From one of the best game I played and my personal favorite mythology, I hereby present
Hero: Hrist Valkyrie
Valkyries are warrior-woman-psychopomp in Norse Mythology, whose role was to choose those who died a worthy death in battle and take them to Valhalla, making them Einherjar in preparation for Ragnarok.
Here in Hearthstone, the Class features a heavy "Come Back Strong" Theme, their Class Minion, what initially weak, grow much stronger if brought back, reflecting that the Minion is now a Heroic Spirit in Valhalla instead of a Mortal. The Class will also have some effects that harms your own Minion as you can see from the Hero Power, because let's not forget Valkyries in the actual myth sometimes "Help" make warriors dead so they can raise him as an Einherjar.
New Keyword: Einherjar
Einherjar is an alternate version of Battlecry, while Battlecry Triggers when you play a card directly from your hand, Einherjar Triggers when you summon the card into battlefield without directly playing it. Existing examples include Resurrect, Deathlord, Animal Companion and many, many more.
War Hero is a pretty straight forward card showcasing the new Keyword and Theme of the Class. As a 2 mana 2/2 Class Minion, it sucks when you play it directly from your hand at turn 2. But later in game if you can resummon it using other means, it becomes a 4/4, definitely not weak anymore.
Chosen of Valkyrie is a solid spell that reinforce the Class Theme, cast it on War Hero, run him into enemy Knife Juggler, and suddenly you have a 6/6 on board, this can happen as early as turn 3.
Silmeria Valkyrie Ah, Silmeria, did I make you too strong? I don't think I have to explain how powerful she can be. While she can summon some crappy minions, the fact that they gain +1/+1 and Taunt means the enemy will have a hard time killing her as she provides constant value.
The geomancer is like the child Garrosh and Anduin never expected: has armor gain through his Hero Power and cards, and can use said armor in different ways, not just as a removal tool (I'm looking at you, Shield Slam). He's oriented for the midrange / combo play. Here's where the class keyword comes in play: Aftershock. Think Aftershock as a reverse Combo: for the effect to trigger, you have to play a card after the card with the Aftershock effect (all in the same turn, just like Combo). Let's see an example:
This little guy (sorry for the Jawa picture, couldn't find anything better) is... pretty bad on turn 2, a worse River Crocolisk. But he makes up for it by becoming a 3/4 on turn 3 (assuming you played a 1-drop after him!), making it a solid play.
This weapon will be the Fiery War Axe or Truesilver Champion of the Geomancer! Although is 1 mana more expensive that FWA, and hits for 1 less than TSC, you get 3 Armor for your troubles! Remember, the class will have several cards that play with your armor so this may come in HANDY (get it? handy? no? I'll show myself out...).
But hey, how am I supposed to reliably gain Armor or activate my Aftershock effects? Rogues have 0-cost spells and warriors gain 2 Armor a pop with their Hero Power. Here's your answer:
BAM! EARTHEN'D. This card will double all your Armor gain for the turn it's played (remember to play it before gaining Armor, not after!). The kicker is it costs 0 mana, so it can be used as an Aftershock activator in a pinch (remember that Jawa, I mean... Sand Dweller play on turn 2? Not so bad now, huh). Will it be the next Backstab or the next Totemic Might? We'll have to wait (and make it pass the Phase I) to know!
Thank you all for reading!
UPDATE! Clarification about Aftershock: it can't trigger several times if you play more than 1 card after the card with Aftershock. It isn't my intention for the mechianic to work that way. It's literally a "reverse combo", it triggers just once (if it was multiple times it could be easily abusable with other kind of Aftershock effects). End of the PSA.
Cuba history was always intresting for me so I decide to make a class connected with it. My goal is to combine a real places, events and characters connected with Cuba with Hearthstone mechanics.
Heropower can hide enemy taunts for cancer decks, but control game is also viable due to hiding minions with strong ongoing effects like Kel'Thuzad.
Cards for this class won't introduce any new keyword. I plan to prepare some 0-attack high health plantations and buildings which produce simple things like coins or bananas. On GvG i introduce some cards connected with ZSRR help including nukes.
