Hello Hearthpwn, I'm Evillisa and this is my first contest submission, the reason being while I do love Hearthstone, Final Fantasy XIV is the MMORPG for me but with this most recent competition that's no longer an issue! Huzzah! Well let's jump right in with the Hero Power:
And here we see the classes mechanic: Focused, down to its most basic form focused means "The minion or minions in the middle. If there is exactly 1 minion, it is the focused minion. If there are two minions then they are moth focused, 3 minions means the middle one is focused and so on. Now right off the bat this hero power may seem like a worse version of Fireblast but it has more potential, it cannot hit face and it cannot hit minions not in the middle BUT under certain circumstances it can hit two minions at once making quite powerful against token classes like Paladin and Shaman. This hero power does rely a lot on enemy positioning to be effective and playing against this class you would need to think about every minion placement to make sure Ravana gets the least value out of Slaughter. Under the affects of Justicar Trueheart, Slaughter becomes Liberation dealing 1 damage to the enemy hero as well.
"Focused vision really sucks when all you can see is two Boulderfist Ogres"
This little guy has good stats for the cost but unfortunately he can only attack in one (or two) directions. Still it's not all bad, if you coin him out on turn one he can deal with any 1 drop (sans flame imp) and many 2 drops without dying. As well if there are no minions on the board (or all the minions have stealth, he can attack face. SMOrc be praised.
"Gana is hipster for Butterfly"
Another one of Ravana's mechanics is storing up damage to use at a later date, take the Moon Gana for instance, that spell power doesn't go away at end of turn, much like Dragon Consort and Fencing Coach you hold the Spell Damage until you can use it. Which unlike the similar Ogre Magi means you'll always get one empowered spell off of it, no more, no less.
"This will hurt me more than it'll hurt you"
And finally some simple but effective removal for the class. It's straightforwardness comes with a price though and Overpowering Deathwing is not an easy task. For this reason it's best to use Overpower on minions with high health and low attack such as Ysera or Malygos.
Hi everyone! First time doing this so hopefully it goes alright! Would love feedback for future reference!
Im new to all this, so hopefully I didn't copy anyones ideas... I read all the post on the submission thread but not from previous competition. Here goes nothing.
When I was younger, I imagined a whole world in my head and wrote a lot about it. I figured I could use all that and try to make a class with it. Here was my main character:
I'd probably call the class: The Looter
And his hero power:
I wanted to build a hero that would make it feel like you had choices on what you want to do. I'd love to make it a controlly kind of hero but will see what kind of ideas I come up with later on if I move on to next rounds.
And here are the 3 cards that go along with my kind of thought process for Aegis:
(yes I know it is somewhat of a rip off of Brainstorm in magic, but altered to fit my hero design :D )
I wanted to make use of quick card draw which will allow card selection for the right moment and there will also be good ways to interact with the discarding which is coming right here:
Made to be a undertaker look a like. I think it's still balanced considering it's hp will never go up. But if left unchecked can go out of control.
And finally the mechanic of my class:
So Flashback is a mechanic that allows you to look back through your discarded cards (think like graveyard) and you get to pick one and play it again for the same mana cost.
On this guy the flashback is precised to be for spells. So you'll look through all your discarded spells, pick one and play it again. So even if you discard spells with your hero power or any other card that makes you discard and you can still get to use those spells! Pretty cool huh?!
So here you go that's all I can post for now and hopefully you guys like what you saw and vote for me! I'll keep looking at the other submission and vote too! Good luck to you all!
Honestly... at this point... honestly, I just stopped caring. I went with my gut, and my gut was hungry, so out came this...
Chef Boyardee + Pot of Goodness "explained":
Chef Boyardee is the name of a American soup company. Yeah. That's it. He's not a real guy. I chose him just because I liked the sound of his name. As for his Hero Power, it is a very subtle reference to the Yugioh "Pot" spells. (Pot of Greed, Pot of Avarice, etc.) There are a LOT of puns and references in this class, so fasten them seatbelts.
The foodstuffs explained:
I put a TON of thinking into this Hero Power. It's not just some Shaman rip-off, believe me. Carrots and Potatoes are vegetables, the main thing you should be eating in real life. As such, here, they are more board-centric, with a noticeable board presence. Apples and Oranges are fruits. Filled with vitamins, they help you get through your day. However, they are "less" important than vegetables. (Not really, but you don't have to eat as much fruits, technically speaking.) Therefore, they play a more utility role in this class. What does that all mean? It has a direct impact on the minions and even some spells on this class. That will be explained in the following section. Note: I did my best with balancing, but keep in mind that these four foodstuffs are not in their final version just yet.
