Hello, and welcome to HearthPwn's Fan Creation Forum's Competition Season 3! The first Weekly Card Design Competition of the season will begin this Thursday, January 7th, and you can vote for the competition theme by visitingthis thread. We begin the season, though, by bringing back the Class Creation Competition. We have quite a bit to go over, so I'm going to save the pleasantries for the Discussion Topic and get right into it.
Unlike our Weekly Card Design Competitions, this Class Creation Competition will be conducted over multiple Phases, each of which will have their own unique processes and submission requirements. Each Phase will conclude with our eliminating at least half of the competitors until only three or four finalists remain for Phase V.
Phase I Submission and Early Voting (Starts Now! Ends 21:00 UTC Monday 11/January/2016.) It is during this time that you may submit entries to this Submission Topic. You may also, of course, feel free to give early up-votes to any submissions that you like!
Phase I Up-Voting (Starts 21:00 UTC Monday 11/January/2016. Ends 21:00 UTC Tuesday 12/January/2016.) During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
See below to find out how we'll determined who advances to Phase II:
Performance in Phase I will be measured using the following formula:
(ab) / (c) = x
Where, a = The total number of valid submissions on the same page as the submission. b = The total number of up-votes that the submission received. c = The total number of up-votes on the same page as the submission. x = The submission's final score.
The formula basically measures which entries stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
We have not yet determined the number or proportion of entries that will advance to Phase II and we likely will not determine that until the end of the Phase I Submission and Early Voting period when we know how many entries we have.
But wait, there's more! During the first three Phases of the competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the next Phase, regardless of its performance. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun. (Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
See below for a general overview of the future competition Phases:
Phase II: Basic - You will present the 10 cards that make up your class's Basic set. These cards may not use the Counter, Deathrattle, Discover, Enrage, Immune, Inspire, Joust, Secret, Silence, Spare Parts, or Stealth mechanics, as they do not appear on any Basic cards. Submissions Tuesday 12/Jan/2016 - Tuesday 19/Jan/2016. Up-Voting Tuesday 19/Jan/2016 - Wednesday 20/Jan/2016. As with Phase I to Phase II, advancement from Phase II to Phase III will be determined entirely by up-votes, weighted using the above formula.
Phase III: Classic - You will add the 15 cards that make up your class's Classic set. These cards may not use the Discover, Inspire, Joust, or Spare Parts mechanics, as they do not appear on any Classic cards. Submissions Wednesday 20/Jan/2016 - Monday 1/Feb/2016. Poll Monday 1/Feb/2016 - Tuesday 2/Feb/2016. Up-Votes will be irrelevant to advancement from Phase III to Phase IV. Instead, advancement will be determined by performance in a separate Poll Topic that includes all eligible Phase III entries.
Phase IV: Naxx/GvG/BRM - You will add the 13 cards that make up your class's Naxx, GvG, and BRM sets. These cards may not use the Discover, Inspire, or Joust mechanics. Spare Parts are restricted to GvG. Submissions Tuesday 2/Feb/2016 - Monday 8/Feb/2016. Poll Monday 8/Feb/2016 - Tuesday 9/Feb/2016. Up-Votes will be irrelevant to advancement from Phase IV to Phase V. Instead, advancement will be determined by performance in a separate Poll Topic that includes all eligible Phase IV entries.
Phase V: TGT/LoE - You will conclude with the 12 cards that make up your class's TGT and LoE sets, as well as your Hero Power's Justicar Trueheart upgrade. These cards may not use the Spare Parts mechanics. Inspire and Joust are restricted to TGT, and Discover is restricted to LoE. Finale Topics Tuesday 9/Feb/2016 - Monday 22/Feb/2016. Poll Monday 22/Feb/2016 - Friday 26/Feb/2016. The Finalists who make it to this phase will be allowed to create their own individual Finale Topics. The winner will be determined by performance in a separate Poll Topic that includes all eligible Phase V entries.
General Competition Rules
These are general competition rules that apply to all Phases of this competition and that many of you will already be familiar with if you've competed in our Weekly Card Design Competitions. Even if you're a veteran of our competitions, though, I recommend that you review the rules thoroughly just to be sure:
First, these are the rules about Posting:
You are allowed to submit only one entry.
You are allowed to post in this Submission Topic only once, only to submit your one entry.
You may not delete ANY posts you make in this Submission Topic, not even accidental ones you may make over your one allowed, such as by double-posting or by accidentally posting something here that you meant for the Discussion Topic. If you do accidentally post more than once, inform any of the Fan Creation Forum moderators via PM, and we will handle it.
Speaking of the Discussion Topic, that is where any discussion of this competition should go. This thread is for submissions only. If you want to discuss your card or ask questions about the competition rules or process, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
Once you have submitted your one entry, you are allowed to make only minor changes to it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
You may not create any topics on our forum for any competition entry. All competition material and discussion is restricted to the designated competition topics. This is to prevent the board from being flooded with competition topics. Nobody wants that.
These are the rules about your Entry:
We encourage you to create your entry material using Hearthcards.net, but please remember that, although HearthCards is awesome, you MUST host your card somewhere other than Hearthcards. Save it and upload it toImgur, Photobucket, or some other similar site. HearthCards has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the finals. We understand that there are some HearthCards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
You may not submit any Gold cards. (It's just a cheap attention grab tactic that makes it unnecessarily difficult to determine what class your card is for.)
