Have you gotten sick of your minions staying dead? Would you rather command an army of immortal soldiers? Well look no further, because this is the class for you.
New Keyword:Deathless. When this card is played, do (X), times the number of times you have played this card previously this game. As your cards return, they retain experience from the past, making them increasingly strong. Of course, it's going to be hard to consistently get the second of a card, which is why you'll need some help.
Yes it's 3 mana, because it has a downside only in very fringe situations. This effectively allows you to continuosly gain bonuses from your Deathless cards.
Minion to Bring Back:
Every class needs it's 1-drop, and this is no exception. When played without the bonus, it's pretty much just a Goldshire Footman. However, once you start chaining the spells and hero powers of this class together, MX-Defender can quickly become a serious threat, for a very cheap cost.
How You're Going to Get That Card Back:
And here we start actually generating all of those re-occurring cards. Swell Ranks will join a variety of other tools this class has to offer, in order to make sure those cards of yours never stay dead.
How You'll Stay Alive Long Enough To Use It:
Now, if you're going to be taking full advantage of all these repetitive cards, your going to need some survivability. Of course, every knight comes equipped with both shield and sword, and this will help ease off that early aggro. (Balance notes: Judging by warrior cards/hero power, 2 armor is worth just a bit less than 0.5. Which means the combined 8 armor this item gives is worth 4 mana. However, it can be destroyed by Acidic Swamp Ooze, and at certain points of the game, can become completely irrelevant from single massive hits. Hence, the cost of three.)
Fairy's build their decks around a new type of minion, their Pets. Pets cannot attack nor be directly attacked, but instead are involved through their passive abilities. They both grow together as the Fairy's nurture, and the pets strengthen the hero and other minions in return. The Fairy hero power also helps her sustain herself and her loved ones, giving them just enough boost to win or live through a close encounter.
BuBu the monkey is one example of a pet, which continues to buff allied minions as the game progresses. (bananas are existing non craftable +1/+1 buff cards)
Since Pets cannot attack, and other minions must exist in the deck to deal damage, the Queen Bee is one example of a Fairy companion that gets into the frey. As well as other spells in the deck that take advantage of her bees.
As the game progresses and Pets are in play slowly growing off each other and delaying the death of the Fairy. The Forest Nymph can be played in late game to call the pets to attack, however if the pets choose to awaken to the battle, they must sacrifice the Fairy's blessing of immunity.
These three examples show the early game of establishing your pets on the board, the mid game of controlled trading and sustaining, till you get to late game and can utilize the investment of care that you put into your pets.
(I cant figure out how to get the images to show up like everyone elses within the paragraph...only way i"ve come up with makes them real blurry)
After years of space travel and hardships the alien has become very efficient. Not wanting any energy to go to waste he consumes both his own and his opponents leftover mana to add power to his weapons, abilities and minions. He also uses two new michanics Acid and Overheat
The Alien has braved the edges of space and does not succumb to intimidation. With his hero power he can shut up any minion that steps out of line and deal with them appropriately.
His initial probe takes advantage of his opponents early leftover recourses, or he can save till a later dead turn to ensure maximum efficiency.
He also invokes the use of Acid from his home world, which slowly eat away at the puny natives till death.
Since his hero power does not deal any damage, he boldly goes into battle with his trusty Phaser. However his technology is so powerful it needs a turn to recharge and cool off before using it again (Overheat)
These are some examples of his efficiency in not wanting any mana to go to waste, His power to push his recourses to the limit, till they get Overheated and His a use of his Acid mechanic.
Summoner appears in different Final Fantasy games. They summon badass monsters to fight for them. The choice of hero is pretty obvious, Yuna is one of the most (if not the most) beloved heroin across all FF games, and she is a summoner, of course.
As I want this class be comparable to all existing classes, the heath and the cost of hero power will be ordinary.
Clarification: The hero power is stack-able.
The keyword of this class is “Enhance”.
Your card gain stated additional effect if hero power is already used in the same turn.
