Hello, and welcome to Phase II of our second ever Class Creation Competition! This competition's theme is "World Beyond Warcraft", and submitted classes must represent things outside of Warcraft-specific lore. Last week, for Phase I, entries into the competition were completely open, and competitors submitted 187 class concepts, each including a Hero portrait, a unique Hero Power, and up to three example cards previewing their class's unique capabilities. As determined by your up-votes, 75 classes have advanced to Phase II, where these classes' Basic Sets will be presented.
The 75 users listed in this Spoiler have advanced to Phase II:
Wild Card Entries: The Firemind class, by absolitaire, and The Wild One class, by Dembai.
If you have not advanced to Phase II, then you may not post in the Submission Topic.
Phase II Submission and Early Voting (Starts Now! Ends 21:00 UTC Tuesday 19/January/2016.) It is during this time that you may submit entries to this Submission Topic. You may also, of course, feel free to give early up-votes to any submissions that you like!
Phase II Up-Voting (Starts 21:00 UTC Tuesday 19/January/2016. Ends 21:00 UTC Wednesday 20/January/2016.) During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
See below to find out how we'll determined who advances to Phase III:
Performance in Phase II will be measured using the following formula:
(ab) / (c) = x
Where, a = The total number of valid submissions on the same page as the submission. b = The total number of up-votes that the submission received. c = The total number of up-votes on the same page as the submission. x = The submission's final score.
The formula basically measures which entries stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
The top 28 entries of Phase II will advance to Phase III.
But wait, there's more! During the first three Phases of the competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the next Phase, regardless of its performance. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun. (Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
See below for a general overview of the future competition Phases:
Phase III: Classic - You will add the 15 cards that make up your class's Classic set. These cards may not use the Discover, Inspire, Joust, or Spare Parts mechanics, as they do not appear on any Classic cards. Submissions Wednesday 20/Jan/2016 - Monday 1/Feb/2016. Poll Monday 1/Feb/2016 - Tuesday 2/Feb/2016. Up-Votes will be irrelevant to advancement from Phase III to Phase IV. Instead, advancement will be determined by performance in a separate Poll Topic that includes all eligible Phase III entries.
Phase IV: Naxx/GvG/BRM - You will add the 11 cards that make up your class's Naxx, GvG, and BRM sets. These cards may not use the Discover, Inspire, or Joust mechanics. Spare Parts are restricted to GvG. Submissions Tuesday 2/Feb/2016 - Monday 8/Feb/2016. Poll Monday 8/Feb/2016 - Tuesday 9/Feb/2016. Up-Votes will be irrelevant to advancement from Phase IV to Phase V. Instead, advancement will be determined by performance in a separate Poll Topic that includes all eligible Phase IV entries.
Phase V: TGT/LoE - You will conclude with the 12 cards that make up your class's TGT and LoE sets, as well as your Hero Power's Justicar Trueheart upgrade. These cards may not use the Spare Parts mechanics. Inspire and Joust are restricted to TGT, and Discover is restricted to LoE. Finale Topics Tuesday 9/Feb/2016 - Monday 22/Feb/2016. Poll Monday 22/Feb/2016 - Friday 26/Feb/2016. The Finalists who make it to this phase will be allowed to create their own individual Finale Topics. The winner will be determined by performance in a separate Poll Topic that includes all eligible Phase V entries.
General Competition Rules
These are general competition rules that apply to all Phases of this competition and that many of you will already be familiar with if you've competed in our Weekly Card Design Competitions. Even if you're a veteran of our competitions, though, I recommend that you review the rules thoroughly just to be sure:
First, these are the rules about Posting:
You are allowed to submit only one entry.
You are allowed to post in this Submission Topic only once, only to submit your one entry.
You may not delete ANY posts you make in this Submission Topic, not even accidental ones you may make over your one allowed, such as by double-posting or by accidentally posting something here that you meant for the Discussion Topic. If you do accidentally post more than once, inform any of the Fan Creation Forum moderators via PM, and we will handle it.
Speaking of the Discussion Topic, that is where any discussion of this competition should go. This thread is for submissions only. If you want to discuss your card or ask questions about the competition rules or process, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
Once you have submitted your one entry, you are allowed to make only minor changes to it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
You may not create any topics on our forum for any competition entry. All competition material and discussion is restricted to the designated competition topics. This is to prevent the board from being flooded with competition topics. Nobody wants that.
These are the rules about your Entry:
We encourage you to create your entry material using Hearthcards.net, but please remember that, although HearthCards is awesome, you MUST host your card somewhere other than Hearthcards. Save it and upload it toImgur, Photobucket, or some other similar site. HearthCards has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the finals. We understand that there are some HearthCards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
You may not submit any Gold cards. (It's just a cheap attention grab tactic that makes it unnecessarily difficult to determine what class your card is for.)
Your entry must be a card of your own creation. We've been doing this for a while, so if you blatantly rip off somebody else's idea, we will know.
Fun and even humorous entries are perfectly allowed, but "troll" entries will be disqualified. If you're worried that your card may be misinterpreted as a troll card, contact a moderator before you submit.
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
Phase II: THE BASICS
In this Phase, you will each construct your class's Basic Set.
