I initially wanted to make this class as a new HS class but I decided to convert it into something else for this contest. I chose to make a class based on what I consider to be one of the best (if not THE best) RPG of all times: Skies Of Arcadia.
My class is called Blue Rogue and the Hero representing it is Vyse ,main protagonist of Skies of Arcadia. His Hero Power gives him 2 counter-attack points for one turn ? What is counter-attack you ask ? Basically, it is damage that characters deals only when attacked but not when they attack. You can see it as attack points that are added to your characters only during your opponent's turn.
My class main characteristics are the following:
A strong defense: As exemplified by the Hero Power, Vyse knows how to defend itself. Attacking him has a cost for your opponent since any character attacking him will be dealt 2 damage if his Hero Power is active (the nightmare of all SMOrc decks!). However the counter-attack mechanics would also be featured heavily on minions. It also has strong synergies with taunt, even more so than warriors and druids. This trait is based on vyse's personnality, who is always eager to protect those he loves (and the rest of the world too). It is therefore a very control-focused class.
Mana cost modification: Many of my class cards would feature cost reduction conditions (based on e.g. the number of enemy minions, see below) in exchange of a slightly more expensive base cost. This is in line with the first point of using the enemy's force against himself.
Here are 3 cards representative of my class:
Cutlass Fury is Vyse's main ability in SoA. Here it is like an Heroic Strike that also gives +4 counter-attack, making your Hero basically unattackable this turn especially if you cumulate it with your Heor Power. As the lack of gem indicates, it is a basic card.
Pyrulen is a board wipe than even more powerful than Flamestrike under the right circumstances. It features the cost reduction mechanics I spoke of earlier.
Albatross is Vyse's father's airship in SoA (yeah, it's a flying ship). It is a minion that attacks as a 6/10 and defends as a 10/10, making it more effective than Ironbark Protector (but that's a legendary, so you can only have one in your deck).
EDIT: (I had to cut my submission down. Got a little too carried away.)
Have you ever wanted to be a wizard in the world of Harry Potter? Now you can with the new Wizard class. The Wizard class specializes in mastery of magic and odd ways to deal with problematic situations.
Hero/Hero Power - Harry Potter
Harry Potter is the obvious choice for the hero as he is a natural born leader and gifted in arts of magic. His hero power allows him to buff his minions with Spell Damage bonuses so that spells can be combo'd for greater potency. While his hero power isn't that strong in the early state of the game, it can become out of hand if left unchecked.
(6) Dark Arts Professor - To be able to fight against the Dark Arts you must be wise beyond your years. Dark Arts Professor synergizes well with our hero power to buff minions up faster for the Spell Damage onslaught.
What Wizard or Witch is caught without his/her wand! Here are just two examples of Wands the Wizard class can use.
(2) Apprentice's Wand - This is a great early game weapon to help your minions trade up and to provide a nice early Spell Damage bonus.
(5) Expecto Patronum - This is the big daddy removal card for Wizards. If you can pull off your Spell Damage stacking, this spell will demolish your opponents. Of course, your opponent will be playing around this by trading with your minions.
The greatest Wizards and Witches fought by Harry Potter's side when he needed them the most and his best of friends are here to help him achieve victory.
(8) Ronald Weasley - Able to get himself out of a situation in a pinch, it is only fitting that his card fits his persona. Taking a chance by drawing 3 cards hoping for a Miracle can lead to miraculous comebacks or disappointing defeats. It might not fit every deck style because you have to bank on losing, but the value is there and I would love to see this card in action.
I hope this class gets you interested in the potential of a class built around Spell Damage and the craziness that can happen when Spell Damage gets to insane levels!
EDIT: If you would like to see any of cards I had removed, just msg me and I'll send them to ya. For judging purposes, the cards shown are to be the ones involved.
Notes: Under Review: This is far too many example cards.
I decided to make an original class based on information and manipulation of opponent's cards. The idea is that players of this class are rewarded for their game knowledge, reads and predicted opponent's plays.
Elena was an incredibly gifted child of a prophet and a fortune-teller. She showed signs of psychic potential even when she was a baby. Her innate powers make it very difficult to socialise so she spends most of her time alone. She comes across as emotion-less and sometimes cold-hearted because, as she sees through lies herself, she sees no point speaking anything other than the truth. However those who know better are eternally grateful that she doesn't use her power for evil.