I created the Dovahkiin (Not really his name, you pick your name)! The dragonborn, the hero who will save all Tamriel! His hero power is (Of course) Fus Ro Dah! Class name is Dragonborn. The class is Control-ish, it has many minions as Ancient of Lore, with low stats for their mana cost, but with a powerful battlecry, making your deck have more minions and less spells. Playing the Sneaky/Stealth guy is really a thing on TESV, so the class has a lot of Stealth minions too, you could try to make a Combo Dovahkiin, but I would preffer the Control one. I made about 45 cards, So you can already make a Reno Jackson deck! I really tryed to keep on the lore side and make all cards be related to their characteristics found on TES games. You will see common Skyrim Enemies, Blessings and artifacts from Daedric Princes and even more.
The Draugr is an early enemy you will find in Skyrim. They're aren't really smart, so I made them unable to attack heroes. Dawnbreaker is a Daedric Artifact, they are like legendary items that God-like creatures made. Dawnbreaker is effective against undead in the Elder Scrolls lore, so I made the weapon useful against deathrattle minions.
Alduin is a powerful dragon that bring dead dragons back to life! It is the main antagonist of TESV. I maid it quite expensive since his battecry can go quite wild summoning big minions.
From the Undertale world! Be careful with SPOILERS!
The Class: With the disadvantage of having your hero at 20 health, you will need a LOT of healing and Taunts if you want to survive the full-aggro decks. The class compensates that. And after a long time you will finally get in advantage, all thanks to your overpowered hero power! It also runs weapons.
The HeroPower: It is not too complicated to understand it, if you kill a minion it doesn't really die (so Deathrattles don't activate) and it transforms into the last card of your deck. When one of your minions die the effect doesn't trigger, because it's not being "killed" by you.
The New Mechanics: The class comes up with a new minion archetype, Monster, and a new keyword, Determination:
Monsters: Just as some archetypes in Hearthstone, only one monster cannot survive for long. But when it doesn't feel alone anymore, it can get out all of it's power. What makes monsters unique is their tendency to do things at the end of your turn (refering to battles in undertale) and getting stronger when other monsters die/are summoned/are alive.
Determination: This keyword works almost identical to Paladin's Redemption. When a determined minion dies (in any turn), it goes back to life with 1hp and without the keyword. Determination can be obtained by spells and other minion's effects, or be default in a minion.
This is an example of how minions can obtain Determination and the big amount of healing cards this class has. The phrase "But it refused." refers to the fight with the final boss of the True Pacifist Route.
This is an example of a weapon in the class, almost just as it is on Undertale, but adapted (if i could i would make it deal 10 damage, i swear) and anooother healing card.
And finally after all that boring stuff we got to see a legendary! Undyne is known as the heroine of the underground. She will do everything possible to protect the other monsters, and when one of her friends die, well... she doesn't get happy. The other monsters get inspired by her heroism and encouraged to defeat the enemy. When you are going trough a Genocide Route in the game, you get to fight her final form, what this card is referring to. As she has low health, the card's made so you can seal a game where you have a lot of monsters in table, or clean the enemy minions leaving a big creature in table, or both.
How to WIN: There are three principal ways you can get to a winning situation with this deck:
*You can persist in battle until reaching a point where you have all the advantage.
*You can use Determination to toughen your minions and maintain board control.
*You can use the Monster synergy to strike down your enemy.
If you're reading this and thinking: "but monsters can't handle determination." I want you to know i'm aware about this and that i tried a lot to introduce it in the mechanics, but things got complicated and i preferred to be simple and inexact.
Thanks for reading up to this point. I want to apologize if there's any spelling problem (I'm not a native English speaker).
Edit: Undyne the Undying now has Taunt and is a Monster.
My entry: from Fire Emblem, the Tactician class, represented by Robin. (a.k.a. Avatar of Fire Emblem: Awakening)
Robin is the tactician of a militia group, the Shepherds, and plans out their battle strategies, winning fights that would seem impossible, such as against a navy with twice as many men, or against a dragon feared as a god. He is as such seen as a genius for many of his ideas, and by the end of the story his exploits have gone down in legend.