Your entry must be a card of your own creation. We've been doing this for a while, so if you blatantly rip off somebody else's idea, we will know.
Fun and even humorous entries are perfectly allowed, but "troll" entries will be disqualified. If you're worried that your card may be misinterpreted as a troll card, contact a moderator before you submit.
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
Phase I: THE CONCEPT
Before you get to creating dozens of cards for your class, we want to hear your proposals.
Here are the requirements for your Class Creation Competition Phase I Entry:
THE CLASS'S NAME Obviously, you have to tell everybody the name of your new Class.
Your Class, as well as its Hero and its Minions and so on, should represent things OUTSIDE of the Warcraft universe. We even encourage (though don't necessarily require) you to depart from Warcraft's central medieval fantasy / high fantasy genres entirely. This rule is in place to make this Class Creation Competition different and distinct from our first one, if for no other reason than because we don't want to see people just resubmitting the same entries. If you need ideas, consider looking to other forms of media, from other popular modern videogames to the latest blockbuster films to ancient sacred mythologies. We'll also allow class ideas from real-world histories and culture, though those may require more tactful representation, or of course class ideas entirely of your own invention.
A HERO PORTRAIT Your class must be represented by a specific Hero, and that Hero should have a name.
Your Hero's starting/maximum Health must be shown in their Hero Portrait. Your Hero's starting/maximum Health is not otherwise restricted. It may be 30, like existing Heroes, or it may be something different, like one of the Adventure Bosses. This is another way that we're distinguishing this competition from our first.
Although your Hero may have a different starting/maximum Health that existing Heroes, they may not have any other unusual inherent properties, such as starting Armor like many Adventure Bosses. And just to be clear, yes, this includes having a starting Health and maximum Health that are not identical.
A HERO POWER Every Hero needs their own unique hero power, and so does yours.
If your Hero Power produces unique tokens, you may not present more than four (4).
Your Hero Power may not use the Choose One, Combo, or Overload keywords.
Other than that, though, your Hero Power is pretty much unrestricted. Its Cost may be (2), like existing Hero Powers, or it may be something different, like one of the Adventure Bosses' Hero Powers. It may even be Auto-Cast or Passive! This is another way that we're distinguishing this competition from our first. Be aware, however, that no existing cards (particularly some TGT cards like Maiden of the Lake or Coldarra Drake) may be altered to prevent your Class and Hero Power from being unbalanced.
EXAMPLE CARDS We do not want to see your Class's entire collection, just enough for us to get a good idea of its concept.
You are allowed up to three (3) example cards. What kinds of cards? That's entirely up to you and what you believe would best showcase what makes your Class unique. You might decide to show off a Basic card that would find its home in any deck your class could make, or you might decide to showcase a card that plays a major role in one of your Class's win conditions, or you might decide to show us an example of a card that uses a new Class-exclusive keyword. Tell us a little something about these cards and how they fit into the grand scheme of things.
Your example cards may not produce any unique token cards (including additional Hero Powers or Hero portraits). The only exception to this would be if the only unique token cards they produce are one that are already produced by your Hero Power.
You may not use the Choose One, Combo, or Overload keywords during this or any other Phase.
Your example cards are not required to show up in any future Phases as part of your final product. They are just examples and may be modified or even abandoned entirely as the competition progresses.
In place of one of your example cards, you may instead submit the better Hero Power that would be produced by Justicar Trueheart. This follows the same rules as any other example cards, so you may not submit it to this Phase if it would produce any unique token cards beyond those already produced by your starting Hero Power, and it is not required to be the final version.
EXPLANATION Tell us a little bit about all of the above. Remember, the point of having different Classes in Hearthstone is that each of them plays differently, so consider telling us how your Hero Power and Example cards lend to or exemplify your class's unique features. If your class is also going to have a new class-exclusive keyword, you may want to explain it to us as well. You can also let us know, is your class more focused on aggressive, control, or combo decks? Does it place particular focus on minions, spells, or weapons? Is it fairly straightforward or does it have multiple different viable deck archetypes? Does it have a unique win condition? You can even tell us a little bit about where your Class's concept came from.
The first time that we ran a Class Creation Competition here, we had a tie for the winner. I now present to you the Phase I entry posts of both of those classes, to serve as examples:
"Yeah... you know, all those coins are prefectly legal..."
Hero: Jeeve Stobes
Best merchant in the Azeroth, he really takes care of that. This class is all about money. Treasures, bargains, bounty hunters and all those sellswords - this is what it takes to be a good... trader. Of course some cruelty comes in handy...
With unique Salary mechanic - each time you play minion with Salary X you need to pay it X mana at the end of each turn (excluding the one in which minion was summoned), otherwise they decide you are not worthy of their work ( just sacrifice it :P ). This simply leads us to powerfull minions at low cost that are extreamly difficult to maintain for a long time. Imagine this - 3 strong minions on your side with combined salary 6, u got only 6 mana - at this point you have to decide whether you want to keep them or play some other cards. Important thing - all minions need to be paid at the same time, if you don't have enough mana you have to sacrifice them all!
The Coin - the allmighty coin! Each time you decide to spend 2 mana you recieve one of goblin's favorite things - a golden, shiny, cute little coin. Just like the regular one it can be used to generate 1 mana this turn, but what is more, this is the card that defines our hero!