Here are the requirements for your Class Creation Competition Phase II Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, and this should take up as little space as possible. After beginning with your Class's name, please try to include the images for your Hero Portrait and Hero Power side-by side so they don't take up too much vertical space. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
If your Hero Power produces any additional materials or requires any additional explanation beyond its basic image, please relegate these to a Spoiler block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
Note that it is okay if you've decided to make some minor alteration to your Hero Power since Phase I.
Note that you may not include the Justicar version of your Hero Power during this Phase.
EXAMPLE BASIC CARDS We do not want to see your Class's entire Basic Set out in the open.
You are allowed up to three (3) example Basic cards out in the open. Again, so as not to take up too much vertical space, please present these side-by-side. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
As these are Basic cards, they should have no expansion watermark and no rarity gem.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
There are many keywords and mechanics that do not appear on any existing Basic Card, and they may not appear on any of your Basic Cards either: Counter, Deathrattle, Discover, Enrage, Immune, Inspire, Joust, Secret, Silence, Spare Parts, and Stealth.
Just as Choose One, Combo, and Overload do not appear on any Basic cards, neither may any of your class's unique keywords appear on any of its Basic cards.
REMAINING BASIC SET The remaining seven (7) cards of your class's Basic Set must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
The first time that we ran a Class Creation Competition here, we had a tie for the winner. I now present to you the Phase II submission posts of both of those classes, to serve as examples:
Brief explanation what we are dealing with can be found here. Thank you all for upvoting.
Basic Cards Set
"Cause dead competitor is the best competitor..."
Please keep in mind that this is only the basic set and we all have to follow strict rules, therefore Salary mechanic is not allowed here. I did not forget about it, but spending and guarding money is not the only thing that merchant have to take care of. Sometimes he got to cope with some pesky creatures that are bold enough to establish new company in HIS town.
For those who can wonder why I decided to go with coin - this class is all about money, you have to pay your workers, don't you? Remember that they can leave you, if you won't give them some coins every now and then. Their Salary might be a little to high for a regular citizen, but not for our moneymaking machine.
"You must be very brave trying to trade here... or very, very stupid..."
3 ways of becoming a good merchant:
As I said in previous phase - this class is all about keeping strong board. You can't shoot people in the middle of a market ( hey, leave goblins and blood elves alone as well!) so you have to be sneaky - that means no "pure" damage cards, you can't find "deal X damage" here, but you can, and you will find some other ways to clear the board. Check spoiler for minions that are able to trade efficiently and spells that will make your enemy move to another city! Some cards may be taken as overpowered, but remember about Salary!!! 6-mana spell may be the only card that you will be able to play in 10th turn with some greedy minions on the board. And we got reversed Mirror Entity in a form of Double Threat card!
"Psssst! Here, here, kid. Wanna buy more cards?"
Remaining Basic Cards:
What should I say... Maybe I should say that Sabotage is our 1st turn drop, which, with a little help from Bodyguard, will prevent getting smashed in 5th turn by Mana Wyrm, Leper Gnome's deathrattle or some other aggro stuff. Play Dirty can kill Zoo- or Handlocks, and Interest can help you maintain your high-Salary-dependant board or play early Experienced Mercenary. Lucrative Contract and Ambush are those ways of board control I was talking about earlier. :)
Changed first letter of every word in card names to uppercase, fixed some text problems. Coin briefly explained.
Eliminate Competitor cost changed from 6 to 7, "rounded down" excluded from card text as it was simply my mistake.
Saronite Vapors - Filling one of the 2 cost cards is Saronite Vapors, a nice piece against those pesky spell-heavy decks. But its not entirely useless otherwise as you do also net yourself a useful card draw!
Faceless Corruptor - Dont' you hate it when your opponent actually plays her cards? Well you can at least punish her a little bit with the Faceless corruptor! Particularly deadly against those combo-heavy decks.
Doomseer Matron - A slightly under-powered body for a nice little battlecry effect. Works well with dampen magic or Saronite Vapors to form a much stronger combo piece. She'll see some further synergy in the expert set when that comes around.
The Rest of the Set:
Dampen Magic - A nice little piece to throw out an enemies plans for their spells, it can force them to trade away a minion in addition to casting that flame strike they wanted to do, or if you're facing down the dreaded aggro decks, you can just ping off one of their minions.
Shadow Crash - A very simple card, its just the early game damaging spell, like Darkbomb and Frostbolt
Twilight Warden - A nice little taunt so you don't absolutely fail against aggro, It would be the only collectible 2/3 taunt in the game as well!
Curse of Flesh - The single target removal of the set, you pay a little less compared to Polymorph orHex but in return the enemy gets a stronger minion. Has some great synergy with Shadow crash forming a 4 mana 2 card removal.
Surge of Darkness - A simple damaging spell in the vein of Shadow Bolt, It nudges towards the strength of Fireball but it can only hit a minion, so no face-hitting burst for Vezax!
Twisted Elements - A combination of Sinister Strike and Multi-Shot, twisted elements forms what could be considered the basic sets "AoE removal", at least until they can get their 'claws' on Searing Flames, the AoE in the expert set.
Saronite Animus - The 'Fire Elemental' of the basic set, He's big and scary and if the enemy doesn't have a minion on board to deal with him, well, it's going to hurt.
Special Thanks to: The_Odinson, DialM4Murloc, DonnieMcKarlo and everyone else on the Discussion page for helping with the balance of the cards. And of course to Asylum_Rhapsody and DialM4Murloc (Again) for running the show!