Enhance is not a conditional Battlecry.
Depends on the wording, Enhance effect can be permanent. For example, the Enhance effect of the example card Bahamut last as long as he stands.
Enhance interact with other Keywords, such as "Enhance: Taunt" or "Enhance - Deathrattle". I will make sure the card text and the effect is not over-whelming.
Enhance effect can trigger even if the minion is not played from hand, unless it is "Enhance - Battlecry"
Chocobo flavor Text: "Battlecry: Change the BGM to the Chocobo theme."
Flavor Text: "Walk free, walk free, believe. By the time you manage to defeat him, you have also learnt to sing the entire theme song."
Flavor Text: "Fun fact: Final Fantasy X and Fatal Frame were published in the same year."
Cheating Mana curve by using hero power and class spells.
The hero power says “the next minion you play costs (1) less”, it does not say “this turn”. It is possible to tap the hero power on previous turn and set up for next turn.
Do note that the Enhance effect only trigger when hero power is used on the same turn. Therefore the player need to play around the micro decision. The should-be-staple minion Chocobo add even more complexity.
To Enhance or not to Enhance? - This is an alternative way to ask “value or tempo?”
Same minion can be played in different way to react to different situation.
For example, an Enhancable 4 cost minion can be summoned in the following manner:-
"Sending" set up on turn 2 and played on turn 3;
Play it as a normal 4 cost minion on turn 4; or
"Sending" set up on the turn 5 and summon it on same turn to gain the Enhance effect.
When and how to play minions will be the main decision for the summoner player to make. The class minions are going to be weak in stats-wise in general, but this is compensated by the flexibility and buff provided by "Sending" .
Moreover, Enhance effect is not a guaranteed good stuff, for example, Enhance effect could be “deal 5 damages to both hero”, which is not always welcomed.
Maintaining board control by minion
Summoner will have a very limited direct damage spells for the sake of balancing. Some Enhanced minion might give you a damage spell, it is rather slow however; the damage spell in summoner class will be designed in a "proactive" way rather then "reactive". Hitting enemy face by spell and win the game in such way is impossible for Summoner.
After all, you need to do some trade with your opponent to maintain the board. Good news is, while your spell seldom win you the board by unloading damages, they will enable fantastic trade, if you have minions on board. Yuna does use white magic, so expect some heal from her.
Sacrificing your minions
Two out of three example cards involving killing your own minions, although this is not going to be the backbone of Summoner play style, (like deathrattle combo to Shaman), it is definitely something to take into account. To maintain board control or take the risk and go for the combo is also an important decision for the player to make.
You want to control the board and most of the time you will be doing so by summoning minions on curve (which can be twisted by using hero power). Then the game is won by putting a big minion on board early or doing the sacrificing combo or both.
What to expect next?
Here is the schedule for the incoming phase (if I can make it there, of course).
Hello, this is the first time I post on this forum, because of the very interesting competition. ;) Side Note: English is not my first language so please don't kill me for mistakes. :) Have Fun!
Klass: Jedi Knight
Hero: Anakin Skywalker
The Jedi Knight is a class about board control and the balance of Jedi and Sith. To clarify the things, let's have a look at the tokens that can spawn out of his hero ability:
As you can see, the class works with the new tags Jedi and Sith. But for what is this useful? For that, let me show you a basic spell and a common minion of the classic set:
Here you can see the 2 new keywords “Dark Side” and “Light Side”, which are working in similar ways. Both triggers when you play out the card and something special is on your side of the field. Dark Side activates when you control more Sith than Jedi and Light Side when you control more Jedi than Sith. If the “sides” are equal, nothing happens. Because both sides give you very powerful abilitys, the Jedi Knight deck should be built in a way where he can switch the sides very often and quick.
Last but not least, I want to present you one of the legendarys the Jedi Knight has:
I think that this card showcases perfect what the Jedi Knight can do to deal with minions in the late game. Force Thunder is the spell I showed at the beginning, and so Darth Sidious let you make 12 damage (3x Force Thunder + Spell Damage + (if he is the only minion on your side) Dark Side) to minions of your choice.
