This is my class concept based on Greek mythology. It is a heavy control class, assisted by high cost but powerful Gods, an expensive yet high value hero power, and a new tag: Monster. This class will often trade early game board presence for an unstoppable late game.
Class: God
Hero: Gaia
The hero power is unique from other classes because it costs 4 mana. It is that expensive because this class is based around board control. With this hero power, you have a higher chance to have to pass on turn two and three, but if you can make it to late game, the hero power will take over the game.
The first example card is one of the staple gods in Greek mythology: Zeus. His stats are low for eight mana, but the boardclear he provides can swing a game in your favor. He is also immune to Big Game Hunter , making him all the more sticky on the board.
The next card is one of the basic cards of the class. His important feature is the monster tag. Many future cards in the set have Monster related buffs, and having this tag will allow this simple 3/2 for 2 to become so much more.
The last example card is Hades Helm. Although quite pricey, the value over time makes up for it. Using this on a card like Dr. Boom, or Zeus allows for crazy amounts of value, as those cards are balanced around only having one in your deck.
Thanks for taking the time to look at my cards, and I am really excited about this competition. I appreciate any and all feedback on the discussion board as well.
"They can live in my new world, or die in their old one." - Daenerys Targaryen
Game of Thrones fans will immediately recognize Daenerys as one of the most beloved characaters from both the books and the television series. She has several titles, specifically Daenerys Stormborn of the House Targaryen, the First of Her Name, the Unburnt, Queen of Meereen, Queen of the Andals and the Rhoynar and the First Men, Khaleesiof the Great Grass Sea, Breaker of Chains, and, most importantly, Mother of Dragons. She is a swift conqueror who fights for justice, and has freed several slaveholding cities (including Astapor, Yunkai, and Meereen). Of course if you aren't familiar with Game of Thronesyou probably don't care about all that, and if you are familiar with Game of Thrones, you probably already know all of that.
Why "Mother of Dragons" as a class? I chose this class concept for several reasons. One because of my obsession with Game of Thrones, but also because Hearthstone is really just not friendly to Dragons. The only reason people run Dragons such as Azure Drake and Ysera is because they work in almost any control deck, not because they want to use them in a Dragon deck. I wanted to create a class that would work well with Dragons and give Hearthstone new uses for Dragons outside of Priest decks.
Why Daenerys Targaryen as the Hero? Because she is a conqueror, fights for justice, and is one of my favorite characters from A Song of Ice and Fire. She is also heavily associated with Dragons and owns three of her own, hence her title "Mother of Dragons."
What is the class's style? This class is skewed towards aggressive control. It will rely on a combination of spells and minions, as well as Dragon synergies, to maintain board control while pressuring the opponent to answer its more aggressive moves. It will rely heavily on board control through the use of minions and "flooding."
Hero Power - Call Dragon: This Hero Power is pretty self-explanatory and similar to Reinforce! or Totemic Call. It helps provide early game board presence that is not too powerful but also benefits from Dragon synergies.
Example Card #1 - Storm Dragon: A mid-game epic dragon minion that can be used to wipe out early game minions from aggro decks. The RNG is not too bad because it is meant to be a counter to aggro decks, which generally do not have minions with high health totals, especially on turns three/four. The low health makes up for his potentially powerful Battlecry.
Example Card #2 - Breath of Fire:Because Dragon's Breath was taken...Good removal/card draw for the class. Would probably a "staple" card like Frostbolt/Fireballis for Mage. Can eliminate early game threats like Knife Juggler or Darnassus Aspirantand provide good card draw.
Example Card #3 - Dragon Egg: At first glance this card may seem like a power creep on Nerubian Egg but it really isn't. For one, it's a class card, so only one class can even run it. Second, it has 3health, which means it requires more time/resources to trigger the Deathrattle. Lastly, the minion it summons has a 3/3 body, unlike Nerubian Egg which summons a Nerubian with a 4/4 body. This is why it costs 0. It is meant to be played early so it can be used for the mid-game once the deathrattle has been triggered. Neutral cards such as Sunfury Protector, Defender of Argus, Abusive Sergeant, or Dark Iron Dwarf can help you trigger the Deathrattle, as well as some class cards which will be revealed in the future.
I hope you guys enjoyed this class concept and I look forward to showing you more!:)
“If they came to hear me beg, they will be disappointed.”
This is Thel 'Vadam, The Arbiter. He is the blade of High Prophets and the will of the Covenant. For the unacquainted, this is a character from the Halo series and was essentially the highest ranking general in the Covenant army (sort of; It's complicated...) This class is heavily Weapon and Minion based, and the main focus of the class is using Divine Shield to protect your Hero. It would be convenient if Divine Shields could be recolored to blue to match the Covenant theme, but at least the 'Divine' aspect of energy shields is reflected in the Covenant's theocratic nature.
An interesting thing to note about this Hero Power is that you give Divine Shield to your Hero. Giving your Hero Divine Shield is something that isn't currently in Hearthstone, but the same concepts apply to your Hero as it would your minions. Giving it to your hero can block one attack, or you can use it in combination with Weapons to save a lot of Health. After all, this class will have lots of weapons.
The Arbiter will have access to many weapons, but the Energy Sword is his weapon of choice. Comparable to Death's Bite and Truesilver Champion, this weapon will give your Hero Divine Shield on a Battlecry so that this weapon can be used immediately on turn 4. Of course, Divine Shield can still be activated again via you Hero Power after attacking.
The Grunt is the cannon fodder of the Covenant army. They're famous for charging at their enemies with a lit Plasma Grenade in each hand when faced with death. This is just a basic 2-drop with some class flavor. Not all cards in this class will have Weapon synergy.
This is a combination of Ice Rager and Jungle Panther. It's a basic card that's invaluable for trading with late game minions. It can be set down early and wait for the right moment to strike.