And thanks to everyone who votes for Vezax!
Q: My submission didn't move on. Am I not allowed to participate any more for the rest of the competition? A: Of course you are! This many cards is going to be difficult to manage, so the contestants that move on will need all of the help and input they can get to get their Class just right. If you get knocked out of the competition, head over to the Discussion topic and support your favorite competitor that moved on!
Big-Chinned Brat: The bad guys want him dead, the good guys impulsively want to save him. Thus the symmetrical damage buff.
Horsebone: Sticky early game minion that synergizes with Hero power. Your classic class-specific 1-drop 1/3 statline with an additional effect.
Metal Knight Drone: Packs a punch, and has a sturdy body. When compared to Fire Elemental, it sacrifices 2 Attack points for 1 additional damage from its battlecry.
Hero Entrance Exam: Pretty unique class card here – basically allows non-Hero minions to synergize with your Hero power and other Hero minion synergetic spells and minions. This way you can still benefit from the Hero power if you want to include more neutral cards.
Rookie Crushing: Thematically, this card represents a social phenomenon within the Hero's Association where higher ranked Heroes pick on/ beat up lower ranked Heroes to make themselves feel better. Hence, the card text.
Fan Club: Straightforward health buff. I don't think anyone could see this is overpowered. It's 2 Power Word: Shields put into one, without the extra card draw cycle.
Hate Mail: Multi-use card. Basically a revamped Inner Rage, which is why it costs 2 Mana (Inner Rage costs 0 mana). Use it as a utility removal card or just to give your low attack high health minions an extra PUNCH.
Incinerate: The idea here was to make it so that the card is more effective against minions that could represent "monsters" (i.e., beasts, demons, and obviously totemic monsters). It's stronger minion removal than Dark Bomb and perhaps stronger than Frost Bolt, but you can't target face or your own creatures, so it has limited utility in that sense. Especially effective against Imp Gang Boss, Totem Golem, Misha, Leokk, etc.
Disaster Level: Tiger: Either a cheaper Arcane Intellect or a mediocre card draw for its cost. I reasoned that even if it could draw 2 cards for 2 mana, which seems quite strong compared to Arcane Intellect, Arcane Intellect synergizes better within the Mage class since it has minions like Sorceror's apprentice, Flamewaker, and even in some cases Antonidas – whereas the Hero class doesn't have that kind of direct spell to minion synergy.
Missile Barrage: Every class needs a board clear in some shape or form. I decided on a cross between Consecrate and Flamestrike. Seems reasonably costed enough to me at least.
And that's the Basic Set for my class! I hope you find it at all interesting, and the sweet, crazy, and thematically overcharged cards are coming next, hopefully!
Alright Hearthpwn, here's my Basic set for the Pokémon Trainer class!
I think the theme of the class has stabilized to this idea: you aren't the one fighting, your pokemon are. And since it's the legendary trainer Red, it just so happens that you've caught them all! Red's got a lot of pokemon at his disposal, so many tokens are generated since the focus is on minion battling minions with tools generated by the minions themselves. That said, every class needs some spell handicaps and crutches.
Evolve is a the new keyword I'm introducing after this basic set and is the entire theme of the class. Once you play your hero power, Evolution, any minions in your hand that are able to evolve simply change into the specified card.
This spell requires some setup and strategy, as it makes larger-costed minions more powerful on the battlefield.
This minion is something that can relatively safely be played on curve, but can provide additional value with a bit of setup in the late-game.
Elemental aspects (Atop Sky Pillar):
Oh boy, here it comes.
Every basic set could use something completely insane. I think excitement is important; fun is the final goal. But let's talk balance here:
Consider Atop Sky Pillar: If the game drags on long enough, you can actually play the card and rid it from being completely unplayable in your hand. If you have 3 cards left in your deck, it's 5 mana. If you have 6 cards, it's 8 mana. Think about how many cards you actually have at the end of your games, and this seems like a plausible last resort (a bit like the Golden Monkey). Also the Naga Sea Witch synergy Kappa Keepo
Consider Kyogre: The main advantage is that you can finish off your opponent. The Fireball hero power is proactive in terms of damage.
Consider Groudon: The main advantage is that you can control the board. How many cards do you have that can finish off your opponent though? TheAssassinate hero power is better than Kyogre's in terms of value (it can even target friendly minions), but board control isn't exactly what you're usually looking for at that stage in the game.
Consider Rayquaza: The main advantage is that you can use the rest of your mana crystals (instead of hero-powering), you can split your damage into two attacks, and you're protected from passive fatigue. The weapon is subject to taunts, and while it can attack minions it simply may not be a good idea because you've only got 12 Health. The idea is that the option exists. Keep in mind that mill deck will still work on you, the only draw that is prevented is at the start of your turn. Your opponent can still draw you cards and you can still draw yourself cards. But do you really want to? Up to you to decide.
The class will have somewhat limited draw, since evolution makes playing on curve much more manageable, however the limited draw the class does have will mostly be featured in this basic set. This card is a conditional Arcane Intellect that rewards a minion-based playstyle as well as discouraging a spell-heavy combo deck. The electric-type pokemon, Electivire, uses Ion Deluge to speed up the game on an occupied battlefield.