Example class cards:
Okay, I admit - this one may be a little overpowered, maybe its Salary should be 2 or maybe it should cost 3 mana, nevertheless it is intended to be an example of a cheap minions with Salary drawback. And the boar is lovely.
Aw... look what we got here. It's a secret! Finally another class with secrets. What is more, it can help you a little with maintaining your board early. On the other hand, in a slow match it may cause you to burn some cards, so use it wisely!
First turn drop. How will you deal with that Zombie Chow?
To sum up - Merchant class is intended to keep your board as strong as possible by playing heavy minions with a little help from gold made from completely clean and legal trades (which for sure will be included in further class cards!). Keep upvoting and wait for some brilliant bargains!
The Twilight's Hammer is a Control, Tempo and Disruption based class, focusing on using his hero power and various disruption effects to gain board control or counter the opponents win conditions. He does not have a keyword of focus, but you will regularly see spells costing (X) more, -X spell damage and card costs being increased.
Hero Power - Despair
While Despair does not directly affect the board, it can be the deciding factor of games, Board clears one or two turns later can make a game.
It also makes him the perfect counter to Combo decks, preventing them using their combo spells to good use.
While he may not look like much, the Twilight adherent can be a significant disruption to your opponent. Paladin going to consecrate on turn 4?, well now its a glorified whirlwind. And while the effect is symmetrical, you can always trade him off on your turn and get the full effects of your spells!
Rivaling the board clear of Flamestrike, Searing Flames comes into play mid-game and can turn the field in your favour. For added effect, it even removes the opponents armor if they have any.
The Maw of Madness himself, Yogg-Saron will drive your opponents crazy, making their cards cost more every turn he lives. Drop him down and watch that combo decks win condition go up in smoke.
Despair - From Spells cost (1) more to First card costs (1) more
Searing flames - increased to 6 mana from 5.
In addition to truly epic bragging rights, ALL competitors that make it to the Phase V of the competition will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 3 competition themed around their winning class!
Q: My submission didn't move on. Am I not allowed to participate any more for the rest of the competition? A: Of course you are! This many cards is going to be difficult to manage, so the contestants that move on will need all of the help and input they can get to get their Class just right. If you get knocked out of the competition, head over to the Discussion topic and support your favorite competitor that moved on!
Q: What if I already created a class and it already has its own topic on this forum? A: That's a tricky situation! But in the interest of fairness to all competitors, if you do decide to enter that class in this competition, your topic will be locked. Not deleted, just locked, and it will be unlocked after the competition is over or after it gets knocked out. It would be weird of us to stop you from referencing or linking to that topic, but please don't abuse the privilege.
I absolutely cannot wait to make this class!!! Here's the initial phase of Trainer Red from the world of Pokémon!
Woah! New mechanic already! What exactly does Evolve mean then?
Evolve transforms a card into another, specific card. Evolution is done entirely in the hand. Each card that is able to evolve specifically states the keyword as well as the card it evolves into directly in the card description. You'll see what I mean in this first example card:
BOOM! Sorry but I hit you with my second keyword at the end there, let's take it one step at a time.
Let's say you are holding Larvitar in your hand and you cast your hero power, Experience. The Larvitar card changes into Pupitar in your hand. The same is done with Pupitar into Tyranitar.
I decided to have different borders for 1st evolutions and 2nd evolutions, since I think it's cooler and more organized this way. Let me know what you guys think about that decision if you have an opinion.
That new keyword on Tyranitar there, Mega-Evolve, is an entirely different thing. I'd explain now, but I think just showing you the next card will do the trick:
OH YEAH! Oh shit here it comes. That's Mega-Evolution. Minions that are able to Mega-Evolve are able to be targeted by this spell, the Mega Stone. Once you do that, BOOYAH! The minion transforms into an awesome, more powerful version! What does Mega Tyranitar look like? I don't know! YET!
Oh fuck! SPELLS! NICE! This spell, Magma Storm, is a pokemon move, but I am planning on basing spells off of items, encounters, treasures, lore, and anything else I can think of!
Well all right, there you have it! I believe the underlying theme of the class is versatility, since the Evolution mechanic allows for the player to have a diverse set of play styles for each deck. Let's say you're facing an aggressive deck. To keep up, you may not want to evolve your minions and just send out a large number of small minions. Let's say you're facing a control deck. It may be in your best interest to evolve your minions as much as possible. Even against midrange, it takes strategy to decide when to spend that 2 mana hero power to maintain tempo.
I am literally ecstatic, I'm so hyped to build this idea. Can't wait to see your guys' submissions! GOTTA CATCH EM ALL!
(this is my first entry so yay!) Well, here goes nothing...
The new "Leader" class, with the hero...
Rose Quartz from Steven Universe! (I am a huge nerd, don't judge :P)
So, what does she do?
Well her class is designed around protecting and buffing up her minions, as she cares for all of them.
Her hero power is...
This fits well with her theme of protecting her minions, as well as her character and lore. The hero power may look unfair on paper, but remember, Hand of Protection has the same effect, but you can choose the target and it doesn't see that much play anyways, so this hero power fits well balance-wise.
Now for the cool part, cards!
First card here is:
This card is probably really bad, but it can be used pretty well, as you can heal up a big taunt, and give it divine shield afterwards, providing huge protection to other minions. Also, this fits with the lore and story of the show as she has healing tears.
