Inspired by the styling of Mason Order from Chivalry, I created a class builded around combos with tokens from Hero Power, and it is very similar to Paladin. But unlike the Recruits, Peasants used differently. The Peasant use does not imply increasing of their stats, they become weaker and more vulnerable, and taunts a really important. Also your Hero Power is not only way to get more Peasants, your spells and creatures can produce alot. But majority of your cards will offer you a cruel and effective way of using lives of your men. A couple of example cards with more calm and simple use of those ideas:
This guy is the Mage killing hit man from one of the best Anime ever, Fate/Zero! If you haven't seen you really should, but anyways . . .
Something he does Quite often. This ability will Allow him to search for the cards he needs such as Noble Phantasms(Explained later). The mulligan would work just like it does at the start of the game: You click on cards in your hand you want to shuffle back into your deck, you click confirm, and you draw the same number of cards you returned.
And of course what does Kiritsugu reload? His Signature Weapon, The Thompson Contender!
It's a gun that only holds 1 Bullet, so 1 durability is fitting. However, it can be reloaded, which is why the death rattle effect is in place. Since he is a hitman, he has a way to finish off all his opponents if necessary. Although I am considering removing the "but not more than 10." phrase. For those of you wondering about the Origin shot mechanics, That, and command seals would be in other cards that could not be fit into this 3 card set. Hopefully I will get to complete this expansion and show it off.
While we're talking about his signature, Let's Talk about his signature move, Time Alter!
He can modify his though process and movement speed, at the cost of being physically damaged. The more things he does, the more he can benefit from this, but also the more he will be damaged. Not sure yet about whether this card itself should count toward the crystal gain and take 2 damage, and that's why I've worded it that way, but i'm leaning towards no.
To finish everything off, We'll have a servant card, which is an archetype of minion which is not Entirely unique to this class, but this class has by far the most to do with them. Servants are minions that generate Noble Phantasms, which are tokens spells or weapons that are undercosted, similar to dream cards. The thing is, Noble Phantasms usually have the characteristic that If the Servant that created them dies, The Noble Phantasm is discarded (or destroyed if it was a weapon that was already played). Almost all servants Generate Noble Phantasms so for the purposes of this post, since it requires that the cards not generate tokens, I will show one of the few that doesn't actually do that, a common card that people will probably see a lot of in arena:
This card really captures what this class is about, getting the cards you want, in a class that has combos that are hard to pull off. The combos are more difficult, but more worth it when you do get them.
They work similar to Spare Parts and counts as 1-mana spells. Some cards like Street urchin can give you random Clues.
Urchin is basic 1-mana minion, and his main goal is to generate Clues, so they can be used to play them directly or to make another cards more powerful.
Detective class brings a new keyword Clue X where X is the number of Clues that are discarded from hand (at random) to make a result of card more powerful.
Good example is Final suspect card. If you don't have any Clues in hand it simply destroy an enemy minion (if he have only one on board), but if You have at least 1 Clue in hand you can choose if you want to play a basic effect or a powered up with Clue (it works just like Druid Choose one keyword). But if you choose a better option 1 random Clue will be discarded from your hand. So if you sacrifice a random clue Final suspect will not only destroy enemy minion, but silence him first, so Sneed's, Sylvanas or Cairn won't be such a treat.
Some cards may not consume Clues, but can gain additional strength based on the number of clues in player hand.
Toby can be a real threat if played after Street urchin's or Hero Power. But of course he is vulnerable by silent effects and hexing/polymorpfing. But even if he dies or get silenced next turn you still keep clues.
I originally had a whole different class concept in mind, but after posting it on the discussion thread and it not even getting noticed (which may or may not have had something to do with the fact that I didn't know how to resize the images so I hid them under spoilers (I figured it out now, though. I'm dumb)), and after reading some comments on other classes, I decided to ask myself the question: would someone else ever pick my Hero Power from Sir Finley? The answer was quite clearly no (it was a passive around which the class revolved). So I decided to start over and come up with something different:
CLASS: High Priestess
HERO: Angel Keeper Lilith
The class itself draws no inspiration from any particular universe (not that I'm consciously aware of, at any rate) but is rather something I kinda came up with myself. Now, the Hero Power was the whole starting point for the class theme. As you might notice, it's rather similar to the priest card Mind Vision. Originally, it was going to be literally just that: Mind Vision into a Hero Power. Then I realized that even though the pseudo card draw I was getting, because it was a random card from my opponent, might not have been as good as the straight card draw from Life Tap, it wasn't bad enough to have no downsides. In fact, one might consider the fact that we're getting information from the opponent's hand strong enough by itself. So I decided to mirror the effect for the opponent (that way it's fair, right?) much like some cards have done before. That was how the class theme was born.
I'm going head-first into the strong stuff here. This is just an example of many similar cards, though I might have to admit it's the most flashy. This card draws inspiration from the Curse of Rafaam cards mixed up with Iron Juggernaut/Beneath the Grounds and Excavated Evil. It is however different from all but the later in that it's not quite a token that you put into your opponent's hand/deck, but rather a standalone card. The clear downside of this is that while YOU hold it, you are the one that's handicapped. In this case, by giving Immune to your opponent. The upside of this, though, is that, as this isn't a token, your opponent might as well get it from your Hero Power. This might need some balancing, but I'm still not quite sure how I'd go around it.
Another card from the disruption theme, this one draws inspiration from Ancestor's Call. That and from all the times a Priest player was stuck with a Deadly Poison/Blade Flurry/Shield Slam. So, this is a risky card to play. I mean, you might end up discarding something valuable, like a Guardian Angel your oppenent's already gotten through your Hero Power :P. The point of this card is that, unless all other cards in your hand are minions, playing this is a gamble that might pay off or may summon a minion with battlecry (and the class has some of those). Regardless, it would be quite unbalanced if you managed to pull a huge minion for 3 mana, so regardless of the outcome, your opponent gets the card afterwards. Now, your opponent might be playing zoo, in which case he probably IS full of minions, but they're probably cheaper than 3 anyway. Or he might be playing a class that has a healthy mix of minions and spells, in which case he risks discarding something valuable (or again, playing a battlecry minion without the battlecry). If you opponent doesn't feel like gambling, though, then he's got a dead card on his hand, and our job is done. Bonus: add Lorewalker Cho to the mix for double the fun.