Healing is also something I'd like to not overdo, but some is definitely necessary. Again, as with the theme of my class, this healing card emphasizes the condition of your minions, not you. You're only as injured as your most injured minion. Perhaps you'd even like to target an enemy minion that is very damaged? I can't see many minions missing ~10 Health since most just aren't that big. I'd imagine a reasonable Rest would be on a minion missing ~3-4 Health.
The class is going to be pretty involved with spell damage. There are many spells that will be generated as tokens etc., but I think the class needs a reliable damage-dealing spell. At 3 mana, the spell is too expensive to completely abuse spell damage yet has enough value that it doesn't really need to (a tiny bit better than Shadow Bolt).
This is a card with some versatility, which is pretty important for a class that wants to fill its deck with minions that evolve, not spells. Consider Ancestral Healing and Shrinkmeister, and this card is some amalgamation of the two.
I mentioned that the class will be involved with spell damage, so I'm very hesitant to give the class AoE at this point. This aggro-counter tool doesn't use spell damage, and deals precisely with the 'annoying' early game like Shielded Minibot and Haunted Creeper; small minions that aren't dealt with just damage. Plus, you'd be basically forcing your opponent to top-deck some of their own early game later.
The legendary Master Ball, which lets you catch any pokemon without fail. Again, I'm reluctant to introduce basic spells that utilize spell damage, especially big, hard removal like this. This is the emergency card. This is the Siphon Soul of the class. I thought very long about making it 7 mana, I really did. I think in terms of value, 7 mana might actually be the correct assignment. But MAN I don't like getting Entombed. I think this card is strictly undervalued, since you'd need to spend the 8 mana, and then actually spend mana on the minion. However, I think the effect alone could land itself an emergency spot in some decks.
Lapras is the first interaction with spell damage, and shows the fact that the class can readily achieve significant spell damage but has trouble actually finding spells to play.
Alright guys, I hope you enjoyed that. SOOO HYPED for this class. Can't wait for the steel-types in GvG, the dark/ghost-types in Naxx, and the dragon-types in BRM. The biggest drawback I felt was that I couldn't do all of the crazy stuff I wanted to with joustin', deathrattlin', and inspirin' (I cannot wait to show you Eevee). Good luck guys! GOTTA CATCH EM ALL!
The ROBOT class is build around the theme of automatons, robots, mechs and other artificial creations. It will feature several synergies with Mech minions and Spare Parts (but it won't play a central role, just a bonus) and some new cards that benefit from the unique interaction with the hero power. Of course it will also feature non-mech minions. Augment will increase the Attack of any character by 1 and can be stacked several times if the character doesn't attack. That means instead of "pinging the hero for 1" on an empty field, you can give your hero 1 Attack and the next round another Attack for a total of 2. Out of balance reasons, your hero has no attack value during your opponents turn - just like weapons function.
The basic kit is intended to give access to mostly simple, yet important cards your class is build upon. Future cards will be more unique and establish a few more synergies within the class with Spare Parts and Mech minions.
Energy Sword: You can't attack unless you have at least an attack of 1. So while this is an immediate minion removal, it does require you to use your Hero Power on you before attacking. Since the Hero Power effect lasts until you attack, you can play smartly by using your Hero power a turn or more before. This is an example of the cards, that have some sort of unique interaction with the Hero Power. Overcharge: The effect triggers before the minion attacks, which means Overcharge has two applications: Either you use it as some sort of soft removal on your enemy minions or you use it as buff to trade up or for lethal, provided your minion has more than 4 Health (That part will play a big role with later cards). That also means that enemy minions with more than 4 Health can still attack at least once. Your opponent can also play around this card by increasing the health of the minion above 4, giving it taunt, silencing it or simply leaving it on the board against random targeted effects. Laser Cannon: It's minion only and you have to kill the target, otherwise it's a worse Darkbomb in most cases, but If you fulfill its condition and plan your turn accordingly, it's possible to reduce its cost by 1, which is a quite strong tempo play for board control. However it can never be used to push for lethal.
See the rest of the basic cards by opening the spoiler below:
Defendor Mk. 1: A very reliable and strong mid-range card that is nothing special, but can be included in most decks to stabilize the mid-game and is a great answer against aggro decks. The perfect basic card. Assault Droid: The classes' 1/3 one-drop . Whenever you summon a minion, you gain +1 Attack that lasts until the end of your turn. True to its name you want to attack with it. While it can get big rather quickly and allows you to trade up very well, it has not much fighting power during your opponents turn, giving him the chance to get rid of it safely. Since it is also a Mech, it does benefit from synergies. Pneumatic Hammer: Compared to Powermace it has ad- and disadvantages. While it gives the benefit right away when you play it, you are required to have an established board already and gives less stats most of the time. If you play it on curve without minions, it's just a worse Fiery War Axe.
Enhance: It's a pretty straight forward card. You get true value only if you use it on a Mech. In a dedicated Mech decks it allows for better trades and a better tempo game. This is the only direct Mech synergy card in the basic set. Future cards will feature a bit more Mech synergy, but it won't go overboard. You will always be able to build viable decks without a Mech theme.
Repair: The heal can be used on minions, but your hero will always gain the armor, allowing for a bit more flexibility.