Speaking of taunt minions, here is the next card!
Here is the next card, a really simple card, but with your hero power, a ton of buffs, and Rose's Tear, these big health taunts can prove to be really valuable, and this card will probably be a staple in a lot of buffy control decks. There is not much story-wise with this one, but its a basic card, so it's more forgivable.
And finally, here's a legendary to top all this off (and I'm warning you, it's pretty insane.)
Yeah, pretty insane looking at it right? Well, Pearl, one of Rose's most trusted friends and partners, will literally die for Rose, but luckily gems can reform once they die, so if Rose inspires Pearl enough, she can stay in the fight and keep being helpful to Rose (Also balance-wise, the divine shield from the hero-power can target Pearl, meaning to make use of the deathrattle, you would need to trust Pearl either not to get divine shield, or have a way to ping off the shield.)
And also, "what's that new keyword at the end?", you may be wondering, well, that is the new Fusion mechanic! This mysterious new mechanic is really just a shortened saying for "At the end of each turn, if this minion and another minion (which is what the other names by the keyword are) are both at full health, destroy them both and summon a fused minion." What are fused minions you ask? Either upvote this so I can get to later rounds and show them off, or if you watch Steven Universe, you probably know what I mean by that.
Well, that's the entry! I hope you guys enjoy!
(EDIT HISTORY: CHANGED PEARL TO GIVE HER THE FUSE MECHANIC, AND ADDED EXPLANATION OF SAID MECHANIC. (Approved by Asylum_Rhapsody)
Introducing Shicchi of the Hero's Association from One Punch Man:
As one of the higher executives of the organization, Shicchi is responsible for organizing the highest level response teams for the highest level of monster threats.
The idea here is to create a theme of urgent hero response, which I will get into more at the end of my submission. Basically, the more helpless civilians there are on the battlefield, the faster heroes must deploy. I'm still on the fence about this hero power and if it makes sense, but hopefully it gets the gist of the new class across.
1st Card: Horsebone
Your generic low-ranked, C Class hero. This card example is more or less a proof-of-concept piece. Nothing too crazy here. You can already see the synergy with the Hero power. Turn 1, Horsebone, then Turn 2, either you play a 2-drop or you play your Hero power and then play another 1-drop Hero minion. Or, if you have the coin and the necessary hand, you can, on turn 1, Coin, Hero power, then throw down two Horsebones. Since I realize that this could potentially be an incredible tempo play, under the right circumstances, somewhat similar to T1 double Mana Wyrm, I limited Horsebone's attack to 1 only, especially since it also has Hero minion synergy.
Fortunately, since the OPM canon literature hasn't released the official abilities of a lot of their heroes, I have some creative license.
2nd Card: Threat Level: Dragon
An expensive draw engine that, when paired with a hero-heavy deck list, is rewarding as it creates the sense of heroes arriving "just on time" to deal with a Dragon-level threat.
I compared this card both to Nourish and Sprint, and here's why I think it's balanced:
1) Nourish also gives you the alternative option of gaining more Mana crystals, and is 1 Mana cheaper.
2) Sprint is only 1 Mana more expensive but lets you draw a whole other card, and also has incredible synergy with Preparation and Combo cards in the late game.
3) The resulting effect of Threat Level: Dragon is a bit random, but drawing 3 cards from a hero-focused deck list should give a significant chance to draw a Hero minion or two.
3rd Card: Mumen Rider
The hero that A-Z City needs, but not the one it deserves. The Hero Association's first class legendary. Designed to represent a normal, average hero who will defy all odds and keep fighting in the face of the most perilous evils. Because it doesn't matter if he stands a chance or not – what matters is that he has to fight here and now!
Balance-wise, it's a glorified Goldshire Footman or Fierce Monkey at worst, and if you are lucky you might pull off a 3-Mana 4/5 Taunt with Hero synergy.
Summoned quote: Mumen Rider has arrived!
Attack quote: JUSTICE CRASH!
In short, I wanted to create a class based on one of my favorite anime/manga/comic series of all time. The theme I want to explore with this fan creation is the chaotic, dire need of heroic response. I tried to create this feeling by basing a class on unique draw engines, cost manipulation of specialty, reactive minions, and a CRAP ton of class-specific legendaries. But since most of these factors are going to depend on minions and board control and activity, this class will focus on intricate interactions between minions, minion positioning, and resources for both sides.
In the world of OPM, there seems to be a ton of art and room for creativity, and it is the perfect class to represent the ideal HERO.
The ROBOT class is build around the theme of automatons, robots, mechs and other artificial creations. It will feature several synergies with Mech minions and Spare Parts (but it won't play a central role, just a bonus) and some new minions that benefit from the unique interaction with the hero power, which will increase the Attack of any character by 1 and can be stacked several times if the character doesn't attack. That means instead of "pinging the hero for 1" on an empty field, you can give your hero 1 Attack and the next round another Attack for a total of 2. After he attacks the additional attack is removed. The same approach can be applied to Stealth minions, which become a big threat this way. It will also have access to some unconventional weapons.
Quickkill 42b is an example of how a card benefits greatly from the hero power and its unique stacking mechanism. Also works great with cards like Abusive Sergeant. Out of balance reasons, the effect is only active when it attacks, NOT when it is attacked.