Now this last slot was really tough. I could've put the class legendary that keeps coming back stronger, or a minion that will switch sides whenever it dies, but I just couldn't not put this one in. This minion has gone through lots of iterations (specially when I was working on the previous class concept), but I think this one is acceptably balanced. It's an example of a card that you DON'T want to pull from Last Stand, though giving it to your opponent with the Hero Power may be acceptable. It even synergizes with Guardian Angel. As you can see, this card is rather similar to the Dalaran Aspirant in that the battlecry will help you and the deathrattle will compensate for it. Some of the iteration had it simply taking control of a minion/random minion, and it was then more reminiscent of Sylvanas/Cabal Shadow Priest, but within the class theme, I think it works rather well. This is extremely good for removing deathrattles you don't want to trigger, or even battlecries you'd like to use, but unless you silence it or otherwise get rid of it without triggering the deathrattle (and this class CAN do that, as exemplified by Guardian Angel, where the return minions to hand downside becomes an upside) then your opponent is getting this card and can thus take back the card you stole in the first place if their timing is right. Of course, this has to be removed first, but given its cost and stats, that's not really that hard. And then they have to pay the mana for it, or it gets stuck in their hand. And then you can take it back. It's a cycle, really.
As for the Angel tribe introduced with this card, there are some cards that take them into account, namely the class Legendary, which will get stronger for each dead Angel (and isn't it great that this card keeps coming back and dying if your opponent wants to keep up?)
So, as you can see, the class revolves mostly around disrupting your opponent's gameplay, but always playing by the rules (you might have noticed that at no point do the cards do something Blizz hasn't implemented, except maybe the discard/summon part of Last Stand, but then that's just a mix of mechanics, the thing is that at no point do you disrupt your opponent's play by discarding his cards (unless he plays Last Stand, but that's on him)). The class is reminiscent of a Priest/Rogue hybrid that focused mostly on the fun stuff. It has several other spells that will find their way into your opponent's hand/deck, minions that don't quite die but don't quite keep playing for you (and some that do), among other things like a vanish to the deck and an anti-fatigue card.
At any rate, thanks for reading and I hoped you liked it. And I would certainly take this Hero Power from Sir Finley.
The hero is (spoilers for the Force Awakens) Luke Skywalker.
As one would expect, Hermits want to be left alone. They don't want Jehovah's Witnesses preaching to them, and they especially don't want to deal with stuff like Dr. Boom and his bullshit.
Onto the cards. The class focus will obviously on value rather than tempo, so minions are going to be sticky and spells are going to be able to clear and answer fairly efficiently. There will be a bit of tribal support for Mechs and Beasts. The class is not a weapon class, and uses the Stealth keyword as well as Secrets.
So fairly straightforward cards. Important to note that it'd be pretty easy to screw over a Hermit by just ignoring their minions and building your own board, since they can only ever have 2, however, they would also get a bunch of buff cards that would make doing so a bad idea :)
Misaka Mikoto is from the To Aru universe, where espers are in conflict with the magicians more classic to the world of warcraft universe. Misaka Mikoto is the 3rd most powerful esper, utilizing a wide variety of electricity based skills. Some of those skills are just too powerful and overwhelming to safely use in the presence of allies. For that reason, Espers utilize the Get Clear key word. A card with Get Clear means it cannot be played if you have any friendly minions on the board. (!!!) Where much of the game is focused on board control, the Espers present a completely different playstyle because they tend to fight as individuals or small groups rather than armies. So how do Espers possibly stay alive in Hearthstone?
Hero Power: Personal Reality
This Hero Power is very similar to the Warlock Hero Power, but also its opposite. Where the phrase "tap first" is good advice in warlock, Espers prefer to "tap last." After you've made your plays for the turn, get a new card to replace another. Mastering this button will be key to mastering the class. Especially because many of the cards in this class tend to return to the hand rather than be used up.
The iron sand sword is a steady removal piece that can be used over and over again as a ping. However, the cost of being reusable is high mana. Likewise, Misaka Sister [You know why there's always another one when the last one dies :-( ] Would be overpowered as a 2 or 3 drop, but at 4 mana is it too slow to even see play? The Esper class is an extreme class in testing your ability to weave together your tools for surviving long enough. But what's the pay off if you manage to survive?
In exchange for intentionally keeping your board clear, you'll get access to exceptionally powerful Get Clear abilities. Espers focus on tempo, suppressing their opponent until they build a hand and have the mana to unleash incredible pressure of their own. If you like decision making and high skill caps, this is the class. As you can imagine, with so many cards coming back into the hand, Espers can be very weak to Mill strategies. It's a struggle of swapping out the tools to survive for the tools to win. I really liked the idea of creating this riddle-like playstyle for Espers because such paradoxes are the foundation of building a personal reality.
this power can not be used again untill you play a zerg minion
the rule with this one is: if the skill has a niumber it adds +1 to that number but wont affect skills wich involve stats
some minions
idk how to remove this spoiler :(
just the player who uses this card get to know that info
ok now, wtf was i thinking when doing this?
well im not sure myself, i just like zerg and thought maybe a zerg related class is not so hard to do, so i thought well, what does a zerg class needs to be playable at my mind came 2 things,
evolution and numbers
for me zergs have always been the guys that may not have the greatest units but the ammount of those units is what makes the diference, but also are very adaptable to the situation so i try to put some of that into the class
some of the main things to notice on this class is that, get rid of the zerg can be very dificult not because of their strength but because of their ability to spawn things kinda fast, get rid of those minions is a must to anyone playing against the zerg or things could get out of control fast specially when they get the right combinations.
also they can be very adaptable, some can do damage even when they cannot attack and because of their evolution paths (very similar to choose one from druid) making a unit able to have diferent roles on the board
another thing to notice is that the swarm cares about no one, but the swarm, thats why the hero power works only with zerg minions and much of the full set of cards also would work like that
i hope the little shown here is enough to make an idea of what could be the whole thing because i had more stuff that could give better idea of the whole class, but then i finished reading the rules and i was like "damn i have to leave a few things out"
i hope this is whithin the rules however
also, im very bad with numbers and balancing so please try to focus on the idea more than the balance.
Touhou has invaded Azeroth! After much deliberations...
The Spellcaster
Hailing from the mystical land of Gensokyo, our heroines have brought along their Spellcards to fight against the incoming hordes in this card game! Will their spells be enough to overturn the entire board, or otherwise…?