This class is a little difficult to get the full picture of in only 3 cards, but its strengths include being able to use weapons not only in the early game, but also in late game without sacrificing too much Health. While only few cards are shown, the class would mostly focus on making use of Divine Shield on both your Hero and your minions to keep early board presence and also use Shields to trade into more powerful minions. I expect midrange and Zoo to be good with this class, but big minions and spells yet to be seen could lead to other archetypes.
Elementalist, master of the elements and the creatures known as Elemental.
While you may think an Hero Power that summons a 0/1 minion is completely useless, this class will prove you wrong! The class has many tools to buff or make use of the Hero Power effectively, here's 3 to demonstrate it but there's many more :).
Golem Destroyer, this card is simple and even if you have no Fire Golem on the battlefield, still a good minion. However it says Deathrattles, which means ALL the deathrattle the Fire Golem has, which with some cards I cannot show, leads to interesting combo ;).
Casualty Reflector, might only have 1 Health but is invulnerable to targeted damage til you have no more Fire Golem on the battlefield, giving almost no option to your opponent but to clear your Fire Golem.
Focused Fire, another good reason why you wouldn't want to keep Fire Golem on board.
Rest assured, there's card to bring Flame Golem on the battlefield other than the Hero Power!
Being true to the source material, the ring can make you invisible thus the stealth factor. I made it random since it might be OP if you can choose who you want to stealth. It's not an aggressive hero power so Frodo should be played more control-ish.
CARDS
This is what makes Frodo unique, "Brand" changes a minion's class type into an orc type. (eg Pirate, Demon, Minion, etc -->Orc). Frodo's deck will combo and have synergies with orcs.
More synergies with the Orc type. Just like in the movies, Sting gets a bonus damage against orcs. Good in controlling the board.
Could be game winner if you manage to brand the whole board.
THAT IS RIGHT! MARIO HAS HIT THE HEARTHSTONE SCENE!
Mario is a fantastic Hero for millions of people around the world. Mario has a well documented history with tons of content, lore, and art to sift through to make a wonderful class in Hearthstone.
NEW HERO POWER: STOMP
This Hero Power is built in to deal (random 1-2) damage to a (random) minion. The ability is the fundamental tool of this class.
CLASS CONCEPT & BRIEF EXPLINATION
The Plumber class has strength in early game board control (Various "Zoo" decks will cringe a bit when they face this class). Many of his spells, class minions, and Hero Power abilities will focus upon the minions on the board. The class set will have strong personal survival tools, truly take RNG to the next level, and a brand new way to finish off opponents. Mario is a class that focuses on getting buffed up to beat his opponents. His Hero Power: STOMP (above) will have various card options to enhance or change it like....
This cute little guy gives a total transformation to your Hero Power with no cost.
The Red Mushroom is the very basic kind of booster card that will be at the disposal of this class. Just think of all the cool abilities Mario has in his video games.
Mario will have some very powerful spells to really open up some interesting deck options. For example:
This card would be incredible in certain situations.
BUT WAIT! THERE IS SO MUCH MORE!
Along with the super cool abilities Mario has in his bag of tricks, his supporting cast is SOOOOOO much fun. Iconic characters from the decades of game-play will truly make for some "must have" cards. Most people reading this post simply hear the names King Koopa or Luigi instantly get a visual/flashback of the Mario universe. The world of Mario has so many fun characters to create from! Just one of many examples...
Remember those guys sneaking up and biting your behind?
In summary, I really hope the fans and card-makers out there enjoy this small sample of an idea that is blowing out of control in my mind. The potential "fun factor" of this class is through the roof. I imagine the crazy sounds/emotes of the Hero, minions, and spells could drive any opponent absolutely insane while maintaining a smile on their face.
I would love to share the rest of my Class Concept soon, like this thread if you would like to see more!
Okay so this is my first attempt at creating any sort of card, let alone an entire class so here goes nothing.
My class is called The Taken. I'm a huge Destiny fan, so I thought I'd make a class around the big guy himself Oryx.
The Taken class is all about controlling the board with Taken minions. Taken minions give each other buffs, and help to keep the board clear at all times. The strategy of the class is quite simply. Out-value your opponent, while at the same time, taking advantage of the insane value that your minions create. Oryx (the hero of the class) has 30 hp, and his hero power is called favor of darkness. It's a 2 mana hero power, that spawns a 0/2 Orb of Darkness. If you have four or more orbs of darkness on your side of the board at the start of your turn, they destroy themselves, but at the same time, they kill all enemy minions no matter what.
The first legendary is Crota, Son of Oryx. Crota is a 10 mana 8/8 that has a battlecry that allows you to pick 2 enemy minions and destroy them. Sounds OP, but it's a 10 mana legendary. Not OP, just crazy value.
First epic is the Echo of Oryx. It's a 6 mana 5/5 taken minion that has a battlecry and a deathrattle that gives all taken minions a +1/+1 buff.
The first rare is the Tortured Centurion. It's a 4 mana 4/5 taken minion that has a deathrattle that summons an orb of darkness.
The strategy of this class is to control the board no matter the cost.
Agents are mysterious figures. Some say they represent a secret government organization whose task it is to keep the public in the dark about the paranormal and especially extraterrestrial realities around us. Others say these men in black are themselves supernatural entities, whether time-travelers or alien-human hybrids meant to manipulate. Only one thing's for sure; when unexplained phenomena are afoot, the agents are sure not to be far behind.
The Agent's Hero Power is Clearance, which adds a copy of the File token to their hand. This Hero Power is most comparable to the Warlock power. It sacrifices the immediate and inexpensive nature of Life Tap in order to avoid damage and potentially play around with Spell synergy.
Cover Up Removes something from the game until a specific action occurs.