Prototype X-02 is just a very solid minion all around with solid stats and a solid effect. Nothing too fancy, but with the amount of Mechs in most decks, it can give you a decent amount of Spare Parts rather quickly, some of which can be combined with other class cards that are not yet shown.
Transformed Arm has a pretty unique synergy with Spare Parts (which will play a role in the class concept, but it WON'T be over reliant on them). It can be targeted by Spare Parts, which means 1 Attack = 1 Attack, 1 Health = 1 Durability, Return to Hand, Swap Attack <> Durability etc.
"With my lovely voice, I take all the men on my path to meet the fury of the seas."
First of all, I mean I do not speak very good English, but I'll try.
Hero: Serena Morin
The Mermaid Class is only focused on maritime and related topics. There is no letter for this class without any relation to the place where Serena Morin came. As everything is based on water, the Heroic Power of Serena Morin is a swirl. The Swirl simply reverses the attack and health of a minion, opening multiple paths to thunderous plays.
As the mermaid song is something that delights, that will be used to create new strategies for the game. This new class brings a new mechanic: Charm.
The Charm will give a unique effect to a minion, and this effect can only be performed once after follow the directions written on the card.
A good example of this mechanic in a Basic Card:
With Battlecry or Deathrattle this card would be too overpowered. But the Charm limits you to activate its effect if the Ancestral whale survive for 2 enemy turns. This leaves more difficult and you have to develop strategies to protect the card so that the effect is activated.
Another example in an epic card:
Note that the effect of this card can only be activated the turn it was played, differentiating the Deathrattle. You have to be able to kill this lackey somehow in the same turn to get activate its powerful effect.
We can not forget a spell using the same mechanics:
Only a minion can enable Charm, is written as in the examples: Die at the turn it was played, When you attack, Survive 2 enemy turns, is referring to the minion, not the hero.
Of course, don't there will be only animals cards, also have cards of marine plants, differents mermaids, fantasy characters and places like Atlantis, or perhaps even surfers, haha. :P
Serena Morin can be pretty aggro and control, exchanging the Attacks and Health minions to hit the enemy hero or take control of the battlefield. There is plenty of decks to Mermaid using neutral or class cards and that makes it a powerful class. Think of the endless possibilities using Swirl and Charm!
I hope you're all right! Sorry if I missed a word, for I speak Portuguese. Thank you!
His hero power is themed around the idea of transporting minions from the past (ie. previous turns) to the present. It's as if they have been plucked out of time the moment before their death and brought forward to the current turn. Since they are on the brink of death, they appear with 1 health. Healing and such would be important. Enrage minions and Divine Shield minions would be strong. Also, if no minion died the previous turn, the hero power would "whiff" possibly creating a unique minion ala Shadow of Nothing or it may just not be available to use (no green highlight).
A couple example minions here demonstrate the broad range of minion types that could be within the Time Traveler's repertoire: dinosaurs, civil war soldiers, Egyptian priestesses, futuristic cyborgs, etc.
A Civil War soldier plucked out of time.
These are just a couple quick examples of the kind of variety that could be here.
For spell cards, I'm thinking of some interesting interactions with turn ordering and things that happened in a previous turn affecting future turns and vice versa. Could be cool!
This spell is similar to Sap, but without having to replay the minion and it can be targeted on friendly minions. Could protect an important minion or remove a taunt or big legendary minion temporarily. It's similar to Entombas well as it doesn't trigger deathrattle.
All the way from Attack on Titan... please welcome:
(Didn't want to call the class Survey Corp because I'm planning to include other people.)
The hero is my favourite character Levi. I mean, why else is he called Humanity's Strongest?
Activate your 3D Manoeuvre Gear and taste the wind!
This class introduces a new mechanic:
Bloodlust: Listed action occurs when a minion/weapon with 'Bloodlust' attacks. It is important to note that the action occurs before the attack is finished, like Blessing of Wisdom and Power Word: Glory.
Well, without further ado, let's look at some example cards. One is from the Basic set and two are from Classic packs.
104th Training Division Trainee Flavour Text: He always wanted to join the Survey Corps, if he didn't die within the next five episodes.
This guy is quite interesting, as he provides a Flame Imp-esq card to the deck. Some may believe that a (1)-drop with 2/2 stats and no downside may be OP, but I tend to disagree seeing the direction this game is going so far. He has an aggressive feel to it with the Windfury tag and the mention of weapons, which we'll be discussing in the next card.
3D Manoeuvre Gear Flavour Text: Now with 100% more whooooshing and 100% more.... refueling.
Ah, the main weapon/mobility of AoT. This baby is particularly interesting. OMG 4 damage for 3 mana and +2 in stats? Hur durr. If you are planning to use this as removal, you'll have to take double damage.. kinda like mini-Doomhammer. This card will be the main card used to trigger your 104th Division Trainee, but to limit the strength of this combo they cost (1) and (3) respectively. SHHH! NOBODY CARES ABOUT THE COIN!
Captured Titan Flavour Text: WHY?!?!? HE JUST WANTED TO BITE HER HEAD OFF! JUST ONE LITTLE BITE!
Cute little Sawney. This guy is actually quite interesting, as he does not directly fit into the aggressive theme of the Hero Power and the previous cards. However, he actually does, serving as a protector for your smaller drops to get in there. He can also be used in various other Militant builds such as Midrange? and is good anti-aggro as when silenced he can attack freely.