Next, the Tactician keyword: Uses: (X), with X as a number, means that at the end of a turn on which you played a card(s) with Uses above 0, that card is returned to your hand (provided you have space) and X is reduced by 1.
Since the Tactician can use their cards so many times, the problem arises that they can end up with too many cards to play, and get milled. Thus, cards must be managed tactically to avoid this. The other consequence of the Uses mechanic is that, while other classes may run out of cards in fatigue, the Tactician can keep going for much longer due to their long-lasting cards (and their hero power, next to be shown).
The hero power for the Tactician:
The uncollectable spell Thunder, generated by the hero power:
This allows the Tactician to gain the advantage later in the game when card draw is scarce and in fatigue when it is non-existent, though in the early game the hero power has little use.
While in theory you could save up many Thunder spells using your hero power (by turn 4 you could have 5 Thunders in your hand, 6 with the Coin), since you would need to use each spell three turns in a row to get them out of your hand, this would make you easily susceptible to milling.
And finally, the example cards, Chrom, Counter and Soldier:
Summoned: "My strength is yours!"
Attack: "Your end has come!"
Death: "Gods... hngh..."
While in theory, Chrom's effect is very powerful, since the main weakness of the Tactician is to milling, Chrom actually increases that weakness. (As for why Chrom provides his effect, in Fire Emblem: Awakening he provided adjacent and paired allies with access to the convoy.)
In fatigue, however, Chrom has to be dealt with by the opponent or the Tactician can survive for even longer.
A secret! Slightly better than Eye for an Eye, since the enemy hero cannot simply attack with a 1 attack minion and take 1 damage themself, rather the minion is the one taking the damage, and many 1 attack minions don't have a high health in the first place. Conversely, attacking with a high attack minion will deal a lot of damage to that minion.
The 1 mana 1/3 of the Tactician. In this case, the effect is that the turn after playing the Soldier, who can trade with various 1 health minions (e.g. Leper Gnome), another one can be played.
That is all on the Tactician for this phase. I hope you all liked my idea and I manage to get throught to the next round!
I'm presenting you the Patrician class represented by Lord Havelock Vetinari (Discworld Universe by Terry Pratchett).
Lord Havelock Vetinari is Patrician of Ankh-Morpork, the supreme ruler of the city. He is also a graduate from the Assassin's School specializing on Stealth and Poisons. He is able to influence all castes of the city's society often without those noticing.
There are a lot of different Guilds in Ankh-Morpork, the ones licensed to assassinate (or inhumate as they prefer to call it), steal, bandit and smuggle I generalized under the caste (or Tribe) as Criminal (even tho they are generally highly respected citizens).
The heropower utilizes Vetinari's grand knowledge of Poisons:
Unlike the Poisons in Warcraft Universe not every Poison is applied to your weapon. You will probably agree that it is more efficient to Poison someone with Anesthetic Poison using a glass of water as opposed to a steel dagger.
There are 4 different Morpork Poisons:
Meet the first representative of the Criminal classes.
The unlicensed thievery is a major crime that is severely punished by The Thieves Guild. Also did you know that Gargoyles are actual living creatures?..
There are some buildings that are more notable that its inhabitants:
The only voluntary neighbor to the Alchemist's Guild is the Gambler's Guild mainly because it provides a stable bet.
And as the final example card I present you with The Librarian:
Yes, he is an ape but each of us have their defects. Also avoid using the M-word while near him.
Also for those wandering The Librarian's effect is an aura which means that it is constantly applied to everything on the board. The interaction with Battlecry, Overload, Combo, Choose One is as follows: Card's effect (f.e. Battlecry) -> Summoning of the minion you played -> Silence is applied.
Additional thanks to everyone who gave feedback during the designing of the class in general and certain cards in particular. And let The Lady favor the best of us.
The Old God is a highly defensive and control class, using value anti-aggro minions, powerful healing, and diverse removal to thwart your opponent’s plans. After all, a huge cosmic being like Yoggy would be unscathed by hoards of earthly minions. It also specializes in drawing out the game and using fatigue to its advantage, through its own consistent card draw and mill tools. The class also specializes in all forms of deceit, easily manipulating mortal minds with plenty of Secrets and the keyword Chaos.