Grey Liaison - This friendly entity shows off three elements of the Agent class. 1) The Cover Up keyword. As defined above, the Cover Up keyword removes stuff from the game, but not permanently. This minion removes random cards from your opponent's hand, but other cards might remove minions from the battlefield or might remove certain kinds of cards from your opponent's deck. 2) Hand/Deck attacks. Cards that discard stuff from your opponent's hand or deck have largely been unpopular with the Hearthstone community, but I think this might change things because the mechanic inherently must include a recovery method, like how Secrets must inherently include a triggering method. The bottom line is that cards removed from your hand or deck can always be returned. 3) The Alien tribe. This should be rather self-explanatory. The class has its own tribe, just like Shamans have Totems.
Seize Evidence - This spell shows off two elements of the Agent class. 1) 4-mana Secrets. But not so fast, it's only half-Secret? Yes, all currently existing Secrets are only Secrets, but not Agent Secrets. All Agent Secrets also deal 2 damage when played. This means they're unique in that they're Secrets that don't necessarily lose you tempo, because they're also having an immediate effect on the board when played. Of special note, when pulled by Mad Scientist, you obviously don't get to deal the 2 damage. That only happens when you play the Spell from your hand, kind of like how a Battlecry only happen when you play a minion from your hand. 2) File tokens. No Agent card will ever merely draw a card. Instead, they'll employ the same File token as the Clearance Hero Power above to give you more flexibility in how and when those cards are drawn. Since, like Warlocks, Agents have a Hero Power that draws them cards, their class cards will not include giving them Files as a heavy theme, but there will be a few File-granting cards here and there.
Standard Issue - This weapon looks basic, and it is. I wanted to include this to show off two things. 1) Weapons. Agents will have them. 2) Simplicity. Since the other two example cards are so complex and dense, I wanted to assure folks that I know very well how to design cards that are appropriately simple, even extremely so. You can look forward to plenty of believably-basic and straightforward stuff from this class in addition to all of the wacky stuff.
Now, move right along and just forget you saw any of this... After you up-vote, I mean. ^_~
Class: Monk / Battle Monk Hero: Heng (it means eternal) Inspiration: Just brewing a class from any source I found
Keywords: Surge: Do something. --Surge will destroy a random friendly Chi on the battlefield to trigger the effect. Thinking about fitting a keyword Stun which is sort of like freeze but can't be silence OR make a minion can't counter attack for a turn.
Hero Power: There are 7 different Chi sphere which can be treated as extra resource for Surge just to simply fulfil the theme of a "battle" Monk. All 7 Chi has Chi tags like totem. 1. 1/1 Mortal Surge, Chi) 2. 2/1 Primal Surge, Chi) 3. 1/2 Celestial Surge, Chi) 4. 0/2 Infinite Surge, Chi) Deathrattle: Summon a random Chi Shpere. 5. 0/3 Eternal Surge, Chi) Taunt 6. 1/1 Cosmic Surge, Chi) Spell Damage +1 7. 1/1 Ethereal Surge, Chi) Charge
Example of cards:
Chi are considered to be an extra resources to the class, so I will try my best to design in a way so it doesnt help aggro. With Chi to control some state of the board so they allow more mid range to late game strategy for the Class. Playable Chi will usually vary between 0-2 mana cost for the initial design. For example combo the Cloud Spirit and another card with Surge give a great board trading potential for the Class.
As One - Trying to create a temporary Artifact card without using the weapon genre, this is an attempt to deliver that a good monk will transcend and care to protect their friendly ally,
Tiger Palm - An attempt to give the class some tools to counteract armor.
Future minions: Since I like dragon, So there will be Serpent Dragon incorporated to the class.
Hope you all have fun and up-vote if you enjoy. Heh.
Adventurer class is all about going around for adventures, defeating bad guys and rescuing princesses. Getting inspiration from the tv show Adventure Time.
The adventurers hero power is Mathematical! wherein it grants the hero a temporary boost of strength to help in clearing the hardest obstacles, defeating the ever menacing bad guys and saving those princesses. The adventurer class gathers its strength from weapons, ever trusted allies, mortal enemies, beautiful princesses and inner magical abilities.
Keywords: Chivalry is a class specific triggered effect which activates each time the controlling hero takes damage. New Class: Princess
Sample cards:
Lumpy Space Princess: A chivalry minion that ensures her hero gets healed during his battles. Chivalry will trigger if the hero attacks or the hero gets attacked. Using Mathematical! to attack your enemy minions would ensure to gain chivalry points from princesses. Chivalry effects would vary from each cards. It could be from a simple healing to summoning a soul eating demon.
Vorpal Hand: A spell mastered by Finn when he went for wizard training. This spell creates a powerful sword out of the hands of its caster. Vorpal hand works similar to Execute but with a drawback, hitting minions with your own hand sure will be a bit painful. Adventurer class would revolve on hero buffing spells and hero buffing weapons.
Finally - Jake the dog: The ever loyal bestfriend / brother of Finn. Jake has the ability to shapeshift and thus solving any adversaries that they might encounter during their adventures. Having Jake by your side would empower your hero, giving him additional fighting prowess.
Main character of Undertale. Filled with DETERMINATION.
Idea of the class is to control the board using only minions. Class won't have any AOE board clears (like Flamestrike or Brawl) or good removal spells (removal similar to Mulch will be included though). Instead it will be focused on having strong bodies on the board, buffing them and forcing unfavorable trades for your opponent. Main mechanics of that class will be healing and giving your hero Immune condition, forcing opponent to fight for the board.
Hero power: Determination
Stronger than armor up in some cases, however there will be no additional synergy cards like Shield Slam. It is there to further discourage opponent to go face. Aggro deck are going to have a bad time.
Example class cards:
Pretty simple minion. Play it on turn 2 as normal 3/2 or if you have board control, which you should try to do, it becomes conditional 3/5
Bread and butter card of this class. Forces trades, protects from burn damage. May seem OP for 2 mana, but again, this class will not have any board clears.
The ultimate anti-aggro card. Stalls the game a lot, giving you time to place buffs and smaller minions. Buff it further and you get a beast.