Hopefully you guys can see that this class utilises the Hero Power and other Windfury effects in tandem with the Bloodlust mechanism which allows them to gain double the effects.
All-in-all, I hope you guys enjoy my Attack on Titan themed class! I hope to expand on this in the future and include various other people! I can hear my other AoT fans screaming OMG WHERE'S EREN?!? He is coming. :)
Here is my entry. I'm a Spiderman fan, but picking another character will give more design options.
Class Name: Symbiote
General Hero Playstyle
Venom will play as some sort of jack of all trades, similar to how he can keep changing shapes and forms to suit the situation. However, being a symbiote, he will be a minion based class, using his minions as "hosts".
The Hero Power
His hero power gives his "hosts" a temporary buff, allowing him to make favorable trades and keep his minions alive. Again, emphasizing his parasitic behavior, his hero power is useless when he does not have a minion.
His Own Unique Mechanic and Card Examples:
His unique mechanic will have a keyword: Devour. Devour is a trigger ability that means: "Whenever this card destroys a minion, " Emphasizing his minion based playstyle, he will of course have to control the board. Here are the sample cards:
Thank you Asylum_Rhapsody for giving me the heads up of the missing class name.
Sonic 2 was the first game that I ever owned and I played it to death so what could be more fitting than letting him have a run in the game that I play the most today?
Sonic is all about speed and effortlessly defeating his opponents and so is the minions will focus mostly around aggro. Expect to see pals such as Tails and Knuckles as well as enemies such as Robotnik/Eggman and Shadow.
Spells will be based on control elements as well as buffing minions. They will be based on environments and items from the games such as spikes and jump pads.
They will be used to delay the game towards the awesome win condition that will be revealed later on.
Sonic is all about jumping on the little enemies on the way to the final boss confrontation and so to this end he uses the hero power to maintain board control by defeating smaller enemies and to delay towards the afore mentioned awesome win condition.
It would be impossible to create a Sonic deck without Tails and so here he is, the man himself, Miles "Tails" Prower.
His two tails allow him to fly over taunting enemies and deal damage to the enemy hero. He has high health for survivability and lower attack to compensate for his effect. This also allows him to avoid evil priest spell kills because who wants to see Tails die?
An example of the kind of buff spell that you will see from this deck. The sneakers are synonymous with Sonic and fit perfectly into Hearthstone. The 2 mana is in consideration of a similar warrior card and costs one less and loses the attack increase as a consequence.
You may well have scrolled straight to this card and if you did shame on you!
As promised the awesome in condition Chaos Emeralds. I had considered a deck that would require you to collect 7 emeralds to have the same effect and please let me know if you would prefer that but I didn't feel it was feasible.
Your hero is replaced with Super Sonic similar to Jaraxxus. If you want to see what Super Sonic can do I suggest an up vote as it would violate the rules to show you at this stage.
If it doesn't violate the rules please tell me and I will include him although it includes a new hero and hero power.
You will not be disappointed.
edit: change to image of tails and added card wording "animal friend"
Edit 2: balance changes hero power increased cost to 3. Tails card wording added to improve value. animal Friends will be tokens that drop from the death rattles of sonic themed mechs.
The cute floating, pink ball of doom from a star-shaped planet is ready to kick some butt!
(it's species is kirby because there are other kirbys)
Hey guys, my hero is based on Kirby from it's Nintendo's series hence why his hero power and cards are based on this franchise. For example, Inhale is Kirby's signature move In the series which allows him to copy enemies abilities and moves, the closest I could do was to copy the opponents hero power. This is similar to Sideshow Spelleater in fact, it is literally the hero power version of the card.
The introduction of Kirby introduces a new mechanic in the game, Burn! This mechanic makes minions suffer from 1 damage at the end of every turn and have their attacks halved rounded to the highest whole number. Below is a spell card that uses the "Burn" mechanic.
As you can see, this card uses the burn mechanic. Extremely similar to Cone of Cold except with the burn mechanic instead of freeze. This card is useful for temporarily stopping damage to your hero and also to clear minions. This card can be dead in the hand but definitely pays off with a nice effect.
Now onto the weapon: Kirby's Hammer
Kirby's weapon is Kirby's Hammer a 5 cost 3/3 that has a unique effect. It will do 6 damage to minions if they cost 5 or more which can clear cards like Mysterious Challenger, Tirion Fordring, Spectral Knight, Chillmaw and many more. This is clearly a powerful weapon but can be a little dead against decks like zoo and face hunter.
Now time for my minion, Waddle Dee
Waddle Dee is a solid 2 drop and a good early game presence which the weapon lacked. He has the abiity to take on scummy zoo decks with his nice 4 health to bulk hits from Lepper Gnome, Ironbeak Owl, Imp and many more. His enrage allows him to become a more powerful minion to take on Haunted Creeper and trade in with Knife Juggler.
Thanks for reading my Kirby class submission, I hope that you enjoyed it :) and if you did, just hit that upvote button :p
This class will be based on Dragon ball Z. The class has a keyword simular to spell damage called power level.
Power levels increase damage and effects of some class specific cards among other things. Power level will be an important aspect of this class. Your current power level will be displayed on your hero portrait between attack and health.
When you start the game your hero will have a power level of 2.