Hero Power: Astral Sight
This hero power gives you the benefit of being able to maintain a higher hand size, but delays the benefit of the new card. This renders the hero ability as a slightly worse version of life tap. However, fatigue is generally not as concerning to Old Gods than to any other hero (as you will see in the example cards) so overdrawing is not too big of an issue.
New Keyword: Chaos
Chaos means that a card, under certain conditions, is played on your opponent’s turn, using the leftover mana from your turn. This keyword can apply to minions or spells. It is valued at about 0.5 mana crystals, because although many cards with Chaos are powerful defensive tools, they do not all cost the same amount of mana, so your mana usage the turn before could give away your disruptive plans. This apparent side-effect of Chaos can actually be used to your advantage, as it allows bluffing to be possible. For example, if your opponent is setting up for some bullshit Force of Nature combo, you can simply not spend five mana the turn before and drag another card up to your hero to trick them into thinking that you have Unearthly Color (see sample cards). It might save you a turn to draw the mighty Reno Jackson or an actual copy of Unearthly Color so you can kill the Treants before they attack.
Sample Card: Unearthly Color
Unearthly Color is a fairly standard AoE spell for Old God which also demonstrates the Chaos mechanic. It can be played as a worse consecration, but its main strength is countering board-flood combos such as Muster + Quartermaster, FoN + Savage Roar, or even good old Murlocs. Plus, as I already mentioned, this card is great for bluffing.
Sample Card: Shoggoth Brute
Shoggoth Brute showcases how Chaos would work on minions. Most likely, many minions with Chaos would act as early-to-midgame defensive tools like this. In addition, this card could probably also be used for its value in arena as a slightly better version of Sen’jin Shieldmasta.
Sample Card: (The One and Only) Cthulhu
Cthulhu, and possibly other cards like him, are the main reason why the Old God can utilize self-fatigue to their advantage. Cthulhu is a potent finisher, and if he cannot kill your opponent, their own fatigue damage (likely to be approaching) will finish them off. This card could even be a win condition for extremely slow control decks, which the Old God will most likely be able to build. As an aside, this card is also amazing as a drop from Sneed’s Old Shredder or Paletress, while simultaneously being horrible for Unstable Portal.
Note: I am considering changing Cthulhu’s statline to a 12/8 if I move on, to make him more on par to your typical Grom + Cruel Taskmaster combo.
Okay, I've built something I can show. Having not found a better name, this is my take on a Horizon Walker.
A horizon walker is someone that has travelled all around the world, and not necessarily only his own. He absorbs all the knowledge of strange and far away lands, and of the creatures that inhabit them. That's why, when battling, he can recall and summon the things he has witnessed and felt in his own body, rather than casting magic, or facing enemies with a sword. He can recreate the harsh conditions of the places he has been, and call strange allies from strange worlds he has visited, all the while he endures, and ends on top.
Mechanically, this class will use spells that are related to natural phenomena, or the knowledge acquired from travelling, and minions that come from a wide variety of places. One of the key things of this class is it's ability to change his hero power, by changing the place where the battle takes place and the effects the contestants have to endure. The initial hero power is not very strong, and represents a pretty standard and benign place. However, this isn't the one you will see more agressive Horizon Walkers use in battle. This is illustrated in a new keyword, exclusive to this class.
What this keyword does is it changes what your hero power does. It does not change the hero power itself, you can't emulate the Hero Power->Justicar->Hero Power with this keyword, it only changes it's effect. Let's see an example for it, so that it becomes more clear.
Eruption is an epic spell with two effects. It deals 5 damage to a target of your choice, and then, because the place you are in has changed, it makes you endure different conditions, illustrated by your hero power's new effect. This effect is permanent, unless you play another card with the world keyworld. This allows the class to change it's playstyle very fluidly, and creates a new realm of possibilities with that tiny remark (even though i'm not sure about the wording) at the end of the new effect: "World: Fire". Why?