Transform-R: It can be used either as hard removal on the downside of having to deal with a 4/4 minion, which means it's in many cases just a "-X/-X" debuff or an expensive silence, or to transform a weak and/or damaged minion into some sort of threat, but at the cost of tempo and card advantage.
Outburst: While it might be boring, a reliable AoE should be part of every basic set. Outburst is the result of that.
Great to make it to week 2! This guy's hero power gives him a 50% chance at any specific spare part, so a strategy that synergizes with specific parts has a good chance of working. He's all about using his hero power and spells for advantageous minion trading and board control, like a more aggressive, shovel-wielding Priest.
Shovel Blade: Your trusty weapon, this card is meant to illustrate Shovel Knight's ability to use the blade to jump from one enemy to the next. Designed to help defend against aggro decks since your hero power is both expensive and board dependant.
Polar Knight: The big basic minion. Made to be used with the Emergency Coolant, but also synergizes with the Polar Shovel (in the spoiler section). Note that while discovering the spare part, casting the part, and playing the card costs 9 total mana, 2 of that cost can be spent in prior turns. You can also stock up on Emergency Coolants throughout the game, and kill multiple minions at once with him.
Chaos Orb: This class' low mana damage spell akin to Frostbolt or Smite. It kills small minions, makes big ones more favorable to trading, or makes that huge weapon a little less scary.
Polar Shovel: The bigger weapon in the basic set- more expensive than a Truesilver or Death's Bite, but with a more powerful effect attached.
Treasure Knight: This class so far is about versatility, card advantage and making good trades at the expense of cards being a little less powerful for their cost. Treasure Knight turns those good trades into a way to easily deal with the cost.
Blorb: A cross between Living Roots and Mirror Image for this class' tempo 1 drop. Note that if you Time Rewinder one of the Blorbs, you get two back when it's resummoned, giving you an expensive but endless supply of 1/1 taunts if you want.
Gastronomer's Roast: This class' heal spell is expensive, but heals a minion as well as yourself, letting the favorable trades keep coming.
Flare Wand: Damage wise, Flare Wand is second only to Flamestrike. It's an amazing defensive card. But if you have a board and are using it offensively, the downside is very real. It would cost 3 mana per minion to discover Whirling Blades and cast it to mitigate the attack reduction.
Phase Locket: Like Flare Wand, this card is really powerful for its cost. But it's drawback makes it a much better defensive tool than offensive weapon.
Throwing Anchor: A card that was in last week's sample cards. Akin to Starfire. Good against big stuff, not small stuff.
The Commissar is an officer figure within the ranks of the Imperial Guard from Warhammer 40,000. He is ruthless, cunning, and experienced. Sacrificing thousands of lives in order to achieve an objective is merely another Tuesday within the Imperial Guard. This class' main combat doctrine is summarized by ceaseless attrition, brutal tactics, and fanatic devotion to the God-Emperor.
Kasrkin: The elite of the elite. Even when the officer-in-command is busy issuing orders, the Kasrkin are already on the task at hand.
Pretty much an Ironforge Rifleman with a softer body and a harder rifle. For a class card, I think the battlecry is balanced for the cost and the stats.
Scout Sentinel: Surveys the battlefield utilizing sensory and scanning equipment. Recovers information vital to supporting the cause, and thus makes it easier for the commander to make his next move.
Pretty much a 1-mana scaled down Azure Drake. The loss of Spell Damage shouldn't be too significant for this class, and the total stats of the minion is equal to that of Gnomish Inventor.
Leman Russ Tank: The Lumbering Behemoth. The Tractor-turn-Battle Tank. Whatever they call it, it's always going to be a solid pile of stats.
A Mech with Boulderfist Ogre-like Stat distribution. Solid basic card, nothing too strong, just solid.
Basic Spells w/ Comments:
Inspiring Presence: With an inspirational litany, the Commissar uplifts the spirits of his men, springing them forward into battle.
Power of the Wild, basically.
Summary Execution: Any soldier, from cadet to general, who retreats from battle, and therefore from the God-given destiny that is the ultimate rule of mankind over the stars, is deserving of quick death. His death shall be an example to the other men that failure is never an option, no matter how dire the circumstances.
Hard time balancing this card. It's a worse version of Savage Roar, so I might lower it to 2 Mana. Not sure. But could potentially be incredibly strong, as the Commissar class is capable of fielding cheap minions quickly, especially from its hero power, and the buff is permanent (but it doesn't affect your Hero). Many ups and downs. Another thing is that this could be used effectively in a Zoo-Commissar deck. Cast Summary Execution on a Nerubian Egg and your other minions are good to go.
No Respite: Show the enemy no mercy. Mow them down as we advance to the next objective!
Righteous fury = situational draw engine.
Bring it Down!: See that big thing over there? Shoot it!
Also another hard card to balance. But I think 4 Mana may be just right. It's right up there in cost as the other major removals (fireball, for example). It could turn out to be really strong though, especially since it CAN hit face. Maybe it should be 5 Mana?
Move! Move! Move!: Dire situations call for dire RNG.
Not really an aggro or control card. It's sort of a midrange value card that relies on RNG to be effective. At 6 Mana I think it's reasonably costed. There are sometimes when you don't want to play important minions with essential battlecries, but the situation may call for it, and you might just draw a Zombie Chow.