Mind's Eye is a straight-forward and thematic hero power which was my inspiration for this class. 2 mana might seem steep for no card advantage or tempo but those who play a lot of card games understand the importance of information and how much of an advantage can be gained just by knowing what your opponent is holding. I will also say that this hero power can't reveal the same card twice. Ideally the card would actually remain revealed (in the same way cards in hand are revealed when you spectate both players in the same game) and other instances of known cards being added to someone's hand (eg Duplicate) would do the same thing but if that's not allowed for the competition it's fine.
Augur is a very straight-forward common card which sets up the early-game nicely. I don't think this needs much explanation; it's a solid, thematic minion.
Mindstorm is a simple basic card for the class which serves as premium removal. It does have a high ceiling for damage and will be more cost efficient than Fireball semi-often however this class has almost no other direct damage or high attack minions so it's theoretically not optimal to build an aggro deck where this will hit face hard, especially when the card is weak against other aggro decks.
Candlelighter is an interesting concept but if you're not sure how to judge it based on its text, it can also be thought of as "You may view the top card of your deck at any time. Deathrattle: Draw a card". There's an emphasis on floaters (minions which give you a card in some capacity so you don't -1 when they die) in this class because its main mechanic doesn't actually affect the board so you rely on making good decisions with the cards you have based on the information you've gained. The important part is having options, which you don't have if you start running out of cards.
EDIT: When I made this idea and submission I had no idea asylum rhapsody had a thread for a class with exactly the same flavour/theme. IDK who will believe me but I didn't copy anything and I'm really disappointed now because I was super happy with what I came up with for this competition. I was also really keen to make my own thread for this class and flesh it out even if I didn't get any further in competition but that seems like a death sentence now :(
As a proper 18th Century man, you conduct your own works. That means that you conduct the deck you compose.
Hero: Ludwig van Beethoven Hero Power: Conduct
In music you got different ways to express the passage you are playing. Depending on how loud or quiet you want to play you use Dynamics:
Why cost 1? Your Hero Power costs (1), that means using Forte will cost you a total of (2). That's similar to the Mage Hero Power. Piano is similar to the Priest Hero Power and Mezzo is similar to the Paladin Hero Power but with an "Arena" twist. (Its also a 2 mana banana)
Here you have a minion, a spell and a legendary:
The play style is mainly AOE control. You got a 2 cards combo to wipe the enemy board with a little draw back BUT you get to disable the enemy divine shields before hitting for clear. You got a very versatile hero power to deal with a lot of threads and you can build your deck around midrange mezzoforte, a fatigue piano or an aggressive forte.
THE "FANTASY OF THE CLASS" is: You got minions and spells as music elements to play your sonatas and waltzes while you conduct your concerts with your hero power. Your legendaries and some rare/epics are musical pieces from the composer itself.
My entry is Savant, a water, ice, and lightning spell caster from the Golden Sun universe. The class favors a late game play style by gaining repeated value out of cards each turn and through use of powerful late game spells. The hero is my favorite water adept:
Despite being the only significant villain found in each game of the series, Alex is unique in this RPG in that he is never fought in battle, preferring to manipulate others into getting what he wants, as he does with most protagonists and antagonists in the series. His hero power reflects planning ahead instead of altering the state of the battlefield:
Plot allows the player to invest in future turns and take the board state later on with decisive discounted cards. It has the same style of wording as Mad Bomber which allows it a chance to apply cost reduction to the same card twice, and will always do so if the player has only one card in his hand. Few hero powers, Plot does not generate card advantage, so the Savant class has a keyword to help generate card advantage and synergize with its hero power:
Exploit is a keyword placed on minions that allows the player to spend extra mana each turn to activate an ability on the minion. Minions will trigger their Exploit abilities in the order they were summoned, so Exploit minions summoned later may not have enough mana available to use their effect. Exploit abilities trigger before temporary mana crystals disappear, so extra mana generated by cards like The Coin or Innervate will have a chance to be consumed by Exploit abilities. The Savant will to some extent rely on the versatility and potential enduring value of Exploit minions to counteract the fact that his hero power provides no tempo.