Future ideas: Cards, which would give minions hero immune along with health points, some anti-board clear mechanics like Soul of The Forest will fit in as well
Hi guys, after my defeat in the semi finals of the last class competition due to my lack of time, I am back.
I decided to do an existing class from another MMO called Guild Wars. I give you the MESMER.
Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, mesmers make sure every fight is balanced in their favor and their opponents can’t believe their eyes.
So let's meet the hero. Gwen Thackeray.
Captain Gwen Thackeray was a commander of the Ebon Vanguard in antiquity, and the founder of the city Ebonhawke.
Her Hero power is Summon Illusion.
It summons a random Illusion ( a new tribe exclusive to mesmers). The hero power will summon one of two possible Illusions. A phantasm or a clone. Both will die at the start of your turn so you can get at least some use out of them.
The class specific mechanic is called Shatter.
Shatter will allow you to sacrifice Illusions (from your HP or your minions) to gain activate the effect of a card. Illusion is a new tribe of cards for Mesmer like Demons for warlock.
The cards:
The first problem is that I want to make a lot of cards that give you illusions, but due to the rule that I cant make cards that summon tokens I will have to do with what I have and hope that i can make it to the next phase to show it to you.
The first card I will show you is the Twilight Duellist. His battlecry allows you to shatter an Illusion and gain its attack and health. He's like a smaller void terror. There are many cards in the class that will shatter your Illusions to give you better effects, but this one is really simple so I think its a good example.
Next, here is an example of an Illusion minion. Illusions can be gained from your HP, as tokens from your minions or spells (cant make those yet) or you can play them as normal minions. In this case i present to you a minion called Chaos Swordswoman. A solid yeti body with a unique effect. If this minion is shattered it will revive. Its a good example why you sometimes want to shatter minions.
Last off a spell. A simple one to say the least. Phase Retreat will heal you for 6 health and summon two clones (like the ones from your hero power. you can use those clones as protection or use them for Shatter, its up to you.
Mesmer fits in nicely since it's an actual class that does not resemble anything in wow. If you want I made a bunch of cards already in the discussion topic here if you want to check them out or give any thoughts on the class. I hope I made something people like like last time. Good luck to you all =)
Rollback Post to RevisionRollBack
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
After my failed attempt on making Solaire of Astora into a class (which someone in this thread has also already done), I decided to make a class based on one of the Daughters of Chaos, Quelana of Izalith, the (Chaos) Pyromancer.
The class would revolve around exploiting Spell Damage synergies and Burn, which is basically Fel Reaver's effect turned into a keyword ("Burn X cards" would discard the X top cards of your deck). Powerful spells and minions with drawbacks would make for a pretty powerful, all-in rush deck, and cards that would shuffle discarded cards into your deck would help sustain the class a little longer and perhaps viabilize a more control-y archetype. I tried to show these two possibilities through the three cards I choose to submit.
When I said "powerful spells", I meant it. This combined with your Hero Power (which, by the way, is an auto-cast) is a 2-mana cheaper Fireball. If you consider this discards 2 more cards and does 2 more damage than Soulfire, you start to see it as a little more balanced than at first glance. I intend to keep this as maybe the only one (or one of two) burn spells of the class, even though it may seem ironical, 'cus the last thing I want is to create another Aggro Shaman.
This is probably my favorite one so far; it's such a simple, though effective concept. Basically what Arcane Missiles should have been; combined with your Hero Power, it deals 4 damage, which means on turn 2 you can kill that Secretkeeper and that Knife Juggler your braindead opponent has just played. This is pushing for a control archetype for the class.
Last but not least, the bane of newbies with no internet connection. Not much to say about it; I see it as a better King Mukla. UPDATE: Just a minor edit, made it like a mini-Fel Reaver. Seems more balanced 'cus now you get to feel the drawback a little bit more if it lasts, and if it is removed you get slightly punished for being greedy.
That's it for now, hope you guys like it. I'd appreciate some feedback, especially concerning balancing the cards, which has been a pretty tough job so far.
I’ve got to say, at first I thought I’d pass this competition completely since I didn’t really feel inspired by the theme. But then, I thought of making my absolute most favourite character into a Hearthstone class, and the creativity just sparked! Therefore, I present to you:
Geralt of Rivia, the Witcher.
Hero Power: Witchers are well known to be the best swordsmen, trained in the art of the blade. Geralt’s Hero Power manifests that trait, by allowing him to always be combat ready.
Sample Cards: - - - Signs: Witchers are able to utilize a basic form of magic, called Signs. Here’s an example of one:
- - - Combat Abilities: In addition to signs, here are some samples of Witcher's blade mastery:
How will this class play?
When I think of this class, the way I envision it is board presence and weapons. To relate to the theme of the Witcher, most of the abilities will resemble combat skills or have synergy with weapons, since it is such a core part of being a professional monster-slayer.
When it comes to the board presence, Geralt's game plan is to play sturdy minions while being able to deal with the board through weapons and limited removal options. I'm not expecting this class to have too good of a board clears, so main emphasis will be on good old fashioned minion and weapon combat (some Witcher tricks will be present, of course!).
What to expect in the future designs?
New keyword - Adrenaline!
Adrenaline is an effect that triggers when an enemy minion is killed. There are no samples provided in this introduction demo, but you can expect an array of cards with this text. Since Witcher is going to be based mostly around minion combat, that keyword will play a key role in this class.
If this entry is to make it to Phase II, you can expect more adaptations from Witcher Universe! There are already 40+ design concepts in the works and I can't wait to move forward with this project.
More iconic Witcher things to come! Thank you for having a look.
This is my class concept based on Greek mythology. It is a heavy control class, assisted by high cost but powerful Gods, an expensive yet high value hero power, and a new tag: Monster. This class will often trade early game board presence for an unstoppable late game.
Class: God
Hero: Gaia
The hero power is unique from other classes because it costs 4 mana. It is that expensive because this class is based around board control. With this hero power, you have a higher chance to have to pass on turn two and three, but if you can make it to late game, the hero power will take over the game.