Basic Weapons w/ Comments:
Bolt Pistol: Low ammo, high damage.
Hot-Shot Lasgun: A bit more ammo, but a lot hotter.
I firmly believe these two cards to be balanced. Bolt pistol is pretty reasonable. It's basically a 4 damage Darkbomb except you are hitting the target with your own face. Hot-Shot Lasgun may be pretty strong, but it seems more or less in line with the other two big 4-drop weapons in the game (Truesilver and DB). Maybe having the battlecry as 2 damage wouldn't hurt too much?
Peasant Revolt: Heavy AoE and better version of Twisting Nether, because why not. Based on in-game event when everyone can play as a Peasant.
Public Execution: very close to Savage Roar, but with health buff wich provides more use in controlling the board.
Mason Shield: comparing to the Healing Touch, this card usually has more value, especially in control matchup, but takes weapon slot.
Rest of it:
Mason Dreadnought: Just really big Taunt, close to Ironbark Protector. Really usefull in defending your 0 attack minions and Peasants.
Zweihänder:Arcanite Reaper on steroids and with nice effect that perfectly represents in-game version of weapon (teamkiller simulator). If you (or your opponent) have Peasants, it's effect in 7 times out of 10 lands on them, not 100%.
Heavy Kick: 3 mana Sap or a Shadow Bolt, depends on situation. Hints on smart trading with your Peasants (in both cases).
Mason Raider: Some Peasant gain. You need them alot. Better than Razorfen Hunter (usually).
Home Guard Muster: close to Muster for Battle, but it's more control than aggro. Synergy with other class cards.
Peaceful Countryside: moar Peasant gain. Potentially infinite value, but you need to keep it in peace.
Corpse Cart: Mason army used those cards to poison agathian water source. Again, infinite value if you can keep it alive.
The Assassin class focuses on building your board and controling your opponents with a mix of midrange and control options, focusing on taunt, armor, stealth, and my new keyword, STAB, which works like Corruption to eliminate minions.
The Example Basic Cards
These are some of the basic set:
Many of the cards will give you armor, not like warrior, so that you gain an extreme amount of health, but more like druid, just enough to deal with minions with your weapon.
Assassin Yusuf is one of these cards. He is the ideal 1 drop for the class to help get you armor early in the game so by the time you get your weapon out you have enough to deal with 3 or 4 drops.
Turncoat is a basic summoning card that could get you anything from a Warbot to a Ysera. It represents the RNG summoning of Assassin.
Blunderbuss is just a big ass weapon. You'll see in the spoiler section there that it couples with another card very well.
Leap of Faith! This is what I was talking about. This can give your weapon a big boost. You could clear some big minions or push for lethal, this card has good flexibility and I think will be a staple for a lot of Assassin Decks.
Attack from above works as a basic board clear. Its not too high cause Assassin has other ways of clearing the board but coupled with some good spell damage and other spells is can effectively clear the board. Mana wise it falls right in-between Arcane Explosion and Consecration.
Assassin Nikolai is a simple taunt. Could be useful, but I see it as a card for new players.
Armor Schematic is the backbone of this class. It allows you to beef up your low health minions (Assassin has a lot) so they can stay on the board longer. I see this being used in most decks.
Call Assassin pulls out Edward's Pistol below and this token:
Restock is some Damage and Card Draw. Probably will only be used for new players.
Edward's Pistol is a fine card on its own and gaining armor is good, especially as it happens before you take damage, but I think this card will be used more within Call Assassin than just on its own.
That is the basic cards for the Assassin. I have some really cool ideas for cards in the classic set and beyond including my new STAB keyword, some really fun stealth mechanics, and pirates! So if you like my class please up vote it and move it on to stage 3.
Thanks to everyone that voted for my class and got me this far; I really appreciate your time and let me know of anything I can do to make this class better in the discussion topic.
This Hero Power token has 2 mana for a specific reason, Transform. My class has many use of the Transform mechanic which 2 cards will be show cased in this 2nd Phase.
Owl of Knowledge: Main card draw mechanic and the class has many Elemental minion. Mighty Mutation: Card with many flexibility, used on regular minion or Hero Power token. Can also be used on a big minion as a Silence + BGH combo. However can backfire if you Transform an enemy minion you can't kill. Blazing Wolf: A different approach of Transform, Hailstone Wolf also Transform back into Blazing Wolf which makes it interesting since the card restore Health in a way, making it a sort of sticky minion. See SPOILER below to see Hailstone Wolf. Also a Dual Tribe minion, I love having multiple option and this is one of them.
Spell Retriever: Bolt spell is a 1-Mana 1 damage spell. See below to see token. Elemental Protector: Considering the Hero Power has Elemental Tribe, it's a very powerful turn 1 drop while it can be weak if you start 2nd. Flamespike: Nothing much to say about this one, low mana for low minion clearing board. Can be good with Spell Damage.
Mastery Fire: Simple 2 damage spell that also summons the Hero Power. Mastery Ice: Giving any minion the ability to Freeze, good against weapon class. Tidal Wave: Main board clear spell of the class, low damage for the cost since it only hits enemy minions but can always come back in your hand if you meet the requirement.
Corrupted Treant: Summons a 0/4 that deals 1 damage to all non-Elemental minions at the end of your turn. See below for the token.