Class Mechanics -
Played mainly as a Tempo/Mid-Range class.
Minions, spells and weapons belonging to this class trade damage for a larger health pool or spell synergy to maintain board control early.
Higher-costed minions have an alternate ability, the Spellcard, which can be activated with mana after surviving the summoning phase.
Hero Power:Spellbook.
Gives a token Spell, the Spellcast, for the player to use. Useful for cards with spell synergies.
The +1 Attack gives a small attack boost to a character in order for them to nicely finish off an enemy if they lack one damage. It also gives minions a small buff to fight during the opponent's turn.
The Spellcast can be cast on this turn or saved for following turns to use. The spell cost will revert to (1) should you choose to save it.
Class Keyword: Spellcard (X) -
Instead of attacking, cards can opt to spend (X) extra mana to unleash their Spellcard effects instead.
Cards that utilised their Spellcard ability cannot take any other action that turn.
The Cards:
Card #1: Blue Fairy.
A simple illustration of the Spell Synergy with the hero power. It's an inverse Mana Wyrm - health is raised instead.
A strong anti-aggro card if played well in the early game.
Fairy Tribe - These fairies love the power fallout from spells. In future sets, you can expect Fairies to buff each other when Spells are cast.
Card #2: Hakurei Orb.
Enchanted Weapons! All weapons in this class have a lower damage/durability compared to other classes, but have different effects that affect the board indirect instead.
An illustration of how the Spellcard keyword works. Players can choose to attack with the weapon, or opt to spend an extra mana to utilise a different effect.
Most weapons will not have Spellcard effects, but they can consist of other effects that affect the board. An example would be for Truesilver Champion to heal minions instead of the hero.
Card #3: Reimu Hakurei.
Another illustration of how the Spellcard keyword works. If Reimu can survive being summoned, instead of attacking, she can opt to pay (3) mana to unleash her Spellcardeffect.
Rest assured that her Spellcard effect is one of the more radical ones, since she is a Class Legendary.
Her Spellcard effect illustrates the Tempo Gain with synergies from having higher healthed minions - glass cannon creatures can now be protected when attacking under the cover of other high healthed minions.
Gameplan:
In the early-game, your minions aim to stick around the board with higher healthed minions.
In the mid-game, minions with Spellcard effects will start to take control instead. You require board control to activate these effects, so this is when the early-game minions and enchanted weapons with their high healths/effects come to play.
Spellcard Effects are meant to generate tempo if they can be cast for your side of the board.
For card rationales and design choices, head on over to this link to see it.
If you like what you see, an up-vote is appreciated! If you have any feedback, do take it to the Discussion Thread and we'll discuss it there.
Changelog (10th Jan) -
Removed restriction on Spellcards per turn. (Simplify Mechanic.)
Increased mana cost of Hero Power to 2, and changed "+1 attack this turn" to "+1 Attack until your next turn."
This class is all about using the powers of science to win a card game. In science you test, see the results, and test again based off those results. And boy does GLaDOS love testing.
This like the Hero Power emphasizes a part of the class. Sometimes things work out, sometimes they do and you move forward regardless. (Also Schrodinger's Cat flavor) This may seem like an edge of Power Creep, but it's still not that good, and it's a class card.
In the early game your Hero Power is very strong as it'll just destroy a raptor on the board. Although mechs aren't introduced until GvG, as a 2/1 this minion also helps trade into early game minions.
Draw is difficult to come by(minus acolyte of pain, and other niche circumstances) for such an explosive class, yet this shows early game matters by giving some bodies to throw around.
A new class... How about one to make hearthstone great again? One to comb the competition? One to TRUMP THEM ALL...
A new class... THE TRUMP CLASS AND ITS HERO, DONALD TRUMP!
"I am what I am, I am what I am"
The trump class focuses on manipulating minions to advance your character in the polls- umm... I mean achieve victory... yeah lets say that
and the most notable of his techniques is TO INCITE MASS RIOT err... give a minion two more attack this turn.
"I am a nice person, People I know like me"
I guess you could summon a 0/1... but that seems like it might not always be the best play
"Im really rich"
Trump's hero power focuses on high tempo plays and high value trades.
Doing things quickly and cheaply can be a lot easier if you have a eagle pecking your face off but it might no be so good for your face...
"Sometimes the best investments are the ones you don't make."
Flavor Text* Looks pretty cool before it pecks your eye out.
This card can set up for a powerful turn, but WILL bite you back. The trump class tends to focus on minion interactions vs direct hero interaction so expect self heals to be limited. But if powerful turns lead to wins for you then run this card whenever you can. The card is a beast so expect to see this guy from in your tomb spiders now and then, but Trump himself gains little form its animal nature. Other than maybe a bitten off face that is.
Trump is also a master of the secret. Able to squash his opponents hopes, dreams, and poll standing. If trump desires to he can harness the power of reality tv and evict his opponent's minions from the show.
"We have people that are... stupid"
Flavor text* Trade Prince Gallywix, YOU'RE FIRED
Trump's secrets are 4 mana and pack a larger punch than those of any other class. This makes the mere image of that question mark inspire pure fear in the heart of your enemy. Trumps secrets play with more than the game, they play with the MIND! Denying your opponent control of their minions is at the heart of all of trump's gameplay.
Finally there is a card that neither needs nor deserves an introduction.
"I would build a great wall, and nobody builds walls better than me"
WOW, the wall is certainly something. Letting trump seal out a game or escape the most perilous of defeats, the wall is among the most powerful cards in Trumps arsenal. It champions trump's ability to futz around with his opponents minions and defeat his foes.
I hope you enjoy my idea and upvote it! Please try to take the cards seriously but the jokes, not so much...
'Frisk, a child hero. Or a killer, honestly. It depends on how they feel that day.'
Frisk is the silent protagonist from the game 'Undertale'. Throughout their journey, Frisk met and befriended many different monsters, many of which will appear as cards!
'Knowing you can use your hero power fills you with determination.'
I thought a lot about this hero power, but seriously? Doesn't this seem brokenly OP? Well, I knew I wanted 'determination', as that's where Frisk draws power from. Is it balanced? I honestly don't know. However, it can give this effect to enemy minions as well as your own, making it a more 'risk vs. reward' style hero power, and we all know how much Blizzard loves RNG.