Savant Adept can be played as a mediocre 2/3 on turn 2, or a small AoE spell with a body as early as turn 3. This card is basic since it can function as an AoE spell, and all classes so far have basic AoE spells if you include things like Unleash the Hounds.
The creature summoned is the 2/1 Hungry Naga with no abilities from the LoE Adventure. Water Primordial fulfills a role similar to Harvest Golem without the mech synergy. However, Water Primordial can serve as a 4 drop and can gain value if it is protected. Its Exploit ability allows it to stack multiple instances of the same Deathrattle.
Late Game Spell
Golden Sun combines two powerful effects together for the chance to swing the game in the player's favor. It's likely not very good against aggro, instead providing a powerful tool against midrange and control decks. Since it would be rare to set up a situation to maximize the benefit of each effect done individually, the cost is lowered from what these effects would likely cost independently combined.
Kirito, specifically the Beater Class, is unlike any hero we've seen before. In SAO, Kirito is specifically known as a solo player, and that's what playing him is going to feel like. His class specfically revolves around hard minion control and huge "bosses", with little to no minions. With the class of Beater, I'm bringing in three new keywords, one of which interacts specifically with his hero power, and two of which are new sub-classes of cards.
Kirito's Hero Power revolves around his unique ability in SAO, duel-wielding. Activating his Hero Power gives him the weapon referenced, similiar to Rogue's Hero Power, but with some added benefits.
New Keyword: Sword Skill
Kirito can only play Sword Skill cards after he has used his Hero Power twice, equipping each weapon at least once. These cards are severely undercosted and have a HUGE payoff, but come with the obvious contingency that Kirito uses his early turns to Hero Power. Starburst Steam allows Kirito to Hero Power on turns 2 and 3, and catch up on turn 4 if everything goes well.
As you can see, Gleam-Eyes has the first new sub-type, Boss. Bosses are severely undercosted Minions that provide a huge swing when played, but come with a sometimes crippling "loot drop" to the other player when they're successfully killed. A 5 Mana 7/7 with Taunt is a beefy play that allows Kirito time to set up his Sword Skills.
With Lisbeth comes my second new sub-type, Supporter. Supporter minions are specifically designed to help Kirito become a threat. As of right now, I foresee them having no attack in order to balance the fact that they're giving huge buffs to Kirito, but each can allow Kirito to become an extremely threatening force if not handled immediately.
Here is all the information in a concise and official form for mods / people who want to access it without all my verbosity.
Class Name: Bard Hero: Lindsey Starling. Fictional character, pun on Lindsey Stirling.
Unique Keyword: Melody. Means: "This character can do something instead of Attacking this turn." Hero Power: Acoustics
Example Cards: Angelcaller, Debut, and Choir
What's a Bard?
A Bard is a class from Dungeons and Dragons and also a general fantasy troupe who uses musical talent combined with magic and a variety of instruments to do battle. They are mainly supports that offer a wide range of utilities through various songs. Even though they normally manifest as healers, their incredible versatility allows them to be fighters as well.
In this concept, the Bard class has three main themes: First is sustaining a board with many minions on it, reflecting how bards keep their party alive and how bands and orchestras contain many different musicians. Second is high-value utility spells and card draw that gives the class flexibility in what type of deck synergies it can support. Lastly is a focus on supporting friendly characters with a lack of reliable hard removal which represent music as a tool of peace, rather than war.
"A picture is worth a thousand words, but a song is worth a million." -Lindsey Starling
Virtuoso Lindsey Starling takes the seat as Hero for the Bard class. A legendary Musician who is said to have defeated a dragon with nothing but a violin, she preaches peace and unity to the world through music. No matter where we come from, we still feel the same joy and the same sadness. No matter how different we think we are, a song can show us that our emotions are the same. She travels the world as a wandering hero, teaching all she meets of her philosophy. Already, hundreds of other bards from every corner of the globe have joined her cause. They have taken up her goal of a world where people put their differences aside and live in harmony, a goal that they believe can be achieved through music.
Class Mechanic - Melody
While they do fight valiantly for what they believe is right, bards are generally more peaceful people who would rather play an enticing melody than engage in direct combat. As such, the Bard class's unique keyword is Melody, which gives a character an ability that they can use instead of attacking.
Melody effects are activated by pressing the melody button that appears when attacking with a minion. Playing a melody has all the same conditions as attacking, and should be thought of as "a different way to attack."