Hailstone Wolf: I decided to make this card a token since the card itself wouldn't be great enough played first as opposed to Blazing Wolf which has Charge.
The Boxer is a class revolving around control and durability. Take note that all the things here are subject to change for balance purposes in the future. For this week, Basic set! (According to the rules, this week's cards will not feature the Will Keyword). A lot of this class cards have a long lasting effect or an effect that span for a couple of turns, those are strongly represented in the basic cards but take note that alot of this classes cards will not feature this kind of effect.
Club Fight: Quite simple, a worse charge, cant choose who to attack. it cost so less to combo with minions, who can probably get an good trade of it like Apollo or just for a regular trade. cant attack face of course.
Meat Carcass: All cards that give your hero damage naturally combo with your hero power. so the thing about this card is that its great value, only for the next turn, in that case your opponent can easily manipulate. combo it with your hero power and you get a 3 mana 4 damage removal only weaker for the same reason. Usually a combo that contain your hero power is still undervalue.
You're A Bum!: One of the examples for a long lasting effect for your class. Those effects are dangerous due to the fact they can be ultra powerful but they do have a space in hearthstone, for example dreadsteed.
Speed: Anther example of overtime value. It's biggest downside is the turn you play it, which is a 2 mana draw a card, A move like that is very punishing if not played in the late stages.
Morning Delight: This is an over time effect, but it does not have extra value for being an over time effect because against some matchups this kind of heal can benefit you like when you are not 9 health away from 30, and sometimes don't.
Successful Newcomer: (will fix Caps soon) A simple effect that has being seen before in hearthstone, not to hard to grasp.
Young Boxer: Enthusiastic isn't he? well he is basic and simple card but his combination is unique like Gnomeregan infantry. this one has better stat distribution and his main purpose is aggro. can take both juggler like minions and stay to protect you.
Enforcer: Drawing mechanic. Does not work with Inspire! triggers the effect not the Hero Power itself.
Iron Jaw: This classes AOE removals will be a bit lackluster, so you can say this is in a way, an AOE removal.
Hook: A removal that can benefit you in certain situations, but generally OK.
An overview for the class can be seen in last week's thread here (thanks for voting!)
The design strategy
Remember that Oracle's strength comes from using the information about your opponent's cards to make the best decisions given the options you have. This means there isn't a lot of direct damage or powerful minions but there are a lot of "floaters" and "can-trips" (cards which replace themselves) to make sure you have a steady supply of cards and thus options so you can make use of the information you have. Without further ado...
Fleeting Thought: An ideal representative for the kind of spells seen in this class. It's a simple can-trip which increases the information gap between you and your opponent while giving you options that you wouldn't normally have. It's also just a really fun card ^_^ and it's likely to make an appearance in a classic set card so stay tuned for that one ;)
Blind One: An interesting low-cost minion with which you can capitalise on knowing which minions your opponent has. It's just a nice solid early drop which isn't too threatening but isn't just a throw-away either.
Awakening: A pseudo-removal spell which is mostly weaker than Hex and Polymorph (hence the cheaper cost) but again, gives you a way to abuse the knowledge you have of your opponent's hand. Effects based on your opponent's hand will come up a lot in this class so you get maximum value from the hero power and some of the other revealing effects in the class. And yes, just in case you asked, here's what you get when your opponent has no minions in hand:
And now the rest of the basic cards...
Mindstorm: Premium removal which I showcased in the first thread. I'll re-iterate, although it has a high damage ceiling, there is almost no possibility for an aggressive strategy in this class. Every class just needs some kind of hard removal and if it actually turns out to be a problem I can change it to target minions only.
Research: Some might recognise this as one of the finalists from the neutral spell competition. It's a very simple can-trip which rewards players who are better at using the information gained.
Anomaly: Like Fleeting Thought, this is likely to come up later in some sort of "shuffle X Anomaly spells into your deck", for now it's a cute can-trip which helps against aggro
Etherealite: Now we're talking! This is exactly the kind of minion you'd expect in a class with lots of can-trips, somewhere between Unbound Elemental and Mana Wyrm. Honestly it might be a bit strong with its current statline, I'll consider dropping its starting Health to 1. As you'd expect, Questing Adventurer is also a very good fit for this class, which is not coincidence as I really like him and wish he was a more viable card ^_^
Spirewatch: Not every card in the basic set gets to be flashy! This is a simple defensive minion to go with a very non-aggressive class, a nice simple minion to round out the basic set.
Fortune Acolyte: I'm sure you expected something like this! I wanted a "boss-like" minion in the basic set but the classic idea of a boss minion doesn't really fit the class so I went for something more thematic. It might look too good for a basic card but compare to Antique Healbot - same stats with (essentially) Healing Touch as its battlecry, a 3 mana basic spell... just like Arcane Intellect.
Violet Wand: This last one is a bit of a curve ball! You probably weren't expecting weapons in a class like this and you're actually kind of correct... I didn't intend to include weapons that you're meant to attack with, I've designed some weapons which are more like "equipment" with special effects but they use a new keyword Decay to achieve that end. However, this wand is a simple way to gain some information, by knowing your opponent is holding a spell you can get a read and play around certain removal or comboes. It might even prompt your opponent to use their spells before they intended to, especially the coin, to try and decrease your potential weapon value.