Class Mechanics
-Shuffling cards into your deck to prevent fatigue.
-Neutralizing attacks with armor
-Keeping your friends alive!
1. Temmie:
'Hoi! I'm Temmie!'
Hoi! If you haven't played Undertale, Temmie is a goofy character that loves Temmie flakes and humans. She even goes as far as to pet Frisk (who is allergic), which is the theme of this card. When she's played, she 'pets' another minion, who is 'allergic' to her and can't attack. Once she's removed, the minion is fine.
2. Bow:
'If you're cute, monsters won't hit you as hard!'
I felt like this class needed a different style of weapon. The bow appears in Undertale as the first armor you can use, and I tried to bring the concept to Hearthstone. The next three times you would take damage, you subtract three.
3. Papyrus:
Most legendary concepts I have involve shuffling token cards into your deck. I originally posted one, but I was worried about breaking the rules and replaced it.
Behold, the Great Papyrus! Puzzle master, and lover of spaghetti. His ability is based around his love for cooking! As said in Undertale, Papyrus doesn't have a mean bone in his body. So when it comes to his cooking, he's going to share! He encourages smart trading (on both sides), and can singlehandedly win you the board. However, if you don't play him at the right time it could benefit your opponent more than you, and thus lose you the game instead! This is powerful effect, but I believe that it's balanced on a legendary.
All in all, the class seems to favor control or fatigue currently. However, I do have an idea of where I want it to go in the future. If you like my idea, please vote for me!
I‘m glad to show you a Hero from DiabloIII-Nazeebl-a Witch doctor!
Witch doctor is a spiritial warrior who summons undead and evil creatures to fight for them.
Affected by the ability of them,yhey could use poisons to make enemys to be controlled and die in painful.
They could also hold a ceremony and sacrifice to get powerful creatures.
Class: Witch doctor
Hero:Nazeebo
Source: DiabloIII
His hero power is call Poisoned Spirite,It can give a character a debuff called poisoned(X).Minions and heros with the debuff with lose their health gradually.And Witch doctor could also use that debuff to control and even kill their enemy easily.
New keyword:
Like overload,poisoned(X) is stackable.If a minion have poisoned(2) and you use your hero power to it again,the debuff will last 4 turns.
It seems better than Mages',but it could not affect immediately.you can't use it to remove the Devive Sheild or kill a Taunt with 1 health.
Here are some example cards:
This card could help Witch dotor to spread Poisoned debuff and control the board like Sylvanas Windrunner.
This card is used to destroy minions or lethal ememy hero with high Poisoned levels.
Sacrifice is a new species tag like Beast and Mec,Minions with this tag may be destoryed by other minions and make them more powerful.
In a word,Witch doctor may be like Freeze Mage who could control the board,or be like Zoolock or Mech Mage.
It´s a class based on the classic board games and card games. Its focus is on board manipulation and positioning. I tried to represent mechanics present in these other games in a simple way.
The Hero is the Black King from Chess.
Its not a choice. If you already have the Dice in play the Hero Power will automatically buff him (to a maximum of 5 times, because it´s a 6 sided dice). The Hero Power will only buff a Dice that is created by it. If you copy the Dice with Faceless Manipulator or if you steal a Dice created by your oponent Hero Power it wont be buffed.
CARDS
The ignore Taunt is here to represent the Knight diferent movement pattern and ability to jump over other pieces in chess.
Dominoes come one after another, but if one fall the entire line will fall too. It´s a creature that will multiplicate very fast and has the potential to deal a lot of damage. But its not overpowered because it´s very easy to deal with them. Just kill one and the chain reaction will destroy all dominoes in play. If more Domino minions are made in the future they will also have the same Deathrattle.
And finally a spell. A board clear similar to Twisting Nether, but with more interensting possibilities.
The Musician is my custom class, inspired in real life musicians and real life instruments/terms.
It has no tribe, but it has a keyword, Aspect, for some spells (Aspects of Music). Aspects are spells that have a normal effect for their cost, but can be searched by your hero power, and are shuffled back into your deck when you use them. The idea is to have many of these aspect cards in every expansion and set, to add playstyles and options to this class.
An aspect example:
There would be more of these in later instances, the idea is to have 4-5 to choose for any deck.
The rest of the cards, Weapons (Instruments), Minions and Legendaries (Great Composers) are exemplified here:
The idea is to make a control-oriented class that is able to drive your opponent crazy with weird control (like the waltz one), or outright tempo (with the aspects).
The Joker is the most iconic villain when it comes to to the comic book genre. His hero power is perfect, since it not only does damage but freezes the target to not to be able to move to attack. He is a strategist and this plays to him greatly.
Straight out of what might just be your favourite Legend of Zelda game - it’s Skull Kid! Under the spell of Majora’s Mask, Skull Kid controls an army of formidable minions, a few of which are invulnerable against any attack until their Weak Spot is revealed.
See below spoiler for more notes on Weak Spot!
Unless a minion has Charge, Weak Spot is a less powerful mechanic than Divine Shield in most cases. This is because Divine Shield must be removed if a minion is to be killed by taking damage. Minions with Weak Spot could be killed before the controlling player's next turn - in which case, it is as if the mechanic never took an actual effect.
Weak Spot is more powerful than Divine Shield in the rarer instance that it survives until the third turn of the controlling player (it is worth noting however, that a higher health total will generally see a minion stick to the board for longer). The Weak Spot minion will likely hit for two 'free' hits compared to the single one you get with a Divine Shield minion.
The above reasons, along with the attributes of currently playable minions with Divine Shield, will mostly determine how I balance Weak Spot minions.
Minions with a Weak Spot are among Skull Kid’s most valued when it is his turn to strike the enemy. To protect these minions, Skull Kid transforms innocent villagers into Deku Scrubs to stand between his strongest monsters and the enemy! Most Scrubs aren't very enthusiastic to stick around for a battle though…
Hero Power:
So what kind of minions are these Deku Scrubs assigned to protect? Skulltulas are among Skull Kid’s most common underlings but are not to be underestimated. During combat, the heads of these spiders are protected by a hard shell. From time to time though, Skulltulas exhibit a strange habit of exposing their weak belly…
Not all Deku Scrubs are doomed to perish for the sake of a big spider! Reluctant as they may be to serve Skull Kid’s cause, the Great Fairies of Termina battle alongside his minions in order to grant Deku Scrubs the magic power necessary to live another day. Weirdly, Zombie Chows have also been known to receive the fairies’ blessings…
Skull Kid has other hobbies aside from bringing about the apocalypse - he also loves collecting masks! He is less than careful with his Blast Mask however. If he has any luck, one of his minions with a Weak Spot will end up wearing the mask - and take no damage when it explodes!