A chef needs to manage his materials at all times, knowing what goes with what best, and what ingredients the current situation needs. As I said earlier, the vegetables are more board presence, while the fruits are more utility. Therefore, the Recipe effects of vegetable-based cards may offer more utility, and vice-versa for the fruit-based minions. In the end, this rounds out to the Chef's basic and most fundamental playstyle. Protect your board, force your opponent to deal with your ingredients, not you, and pull off culinary masterpieces with Recipe combos.
The Sneak Peek
Fruit Ninja explained:
Normally, I go by order of mana costs for the class cards, but we'll forego that tradition this time. Right off the bat, we have a great reference, and a wonderful example of the Recipe keyword. As I have said, to offset the fruit's lack of board impact, the minions based on them will do that job instead. Even if you get nothing from the Recipe effects, Fruit Ninja will serve as a decent 3-mana play, challenging all 3/2's. The stats gained by Fruit Ninja are permanent. (Will not go away if the Apple or Orange is destroyed.)
Out of the Frying Pan explained:
A GvG card. This was a very tricky card to balance. In the end, I chose 3 mana instead of 4. This card will not get rid of taunts, scary deathrattles, and can be silenced. It will not deal with cards like Wild Pyromancer, Ragnaros the Firelord, or Inspire cards either. In addition, the minion can be Shadowflamed, Shadowstepped, or given a Taunt by Defender of Argus. So, I felt 3 mana was the right choice. From this card, we can start to see a slight bit of Chef flavouring (pardon the pun). The Chef will have a very wide variety of spells and minions, yet all will work together to create a wonderful meal.
Metaphysical Cake explained:
Is the cake a lie? Who knows? I just know this card is incredibly useful. You can pull of combos only possible in your dreams with this card. However, permanent Stealth does come with a price. Your minion will become susceptible to the slightest of AOEs, giving your opponent a sporting chance of ruining your combo. I will also like to say this card is hella versatile. Got a Taunt in the way? Use this. Need a soft Consac-Equality? This card also has your back.
Everything is awesome! We already have a card inspired by the Lego movie but I thought, hey, there's a full new class in there. I present...
!! The Master Builder !!
For the Master Builder, everything is made out of bricks, including his minions. They can be smashed to pieces, piled together and rebuilt as something else. Expect to see minion destruction, random summons, buffs, transformations... This will be a class specialized on pulling off fun things with its board. No new keyword needed, everything is already in the game.
The hero power already shows that. Note how you would normally use it on your own board, but you could always yolo it on an enemy minion to get rid of a taunt or deathrattle when you have no other option.
Two example minions and a spell. The movie alone has more than enough material that can be turned into cards, so expect more to come!
Red is quite possibly the strongest trainer in the Pokémon universe, and now he is trying to be the best in Azeroth as well.
This is a very minion-focused class, centred around minions from the 'Pokémon' tribe and Battlecries.
The Hero Power is pretty self-explanatory, and would mainly be for re-using the Battlecry minions, or just saving one from death allowing you to quickly adapt to various situations.
Jolteon isn't much, but if played early in the game, it will help get rid of small pesky minions to slow down your opponent.
Here is an example of a Battlecry minion. Although underpowered on its own, Lapras can let you push for more damage with high attack minions.
And here is the Legendary. Mewtwo is a very powerful Pokémon, and should obviously be a powerful card. It's similar to the Giants and can have its cost reduced massively late in the game through all the Pokémon synergy. It can also cause a massive swing in the game, turning it to your favour.
So there you have it. I hope you vote for this as I'd love to expand upon it. Thanks for reading this anyway.
Inspired by the game called Chivalry: Medieval Warfare, I created a class called "King":
Chivalry has large gap between skilled players and novices. Veteran can easily kill a young player without harm to himself, and keyword Concentration perfectly represents it. If you have a 4/4 minion with Concentration, your opponent can't even harm him using minions with less than 5 health and without Divine shield. Your Hero power allow your hero to have this effect during his weapon attacks. Unfortunately you will not see any class weapons during this phase... Because there are better example cards to show!
Based off of the traditional idea of the femme fatale archetype of witch, she uses elemental magics, curses, enchantments and even changes the seasons to keep her opponent guessing. Every time she advances the season, both players get benefits and penalties, but given that she's the only one who changes the board, she'll always have the upper hand...so long as her cards flow her way.
Suited as a tempo or control character, but skilled players MAY be able to combo with her or even play aggressive decks. There is a higher risk, however.
Silverwing is a powerful witch, able to change the environment at will. Those who wander into her protected forest home find that that the time of day, weather, and seasons have no rhyme or reason. As she wears you down with curses, slowing your armies or weakening their attacks, you find her minions slippery and hard to pin down, as they remain unaffected by the changes.
A HERO POWER
While this icon would not show up in game, it is the ACTION of the hero power. The Wild One always starts in Winter mode, and advances through Spring, Summer, Fall and back to Winter, in that order. Some cards she plays may ALTER the season out of turn, but her hero power only EVER advances it by ONE STEP.