To put it in a nutshell, the Jedi Knight is intended for use as midrange-control type of deck with many choices (much more than just the Darth Sidious ;) ) to react to your opponent.
Thanks for reading! :)
EDIT: Changed size of the hero and the hero ability as well as the tokens, to stand next to each other.
The Hero Power itself is very slow but can turn out to be very strong in the late game when you can choose which minion to buff instead of dealing damage or summoning a new minion.
The new abilities in the Plumber class are Power-Up and Boost. When you target a Boost character with a Power-up, the Boost effect will trigger. In a nutcase the in-game explanation for the effects would be:
Power-Up: "Triggers a Boost effect when targeted to a character with Boost."
Boost: "Triggers whenever targeted by a Power-Up effect".
Do note that when cast on a character without Boost, the Power-Up cards will simply work like normal cards, meaning the 1-Up Mushroom only gives a normal minion +1/+1 without anything more special.
Dry Bones is a prime example how the Power-Up cards can work in the practice. When you target Dry Bones with a Power-Up card, for example with 1-Up Mushroom, the Boost effect will trigger and deal 2 damage to a random enemy. This represents the way when powered up, Dry Bones learns how to throw bones and even fly! Some minions in the future might transform into something completely different when targeted by a Power-Up! Beware!
In addition to 1-Up Mushrooms provided by Hero Power, Plumber has also unique class spells that enchant the characters. Super Star is the well know iconic item from Mario universe. Yet again as mention on top, these Power-Up spells can be cast on characters without Boost as well, providing just the spell effect without triggering any Boost effects. This Super Star spell can be cast upon the Hero as well making Luigi immune for the turn and giving him yet another way to flee from the battle. Yiheee!
Finally, although Luigi tries to flee from the combat himself, Plumber class HAS weapons, but unlike other weapon classes in Hearthstone, these weapons are slightly less powerful and do not provide similar threat like Warrior or Rogue weapons. Luigi uses them to avoid direct damage or to summon new minions to protect himself. Peach's Umbrella is a prime example how far Luigi is ready to go to avoid getting damaged. Most classes prefer using weapons to take the damage themselves so that their minions would remain unharmed. Well, not Luigi! He is ready to even steal Peach's iconic umbrella and use it to flee from the battle, causing his minions to take the damage instead. Mamma mia, what a hero!
Hope you liked the concept as much as I do! This was just a brief taste and can't wait to continue it forward and provide the army of Goombas, Boos, Thwomps and other iconic enemies from mario world and evolve the younger Plumber hero forward!
I was making a LoL expansion, so here goes nothing:
HERO POWER JUSTICAR HERO POWER
I didn't have time to make the spells which would be items from the LoL shop that you can equip your minions with (ex: Guardian Angel: Give a minion "Deathrattle: Resummon this minion"). So here's some of the many MANY champions that I've created:
Hope you liked it! I've got a ton of other champions created too.
Public Mod Note
Under Review: See the rules about Justicar power and token cards.
There's a new presence in the tavern. No one has seen it yet, but everyone's felt it. Watching. Waiting. Lurking in the shadows. And today, it's making itself known. Introducing: the WENDIGO.
A dark, cursed beast that lurks in the shadows and craves for human(oid) flesh, the WENDIGO excels at hunting down it's victims and separating flesh from bones alarmingly fast once the perfect moment to strike comes. This hellish creature combines it's affinity for the shadows and maneuverability with a new keyword, Echo:
This effect allows the WENDIGO to gain an advantage from it's enemies movements, making it an even deadlier hunter.
Now, the cards.
Dark Stalker: A smaller version of the normal WENDIGO, this minion helps gain favorable trades in the early game, which is essential for the class too stall and draw cards to destroy their opponents. (Note: The Echo buff is applied after the battlecry.)