Despite the powers of his various masks, Skull Kid ultimately plays to the strength of his minions rather than his spells. His Weak Spot minions, in particular, help him vie for control of the battlefield - none more so than his three Legendary champions...
Class: Lord
Hero: Malric
Inspiration: Chivalry: Medieval Warfare
Inspired by the styling of Mason Order from Chivalry, I created a class builded around combos with tokens from Hero Power, and it is very similar to Paladin. But unlike the Recruits, Peasants used differently. The Peasant use does not imply increasing of their stats, they become weaker and more vulnerable, and taunts a really important. Also your Hero Power is not only way to get more Peasants, your spells and creatures can produce alot. But majority of your cards will offer you a cruel and effective way of using lives of your men. A couple of example cards with more calm and simple use of those ideas:
CLASS: Hitman
HERO: Emiya Kiritsugu
This guy is the Mage killing hit man from one of the best Anime ever, Fate/Zero! If you haven't seen you really should, but anyways . . .
Something he does Quite often. This ability will Allow him to search for the cards he needs such as Noble Phantasms(Explained later). The mulligan would work just like it does at the start of the game: You click on cards in your hand you want to shuffle back into your deck, you click confirm, and you draw the same number of cards you returned.
And of course what does Kiritsugu reload? His Signature Weapon, The Thompson Contender!
It's a gun that only holds 1 Bullet, so 1 durability is fitting. However, it can be reloaded, which is why the death rattle effect is in place. Since he is a hitman, he has a way to finish off all his opponents if necessary. Although I am considering removing the "but not more than 10." phrase. For those of you wondering about the Origin shot mechanics, That, and command seals would be in other cards that could not be fit into this 3 card set. Hopefully I will get to complete this expansion and show it off.
While we're talking about his signature, Let's Talk about his signature move, Time Alter!
He can modify his though process and movement speed, at the cost of being physically damaged. The more things he does, the more he can benefit from this, but also the more he will be damaged. Not sure yet about whether this card itself should count toward the crystal gain and take 2 damage, and that's why I've worded it that way, but i'm leaning towards no.
To finish everything off, We'll have a servant card, which is an archetype of minion which is not Entirely unique to this class, but this class has by far the most to do with them. Servants are minions that generate Noble Phantasms, which are tokens spells or weapons that are undercosted, similar to dream cards. The thing is, Noble Phantasms usually have the characteristic that If the Servant that created them dies, The Noble Phantasm is discarded (or destroyed if it was a weapon that was already played). Almost all servants Generate Noble Phantasms so for the purposes of this post, since it requires that the cards not generate tokens, I will show one of the few that doesn't actually do that, a common card that people will probably see a lot of in arena:
This card really captures what this class is about, getting the cards you want, in a class that has combos that are hard to pull off. The combos are more difficult, but more worth it when you do get them.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
Class: Detective
Hero: Sherlock Holmes
Hero Power: Deduction
And the Clues are:
They work similar to Spare Parts and counts as 1-mana spells. Some cards like Street urchin can give you random Clues.
Urchin is basic 1-mana minion, and his main goal is to generate Clues, so they can be used to play them directly or to make another cards more powerful.
Detective class brings a new keyword Clue X where X is the number of Clues that are discarded from hand (at random) to make a result of card more powerful.
Good example is Final suspect card. If you don't have any Clues in hand it simply destroy an enemy minion (if he have only one on board), but if You have at least 1 Clue in hand you can choose if you want to play a basic effect or a powered up with Clue (it works just like Druid Choose one keyword). But if you choose a better option 1 random Clue will be discarded from your hand. So if you sacrifice a random clue Final suspect will not only destroy enemy minion, but silence him first, so Sneed's, Sylvanas or Cairn won't be such a treat.
Some cards may not consume Clues, but can gain additional strength based on the number of clues in player hand.
Toby can be a real threat if played after Street urchin's or Hero Power. But of course he is vulnerable by silent effects and hexing/polymorpfing. But even if he dies or get silenced next turn you still keep clues.
I originally had a whole different class concept in mind, but after posting it on the discussion thread and it not even getting noticed (which may or may not have had something to do with the fact that I didn't know how to resize the images so I hid them under spoilers (I figured it out now, though. I'm dumb)), and after reading some comments on other classes, I decided to ask myself the question: would someone else ever pick my Hero Power from Sir Finley? The answer was quite clearly no (it was a passive around which the class revolved). So I decided to start over and come up with something different:
CLASS: High Priestess
HERO: Angel Keeper Lilith
The class itself draws no inspiration from any particular universe (not that I'm consciously aware of, at any rate) but is rather something I kinda came up with myself. Now, the Hero Power was the whole starting point for the class theme. As you might notice, it's rather similar to the priest card Mind Vision. Originally, it was going to be literally just that: Mind Vision into a Hero Power. Then I realized that even though the pseudo card draw I was getting, because it was a random card from my opponent, might not have been as good as the straight card draw from Life Tap, it wasn't bad enough to have no downsides. In fact, one might consider the fact that we're getting information from the opponent's hand strong enough by itself. So I decided to mirror the effect for the opponent (that way it's fair, right?) much like some cards have done before. That was how the class theme was born.
I'm going head-first into the strong stuff here. This is just an example of many similar cards, though I might have to admit it's the most flashy. This card draws inspiration from the Curse of Rafaam cards mixed up with Iron Juggernaut/Beneath the Grounds and Excavated Evil. It is however different from all but the later in that it's not quite a token that you put into your opponent's hand/deck, but rather a standalone card. The clear downside of this is that while YOU hold it, you are the one that's handicapped. In this case, by giving Immune to your opponent. The upside of this, though, is that, as this isn't a token, your opponent might as well get it from your Hero Power. This might need some balancing, but I'm still not quite sure how I'd go around it.