A minion can't use its melody if it already attacked that turn, and can't attack if it already used its melody that turn
Minions cannot play their melodies on the turn they are played
Minions CAN play their melodies on the turn they are played if they have charge
Minions cannot play their melodies if they are Frozen or have "Can't Attack"
Minions can play their melodies TWICE in a turn if they have windfury (or attack twice, or use 1 melody and 1 attack in any combination)
Weapons can have melody effects, which cost 1 durability to use
While the conditions for using a Melody are the same attacking, the actual effect is closer to a battlecry or spell.
Melodies can be targeted regardless of Taunt
Not all melodies need to be targeted
You cannot play a melody if there is no valid target for it (the button won't appear)
Melodies are unaffected by "50% chance to attack the wrong enemy"
The technicalities may sound intimidating, but the Melody mechanic is actually very simple. Here it is, put concisely:
And in this spoiler is an infographic that gives an example of what using a Melody looks like:
Now that Melody's out of the way, we can get to the hero power. Remember how I said that weapons could have Melody effects?
Bard's hero power is another facet of its versatility. Essentially what it does is give you the choice between attacking for 1 damage and restoring 2 health to your hero. This means that you can both control the board early game and recover later on. But both parts are weaker as a result, comparing a 1/1 weapon to Rogue's hero power and restoring 2 health to your hero to Warrior's armor up.
And finally, what you've all been waiting for! These three cards were selected based on what represented the key aspects of Bard the best.
Let's look at each one individually:
Angelcaller is a good example of what a Melody minion should look like, and how they should be balanced. To many, this immediately appears as overpowered, but you have to really consider the scenario. You have to play this on turn 6, have it survive, and then miss your attack with it. Attacking this card is dealing 5 damage, which is a pretty powerful effect (worth 4 mana, but less since it takes damage). If you choose to draw instead, it's a 3 mana effect. This card sets the general blueprint for balancing, of Melody value being equal to the minion's Attack minus 2. Also, its sets the way for the majority of Melody effects to benefit yourself rather than harm your opponent.
This card represents the versatility side of Bard. First, it has the least interesting use of turning a minion that you played into a stonetusk board for the turn. Somewhat less boring, it can allow minions with delayed effects like Gurubashi Berserker(although I doubt any Bard deck would use it) or Sylvanas Windrunner to sometimes happen immediately. Thirdly, it can be used as a 1-turn Humility to trade more easily with an enemy minion and maintain your board. But where this card truly shines is in its synergy with the Melody mechanic, which allows you to use any Melody minion's effect immediately without having to wait for it to survive until next turn. This is an absolute lifesaver for a mechanic that entirely depends on having your minions survive for a turn, so that no matter what you can pull off some of your effects. This can get especially crazy with some of the more powerful Melody effects that will be revealed farther down the line *cough*.
Choir is one of the facets of Bard's synergy with having many minions on your board. While this card does have some slight misrepresentation since it's based on aggression rather than maintaining your board, it is still one of the cornerstone cards in many Bard decks and has excellent flavor with the theme. It may also serve as part of the win condition for many Bard decks that are token-based, but because having 1 or 2 minions alive isn't too unrealistic in any generic deck it will likely appear in most Bard decklists.
That's all for now! I'm pretty excited about developing this class and I already have many more cards planned. I hope this small taste gives you a good idea of what's to come. If you enjoyed what you read, a vote would be appreciated!
Hi all, my name is Plamash and I post in the Fan Creation section for the first time. My class idea is based on the Lovecraft's Universe of Cthulhu (yes another one inspired by it XD). The class will have a more control oriented play-style trying to take board control and then kill the enemy with some big creature. Probably no Burst card as Fireball of Crackle will be present in the set.
The hero (Cthulhu itself):
Class: Great Old One
And here is his hero power:
The hero power has a new keyword that will be present also on other cards exclusively to this class. A minion with Desperation takes 1 damage at the end of each turn (yours and of your opponent), Desperation can be silenced. The idea is that with Justicar Trueheart you will give Desperation to two enemy minions. but that could be a bit too powerful. You cannot give Desperation to heroes.
Here one of the big boys:
Along with it, it comes a new Tribe, "Deity". Some cards will have synergy with this new Tribe...