The first example card is one of the staple gods in Greek mythology: Zeus. His stats are low for eight mana, but the boardclear he provides can swing a game in your favor. He is also immune to Big Game Hunter , making him all the more sticky on the board.
The next card is one of the basic cards of the class. His important feature is the monster tag. Many future cards in the set have Monster related buffs, and having this tag will allow this simple 3/2 for 2 to become so much more.
The last example card is Hades Helm. Although quite pricey, the value over time makes up for it. Using this on a card like Dr. Boom, or Zeus allows for crazy amounts of value, as those cards are balanced around only having one in your deck.
Thanks for taking the time to look at my cards, and I am really excited about this competition. I appreciate any and all feedback on the discussion board as well.
Kenny Mccormick
The Hero is :
The power is:
And the cards are:
Mother of Dragons
Hero, Hero Power, & Hero Power Token Minion
Example Cards
Explanations
"They can live in my new world, or die in their old one." - Daenerys Targaryen
Game of Thrones fans will immediately recognize Daenerys as one of the most beloved characaters from both the books and the television series. She has several titles, specifically Daenerys Stormborn of the House Targaryen, the First of Her Name, the Unburnt, Queen of Meereen, Queen of the Andals and the Rhoynar and the First Men, Khaleesi of the Great Grass Sea, Breaker of Chains, and, most importantly, Mother of Dragons. She is a swift conqueror who fights for justice, and has freed several slaveholding cities (including Astapor, Yunkai, and Meereen). Of course if you aren't familiar with Game of Thrones you probably don't care about all that, and if you are familiar with Game of Thrones, you probably already know all of that.
Why "Mother of Dragons" as a class? I chose this class concept for several reasons. One because of my obsession with Game of Thrones, but also because Hearthstone is really just not friendly to Dragons. The only reason people run Dragons such as Azure Drake and Ysera is because they work in almost any control deck, not because they want to use them in a Dragon deck. I wanted to create a class that would work well with Dragons and give Hearthstone new uses for Dragons outside of Priest decks.
Why Daenerys Targaryen as the Hero? Because she is a conqueror, fights for justice, and is one of my favorite characters from A Song of Ice and Fire. She is also heavily associated with Dragons and owns three of her own, hence her title "Mother of Dragons."
What is the class's style? This class is skewed towards aggressive control. It will rely on a combination of spells and minions, as well as Dragon synergies, to maintain board control while pressuring the opponent to answer its more aggressive moves. It will rely heavily on board control through the use of minions and "flooding."
Hero Power - Call Dragon: This Hero Power is pretty self-explanatory and similar to Reinforce! or Totemic Call. It helps provide early game board presence that is not too powerful but also benefits from Dragon synergies.
Example Card #1 - Storm Dragon: A mid-game epic dragon minion that can be used to wipe out early game minions from aggro decks. The RNG is not too bad because it is meant to be a counter to aggro decks, which generally do not have minions with high health totals, especially on turns three/four. The low health makes up for his potentially powerful Battlecry.
Example Card #2 - Breath of Fire:
BecauseDragon's Breathwas taken...Good removal/card draw for the class. Would probably a "staple" card like Frostbolt/Fireballis for Mage. Can eliminate early game threats like Knife Juggler or Darnassus Aspirantand provide good card draw.Example Card #3 - Dragon Egg: At first glance this card may seem like a power creep on Nerubian Egg but it really isn't. For one, it's a class card, so only one class can even run it. Second, it has 3 health, which means it requires more time/resources to trigger the Deathrattle. Lastly, the minion it summons has a 3/3 body, unlike Nerubian Egg which summons a Nerubian with a 4/4 body. This is why it costs 0. It is meant to be played early so it can be used for the mid-game once the deathrattle has been triggered. Neutral cards such as Sunfury Protector, Defender of Argus, Abusive Sergeant, or Dark Iron Dwarf can help you trigger the Deathrattle, as well as some class cards which will be revealed in the future.
I hope you guys enjoyed this class concept and I look forward to showing you more!:)
*Edited: Fixed Typo in Hero Name.*
The Arbiter
“If they came to hear me beg, they will be disappointed.”
This is Thel 'Vadam, The Arbiter. He is the blade of High Prophets and the will of the Covenant. For the unacquainted, this is a character from the Halo series and was essentially the highest ranking general in the Covenant army (sort of; It's complicated...) This class is heavily Weapon and Minion based, and the main focus of the class is using Divine Shield to protect your Hero. It would be convenient if Divine Shields could be recolored to blue to match the Covenant theme, but at least the 'Divine' aspect of energy shields is reflected in the Covenant's theocratic nature.
An interesting thing to note about this Hero Power is that you give Divine Shield to your Hero. Giving your Hero Divine Shield is something that isn't currently in Hearthstone, but the same concepts apply to your Hero as it would your minions. Giving it to your hero can block one attack, or you can use it in combination with Weapons to save a lot of Health. After all, this class will have lots of weapons.
The Arbiter will have access to many weapons, but the Energy Sword is his weapon of choice. Comparable to Death's Bite and Truesilver Champion, this weapon will give your Hero Divine Shield on a Battlecry so that this weapon can be used immediately on turn 4. Of course, Divine Shield can still be activated again via you Hero Power after attacking.
The Grunt is the cannon fodder of the Covenant army. They're famous for charging at their enemies with a lit Plasma Grenade in each hand when faced with death. This is just a basic 2-drop with some class flavor. Not all cards in this class will have Weapon synergy.
This is a combination of Ice Rager and Jungle Panther. It's a basic card that's invaluable for trading with late game minions. It can be set down early and wait for the right moment to strike.