Another card from the disruption theme, this one draws inspiration from Ancestor's Call. That and from all the times a Priest player was stuck with a Deadly Poison/Blade Flurry/Shield Slam. So, this is a risky card to play. I mean, you might end up discarding something valuable, like a Guardian Angel your oppenent's already gotten through your Hero Power :P. The point of this card is that, unless all other cards in your hand are minions, playing this is a gamble that might pay off or may summon a minion with battlecry (and the class has some of those). Regardless, it would be quite unbalanced if you managed to pull a huge minion for 3 mana, so regardless of the outcome, your opponent gets the card afterwards. Now, your opponent might be playing zoo, in which case he probably IS full of minions, but they're probably cheaper than 3 anyway. Or he might be playing a class that has a healthy mix of minions and spells, in which case he risks discarding something valuable (or again, playing a battlecry minion without the battlecry). If you opponent doesn't feel like gambling, though, then he's got a dead card on his hand, and our job is done. Bonus: add Lorewalker Cho to the mix for double the fun.
Now this last slot was really tough. I could've put the class legendary that keeps coming back stronger, or a minion that will switch sides whenever it dies, but I just couldn't not put this one in. This minion has gone through lots of iterations (specially when I was working on the previous class concept), but I think this one is acceptably balanced. It's an example of a card that you DON'T want to pull from Last Stand, though giving it to your opponent with the Hero Power may be acceptable. It even synergizes with Guardian Angel. As you can see, this card is rather similar to the Dalaran Aspirant in that the battlecry will help you and the deathrattle will compensate for it. Some of the iteration had it simply taking control of a minion/random minion, and it was then more reminiscent of Sylvanas/Cabal Shadow Priest, but within the class theme, I think it works rather well. This is extremely good for removing deathrattles you don't want to trigger, or even battlecries you'd like to use, but unless you silence it or otherwise get rid of it without triggering the deathrattle (and this class CAN do that, as exemplified by Guardian Angel, where the return minions to hand downside becomes an upside) then your opponent is getting this card and can thus take back the card you stole in the first place if their timing is right. Of course, this has to be removed first, but given its cost and stats, that's not really that hard. And then they have to pay the mana for it, or it gets stuck in their hand. And then you can take it back. It's a cycle, really.
As for the Angel tribe introduced with this card, there are some cards that take them into account, namely the class Legendary, which will get stronger for each dead Angel (and isn't it great that this card keeps coming back and dying if your opponent wants to keep up?)
So, as you can see, the class revolves mostly around disrupting your opponent's gameplay, but always playing by the rules (you might have noticed that at no point do the cards do something Blizz hasn't implemented, except maybe the discard/summon part of Last Stand, but then that's just a mix of mechanics, the thing is that at no point do you disrupt your opponent's play by discarding his cards (unless he plays Last Stand, but that's on him)). The class is reminiscent of a Priest/Rogue hybrid that focused mostly on the fun stuff. It has several other spells that will find their way into your opponent's hand/deck, minions that don't quite die but don't quite keep playing for you (and some that do), among other things like a vanish to the deck and an anti-fatigue card.
At any rate, thanks for reading and I hoped you liked it. And I would certainly take this Hero Power from Sir Finley.
REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
This one's the Hermit Class
The hero is (spoilers for the Force Awakens) Luke Skywalker.
As one would expect, Hermits want to be left alone. They don't want Jehovah's Witnesses preaching to them, and they especially don't want to deal with stuff like Dr. Boom and his bullshit.
Onto the cards. The class focus will obviously on value rather than tempo, so minions are going to be sticky and spells are going to be able to clear and answer fairly efficiently. There will be a bit of tribal support for Mechs and Beasts. The class is not a weapon class, and uses the Stealth keyword as well as Secrets.
So fairly straightforward cards. Important to note that it'd be pretty easy to screw over a Hermit by just ignoring their minions and building your own board, since they can only ever have 2, however, they would also get a bunch of buff cards that would make doing so a bad idea :)
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
The Esper Class
Misaka Mikoto is from the To Aru universe, where espers are in conflict with the magicians more classic to the world of warcraft universe. Misaka Mikoto is the 3rd most powerful esper, utilizing a wide variety of electricity based skills. Some of those skills are just too powerful and overwhelming to safely use in the presence of allies. For that reason, Espers utilize the Get Clear key word. A card with Get Clear means it cannot be played if you have any friendly minions on the board. (!!!) Where much of the game is focused on board control, the Espers present a completely different playstyle because they tend to fight as individuals or small groups rather than armies. So how do Espers possibly stay alive in Hearthstone?
Hero Power: Personal Reality
This Hero Power is very similar to the Warlock Hero Power, but also its opposite. Where the phrase "tap first" is good advice in warlock, Espers prefer to "tap last." After you've made your plays for the turn, get a new card to replace another. Mastering this button will be key to mastering the class. Especially because many of the cards in this class tend to return to the hand rather than be used up.
The iron sand sword is a steady removal piece that can be used over and over again as a ping. However, the cost of being reusable is high mana. Likewise, Misaka Sister [You know why there's always another one when the last one dies :-( ] Would be overpowered as a 2 or 3 drop, but at 4 mana is it too slow to even see play? The Esper class is an extreme class in testing your ability to weave together your tools for surviving long enough. But what's the pay off if you manage to survive?
In exchange for intentionally keeping your board clear, you'll get access to exceptionally powerful Get Clear abilities. Espers focus on tempo, suppressing their opponent until they build a hand and have the mana to unleash incredible pressure of their own. If you like decision making and high skill caps, this is the class. As you can imagine, with so many cards coming back into the hand, Espers can be very weak to Mill strategies. It's a struggle of swapping out the tools to survive for the tools to win. I really liked the idea of creating this riddle-like playstyle for Espers because such paradoxes are the foundation of building a personal reality.
Class : The Swarm
Hero : Overmind
Hero power: Evolution Chamber
this power can not be used again untill you play a zerg minion
the rule with this one is: if the skill has a niumber it adds +1 to that number but wont affect skills wich involve stats
some minions
just the player who uses this card get to know that info
ok now, wtf was i thinking when doing this?
well im not sure myself, i just like zerg and thought maybe a zerg related class is not so hard to do, so i thought well, what does a zerg class needs to be playable at my mind came 2 things,
evolution and numbers
for me zergs have always been the guys that may not have the greatest units but the ammount of those units is what makes the diference, but also are very adaptable to the situation so i try to put some of that into the class
some of the main things to notice on this class is that, get rid of the zerg can be very dificult not because of their strength but because of their ability to spawn things kinda fast, get rid of those minions is a must to anyone playing against the zerg or things could get out of control fast specially when they get the right combinations.
also they can be very adaptable, some can do damage even when they cannot attack and because of their evolution paths (very similar to choose one from druid) making a unit able to have diferent roles on the board
another thing to notice is that the swarm cares about no one, but the swarm, thats why the hero power works only with zerg minions and much of the full set of cards also would work like that
i hope the little shown here is enough to make an idea of what could be the whole thing because i had more stuff that could give better idea of the whole class, but then i finished reading the rules and i was like "damn i have to leave a few things out"
i hope this is whithin the rules however
also, im very bad with numbers and balancing so please try to focus on the idea more than the balance.
my thing
the swarm class
and
cards?