...like the next one:
There will be only two or three creature with the Tribe "Deity" and they will all be leggendaries. At least one of the other leggendaries will have a Deathrattle and cost more than 6 mana to make the card "Necronomicon" good.
Thanks for reading and I hope you'll like my ideas. Nothing special I guess, but I'm a beginner with this kind of stuff.
Why 'The Infant'? - An infant can refer to anything from a baby to a child of 4 - 8, which I'd estimate as Isaac's age. There's also a fantastic piece of music in the game called 'Infanticide', which is what originally led me to the name.
Could you explain the Hero Power a bit? - Sure! Here's the two essential tokens of the Hero Power, Isaac and the new Hero Power, Isaac's Tears.
Woah, wait, 'Unaffected'? - This card text is simply to let you know that no matter what, Isaac is staying on the board, and isn't attacking or defending directly himself. His attack can't be buffed, he can't be taunted, you can't Shadow Madness him, he isn't even affected by Vanish. The reason he's summoned by a Hero Power that then changes is to prevent an unusual board state before the game even begins.
Minion(s)? - What this means is that relative to Isaac's position on the board, he will either be directly opposite or in between opposing minions. Thus, the Hero Power can hit one or two minions, depending on how you play your cards.
Boom Fly - This represents one of the mechanics of the class in an interesting way - The Infant class requires very good board management skills, akin to how in-game you are required to move around constantly and having a minion that constantly swaps between players and is able to attack for either of them is a very interesting design to play around with. Of course, you have to be careful how you board clear with it, because if it dies while on your side of the field, you take a lot of damage.
Monstro - One of the earliest and easiest foes in BoI, it felt only fitting that this should be a low-cost minion. It also showcases another important feature of the class - minions and cards of the class will interact with Isaac, sometimes positively, as in this case, and sometimes negatively as a drawback for a powerful card. With cards like Boom Fly also shuffling cards around, it may not always be easy to position cards where you want them to be, so while this can be a 2 mana 4/3, it can also end up a plain old 2/3 without good play.
Tammy's Head - Tammy's Head showcases the last and most important feature of the class, in my opinion - Hero Power synergy. Making sure to word it well so as to avoid confusion coughSteamwheedle Snipercough, this particular card emulates the in-game item by hitting all enemies in the room - or on the field, in this case. The more interesting applications of cards like these come when combined, just like actual treasures in BoI.
Thanks for reading. This class really interests me due to the unusual mechanics that it employs, without actually introducing any new keywords or terms. Hopefully I can share more of it with you in the competition.
Ah XCOM, the extremely popular strategy game with large dollops of RNG. (Sound familiar?) Your soldiers will work together or they will fall together. XCOM cards will generally be more effective when you have other minions on the board. They might buff another minion, or protect your glass cannons with Taunts. And of course, it's not really XCOM without...
Overwatch: An mechanic that triggers an effect after an adjacent minion is attacked. Set up a elite team of watchful minions (with somewhat slow reaction times) who will refuse to let their friends die in vain! It's not an unbeatable tactic though. Since Overwatch only triggers on adjacent minions, the strength of an Overwatch minion doesn't grow in proportion to the size of your board.
Hero Power: Take Cover!
Overwatch minions don't trigger when they are themselves attacked, so you'd preferably want to force your opponent to attack something else instead. Hide your Overwatch minions behind some cover while you decimate your opponent!
Now, on to the cards themselves...
Rookies are noted for two things. The first is their inability to hit the broad side of a barn (If not for the help of gravity, they'd miss the ground) The second is their utility in soaking up bullets meant for their superior, more experienced teammates. This card attempts to display both aspects of the common Rookie. Balancewise it's a 3/1 Taunt instead of a 1/3 Taunt, with a minor downside because a 3/1 is better late game.
Sectoids have the ability to "Mind Merge" with other Sectoids to give them extra Health and increased critical hit chance. This Sectoid minion is much less discriminating, and will support any adjacent minion regardless of species.
"WHAT WAS THAT NOISE?!?!?!?!"
In exchange for a wonky stat distribution, you get a powerful Overwatch effect. Best paired with a Taunt minion to get the most out of the ability.