This class is a little difficult to get the full picture of in only 3 cards, but its strengths include being able to use weapons not only in the early game, but also in late game without sacrificing too much Health. While only few cards are shown, the class would mostly focus on making use of Divine Shield on both your Hero and your minions to keep early board presence and also use Shields to trade into more powerful minions. I expect midrange and Zoo to be good with this class, but big minions and spells yet to be seen could lead to other archetypes.
Elementalist
Elementalist, master of the elements and the creatures known as Elemental.
While you may think an Hero Power that summons a 0/1 minion is completely useless, this class will prove you wrong!
The class has many tools to buff or make use of the Hero Power effectively, here's 3 to demonstrate it but there's many more :).
Golem Destroyer, this card is simple and even if you have no Fire Golem on the battlefield, still a good minion. However it says Deathrattles, which means ALL the deathrattle the Fire Golem has, which with some cards I cannot show, leads to interesting combo ;).
Casualty Reflector, might only have 1 Health but is invulnerable to targeted damage til you have no more Fire Golem on the battlefield, giving almost no option to your opponent but to clear your Fire Golem.
Focused Fire, another good reason why you wouldn't want to keep Fire Golem on board.
Rest assured, there's card to bring Flame Golem on the battlefield other than the Hero Power!
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Frodo Baggins from THE LORD OF THE RINGS
CLASS: HOBBIT
HERO POWER
Being true to the source material, the ring can make you invisible thus the stealth factor. I made it random since it might be OP if you can choose who you want to stealth. It's not an aggressive hero power so Frodo should be played more control-ish.
CARDS
This is what makes Frodo unique, "Brand" changes a minion's class type into an orc type. (eg Pirate, Demon, Minion, etc -->Orc). Frodo's deck will combo and have synergies with orcs.
More synergies with the Orc type. Just like in the movies, Sting gets a bonus damage against orcs. Good in controlling the board.
Could be game winner if you manage to brand the whole board.
Hope y'all like my LOTR tribute!
CLASS: PLUMBER
HERO: MARIO
THAT IS RIGHT! MARIO HAS HIT THE HEARTHSTONE SCENE!
Mario is a fantastic Hero for millions of people around the world. Mario has a well documented history with tons of content, lore, and art to sift through to make a wonderful class in Hearthstone.
NEW HERO POWER: STOMP
This Hero Power is built in to deal (random 1-2) damage to a (random) minion. The ability is the fundamental tool of this class.
CLASS CONCEPT & BRIEF EXPLINATION
The Plumber class has strength in early game board control (Various "Zoo" decks will cringe a bit when they face this class). Many of his spells, class minions, and Hero Power abilities will focus upon the minions on the board. The class set will have strong personal survival tools, truly take RNG to the next level, and a brand new way to finish off opponents. Mario is a class that focuses on getting buffed up to beat his opponents. His Hero Power: STOMP (above) will have various card options to enhance or change it like....
This cute little guy gives a total transformation to your Hero Power with no cost.
The Red Mushroom is the very basic kind of booster card that will be at the disposal of this class. Just think of all the cool abilities Mario has in his video games.
Mario will have some very powerful spells to really open up some interesting deck options. For example:
This card would be incredible in certain situations.
BUT WAIT! THERE IS SO MUCH MORE!
Along with the super cool abilities Mario has in his bag of tricks, his supporting cast is SOOOOOO much fun. Iconic characters from the decades of game-play will truly make for some "must have" cards. Most people reading this post simply hear the names King Koopa or Luigi instantly get a visual/flashback of the Mario universe. The world of Mario has so many fun characters to create from! Just one of many examples...
Remember those guys sneaking up and biting your behind?
In summary, I really hope the fans and card-makers out there enjoy this small sample of an idea that is blowing out of control in my mind. The potential "fun factor" of this class is through the roof. I imagine the crazy sounds/emotes of the Hero, minions, and spells could drive any opponent absolutely insane while maintaining a smile on their face.
I would love to share the rest of my Class Concept soon, like this thread if you would like to see more!
2016 FAN CREATIONS GOOOOO!
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Blizz please nerf Mysterious Challenger
Okay so this is my first attempt at creating any sort of card, let alone an entire class so here goes nothing.
My class is called The Taken. I'm a huge Destiny fan, so I thought I'd make a class around the big guy himself Oryx.
The Taken class is all about controlling the board with Taken minions. Taken minions give each other buffs, and help to keep the board clear at all times. The strategy of the class is quite simply. Out-value your opponent, while at the same time, taking advantage of the insane value that your minions create. Oryx (the hero of the class) has 30 hp, and his hero power is called favor of darkness. It's a 2 mana hero power, that spawns a 0/2 Orb of Darkness. If you have four or more orbs of darkness on your side of the board at the start of your turn, they destroy themselves, but at the same time, they kill all enemy minions no matter what.
The first legendary is Crota, Son of Oryx. Crota is a 10 mana 8/8 that has a battlecry that allows you to pick 2 enemy minions and destroy them. Sounds OP, but it's a 10 mana legendary. Not OP, just crazy value.
First epic is the Echo of Oryx. It's a 6 mana 5/5 taken minion that has a battlecry and a deathrattle that gives all taken minions a +1/+1 buff.
The first rare is the Tortured Centurion. It's a 4 mana 4/5 taken minion that has a deathrattle that summons an orb of darkness.
The strategy of this class is to control the board no matter the cost.
THE AGENT
Agents are mysterious figures. Some say they represent a secret government organization whose task it is to keep the public in the dark about the paranormal and especially extraterrestrial realities around us. Others say these men in black are themselves supernatural entities, whether time-travelers or alien-human hybrids meant to manipulate. Only one thing's for sure; when unexplained phenomena are afoot, the agents are sure not to be far behind.
The Agent's Hero Power is Clearance, which adds a copy of the File token to their hand. This Hero Power is most comparable to the Warlock power. It sacrifices the immediate and inexpensive nature of Life Tap in order to avoid damage and potentially play around with Spell synergy.
Grey Liaison - This friendly entity shows off three elements of the Agent class.