Touhou has invaded Azeroth! After much deliberations...
The Spellcaster
Hailing from the mystical land of Gensokyo, our heroines have brought along their Spellcards to fight against the incoming hordes in this card game! Will their spells be enough to overturn the entire board, or otherwise…?
Class Mechanics -
Hero Power: Spellbook.
Class Keyword: Spellcard (X) -
The Cards:
Card #1: Blue Fairy.
Card #2: Hakurei Orb.
Card #3: Reimu Hakurei.
Gameplan:
For card rationales and design choices, head on over to this link to see it.
If you like what you see, an up-vote is appreciated! If you have any feedback, do take it to the Discussion Thread and we'll discuss it there.
Changelog (10th Jan) -
(11th Jan) -
class: Sponge
yay for spongebob
Some of my creations are below, sorted from new to old
Myths of the Pantheon -A card a day (on a break right now) -Full Moon of Gilneas -A Tale of Fairies - Dalaran Expansion 2 - The Dark Forest - Dalaran Expansion 1 - Pirate Expansion 2 - Pirate Expansion 1 - Spring of Kimjau -Seige at Orgimmar - Journeys Abound
THIS IS A SERIOUS ENTRY
THE TWITCH CHAT
He's got the RNG, do you? Probably not.
What are Cancer cards you might ask? We'll let me show you some!
Class: Facility Controller
Hero: GLaDOS
This class is all about using the powers of science to win a card game. In science you test, see the results, and test again based off those results. And boy does GLaDOS love testing.
This like the Hero Power emphasizes a part of the class. Sometimes things work out, sometimes they do and you move forward regardless. (Also Schrodinger's Cat flavor) This may seem like an edge of Power Creep, but it's still not that good, and it's a class card.
In the early game your Hero Power is very strong as it'll just destroy a raptor on the board. Although mechs aren't introduced until GvG, as a 2/1 this minion also helps trade into early game minions.
Draw is difficult to come by(minus acolyte of pain, and other niche circumstances) for such an explosive class, yet this shows early game matters by giving some bodies to throw around.
A new class... How about one to make hearthstone great again? One to comb the competition? One to TRUMP THEM ALL...
A new class... THE TRUMP CLASS AND ITS HERO, DONALD TRUMP!
"I am what I am, I am what I am"
The trump class focuses on manipulating minions to advance your character in the polls- umm... I mean achieve victory... yeah lets say that
and the most notable of his techniques is TO INCITE MASS RIOT err... give a minion two more attack this turn.
"I am a nice person, People I know like me"
I guess you could summon a 0/1... but that seems like it might not always be the best play
"Im really rich"
Trump's hero power focuses on high tempo plays and high value trades.
Doing things quickly and cheaply can be a lot easier if you have a eagle pecking your face off but it might no be so good for your face...
"Sometimes the best investments are the ones you don't make."
Flavor Text* Looks pretty cool before it pecks your eye out.
This card can set up for a powerful turn, but WILL bite you back. The trump class tends to focus on minion interactions vs direct hero interaction so expect self heals to be limited. But if powerful turns lead to wins for you then run this card whenever you can. The card is a beast so expect to see this guy from in your tomb spiders now and then, but Trump himself gains little form its animal nature. Other than maybe a bitten off face that is.
Trump is also a master of the secret. Able to squash his opponents hopes, dreams, and poll standing. If trump desires to he can harness the power of reality tv and evict his opponent's minions from the show.
"We have people that are... stupid"
Flavor text* Trade Prince Gallywix, YOU'RE FIRED
Trump's secrets are 4 mana and pack a larger punch than those of any other class. This makes the mere image of that question mark inspire pure fear in the heart of your enemy. Trumps secrets play with more than the game, they play with the MIND! Denying your opponent control of their minions is at the heart of all of trump's gameplay.
Finally there is a card that neither needs nor deserves an introduction.
"I would build a great wall, and nobody builds walls better than me"
WOW, the wall is certainly something. Letting trump seal out a game or escape the most perilous of defeats, the wall is among the most powerful cards in Trumps arsenal. It champions trump's ability to futz around with his opponents minions and defeat his foes.
I hope you enjoy my idea and upvote it! Please try to take the cards seriously but the jokes, not so much...
Class: Human
Hero:
'Frisk, a child hero. Or a killer, honestly. It depends on how they feel that day.'
Frisk is the silent protagonist from the game 'Undertale'. Throughout their journey, Frisk met and befriended many different monsters, many of which will appear as cards!
'Knowing you can use your hero power fills you with determination.'
I thought a lot about this hero power, but seriously? Doesn't this seem brokenly OP? Well, I knew I wanted 'determination', as that's where Frisk draws power from. Is it balanced? I honestly don't know. However, it can give this effect to enemy minions as well as your own, making it a more 'risk vs. reward' style hero power, and we all know how much Blizzard loves RNG.
Class Mechanics
-Shuffling cards into your deck to prevent fatigue.
-Neutralizing attacks with armor
-Keeping your friends alive!
1. Temmie:
'Hoi! I'm Temmie!'
Hoi! If you haven't played Undertale, Temmie is a goofy character that loves Temmie flakes and humans. She even goes as far as to pet Frisk (who is allergic), which is the theme of this card. When she's played, she 'pets' another minion, who is 'allergic' to her and can't attack. Once she's removed, the minion is fine.
2. Bow:
'If you're cute, monsters won't hit you as hard!'
I felt like this class needed a different style of weapon. The bow appears in Undertale as the first armor you can use, and I tried to bring the concept to Hearthstone. The next three times you would take damage, you subtract three.