The goal of the XCOM Class (in theory) is to maintain a strong board that resists being killed. Just as it is in the actual game, minion positioning is very important to any inspiring XCOM Commander, as well as forcing your opponent into difficult situations. I do hope everyone enjoys looking at my class as much as I enjoyed creating it!
Changelog: Rookie - From a 2/2 Taunt to a 3/1 Taunt
You make think that this hero power is OP, but it's actually not that much. It is basically a never-ending Wild Growth that has a negative effect on your minions and that also becomes useless when you have reached 10 mana.
I have made a class to represent the Priestesses of Krypta from the game Majesty. A frail necromancer, she'd be torn apart in seconds, she summons undead to protect and serve her.
It's a more defensive class, but it's fragile, like the priestesses of Krypta in Majesty, and only has 20 HP. Instead of the usual 2 mana hero power, she has a passive one (like some adventure bosses) that activates each time you end your turn. It summons a 1/1 with taunt. The 1/1 destroys itself at the start of your next turn, (if your opponent doesn't kill it first) so you'll only ever have 1 at a time, and it can't be used offensively. I feel that this hero power gives your 20 HP a bit of breathing room in the first few turns of the game, but falls off in strenth in the later stages.
Pale scepter is a defensive weapon, to stop aggro shamans people from bursting your small health down with a big spell combo-wombo in the late-game. This is one of the cards that I'm unsure of the balance on. Right now I have it as 4 mana for making your opponent not target your hero with spells for 6 turns. It might need to be reduced to 5 or lower, or might be weak, I'm having a hard time telling so far.
Then we have Bone Channeler. Since you're a necromancer class, you do have considerable powers over death and the dying, and this minion can suppress deathrattle effects (for both players). It also heals you whenever one of your minions dies. (You're absorbing back the life you put into it raise them) Combos well with the hero power that gives a sure death each opponent's turn.
Finally I have marrow rupture. This is an example of how you can use your health as a resource, or a high health minion as a powerful weapon. It's a 2 mana spell that destroys any minion, but the other player (who doesn't control the minion) takes damage equal to its health when it was destroyed. There's probably a better way to word that. You can use it to remove your opponent's stuff for cheap mana (but some of your precious 20 HP) or turn a sturdy minion on your own side into a bomb to take your opponent down.
Overall, the hero is more defensively focused, using taunt minions to protect your fragile 20HP hero, and spells that you can pay some of your health in.
Coming from his popular namesake franchise Ratchet is here to prove his worth.
Ratchet has nothing fancy with his health, nor the cost of his Hero Power. His hero power does however generate one of four tokens, think a combination of Shaman randomness and variety with Rogue as the baseline. There are no unique mechanics (Choose One, Combo, Overload, etc.) associated with the class.
The general theme is the use of weapons, either to control the board or rush the face. Minions generally will have effects that aid the hero, or his weapons, or maintain a presence on the board. This latter theme would allow the ability to use weapons for the face. Mechs will also find themselves in greater numbers, because that is the world. The Tokens created are in the spoiler below.
Collect Ammo: This adds a token to your hand, a zero cost weapon with the worth of a hero power.The rational behind putting it in your hand instead of just equipping it is because Ratchet wouldn't just pull any weapon out of his hat, he chooses when he wants to use it. Also it gives a wider range of abilities, which I kind of squander, by opening up say Battlecry weapons.
Shock Cannon: Just as Shaman has his Silver Hand Recruit, Ratchet has his Wicked Blade.
Dual Vipers: To clarify this allows you to target any minion with the lowest health say between that Webspinner and Leper Gnome. This includes friendly targets. This is what I considered safe to have as a 'Windfury' weapon from the Hero Power. Now you may ask why you would want to target a friendly Minion? Not to spoil upcoming minions but some may have low health and beneficial deathrattles, think Explosive Sheep. Also if you only control an enrage minion then there's that.
Plasma Whip: Simple, it's half a Foe Reaper or Magnataur. It was purposely chosen to only hit the minion on the right as this forces you to hit the strong minon to ping a token due to how they spawn.So pinging that Shieled Minibot's Shield and that Recruit requires hitting the Mini-bot.
Shield Charger: This was a last minute decision to this last minute entry. It essentially pings the next two minions AFTER they hit your hero, so it won't go killing them if they're a leper gnome until after they damage you. Part of me wants to make this at one durability and deal two damage instead. Don't forget that the enemy can use his larger minions to soak up the minor damage to keep his weaker ones alive. Essentially your opponent controls what takes the damage.