This increases your power level by 2 which persists through turns. This might seem overpowered but there will be cards that will benefit from your power level and reduce it afterwards.
Kaio-Ken: Taught by King Kai this technique is difficult to master and has a bad effect on the body straining it to it's maximum potential or beyond. Use with caution. (card might change to give it a downside which it should have in my opinion)
Kamehameha: This is a move everyone knows. Taught by master Roshi this is a powerful burst of chi. You will not be happy when this hit's your face.
Dende: Dende, a boy from the planet Namek who became the guardian of planet Earth. Dende has amazing healing skills which he showed on Namek. I wanted that to reflect in the card.
The Sith Lord Darth Vader likes to take advantage of the battlefield and for that he must make sure that all of his soldiers are ready to strike on command. Because of this, Vader prefers to control his opponent and win by overwhelming him over time.
Starting with our first minions, we can see that it is very important for Lord Vader to make sure his troops are ready when he his, which will be when its his turn to give commands! To make sure all of this is effective, we have to make sure that our minions survive for as long as they can!
To protect our troops on the battlefield, let's make sure to bring some great support tools like a good ol' T.I.E. Fighter. This fast spaceship will make sure that if any of your minions or Darth Vader himself are under assault, the attackers are not going to be left unharmed, the retaliation shall be immediate!
There is currently no rules in game about swapping back and forth between 2 characters, for example we do not know what happens if Jaraxxus turned back into Gul'dan. So I am going to make the ruling here:
When swapping to a different hero if you have used that hero before it retains its previous Armor and Health totals.
Secondly, weapons are no longer destroyed when changing heroes but they can be replaced if the new hero holds one innately like Jaraxxus.
Now with that out the way, Bruce Wayne/Batman's hero powers allow him to swap between his personas depending what the player does. Weapon attacks (or any hero attacks) transform the player to Batman and any spells cast return him back to Bruce Wayne. (Also, for the purposes of effects like Inspire, swapping heroes in this fashion counts as activating a hero power.)
Because of this interaction, weapons for this class are themed towards Batman and spells are themed towards Bruce Wayne. Lets take 2 examples:
As a result of these 2 themes, you will not see a spell that "Assassinates" but you could see cards show the power of money such as research or political influences. Weapons are all simply bat-gadgetry.
So what about basic minions you may ask? Sure Legendaries are pretty easy for comic book character - but simple minions are a little trickier. Here is an example:
Class minions, like spells and weapons, are to be aligned with personas too. The above example, Love Interest is aligned with Batman. Batman aligned minions could also be enemies/goons that anger him or a bat-vehicle. Bruce Wayne aligned minions can be police, lawyers or any general "do-gooder".
Buffs like the one explained above do not effect personas that are not currently active. So if you weren't Batman, the Battlecry would simply have no effect. This added complexity is part of managing his 2 natures.
So you are probably wondering how this Hero would develop through the expansions? Initially it would be about setting up the Batman essentials, like the Batarang above. Cards gained through Adventures would focus on bad guys that match the theme. GVG will have the most complicated bat weaponry/machinery and The Grand Tournament would be about "being a symbol" for Gotham.
Please vote if you'd like to see me in future phases!
Taoism is a philosophical and religious tradition of Chinese origin that emphasizes living in harmony with Tao which means "way", "path" or "principle". With this class competition, I thought it would be interesting to introduce something totally irrelevant to fantasy genres. Secondly, my initial idea was to come out with two types of hero power contained in one class and I thought I could make use of the "Yin" and "Yang" concept.
Lao-Tzu (also Laozi which means old master in Chinese) was a philosopher and poet of ancient China. He is known as the reputated author of Tao Te Ching (a book which describes the Tao as the source and ideal of all existence) and founder of philosophical Taoism, and as a deity in religious Taoism and traditional Chinese religions. As a religious figure, he is worshipped under the name "Supreme Old Lord" and as one of the "Three Pure Ones". During the Tang, he was granted the title "Supremely Mysterious and Primordial Emperor".
YIN FORM HERO POWER: YIN QI (Also the starting hero power) YANG FORM HERO POWER: YANG QI
In Chinese philosophy, Yin and Yang (also dark and bright) describes how opposite or contrary forces are actually complementary, interconnected and independent in the natural world, and how they give rise to each other as they interrelate to one another. In Taoist metaphysics, distinctions between the good and bad are perpetual and not real, so the duality of Yin and Yang is an indivisible whole. "Qi" also means energy so Yin Qi refers to dark/bad energy and Yang Qi refers to bright/good energy.
So how this class works is that there are additional resources (Yin Qi and Yang Qi) besides mana. At the start of each turn, you generate either 1 Yin Qi or Yang Qi depending on which form your hero is in, and you can only generate up to a maximum of 5 Qi each even if you perpetually stay in one form. Yin and Yang are unique to Taoist class only. They may benefit the class by alleviating the burden on mana or bringing bonuses from minions or spells when you choose to utilise them.
Effects for Yang Form happen only if your hero is in Yang Form and vice versa, effects for Yin Form happen only if your hero is in Yin Form. This also explains why your hero needs to swap form. Yang (or bright) related effects tend to be more friendly while Yin (or dark) related effects tend to be more destructive.