Wrathful Claws: An effective early game removal, similar to Powershot that forces opponents to position their minions right, lest they face your wrath - for a discount. (Note: The echo discounts the cost of the spell by one.)
Devouring Shadows: The main board clear for WENDIGOS that allows them to catch up after losing out in the early game. (Note: the Echo will affect individual minions, based on whether or not the attacked. I'm planning on finding a better way to word this card, or the effect itself at a later date.)
With an arsenal of control tools and late game damage and heavy hitters, the WENDIGO is coming... if you help it out by leaving a like on this post.
Note: I know that there's like 7 other star wars themed classes, and atleast 1 other Anakin (and that's with not counting the Vaders), but I've been working on this and planning it since the very beginning of this contest, so don't dismiss this as a clone (pun intended) or something like that. Please, go on and read.
The Jedi Knight is a class based on controlling the board, minion placement and messing with the opponent. The class will be based on Star Wars, and the hero is Anakin Skywalker.
His hero power summons one of the 4 possible Force Power Secrets, weak 1 mana secrets based on things jedi do with the force. You can only have 1 of the same secret on play at once, like regular secrets.
Jedi Reflexes is basically you deflecting a damaging spell with a lightsaber. Imagine deflecting a Pyroblast with this card! But it bounces off to a friendly minion, possibly killing it. Not that strong early game, but good when you're at low health and your opponent has burst. Also, this card does not trigger when you dont have any friendly minions.
Jedi Mind Trick is basically a weaker Noble Sacrifice. This is not the face you are looking for.
Precognition lets you look to the future and see what card your opponent draws. Revealing a card works like it does in jousting. You see the card for a few seconds and then it goes to your opponent's hand. Possibly great, possibly not that useful.
Force Push throws your enemy across the field and damages it a bit. For cards that trigger when a minion is moved, every time the minion moves past a minion the effect of the card triggers.
I'll explain the moving effect now. It's not it's own keyword, but there's some cards that move minions around, som"e cards that synergize with minions that move things and some cards that depend on placement. As you can't target 2 things with a battlecry or a spell, the moving effects have to be like "move to the left until it's the leftmost minion" or "move target minion 2 spaces to the right" and such. A minion being played doesn't trigger anything triggered by moving. A minion needs to move past an other minion to trigger the effect.
Now, on to the sample cards themselves.
A 3 mana Stormforged axe with a partial silence attached to it. Looking at cards like Stormforged Axe and Argent Lance, a 2/3 weapon is somewhere around 2,5 mana, and the effect isn't that useful always. If you're going first, it kills a turn 2 Shielded Minibot before it can do anything, though. The theme is that a lightsaber can cut through anything, so it just destroys Divine Shields and Taunts.
A fairly simple 2-drop with synergy with the hero power secrets. He watches as you use the force and mimics what you do, hence giving you copies of the cards.
And for the last card of Phase 1, some synergy with moving things around. He's a guard and he's watching the minions. If they move, he'll shoot them. Right now, the only card that moves minions around is one of the hero power secrets, but I plan to have more things. This might seem strong with the secret, but the opponent can just place their strongest minions to the left or attack with ones they dont mind taking damage. It also damages your minions if they move.
Obviously, this Hero Power is not the best, but I really wanted to have Witch Time as the Hero Power because this is a main mechanic in the Bayonetta series and this ability felt fitting.
Class Mechanic: Climax
Please excuse the sexual innuendo... Climax is based off something ACTUALLY in the game Bayonetta, and before you judge this is not some weird Japanese porn game... It was on the wii for god's sake.... ANYWAY, incase this explanation is too confusing basically: If you play a card with Climax and you have remaining mana crystals, they will all empty and an effect will be granted for each mana crystal lost (e.g if it was Climax: Draw a card, and you have 4 mana crystals left you will draw 4 cards, if you have 1 mana crystal left you will draw one etc.)