3. Papyrus:
Most legendary concepts I have involve shuffling token cards into your deck. I originally posted one, but I was worried about breaking the rules and replaced it.
Behold, the Great Papyrus! Puzzle master, and lover of spaghetti. His ability is based around his love for cooking! As said in Undertale, Papyrus doesn't have a mean bone in his body. So when it comes to his cooking, he's going to share! He encourages smart trading (on both sides), and can singlehandedly win you the board. However, if you don't play him at the right time it could benefit your opponent more than you, and thus lose you the game instead! This is powerful effect, but I believe that it's balanced on a legendary.
All in all, the class seems to favor control or fatigue currently. However, I do have an idea of where I want it to go in the future. If you like my idea, please vote for me!
Class:Lord
I‘m glad to show you a Hero from DiabloIII-Nazeebl-a Witch doctor!
Witch doctor is a spiritial warrior who summons undead and evil creatures to fight for them.
Affected by the ability of them,yhey could use poisons to make enemys to be controlled and die in painful.
They could also hold a ceremony and sacrifice to get powerful creatures.
Class: Witch doctor
Hero:Nazeebo
Source: DiabloIII
His hero power is call Poisoned Spirite,It can give a character a debuff called poisoned(X).Minions and heros with the debuff with lose their health gradually.And Witch doctor could also use that debuff to control and even kill their enemy easily.
New keyword:
Like overload,poisoned(X) is stackable.If a minion have poisoned(2) and you use your hero power to it again,the debuff will last 4 turns.
It seems better than Mages',but it could not affect immediately.you can't use it to remove the Devive Sheild or kill a Taunt with 1 health.
Here are some example cards:
This card could help Witch dotor to spread Poisoned debuff and control the board like Sylvanas Windrunner.
This card is used to destroy minions or lethal ememy hero with high Poisoned levels.
Sacrifice is a new species tag like Beast and Mec,Minions with this tag may be destoryed by other minions and make them more powerful.
In a word,Witch doctor may be like Freeze Mage who could control the board,or be like Zoolock or Mech Mage.
Hope you like it.
Class: Grandmaster
It´s a class based on the classic board games and card games. Its focus is on board manipulation and positioning. I tried to represent mechanics present in these other games in a simple way.
The Hero is the Black King from Chess.
Its not a choice. If you already have the Dice in play the Hero Power will automatically buff him (to a maximum of 5 times, because it´s a 6 sided dice). The Hero Power will only buff a Dice that is created by it. If you copy the Dice with Faceless Manipulator or if you steal a Dice created by your oponent Hero Power it wont be buffed.
CARDS
The ignore Taunt is here to represent the Knight diferent movement pattern and ability to jump over other pieces in chess.
Dominoes come one after another, but if one fall the entire line will fall too. It´s a creature that will multiplicate very fast and has the potential to deal a lot of damage. But its not overpowered because it´s very easy to deal with them. Just kill one and the chain reaction will destroy all dominoes in play.
If more Domino minions are made in the future they will also have the same Deathrattle.
And finally a spell. A board clear similar to Twisting Nether, but with more interensting possibilities.
My Class
Musician
The Musician is my custom class, inspired in real life musicians and real life instruments/terms.
It has no tribe, but it has a keyword, Aspect, for some spells (Aspects of Music). Aspects are spells that have a normal effect for their cost, but can be searched by your hero power, and are shuffled back into your deck when you use them. The idea is to have many of these aspect cards in every expansion and set, to add playstyles and options to this class.
An aspect example:
There would be more of these in later instances, the idea is to have 4-5 to choose for any deck.
The rest of the cards, Weapons (Instruments), Minions and Legendaries (Great Composers) are exemplified here:
The idea is to make a control-oriented class that is able to drive your opponent crazy with weird control (like the waltz one), or outright tempo (with the aspects).
Class: Villians
Hero: Joker
Source: DC Comics
The Joker is the most iconic villain when it comes to to the comic book genre. His hero power is perfect, since it not only does damage but freezes the target to not to be able to move to attack. He is a strategist and this plays to him greatly.
Class: Majora
Straight out of what might just be your favourite Legend of Zelda game - it’s Skull Kid! Under the spell of Majora’s Mask, Skull Kid controls an army of formidable minions, a few of which are invulnerable against any attack until their Weak Spot is revealed.
See below spoiler for more notes on Weak Spot!
Unless a minion has Charge, Weak Spot is a less powerful mechanic than Divine Shield in most cases. This is because Divine Shield must be removed if a minion is to be killed by taking damage. Minions with Weak Spot could be killed before the controlling player's next turn - in which case, it is as if the mechanic never took an actual effect.
Weak Spot is more powerful than Divine Shield in the rarer instance that it survives until the third turn of the controlling player (it is worth noting however, that a higher health total will generally see a minion stick to the board for longer). The Weak Spot minion will likely hit for two 'free' hits compared to the single one you get with a Divine Shield minion.
The above reasons, along with the attributes of currently playable minions with Divine Shield, will mostly determine how I balance Weak Spot minions.
Minions with a Weak Spot are among Skull Kid’s most valued when it is his turn to strike the enemy. To protect these minions, Skull Kid transforms innocent villagers into Deku Scrubs to stand between his strongest monsters and the enemy! Most Scrubs aren't very enthusiastic to stick around for a battle though…
Hero Power:
So what kind of minions are these Deku Scrubs assigned to protect? Skulltulas are among Skull Kid’s most common underlings but are not to be underestimated. During combat, the heads of these spiders are protected by a hard shell. From time to time though, Skulltulas exhibit a strange habit of exposing their weak belly…
Not all Deku Scrubs are doomed to perish for the sake of a big spider! Reluctant as they may be to serve Skull Kid’s cause, the Great Fairies of Termina battle alongside his minions in order to grant Deku Scrubs the magic power necessary to live another day. Weirdly, Zombie Chows have also been known to receive the fairies’ blessings…
Skull Kid has other hobbies aside from bringing about the apocalypse - he also loves collecting masks! He is less than careful with his Blast Mask however. If he has any luck, one of his minions with a Weak Spot will end up wearing the mask - and take no damage when it explodes!
Despite the powers of his various masks, Skull Kid ultimately plays to the strength of his minions rather than his spells. His Weak Spot minions, in particular, help him vie for control of the battlefield - none more so than his three Legendary champions...
EDIT: Spoiler formatting, image resizing