There will be several cards like this, which will benefit greatly if their world of preference is in effect. These are just examples, and I need to tweak them so that costs align and thinks like that, but my initial thoughts are that worlds that help control decks have their activation cards at a greater mana cost, and the minions affected by them will be late game creatures, and lower costed worlds will generally favor midrange and aggro decks. I promise more tools for your Horizon Walker decks in the future, in the shape of world discoveries, draw, and other things like those.
Other representative thing of the Horizon Walker, apart from worlds and everything that relates to them, is buffs and spells in general. This one, for example, is a very good way of enhancing your minions and make use of the mountain's echo to trigger a battlecry twice.
This can provide lots of interesting situations, like creating new taunts with Defender of Argus, or delaying spells for another turn with Loatheb.
Ladies and Gentleman, I present to you Varesh Ossa: The biggest badass of my favorite MMORPG: Guild Wars!
I chose Dervish, since it was my favorite class in Guild Wars. I would have chosen Melonni (the starter Dervish), but her art was bad. So, you can think of Varesh as the "pay Blizzard 9.99 for a sexy new portrait". To stay true to the game, I've kept all of the skill names and art consistent, and the skills are very similar to abilities in Guild Wars. One of my favorite parts about this hero is her hero ability, which grants her a random Enchantment. Let's take a look:
Enchantments were an important part of being a Dervish in GW. That's why I'm introducing them as a new game mechanic in HS! Enchantments would be little orbs that float around your hero power (similar to how a secret surrounds the hero portrait), but instead of activating once, they remain and provide a buff.Think of Enchantments like boons, but for your hero.
This is one of the token enchantments produced from your hero power "Enchant". By default they always have 0 mana as "uncollectable" cards.
Some technicalities about Enchantments:
They are spells (as you will see, some enchantments are collectable) and may last for more than one turn. Enchantments also stack just like secrets and there are cards which purposely remove enchantments. Enchantments will always be removed starting with the most recent one placed. Multiple Enchantments stack duration, but not effect, and for no more than (3) turns. Theyand are indicated with a number on the orb (for example, you may have 3 "Heart of Fury" enchantments on you, this means it lasts for 3 turns, but you only have +1 attack). Enchantments end at the start of your turn, so plan wisely! If an Enchantment specifies duration in turns, then the first turn indicated means "this turn", and the beginning of your next turn, all of your enchantment durations will decrease in value by (1).
Here is the next Enchantment: Mystic Regeneration. You may think of it as a shittier Armor Up!, or Lesser Heal but actually it may save your life. Enchantments are actually quite weak compared to the other heroes. The difference is that these enchantments stack and also become quite sticky and harder to remove (unlike Shaman minions, you need special cards to remove opponents enchantments). So in order to balance, they need to be weaker than other hero powers. The benefits of having four weak hero powers though, is that you can use them all at once if you're smart.
Aha, onto the next hero power Enchantment: Featherfoot Grace. This enchantment, unlike the others, lasts only for one charge. It enables your hero to use Windfury, which is important, considering the Dervish use weapons and also have a hero ability which grants attack.
The fourth and final token enchantment: Extend Enchantments. This Enchantment buffs your other enchantments (so expect to see the number indicated increase by one. This may seem OP, essentially you can give your hero +1 Attack, +2 Health, and Windfury forever! Well, not quite, since the hero power assigns them at random, and how unfortunate would it be to draw this out in the early game, before you have any enchantments?
So this is Dervish in a nutshell: Enchantments, Enchantments, Enchantments. Let's look at some cards which utilize them now!
The first minion I am revealing is called Maelstrom Djinn (which, yes, is a Dervish in Nightfall). She has a very similar effect to Flamewaker, which could either be worse, or better! She already has stronger stats, which makes her a solid 4 drop, and losing enchantments may be very easy for the Dervish. Of course, the Dervish loses Enchantments at the beginning of her turn (so your turn begins and she deals, oh, say 2-4 damage to enemies, not bad!) But how about forcing your hero to lose them?