Playing this on it's own is just a Darkbomb, and sure thats good, but with a class with such an appauling hero power you would want something better. Originally, I was going to have the climax deal 2 damage split among enemy characters but I realised that if you play this with 10 full mana crystals, you will deal 3 damage to a target and 16 split randomly. I thought that this was too good compared to Timepiece of Horror and it just kinda made this AMAZING ARTIFACT seem a bit redundant....
OH NO!!! MORE CLIMAXES!!!! ..... nevertheless, I like this card. Obviously, you would have to see what other climax cards there are to see the potential of this but just imagine the possibilites. Also, this card acts for 5 manas worth of climax effect and its only 3 mana, now thats value. And it's not like you can only play one climax card with this in play, now you are open to playing multiple since all your mana isn't drained. Please note, this card is one I'm heavily thinking about improving and refining, but I'll leave it at this for now.
WOWOWOWOWOWO!!! I wasn't sure whether to make this have no tribe at all since demon is already a tribe and infernal is already a card in Hearthstone. Anyway, this card may seem a bit... plain at first glance but with the Hero Power you can make yourself have even more attack, of course its alot of mana investment though.
I dont really know what else to say at this point.... erm... hi, pick my thing please
Featuring the hero Avatar Korra from the “Legend of Korra/Avatar the Last Airbender” Universe
With Korra being master of all four elements, the Bender Class Hero Power consists of four different Hero Powers, one for each element. At the start of matches, you will start with one of these four powers at random, and when you use the power, it will change to one of the other three at random.
(Note: This does not refresh your Hero Power, so you can’t use it again in the same turn)
Waterbending: A good Hero Power for potentially stopping against a big minion in its tracks, although you may need to get lucky. Against aggro, it’s not particularly strong but can still mitigate some damage to your hero.
Airbending: Borrowed from Shrinkmeister’s Battlecry, this thematically reflects the Airbender’s tendency to try to evade attacks (in this case, actually reduce attacks) and can be used to make trades more favorable to you; obviously, this won’t do you much good if you have no minions out.
Firebending: Like Flame Juggler's Battlecry, this Hero Power gives you a random ping on an enemy; ideal against low-Health minions of course, but very much prone to chance.
Earthbending: Probably the weakest of the four Powers on its own, as like the Warrior Hero Power, gaining Armor does nothing to change the board; however, the full set will have cards that synergize with Armor, with one potential concept in the example cards further below.
The changing nature of the Hero Power allows you to adapt a little to your opponent’s deck, as if you have free Mana (which with a 1-Mana power shouldn’t be rare), then you can cycle through each turn until you get a desired power, and hold it for when its needed. Furthermore, the 1-Mana cost of the Hero Power makes the class synergize a little better with Inspire minions than other classes, as it’s less cumbersome to spend 1 Mana to trigger Inspire than 2 Mana. One recurring theme in the Bender class will be interactions between minions and the class Hero Powers.
The new Keyword from this class is similar to Battlecry in that it triggers when you play a minion, but you must have a specific one out of the four bending Hero Powers to trigger it (so the Keyword is technically four of them); this will be a recurring mechanic for the class, with emphasis on class cards interacting with the Hero Power.
For instance (Example 1):
Earthbend means that you must currently have the “Earthbending” Hero Power for the effect to trigger (if it instead said Airbend, then you would need to have the “Airbending” Hero Power to trigger it). In the full set, several other minions will utilize this mechanic for different bending Hero Powers. Designwise, these minions can have slightly higher stats compared to similar Battlecry minions, due to the requirement of having the right Hero Power.
Lin Beifong: A 3-Mana 4/3 is about vanilla stats (3/4 is stronger), and the effect can only be triggered if you’ve held your “Earthbending” Hero Power; if you don’t have it, you can use your current Hero Power and try to roll for that one in three chance of getting it. Although the effect seems strong, it’s not only balanced by the above mechanic, but Armor is not something that the Bender class will be able to reliably build-up. That said, I feel Beifong is a decent card, with average stats and a chance to have an effect that could range from Flame Juggler’s Battlecry to Bomb Lobber’s Battlecry and beyond.