1) The Cover Up keyword. As defined above, the Cover Up keyword removes stuff from the game, but not permanently. This minion removes random cards from your opponent's hand, but other cards might remove minions from the battlefield or might remove certain kinds of cards from your opponent's deck.
2) Hand/Deck attacks. Cards that discard stuff from your opponent's hand or deck have largely been unpopular with the Hearthstone community, but I think this might change things because the mechanic inherently must include a recovery method, like how Secrets must inherently include a triggering method. The bottom line is that cards removed from your hand or deck can always be returned.
3) The Alien tribe. This should be rather self-explanatory. The class has its own tribe, just like Shamans have Totems.
Seize Evidence - This spell shows off two elements of the Agent class.
1) 4-mana Secrets. But not so fast, it's only half-Secret? Yes, all currently existing Secrets are only Secrets, but not Agent Secrets. All Agent Secrets also deal 2 damage when played. This means they're unique in that they're Secrets that don't necessarily lose you tempo, because they're also having an immediate effect on the board when played. Of special note, when pulled by Mad Scientist, you obviously don't get to deal the 2 damage. That only happens when you play the Spell from your hand, kind of like how a Battlecry only happen when you play a minion from your hand.
2) File tokens. No Agent card will ever merely draw a card. Instead, they'll employ the same File token as the Clearance Hero Power above to give you more flexibility in how and when those cards are drawn. Since, like Warlocks, Agents have a Hero Power that draws them cards, their class cards will not include giving them Files as a heavy theme, but there will be a few File-granting cards here and there.
Standard Issue - This weapon looks basic, and it is. I wanted to include this to show off two things.
1) Weapons. Agents will have them.
2) Simplicity. Since the other two example cards are so complex and dense, I wanted to assure folks that I know very well how to design cards that are appropriately simple, even extremely so. You can look forward to plenty of believably-basic and straightforward stuff from this class in addition to all of the wacky stuff.
Now, move right along and just forget you saw any of this... After you up-vote, I mean. ^_~
Class: Monk / Battle Monk
Hero: Heng (it means eternal)
Inspiration: Just brewing a class from any source I found
Keywords:
Surge: Do something. --Surge will destroy a random friendly Chi on the battlefield to trigger the effect.
Thinking about fitting a keyword Stun which is sort of like freeze but can't be silence OR make a minion can't counter attack for a turn.
Hero Power:
There are 7 different Chi sphere which can be treated as extra resource for Surge just to simply fulfil the theme of a "battle" Monk. All 7 Chi has Chi tags like totem.
1. 1/1 Mortal Surge, Chi)
2. 2/1 Primal Surge, Chi)
3. 1/2 Celestial Surge, Chi)
4. 0/2 Infinite Surge, Chi) Deathrattle: Summon a random Chi Shpere.
5. 0/3 Eternal Surge, Chi) Taunt
6. 1/1 Cosmic Surge, Chi) Spell Damage +1
7. 1/1 Ethereal Surge, Chi) Charge
Example of cards:
Chi are considered to be an extra resources to the class, so I will try my best to design in a way so it doesnt help aggro. With Chi to control some state of the board so they allow more mid range to late game strategy for the Class. Playable Chi will usually vary between 0-2 mana cost for the initial design. For example combo the Cloud Spirit and another card with Surge give a great board trading potential for the Class.
As One - Trying to create a temporary Artifact card without using the weapon genre, this is an attempt to deliver that a good monk will transcend and care to protect their friendly ally,
Tiger Palm - An attempt to give the class some tools to counteract armor.
Future minions:
Since I like dragon, So there will be Serpent Dragon incorporated to the class.
Hope you all have fun and up-vote if you enjoy. Heh.
Happy creating everyone!
Class: Adventurer
Adventurer class is all about going around for adventures, defeating bad guys and rescuing princesses. Getting inspiration from the tv show Adventure Time.
The adventurers hero power is Mathematical! wherein it grants the hero a temporary boost of strength to help in clearing the hardest obstacles, defeating the ever menacing bad guys and saving those princesses. The adventurer class gathers its strength from weapons, ever trusted allies, mortal enemies, beautiful princesses and inner magical abilities.
Keywords: Chivalry is a class specific triggered effect which activates each time the controlling hero takes damage. New Class: Princess
Sample cards:
Lumpy Space Princess: A chivalry minion that ensures her hero gets healed during his battles. Chivalry will trigger if the hero attacks or the hero gets attacked. Using Mathematical! to attack your enemy minions would ensure to gain chivalry points from princesses. Chivalry effects would vary from each cards. It could be from a simple healing to summoning a soul eating demon.
Vorpal Hand: A spell mastered by Finn when he went for wizard training. This spell creates a powerful sword out of the hands of its caster. Vorpal hand works similar to Execute but with a drawback, hitting minions with your own hand sure will be a bit painful. Adventurer class would revolve on hero buffing spells and hero buffing weapons.
Finally - Jake the dog: The ever loyal bestfriend / brother of Finn. Jake has the ability to shapeshift and thus solving any adversaries that they might encounter during their adventures. Having Jake by your side would empower your hero, giving him additional fighting prowess.
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Class: Frisk
Hero: Frisk
Main character of Undertale. Filled with DETERMINATION.
Idea of the class is to control the board using only minions. Class won't have any AOE board clears (like Flamestrike or Brawl) or good removal spells (removal similar to Mulch will be included though). Instead it will be focused on having strong bodies on the board, buffing them and forcing unfavorable trades for your opponent. Main mechanics of that class will be healing and giving your hero Immune condition, forcing opponent to fight for the board.
Hero power: Determination
Stronger than armor up in some cases, however there will be no additional synergy cards like Shield Slam. It is there to further discourage opponent to go face. Aggro deck are going to have a bad time.
Example class cards:
Pretty simple minion. Play it on turn 2 as normal 3/2 or if you have board control, which you should try to do, it becomes conditional 3/5
Bread and butter card of this class. Forces trades, protects from burn damage. May seem OP for 2 mana, but again, this class will not have any board clears.