All the basic weapons revolve around doing two damage in different ways, which is fair when weighed against say Hunter who does two to the hero indiscriminately. These allow damage to be spread (Which would be Overpowered) if they lacked their various restrictions. Also Shaman totems are a little stronger than Paladin's on average, the randomness means they can be a little stronger (+1 spell damage totems each turn would be stupid on 2 mana)
Now that we are past the Hero Power let's take a look at the three types of cards and where they will draw inspiration from.
First of all let's look the core of the class, a weapon.
Omni-Wrench: While tempting to show off some super big and ridiculous weapon, Don't worry those who know and love the serious the R.Y.N.O will be made, lets show off Ratchet's iconic melee weapon, the Omni-Wrench. A slightly worse War-Axe that can be refreshed and it guarantees you always have a half-decent weapon by always returning to your hand when you override it for a super big weapon. Do remember that it costs two mana to essentially give this an extra swing.
Info-Bot: Spells are going to be a little difficult in a world without magic, instead command weapons (Such as maybe a barrage from the Aphelion?) and service robots will serve as the spells for Ratchet. Onto the card itself, it is a simple cycle card that follows the progression of cost to draw cards (3 mana draw 2 (Arcane intellect) and 7 mana draw 4 (Sprint), in theory there should be a 5 mana draw three (Which Nourish is, with a little more) so this is the 1 mana draw 1. This lowers the overall size of your deck, just like Tracking which does it better. This lets you get to your tools to stay alive a little more reliably. Also odds are it'll synergise with weapons and minions later down the line.
Now I just said that service robots would be the spells, didn't I? Well Clank makes his way as a minion in the Classic Set no less. Now he is a Mech, obviously, but remember there were mechs before GVG, they just weren't disclosed as such. Plus the rules don't say I can't have mechs in the basic set, there just won't be any synergy between them and the tag.
Presenting the Legendary XJ-0461:
Clank: Aiding Ratchet by literally watching his back and allowing him to maneuver around with greater ease, without him Ratchet would be dead in the water, at least before the Rocket boots in the Future series. The ramifications for this may seem minor now, but when bigger weapons with more interesting effects enter the fray this will multiply in effectiveness. Clank will find himself a staple in the board control style of the Galactic Ranger class, as the biggest weapons will fell many foes, and with Nanotech harder to find this immunity will save Ratchet. Now to show the stats aren't too off center his behind in the theoretical turn 8 vanilla card, which would be 8/9 if Yeti, spider tank and Pit fighter are to be believed. This is -4/-1 for an effect that only benefits you if you have a weapon and only matters if you have a really big one from a previous turn. And most weapons don't last too long so this benefit vanishes quickly. But when used right this is basically a win condition. The Mech tag won't hurt when GVG comes around either.
And there we have it, Ratchet and Clank appearing in Hearthstone alongside and example of a weapon, spell and minion. Now granted the spell isn't amazing or exciting but remember the Info-bots foresee new planets. Play an Info-Bot and draw the next card in the set.
Hope you enjoy, Vote for Ratchet the Galactic Ranger.
Revelation is a shorthand-keyword for cards such as Burrowing Mine and Ambush!, which are discarded and trigger an effect when drawn.
One might notice that the hero power becomes useless when your opponent enters fatigue, which I'll address in another round that has more freedom.
A-ya is a character from the Bookmark of Demise project, he's a high school student that loves urban legends, making them up and spreading them around. He gets caught up in a mystery and everyone starts dying. As a hearthstone character, using some creative liberty, he summons faeries, spirits, demons, and other monsters from folk tales. His playstyle consists of using secretive and disruptive methods to break apart your opponent, and slowly win through their dismantled efforts. As a character that would realistically never see the light of day in the game, it has a slight bit higher complexity than what is traditional, tailored more to the experience level of forum-goers.
The Oni is a Pit Fighter sidegrade that will generally deal more damage to your opponent, but is kind of sketchy to play against aggro decks. Black dogs are a type of faeries said to be a death omen. Anxiety is technically not supposed to trigger from revelations, but I don't feel like doing wording gymnastics to make it accurate, nor do I know how to, and Blizzard handwaves wording all the time with Competitive Spirit not following the rules of secrets, Wrynn not actually drawing minions and Mistcaller not doing what it says either. Spirit is a catch-all phrase for probably most of the class minions.