That's where "Heart of Holy Flame" comes into play. You lose all of your precious (or lame) enchantments and convert them into damage. You could think of it as a Flamestrike or Blade Flurry for the Dervish. You may think (omg! 4 mana Flamestrike if you have 4 Enchantments?!??! so OP!) but no, since you need to spend mana to accumulate Enchantments. Couple this card with "Maelstrom Djinn" and you are looking at a solid board clear + face damage!
But how about weapons?
I wanted to show the better Tormented Scythe here, but I'm limited to the amount of cards posted. So here, I'll show the more practical weapon: Briarwood Scythe. It's a lot like the Rogue's Poisoned Blade, except much more useful in my opinion. If you manage to stack 5 enchantments, you're looking at a very powerful weapon. Otherwise, if you don't have the mana capacity, it is just a much shittier Light's Justice.
So there you have it, Dervish! I really hope I can make it to the next round. I designed many more cards before reading the fine print of (max 3 cards), so I'd really like to share them soon ^_^ Thanks all
Edit: Added the 4th token hero power, changed the sizing of things, fixed the links (to imgur, not hearthcards), general polishing ^_^
Greetings Hearthpwn, it is with my great pleasure I present my class submmission:
Yes! The Kwisatz Haderach is finally here. Paul Muad'dib brings with him something Hearthstone is seriously lacking, card manipulation. His hero power Prescience will work in the sam way as discover and Muliganing, three cards will appear and you will X two of them, which are then sent to the bottom of the deck. **IMPORTANT NOTICE** You do not draw the remaining card, it stays on top of your deck. The Dune class will interact with this effect, so without further ado, my first example card:
The Dune class will also feature other forms of card manipulation, highlighting the politrickery of the Bene gesserit:
Ooh, Aah, wait!? A new keyword? Not exactly, Survival is a cleaner version of the often seen at the beginning of your turn clause. All cards with this clause would not be rewritten, as it will be a class specific keyword with other cards that interact with Survival.
What would a Dune set be without Fremen, cue my last example card:
That concludes this simple teaser, but much remains to be seen: more politics, wars, Fremen, and of course Paul's closest friends.
I present my heroclass, it is the T-Rex from Jurassic Park and Jurassic World. It is the most know dinosaur of the world. He is big, he is strong, has sharp tooth and really LIKES Goats as in the movie.
My idea is to introduce the Goat into the game and give the player some options in the future. At the beginning, the Goat seems not very strong but has a small healing Deathrattle. In mid-game, it will offer you some combinations, because flesh eating dinosaurs always want Goats... as food. I am aiming to buff the dinosaurs if you dare to sacrifice a lovely Goat.
Here are my cards:
Raptor Hatchling is combo-card for consuming a Goat. Of course, he will get stronger by eating it. I guess it is somehow underrated, because you have to use your hero power before you can benefit.
Ceratorsaurus has good stats (13 points for 6 mana) and a never seen ability. When entering the battlefield, he charges a random enemy. I intended him to be a control card. It has huge range potential depending on the opponents minions.
Carnivore means nothing else than eating flesh. In this case, Goats! 4 Health and 2 cards for 4 mana and sacrificing a Goat (that is clearly a drawback).
Based on Lovecraftian horror this class centers around cults, creatures, madness and, ultimetly, Gods.
Mechanics revolve around sacrifice and messing with enemy minions
Hero: Abdul Alhazred
The mad arab, the man who wrote the Necronomicon.
Hero Power: Call Cultist
The hero power summons Cultists, one of the core parts of the class, if they die they bring bigger things closer. Not having attack makes them harder to kill off when you want but there will be ways.
Here we see the first "monster" of the class, female Deep Ones mate with humans to procreate (usually with cultists) this card represents that (mating with a Deep One would be dangerous , potentially deadly in my opinion), huge tempo if you have a Cultist.
A way to buff your Cultists with two aplications, more damage, easier to kill off your Cultists.
The minion might attack as normal, but at the end of the turn it will attack another friendly minion or even the hero.