Yin X means you can choose to consume X amount of Yin Qi to activate the effect. Yang X means you can choose to consume X amount of Yang Qi to activate the effect. Yin X Yang Y means you can choose to consume X amount of Yin Qi and Y amount of Yang Qi to activate the effect. In other words, when you play this card, you will be prompted whether you want to consume (if you have enough) Qi to activate the effect (and you can choose not to).
This is the legendary minion of Taoist class. As most of Taoist cards make use of Yin and Yang, this maximum generation of Yin and Yang would be supremely useful to play other cards later on.
I hope you have a general concept of how this class works after reading through the descriptions. Hope you like it! =D
Shovel Knight's main weapon is of course his shovel. And with that shovel he digs stuff up. If you've played the game you know that what gets dug up isn't usually the important stuff.
Strategically speaking, this is an incredibly versatile power. You have a 60% chance of getting a specific part in your selection, meaning the parts become a lot more reliable than just getting random ones. That dependability completely makes up for the fact that this power effectively costs 3 to impact the board.
If the spare parts all have one theme in common, it's that they give your board a minor boost so that you can increase your card advantage. From boosting a stat, to bringing back an injured guy, to freezing a minion to be better dealt with next turn, spare parts are all about card advantage, meaning that a deck with this power acts like the card advantage classes: priest and warlock- a more aggressive priest in particular. This class is about controlling the board by empowering your small to mid sized minions to contend with the big ones.
Like the Hero Power, the cards are mostly about a novel approach to card advantage.
First off, we have the Propeller Rat. "Immune unless targeted" means exactly that. He is immune to random or AoE damage. So a weapon, direct damage spell like Frostbolt, or combat would all damage him, but Consecration, Arcane Missiles, Flamecannon, etc. all don't. This doesn't provide card advantage by itself, but it prevents the cards that your opponent may likely use for card advantage from working as effectively. Plus it's a rat on a propeller, which is awesome.
Next we have the throwing anchor. It's really overcosted for just doing 5 damage, but it allows for small cards to trade with big cards evenly, and can later be used as a finisher. Not much more to say about it. A Starfire that draws itself indefinitely if the minions survive. Great against big stuff, not against small to medium stuff.
Finally, there is the Specter Knight. The only card here that isn't about card advantage. On its face, it's a worse yeti. But keep in mind the Hero Power. On any given turn, you have a 60% chance to give this guy a permanent +1 attack, which is really +2. Or buff it from an Abusive Sergeant and trade him with a Dr. Boom or kill a Deathlord in one hit.
On a thematic note, he's epic and not unique because if I did that, this class would have way too much art for unique enemies and not nearly enough for the rest. I want to use all the bosses in this competition if it makes it far enough.
Only 3 cards to show really limits what the class would be like. It's a really easy play style and character theme to make lots of cards for. But hopefully this gives an idea of what this class could potentially become.
From the darkest and stinkiest saloons comes this gunslingin' drinkin' cowboy who does not hesitate to pull the trigger. His name is Wild Wess.
He might be drinking a little too much so his aim isn't what it used to be. His hero power deals 2 damage randomly split among all enemies, kind of like Flamewaker when you play a spell. It can of course hit the enemy hero and both shots can hit the same target.
The hero power and the whole class is quite unreliable but it is the cards that can make it shine. The fun comes from making random being less random and dealing more damage.
Bloody Mary is always there to help. She adds one damage to every damage dealt to any enemy if possible. To clarify, her damage counts as a separate damage dealt so Acolyte of Pain would draw twice. This obviously makes the hero power a bigger threat and can be combined with other neutral cards as well as class specific cards.
Wild Wess also has a bunch of spells ready - one of them being Showdown. This card provides card draw as well as damage dealing.
All these gunshot flying over the board are nice but it still is missing something. This is where Wells Fargo comes in to make use of your hard work. You've earned it.
I hope you like Wild Wess, have fun and enjoy the competition!
My hero is Kaladin Stormblessed, a Knight Radiant from the Stormlight Archives series. Ironically, he was born in the town of Hearthstone. Knights Radiant are powerful soldiers who form bonds with spirits called spren. This bond gives them special powers, depending on the type of spren they bond with. Kaladin is a Windrunner, a class of Knights who can alter gravity as they fight.
Kaladin is a protective character, so most of his abilities focus on protecting and healing his minions.
Class: Knight Radiant
His hero power allows him to use the Three Lashes of the Windrunners. Most of the art for these is placeholder.
A Reverse Lashing allows a Windrunner to "apply" gravity to an object, causing other objects to move towards it. Hit a minion, and enemies are forced to attack it first.
A Basic Lashing changes the way gravity affects an object. By having it apply forward instead of down, a minion can be sent flying towards the enemy.
A Full Lashing technically isn't a gravity power, it's adhesion. Essentially, it's magical glue, sticking two objects together. In Hearthstone terms, that means minions fight.
And now for the example cards! First off is a pretty basic weapon. Not much to say about it, it pretty much speaks for itself.
Second is a powerful spell! As a member of the Knights Radiant, Kaladin is able to share some of his power with the men under him. This power can be used to increase strength, but also has amazing healing capabilities.
Last but not least is Sylphrena, the spren who bonds with Kal to give him his powers. She's meant to be a much more aggressive version of Tirion Fordring. Rather than just soak damage, Syl would be played, immediately attack and die, then transform into a weapon so Kaladin could keep up the attack. She might be a bit overpowered right now, though.
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Life before death. Strength before weakness. Journey before destination.