Since both players benefit from the hero power, the idea is for the Wind One to create situations where the effect is only ever beneficial to her, and worthless to her opponent. For instance, changing to Fall or Winter after a board clear would allow for a massive attack as her opponent would not be able to play any taunt cards. Leaving Spring up on a turn where players usually drop cards behind a taunt (turn 4 or 5) would put their card in the front line. But it can also bite her - suddenly cards like Zombie chow are a 2/3 drop for 1 with NO DOWNSIDE. Summer left up with no taunts may allow for fatal damage.
The Wild One MUST play SMART.
Reclaim Voice is a card I've always wanted in this game. It removes SILENCE and restores a minion's original status. This does not include any battlecry effects, nor does it include spell-based enchantments. But it would restore the original text effects on the minion. This allows her to work around her "Winter" hero ability a little more easily. And naturally, other future spells may include boardwide unsilencing.
Fall Weather Friends is a seriously hilarious card. It has "Keen", which allows it to target a minion with stealth. Depending on how you play it, it can be an aid to pick out something played intentionally during your Fall Hero Power, or to deal with some of those picky cards you hate. Having whirlwind with low health means she has to make a choice to target stealthed minions (and possibly die), or to whirlwind on the opposite hero.
Queen of Ice is one of her Legendaries. She Freezes the enemy board, changing the season to winter (regardless of what it was before), but since she was played during another season (ideally), will benefit from the effects of that season first, making her a crunchy 4/6 tank or 5/5 minion, or a stealthy hard hitter that can't be easily removed from the board.
The vast majority of the Wild One's abilities are based around her seasonal abilities, overcoming them, or using them to her advantage. She would almost certainly be required to play a tempo or control style, HOWEVER, with cards that change the seasons and benefit from them would allow a skilled player to pull off aggro or even combo decks with ease.
I hope you like this idea! I have tons of cards floating around in my head for this deck!
The Engineer, as you may guessed, sends his crazy inventions to fight on the battle field. Although, Brammyr can fight himself with some cool weapons he crafted and doesn't fully relay on his inventions.
His hero power features a new keyword: Charge Point(s). Charge Points can be gained and consumed in Different methods. The Engineer can store up to 5 Charge Points. In-game, the points would probably appear in a small bar. Here is some information on how the points work:
Charge points can be gained by using the Hero Power or attacking with the hero (it is not necessary to attack with a weapon, e. g. Claw). Some cards also generate Charge Points. Here is an example of a weapon; the weapon itself isn't great, but it helps generating points (since every attack gives you one point):
Some cards consume Charge Points. You lose points for the amount of points consumed. Here is an example of a spell that consumes Charge Points:
Confused? The effect is actually simple, let me explain. "CP" is a parameter (like X) that stands for the amount of Charge Points you have. It's basically a short-cut for Charge Points. That means that if I have 3 points, the card reads: "You Hero is Immune The next (3) times he takes damage". The more points you have, the shield is stronger! The last sentence means that you lose all of your current Charge Points. (like I said before, consuming points makes you lose them).
Finally, some cards are affected by Charge Points but don't consume them. The following example also fits the Engineer class type, since most of the engineers inventions are bots.
Main Idea and Strategy
The Engineer is designed for playing control decks. The main goal when playing him is to gain Charge Points while controlling the board, and making cool combinations late game. Most of his minions are bots which maintain the hero's health and battlefield until he gets stronger. His kit and unique mechanics are very interesting and I would be happy to create more cards.
Thanks a lot for reading, I hope you like my class! :)
Strider, better known as Aragorn is the 16th chieftain of the Dúnedain of the North and the true heir to Gondor and Arnor. Rangers are versatile in their ability to effectively wield a sword, bows, and are skilled riders. Strider has finesse with the sword and has been able to conquer enemies from orcs to trolls and ringwraiths.
Athelas is a one mana hero power! Different and may be over powered but the effect gives minions a better chance of trading effectively. Not only does the Ranger class have a special hero power but a new keyword too! Prevail: Does Something when your opponent has two or more minions than you. Prevail acts similar to Enrage in the effect that it is a static trigger. It too can be turned off and on if your opponents minions become more equal or less than you.
Example Class Cards:
Very sneaky damage minion that can be a 3/3 minion with stealth or will deal 2 damage (and lose stealth) if your theoretically behind on the board state.
A great trading tool for when your opponent is ahead. May be a little weak; might increase attack to 5.
Andúril the rebuilt sword of Narsil. This royal weapon can theoretically never be destroyed, leaving you to be able to deal 4 damage a turn!
Ranger is a midrange/control class that punishes aggro and some midrange decks. The hero power allows for the possibility of good Inpsire decks as it cost 1 less and gives for better health values. This class' main goal is to have the most beneficial trades it can (great arena class).