(Note: If this is cast on a minion that is then returned to the owner’s hand before it comes back to your turn, then the shuffle effect is cancelled.)
Go In Peace: A versatile card, you can use it to make trades more efficient, or if there is a big threat, you can get rid of it (although your opponent would have one turn to do what they can with it). Thematically, decks are going to represent the “Spirit World” within the context of the Bender class; in this case, a minion is being “pacified” and returning to the deck.
Several cards in the set will interact with decks (another theme of the class). Furthermore, this class’s removal options will be weaker, as with the Druid class, but will often have multiple uses (emphasizing versatility).
(Note: You must have a spell in your hand in order for the Discover to trigger.)
Wan Shi Tong: In Avatar the Last Airbender, Wan Shi Tong guarded an ancient library, allowing visitors to browse its many documents for knowledge, but in exchange visitors had to give Wan Shi Tong something of their own which contains knowledge. Translated to the card, he gives you a spell, and he takes a spell of yours back to “the Spirit World”, or your deck.
Similar to the Discard mechanic in Warlock, this card shuffle feature of the class limits your options and potentially gives you a dead draw later in exchange for a little more mana efficiency (Wan Shi Tong has +1/+1 over Tomb Spider), but not as much as Discard grants, because you may still get the card back eventually. Lastly, you’ll notice Wan Shi Tong has the “Spirit” tribal; more Spirits and cards that synergize with them are coming soon...
Overall, the Bender class is meant to be a slower class, trying to maintain board control and gain tempo through Hero Power synergies; later on there will be buff cards added to facilitate better trading. Like Druid’s Choose One cards, several of the Bender cards will be multi-purpose like Go In Peace from the examples above (however, they will not actually use the Choose One mechanic). Finally, the card shuffle mechanic will be used to effectively allow the class to gain immediate Mana efficiency in exchange for card advantage (like with Wan Shi Tong), except the card won’t be destroyed as with Discard in Warlock.
If you liked this class concept/theme, please upvote this so I can expand on Bender in Phase II! Thanks for reading!
Korra hero portrait art by: Quirkilicious on Deviantart
Waterbending art by: depingo on Deviantart
Airbending Firebending art by: punker--rocker on Deviantart
Earthbending art by: DarkKenjie on Deviantart
Lin Beifong art by: wenny on Deviantart
“Go In Peace…” art by: Snap-Mc-Shotty on Deviantart
The Socialite class revolves around 2 major aspects (with, as we will see, a decent splash of alcohol). The first, as the hero power emphasizes, is interacting with your opponent's deck and hand, as well as allowing them to interact with yours in certain situations. The Socialite is someone who wants to get to know his friends and, perhaps even more deeply, his enemies, so his basic power is to gain some insight into his opponent's deck/gameplan. These types of interactions are things that have not been seen much in Hearthstone as of yet, and I think there is a real appetite to see these aspects of the game explored. The Socialite class accomplishes this. Secondly, the Socialite class has its own unique keyword which further emphasizes interactivity and the spirit of conviviality, namely Socialize. A card with Socialize is activated whenever there are 4 or more minions on the board. This mechanic can either encourage an aggressive, zoo-style play OR can serve as a potent counter to aggression, depending on which cards you include in the deck. Note: A Minion with Socialize that is played as the fourth Minion on the board will be activated.
An example is our basic 4-drop. This is a redistributed statline from Sen'jin Shieldmasta which, because it is both a class card and has an ability which is somewhat difficult to activate has a very strong upside. Almost a mini Ancient of War. Introducing Old Sport!
To be clear, if I have Old Sport and 3 other minions on board and my opponent kills another minion, Old Sport reverts to 4 health.
Next up is our epic 5-drop which also acts as a form of (very) soft removal or stall (hint, there are mill cards coming if you guys let me keep going!). Here is Manicured Garden!
