use it at high spell damage due to its intentionally high mana cost.
#15 - Essence of Winter
At first glance, this card might seem strange, or out of place in Lich. It's purpose is to help shoot Lich into the lategame, since most of its combos require AT LEAST 6 mana to happen. It does so without some sort of gimmick to intrude on Druid's ramping - this is basically turning the clock 3 turns ahead. Definitely a risky play, but the idea is that it can be more rewarding in that it allows you to run a much higher mana curve than most other decks could get away with. Not to mention, it also becomes "both players draw 3 cards" if you play it at 10 mana, due to the Excess mana cards. This also opens up some ridiculous and crazy combos for Mill Lich with the use of Lorewalker Cho :P.
Here's a spoiler for the Basic Set:
With the classic set, the Lich class expands upon the synergies that started in the basic set, particularly Shadow, Scheming, and Death, which were unexplored in the basic set. As Asylum mentioned, diversity is very important, and in its current state, Lich has just that, with possibilities of Mill, Fatigue, Freeze, Shadow, Ice/Shadow Hybrid, Tempo, Malygos, etc. It's unique mechanic, Scheme, takes more of a back seat to the cards themselves, coming in every once in a while to help you achieve your goals rather than being a focal point for each and every card.
Welcome back and thanks for hanging out with me and my good friend the Trade Prince. I thank everyone for their unwavering support and wish to thank the moderators for giving the Trade Prince another chance.
The Trade Prince
Good trade offs, fresh supplies and knowing when to strike a deal: Trade Princes are the masters of economics (read: hand management). This class is all about forcing you into getting the right hand or making risky plays and be directly rewarded--or not.
Hero Power: Cycle
Never again do you have dead cards in your hand. Do you want to play a Mind Control Tech, Hemet Nesingwary, Hungry Crab or Harrison Jones 'just to be sure'? Why not? Now you can put them back in your deck and get a new card. Not only does it allow for a second mulligan, it also synergizes well with Trade Prince's cards.
Special Keyword: Influx
Influx reads "An Influx effect only triggers if you play this card in the turn that you draw it". Will you take the risk of getting that extra boost even though you might need to play something different? Will you take risks in the hope of drawing the right Influx card? And if you can't play it straight away, why not decide to put it back with Cycle and hope it will pop-up again at the right time.
See the Spoiler Tag for just a friendly reminder of all the cards from the Basic Set.
Then without further ado, the 5 example cards to show off the Trade Prince. My design philosophy: commons should work well with the basic set, rares should fill spots in the basic set and be good cards generally and epic cards should be very powerful cards but at the same time be only suited for niches in very thematically strong decks.
A simple, trustworthy friend, that has similarities to Mana Wyrm. This will always enter the board as a 2/3 and can easily be boosted with cards such as Fresh Reserves (Shuffle all minions from your hand in your deck, draw as many minions), Profitable Venture and Demands Supplied.
This card is one of my finishers. If you have 2 to 3 minions on the board and hopefully a few in your hand (if not, you play Sellswords Contract: gain 3 minions in your hand) and then play Fresh Reserves (Shuffle back all minions in your hand and redraw an equal amount), you can easily boost those minions with +2/+2 to +5/+5. While Highwaymen can get really ugly for your opponent real fast, the way I see it is a hell of a job to have the minions on the board, have a lot of minions in your hand or Sellswords Contract and also have Fresh Reserves in your hand. Nevertheless, it is a solid card even if you only give 2 minions +2/+2.
Undercity Bat Handler
This is one of those cards that reward you with playing around with Cycle a lot. Gaining two 1/1 minions for free is a really nice start of your game. You might ask: why would I ever want to play this guy? Well, for that reason there is an Influx effect. As said previously, you really do benefit big times from playing an Influx card in the turn that you draw it.
Obvious and boring token, but if you're interested, yes, I did make it:
My take on the Shade of Naxxramas. By all means, it's defintely not an amazing power house card, as it is prone to silence and BGH, but it might just pull those out and save your bigger and more important minions. The card obviously stacks and synergizes well with the Cycle Hero Power and Fresh Reserves, Refreshment and Deep Sea Salvage. You can get this easily out as a 7/7 for 5 and perhaps even a 9/9 for 5, making it a very efficient card as long as you're patient.
The Trade Prince's arsenal allows for a few tempo swings. Whether it comes to utilizing Influx effects or gaining temporary Mana Crystals, there's always something to be had. Monopoly is one of those cards that helps the Trade Prince get big minions out early in the game. While it is difficult to get two of the same cards in your hand, you could try and Cycle aggressively for them. Or just hold on and wait for better times. Do notice, that you can never get a Legendary for (0) Mana out and that once you played a card for (0) you can never play the second card for (0) as well, since you don't have another card with the same name in your hand then anymore. Unless you have 3 cards with the same name in your hand. Different story (see Blackwater Deckhand).
It also fits my design philosophy of being a really specific niche card, new players won't need this too do well, but players wanting to make a Giant deck (for example) really can do a lot with it.
The Rest of the Classic Set
Sellswords Contract Tokens:
Thank you for checking the class out. I hope you enjoyed it and will support me. Thanking you in advance.
Hello everyone. Bear with me and allow me to explanin every card in the next few hours and allow me to post most without an explanation. (been on a trip for a week and didn't have no time or means to make cards and I'm doing this on my phone) I will explain/edit my post in a few hours if possible)
I would like to thank everyone who voted in the first and the second phase. You're the best!!
Minions, servants, soldiers of the cold dark... Obey the call of Kel'Thuzad!
The Lich class
His hero power is very unique since it will be transforming thruout the course of the game.
KT will be switching between two of the Lich magical fields Frost and Shadow. KT starts every game with the Frost hero power and after he uses it, the hero power flips and becomes Shadow. Note that you can still only use your hero power once per turn. The hero power itself is kinda straightforward. Freeze a minion (so no freezing heroes) or deal 2 random damage split among enemy characters. The gimick of this class is that your minions and spells will have bonus or different effects based on what your hero power currently is.
Our first example of a card will be the Ice Seeker. This is an example of a card that gets a bonus if you have a certain variation of your hero power. So if your hero power is currently Frost and you play this card it's effect activates. This class revolves around freezes and dealing damage so there are cards that will freezeminions.
Flavour text: Two winged angel.
REST OF EXPERT SET:
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 freezeanything 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.
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 hope you liked what I made and I hope I make it far with this class. Thank you for reading =)