The ultimate anti-aggro card. Stalls the game a lot, giving you time to place buffs and smaller minions. Buff it further and you get a beast.
Future ideas: Cards, which would give minions hero immune along with health points, some anti-board clear mechanics like Soul of The Forest will fit in as well
Hi guys, after my defeat in the semi finals of the last class competition due to my lack of time, I am back.
I decided to do an existing class from another MMO called Guild Wars. I give you the MESMER.
Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, mesmers make sure every fight is balanced in their favor and their opponents can’t believe their eyes.
So let's meet the hero. Gwen Thackeray.
Captain Gwen Thackeray was a commander of the Ebon Vanguard in antiquity, and the founder of the city Ebonhawke.
Her Hero power is Summon Illusion.
It summons a random Illusion ( a new tribe exclusive to mesmers). The hero power will summon one of two possible Illusions. A phantasm or a clone. Both will die at the start of your turn so you can get at least some use out of them.
The class specific mechanic is called Shatter.
Shatter will allow you to sacrifice Illusions (from your HP or your minions) to gain activate the effect of a card. Illusion is a new tribe of cards for Mesmer like Demons for warlock.
The cards:
The first problem is that I want to make a lot of cards that give you illusions, but due to the rule that I cant make cards that summon tokens I will have to do with what I have and hope that i can make it to the next phase to show it to you.
The first card I will show you is the Twilight Duellist. His battlecry allows you to shatter an Illusion and gain its attack and health. He's like a smaller void terror. There are many cards in the class that will shatter your Illusions to give you better effects, but this one is really simple so I think its a good example.
Next, here is an example of an Illusion minion. Illusions can be gained from your HP, as tokens from your minions or spells (cant make those yet) or you can play them as normal minions. In this case i present to you a minion called Chaos Swordswoman. A solid yeti body with a unique effect. If this minion is shattered it will revive. Its a good example why you sometimes want to shatter minions.
Last off a spell. A simple one to say the least. Phase Retreat will heal you for 6 health and summon two clones (like the ones from your hero power. you can use those clones as protection or use them for Shatter, its up to you.
Mesmer fits in nicely since it's an actual class that does not resemble anything in wow. If you want I made a bunch of cards already in the discussion topic here if you want to check them out or give any thoughts on the class. I hope I made something people like like last time. Good luck to you all =)
I am a servant of the world. And if I'm a servant, then you should consider yourself a tool, at best.
After my failed attempt on making Solaire of Astora into a class (which someone in this thread has also already done), I decided to make a class based on one of the Daughters of Chaos, Quelana of Izalith, the (Chaos) Pyromancer.
The class would revolve around exploiting Spell Damage synergies and Burn, which is basically Fel Reaver's effect turned into a keyword ("Burn X cards" would discard the X top cards of your deck). Powerful spells and minions with drawbacks would make for a pretty powerful, all-in rush deck, and cards that would shuffle discarded cards into your deck would help sustain the class a little longer and perhaps viabilize a more control-y archetype. I tried to show these two possibilities through the three cards I choose to submit.
When I said "powerful spells", I meant it. This combined with your Hero Power (which, by the way, is an auto-cast) is a 2-mana cheaper Fireball. If you consider this discards 2 more cards and does 2 more damage than Soulfire, you start to see it as a little more balanced than at first glance. I intend to keep this as maybe the only one (or one of two) burn spells of the class, even though it may seem ironical, 'cus the last thing I want is to create another Aggro Shaman.
This is probably my favorite one so far; it's such a simple, though effective concept. Basically what Arcane Missiles should have been; combined with your Hero Power, it deals 4 damage, which means on turn 2 you can kill that Secretkeeper and that Knife Juggler your braindead opponent has just played. This is pushing for a control archetype for the class.
Last but not least, the bane of newbies with no internet connection. Not much to say about it; I see it as a better King Mukla. UPDATE: Just a minor edit, made it like a mini-Fel Reaver. Seems more balanced 'cus now you get to feel the drawback a little bit more if it lasts, and if it is removed you get slightly punished for being greedy.
That's it for now, hope you guys like it. I'd appreciate some feedback, especially concerning balancing the cards, which has been a pretty tough job so far.
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Hello guys!
I’ve got to say, at first I thought I’d pass this competition completely since I didn’t really feel inspired by the theme. But then, I thought of making my absolute most favourite character into a Hearthstone class, and the creativity just sparked! Therefore, I present to you:
Geralt of Rivia, the Witcher.
Hero Power: Witchers are well known to be the best swordsmen, trained in the art of the blade. Geralt’s Hero Power manifests that trait, by allowing him to always be combat ready.
Sample Cards:
- - - Signs: Witchers are able to utilize a basic form of magic, called Signs. Here’s an example of one:
- - - Combat Abilities: In addition to signs, here are some samples of Witcher's blade mastery:
How will this class play?
When I think of this class, the way I envision it is board presence and weapons. To relate to the theme of the Witcher, most of the abilities will resemble combat skills or have synergy with weapons, since it is such a core part of being a professional monster-slayer.
When it comes to the board presence, Geralt's game plan is to play sturdy minions while being able to deal with the board through weapons and limited removal options. I'm not expecting this class to have too good of a board clears, so main emphasis will be on good old fashioned minion and weapon combat (some Witcher tricks will be present, of course!).
What to expect in the future designs?
New keyword - Adrenaline!
Adrenaline is an effect that triggers when an enemy minion is killed. There are no samples provided in this introduction demo, but you can expect an array of cards with this text. Since Witcher is going to be based mostly around minion combat, that keyword will play a key role in this class.
If this entry is to make it to Phase II, you can expect more adaptations from Witcher Universe! There are already 40+ design concepts in the works and I can't wait to move forward with this project.
More iconic Witcher things to come! Thank you for having a look.