Our hero is Moiraine Damodred, one of the central characters in Robert Jordan's epic fantasy series. Moiraine is an Aes Sedai, a Tower-trained sorceress capable of both destroying and healing with her Source-based magic. However, like most Aes Sedai of her generation, Moiraine's connection to the Source is not exceptionally strong. To defeat her opponents she must rely on wisdom and guile as much as on her Aes Sedai abilities. Position your pieces wisely and use your limited magics judiciously.
Moirane's hero power provides the player with 3 or 4 basic Aes Sedai spells. These spells are not powerful, and are meant to provide minor buffs and minor damage/disruption effects. Think of them as Spare parts. They are not super impactful, but clever use will lead to favorable trades. I am not quite sure yet how much mana they should cost. By default, I went with 2 mana for the hero power, and 1 mana to cast the spell. 2+1 mana is probably an overkill, and I am considering either reducing the hero power cost to 1.
Absorb (keyword) - reduces incoming damage by stated amount. Unlike a health buff, this does not go away after damage is applied. Use this to keep your low-health minions alive. Example: give +1 absorb to a 2/1, and a haunted creeper will no longer be able to kill it.
Link (keyword) - incoming damage is equally split between minions. This can be used to keep your own minions alive (friendly-friendly link), to crowd control enemy minions (enemy-friendly link encourages specific attack order by the opponent), and to destroy low health enemy minions (link two enemy 3/2's and attack one of them with a 4/5, killing both).
Both Absorb and Link will be found on other cards as well. Ward: Strike is pretty self-explanatory. Pay 3 mana to do 1 damage is very expensive, but you get the benefit of it being a card in your hand.
Sample Class Cards
I didn't put too much time into these yet. For now they are mostly a nod to WoT lore, while being reasonable from the gameplay standpoint.
Warder is your basic 4-drop. As long as he is alive, all the damage Moiraine takes is reduced by two. It's meant to be an anti-aggro card that gives your opponent a choice: keep hitting face for reduced damage, or spend resources killing the Warder. The card might be lackluster otherwise, and I am still thinking about it. Lorewise, this card pays homage to Warders, warrior bodyguards and assistants to the Aes Sedai, hence the absorb effect.
Nynaeve al'Meara is one of your 3 class legendaries. Her main role is to provide a boost to Ward: Strike and other weak Aes Sedai spells. She might end up being abused with Moonstrike in the mid-game, but since the spellpower effect is tied to Enrage, I think it will be ok. Lore-wise, this is a reference to Nynaeve: her magic abilities are super strong, but she can only channel them when she is pissed.
Balefire is meant to be one of the win conditions. Wait until late game and try to combo it with Nynaeve (or Alexstrasza), or use it in mid-game to fight for board control. The resurrection drawback is there, because 8 damage to anything for 5 mana is too versatile. The lore reference is to balefire, a spell that obliterates so completely that it unravels the past and changes the present. (I need to word this card better; the minion you destroyed with it can not be resurrected).
I envision this class as a mix of priest, mage, and tempo rogue. You have beefy minions you buff with cheap spells and can win the control game. Or you can stall by avoiding damage through absorb, and then burst on turn 9 with Alex + 2 balefires. Alternatively, you can use clever combos with link and absorbs to outvalue your opponent and gain tempo. This is not a fast class, though. Reliance on buffs and minions defines it. The trick will be to think of balancing these minion and spell interactions.
I chose to pull from the Warhammer 40,000 universe as I felt it still had that fantasy theme, but brought it from a very different universe with unique themes (and of course, modernized it a bit).
Roboute Guilliman is the favored son of the Emperor himself and is Primarch of the Ultramarines, and the founder of the Codex Astartes.
I didn't stray very far from mechanics already in the game with this class. I based pretty much everything off of cards/effects that are already in Hearthstone, but I re-purposed them in an attempt to make some (hopefully) interesting synergy.
The backbone of the Empire. The Ultramarines are devout warriors that will lay down their lives for the glory of the Emperor.
Nearly unkillable walking death machines. Terminators can shrug off even the mightiest of blows.
Terminators may seem unkillable, but Marneus Calgar is undying. Even the mighty Terminators bow to the Marneus Calgar's ability to shake off even mortal wounds. Second only to Roboute Guilliman's exploits, Marneus Calgar will never stop in his quest to purge the Universe of the enemies of the Emperor.