I have a serious penchant for 0-attack minions, and I love the idea of HS having some land-style cards a la MTG, so here we go. As all of us petty bourgeois alcoholics know, it is very easy to get lost in thought while out wandering our gardens after lunch. I thought it might be a good idea to draw our enemies here and hope they experience a similar effect. This is a 5-mana epic because it is actually quite difficult to kill and can soak up a lot of resources.
Finally, another diversionary tactic while we plot our enemies downfall. Our second class 4-drop, Nightcap. This one is pretty self-explanatory, but thematically appropriate.
Hope you guys enjoy the concept. Keep me in this if your into more leisure class bourgeois jokes, fun mill cards, and alcohol!
Yarrick. One of the Imperium's most badass individuals. The Hero power reflects the Imperial Guard's war-waging philosophy – that is, to drown the enemy in bodies. With sheer firepower, ingenious tacticians, and cunning strategists, the Imperial Guard faction led by the Commissar class will be a force to be reckoned with in the realm of children's and adult's online card games.
Keyword – STRATEGEM: When you play a card with Strategem, you have the choice of paying the indicated amount of additional Mana for an additional effect.
Cadian Shock Troop: Your basic Strategem card. You can either pay 1 Mana to play a 2/1, or pay 2 Mana to play a 2/1 that summons another 2/1. Simple, and sometimes effective.
Orbital Bombardment: An epic Strategem Spell. Pay 4 Mana to deal 2 damage to all enemy minions, or pay 5 Mana to deal 4 damage to all characters. This card goes to show that paying for the Strategem bonus won't always be beneficial. There will be times when you want the bonus, and sometimes when you don't want the bonus.
Ursarkar Creed: A Legendary minion that provides Strategem card synergy. Even though the bonuses will be free, you will still get a choice between the Strategem and the non-Strategem version of the card played.
As both an avid Hearthstone and 40k fan, I've always wanted to merge the two. Here's the result! I wanted to somehow implement a form of strategy when playing your class-specific cards while maintaining the flavor of the Imperial Guard. The keyword is new, a bit like an inverted Overload (kinda) mechanic, and I think is pretty straight-forward, and can lead to some interesting situations. I also plan on giving some Strategem effects more RNG, which should also lead to some "fun" Hearthstone moments.
Please vote for my post if you find it at all interesting, or if you just like 40k! I think it has some great potential.
Abaddon is a risky hero that adds a lot of randomness with his epic new hero power. Power comes with a price, and the new demons that come in Abaddon's envoy are thirsty for blood.
Bloodlust: Costs 1 less for each minion that died this turn.
Planar Summoning: Upgraded Hero Power, for late game when life is dwindling.
Bloodletter: Basic Demon with power ramp capabilities, the slaughter needs to be balanced between mana cost and power.
Blood Thirster: The biggest Demon of Khorne around, devours entire armies to appease it's god.
Among the many demons at Abaddon's employ the demons of Khorne Preside. They care only about blood, not whose it is. They draw power from blood and death, causing suffering wherever they go. The Demon Prince is for those that love power, but don't care about taking some draw backs. Demons have never been very extreme in Hearthstone, but in the grim dark of the future, there is only war!
*Grammar error on Blood Thirster, read take 10 damage, meant deal 10 damage to hero.*
i love soccer very much.. :) and i'll try to make it a custom class on Hearthstone.. check it out.. ;)
The Hero Power is Special One, it's Mourinho's nickname.. :). the Hero Power effect is Swap health and attack of a minion, because Mourinho really smart to adjust player's according to their highest potential.. and he is really provocative, so this hero power can swap the enemy minion too.. :)
David Luiz is a great Defender. so he has Taunt ability. and, if you have use your Hero Power earlier, he gain +1/+1.. 3 mana 3/6 is crazy.. :)
Ibrahimovic role a second striker. He always put a pressure to his enemy, so his ability is to deal 4 damage to the enemy hero at the end of your turn.
as you know, Balotelli is a "crazy" player.. :) so i decide to make his ability is give all enemy minions "50 change to attack the wrong character". it means that when enemy minion attack, it can attack its friendly minion, or its hero.. lol... :)