More like a Loatheb class. Focuses on disrupting your enemy's hand, while his Hero Power enables you to cycle through your deck to search for cards you currently need and removing useless cards from your hand.
Behold ye who readeth this! Hail Odin Borson representing the Allfather class!
Naturally, these cards will reflect the Norse Mythology theme, while doing my best to create a fun play style!
With his hero power:
Using his magical eye, Odin can see his opponent's hand, and even increase a card's cost! This sets the table for a control type of hero, but of course, twists can always be made.
It's important to understand the new keyword: Wander. Odin will wander into the departed's realm of Hel or into the future itself to adapt his strategy. Take a look:
Wander: Helheim will take a look at the last three cards in the "history" section on the left side of the board. Wander: Fate will look at your deck.
After looking into either of these regions, an effect might take place, as described by the card. An example:
So let's say the top three cards up there in the left "history" bar are an Annoy-O-Tron, Ragnaros and a Sludge Belcher, and you happen to still have a Sludge Belcher in your deck, then you draw it! Simple :)
Another example, this time with Wander: Fate:
Traveling accross the World Tree, Yggdrasil, we'll be visiting all Nine Worlds and other places, such as Valhala and the Bifrost. Entering these realms will either create a benefecial effect for you, or a damaging effect for your opponent.
Let the dwarven smiths forge you the armor for a lifetime!
Finally, bear witness to the power of the Volva shamans of the vikings! After using your hero power, she will turn into a copy of the divined card, although she will keep this ability, allowing her to take more forms if such is the Allfather's wishes.
The hero is Red, the protagonist from the action RPG Transistor.
Her hero power is to equip a 1/1 weapon, that makes her immune when she attacks. The Transistor sword is with her throughout the course of the game, and protects her, so instead of making it a card, it seemed appropriate as a hero power. It is easy to think of this hero power similar to the mage one, but can't bypass taunts. It's upside, is you can prepare it for a following turn. Unlike the rogue one, it can't be used twice, also limiting abilities that would buff it as well. It's on par with the druid one as well, as it doesn't stack health, but instead has a more immediate protection from damage.
The class comes with two new keywords, Cache and Turn( ). Both of these affects the ordering of how a player goes about their turn, an homage to Transistors ability to pause the game and plan out the next few seconds. Turn( ) can be found on spells and creatures, and is meant to reward doing certain things before attacking with minions. While a rather easy upside to get, minions like Dr. Boom cause players to have to weigh the decision of playing cards, or dealing with boom bots.
Cache is only found on minions, and affects the ordering with which you attack. Attacking with a minion first may allow for a beneficial trade, but may affect other Cache minions.
Creepers show an example of the Cache mechanic being used on a single minion. Similar to Tunnel Trogg and a Mana Wrym, it is a 1 mana 1/3 that gains attack. It is also part of the Process tribe, a new tribe to be used throughout this class.
Attacking with this minion first can help make trades for minions like knife juggler, but could cost using another Cache ability
Sybil is another Cache Minion, however she affects the rest of the board instead of herself. Attacking with her first could lead to a powerful bursty turn, but other defensive Cache minions would be unable to be used
Crash( ) is a spell that uses the Turn Mechanic. If cast before any minions attack, it does 3 damage, otherwise it does 2. Similar to other 1 mana 2 damage spells, it has a slight upside. Early in the game, it should be easy to get the bonus damage, but later and on more complex turns, players will have to decide on whether the extra damage is worth it.
Overall the class is designed to affect an often overlooked part of the game, and that is the order you play your cards. While there are some classes that benefit from ordering compared to others (tap first as warlock), this takes it to the forefront. Ideally the class fulfills similar roles to mage and warlock, with aggro/tempo like decks, with a few control variants. The hero power should make it more survivable than say rogue, though not nearly as suited to control like Warriors or Priests. It's minion tribe, Process, should be similar to how warlocks use demons. They can synergize at some points, but are decent on their own as well. While the class won't be built around them, they should hopefully add a bit more depth.
"Hey Red. We're not going to get away with this are we?" - The Transistor