The class itself is supposed to be made up of minions that are tough to remove (simulating Space Marines being walking tanks) and relies heavily on the inspire mechanic (simulating Space Marine zealotry for the Emprah) and tribe synergy (simulating squad tactics). I started with Ultramarines as they are Guilliman's chapter, but will eventually include characters from the various other prominent Space Marine chapters.
EDIT: fixed hero power description, forgot to state it only lasted for the turn.
Source: Borderlands series/ Tales from the Borderlands
"Hey guys, Handsome Jack here."
The cutthroat CEO of Hyperion has made way into the Hearthstone for the profit as the Entrepenuer class. So lets take a look at his Hero Power.
A good business man always knows how to invest his money and reap the benefits of his "ventures". Basically this acts as a pay two mana to use it for another turn. So imagine having a Coin when you always need it but at the cost of two mana in a previous turn. However there is another way that this hero power can be beneficial to Jack.
Woah! As Gordon Gekko once said, greed is good. Think of it like an Inspire that allows you to gain a mana advantage on top of it. Besides your hero power, Handsome Jack has many ways to make a profit and spend it quickly.
The basic one-drop of Jack's arsenal, The Loader Bot. Simple yet powerful as your wealth accumulated over time. Think of it as class-based Secretkeeper or Undertaker that brings the elements of Greed into play, but as well opens up the potential to mech decks for Jack's rather large army of war robots.
Hyperion is all about making Jack rich and gain an advantage over his competition. Think of a Novice Engineer and Acolyte of Pain had a cool son. With a durable body, this card can last a while to pump out the value with his Greed. But besides that, the battlecry with the sole stat line make it a good three-drop by itself. Maybe a Ramp or Miracle kind of deck could be built around this card.
HOLY MOLEY! Where do we begin with good old Wilhelm? He is probably one of the better control-based minions out there. For 9 mana:
1) He basically as pseudo-Charge and remove other powerful minions off the board.
2) He can act as a finisher with Greed healing him back up at the end of the turn.
3) He is a "must-deal with" card because with the ability to heal back to full Health with a Coin, makes him a God at clearing target creatures and sticking to the battlefield.
4) He's a mech. (I know he looks human, but this goes with the idea of his Cyber Commando tree line from Borderlands:TPS; tanking and spanking)
Indonesia has a unique culture. It's called Wayang Kulit. ‘Wayang’ means ‘shadow’ in Javanese and ‘kulit’ means leather or skin. It's has a lot of characters. so i decide to make it a Class.. :)
let's check it out..
Bisma was born as Dewabrata. He is one of the main Characters on Mahabharata. He is the grandfather of the Pandawa and Korawa.Bisma experts in all modes of warfare, strategist master and highly respected by the Pandawa and the Korawa.
In this Class, His Hero Power is Chakra, which is can give +2 attack to a minion on a turn ( it's because he is a strategist, so he can support minion.. :) ). This Hero Power can be given to friendly minion, or enemy minion (to activate BGH or SW:D).
In Mahabharata, Duryodana is the leader and the oldest brother from Korawa which has 100 brothers. so i decide He has a Deathrattle to fill your board with 2/2 Korawa. Same as Onyxia, but Duryodana has a lower stats and can be Silenced, so i make Korawa 2/2. A new keyword is Baladewa. Baladewa became instantly active when a minion summoned on your board. it can be from your hand, or from another minion Deathrattle (The Beast, Piloted Shredder, etc). and, all Korawa's is antagonist btw.. :)
next, Gatotkaca. He is one of the Protagonist in Wayang Kulit. a new keyword is Baladewa. It can combined with any Deathrattle or token card to make a massive damage.. :)
Supala was born with 4 arms and 3 eyes. In this card, he has ability to gain Windfury when you activated Baladewa ( because he has 4 arms, so yeah, windfury... :) ). Combined with Chakra and Baladewa, this card can do 8 damage on 1 turn.. :)
so, that's all i have for now.. if you're interested in Wayang Kulit, you can google it yourself.. :)