I'm really enjoying this competition and I'm super excited to show you guys more of what I've come up with, thanks for reading!
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I wanted the Basic cards of this class to be simple, but still keep the aspect of the class, which is a risky playstyle with a lot if spells and minions that brings yourself in danger, but also brings you closer to that 15 health mark, where your Berserk triggers, and you'll be awarded for the self-damage.
The artwork of the class won't be entirely Watchmen characters or cartoons, cause I think that the class and the character Rorschach stands for something more than just the Watchmen universe - so alot of the cards will be freedom fighters and patriotic characters. But I obviously still have some of the other big characters from the universe in store for the future expansions.
Vengeful Berserker: This card has solid stats and brings the "self-damage" into play.
Raging Rampage: Kinda like a funny Arcane Missiles potentially really awarding.
Grapple Gun: I wanted the class to have weapons, but not really alot of super-high-damage output weapons, but more like gadgets and tools you can use to control your opponent. Rorschachs Grapple Gun was obviously a must include.
Well, well, well, we meet again, James Bo... erh, Hearthpwn. I meant to say Hearthpwn, don't judge me. Anyway, short recap of the class: the Geomancer is aimed to be a midrange / combo class, relying on Armor gain, minion buffs and Aggro decks' tears. Aftershock is his mechanic, working as a reverse Combo, triggering its effect when a card is cast AFTER the card with Aftershock (not that it matters now, since basic cards and stuff). Some of the rock-and-butter cards of the class coming right up:
Tremor: standard AoE, but with a twist. For each damage dealt, you will gain 1 Armor. Sweet, huh? It means that Divine Shields will be the bane of your existence and Spell Damage will make you a walking Armory.
Shatter: the duck is this? Lose Armor? NEEEEEXT. But before you leave, let me explain the reasoning. Although the class doesn't stack Armor as steady as Garrosh (because 2>1, duh), you will have several ways of doing it through spells, minions and weapons, and with Earthen Favor, you could amass a duckload of Armor in a single turn. This helps prevent the abuse (and makes me the bee's knees because never-seen-before interactions). It's been made to target only minions on purpose, because this, combined with Spell Damage, will hit for 2 a pop, making it a potential Pyroblast (and that's a big no-no). And yes, if you're wondering, if you have only 2 Armor, you'll do only 2 damage.
Stoneshield Colossus: your everyday Fire Elemental, with less fire and more earth. Gives an ongoing +2 Health to all your minions, making them harder to clear. The main way of doing SMOrc damage will be through weapons and minions, so you need them to stick for awhile for that to happen.
The rest of the gang:
Iron Knuckle: nothing fancy here. The Iron Knuckle is what Light's Justice aspires to be.
To see the Phase I cards, and an explanation of the Hero's design idea and Hero Power, CLICK HERE. (#178 if you get lost :D)
Pretty Fly shows off the class's emphasis on positioning of minions. As in Binding of Isaac you move around the room, avoiding attacks and positioning yourself to hit enemies, so too do you have to play around with the positioning of your minions and Isaac, to make full use of your Hero Power. In addition, there are some cards which can summon Pretty Fly behind the spoiler, so I thought I should show you this basic minion as a basis to jump from.
Cricket's Body shows the emphasis on Hero Power interaction that this class has - as Isaac is all about using his tears to fight, it seemed only right to emulate this in his Hearthstone gameplay. Quite a strong card, but has the random element of Arcane Missiles to it. I especially like the flavour I can put in, with 4 extra damage just like the 4 tears it splits into in Binding of Isaac. An explanation for why it only works with the Infant Hero Power can be found in the spoiler below, at Cricket's Head.
Lemon Mishap is the class's standard AoE. While in the end it does the same damage as Flamestrike, part of that damage is delayed - just as the yellow creep spawned by Lemon Mishap in Binding of Isaac deals successive damage as you stand in it. Because of this delay, a mana cost reduction, as it could result in trading with Taunts that would otherwise be removed by a larger, instant chunk of damage.
The two spawners of Pretty Fly. These cards allow you to have a larger board, and can help you move Isaac around to position him for that all important Hero Power attack.
Another Hero Power interaction card. As with Cricket's Body, it has been designed so that it only works with the Infant Hero Power. While this could be frustrating for a Spellslinger or Nefarian player, I believe it to be necessary to prevent all sorts of strange rulings, with this card and further cards. I dislike the idea of some of the cards working with multiple Heroes and others with just Isaac, so I made the blanket ruling of them working only with Isaac.
A (1) mana Power of the Wild with less versatility and the potential downside or upside of rearranging your minions, which could be a detriment or a gain depending on where they end up in the specific situation.
Two fairly simple card draw options for (2) mana. Not much to say, just standard cards that help the class with utility.
The class's '3 damage' card. Comparable to Swipe, with a slight mana reduction in return for the mirrored effect and damage reduction. Could be one of the weaker cards in the class, but if every card was outstanding it just wouldn't be fair, would it? ;)
Thanks for reading, and I hope everyone is enjoying the competition! And thanks to everyone who helped balance some of the more overpowered cards to being more realistic.
This class is all about being random but making the most out of it. Glass of Cognac for example gives you a great advantage with the downside of adding more randomness. But you can always you use it on a minion that already has a 50% chance of hitting the wrong enemy therefore nullifying the negative effect or use it on your opponent's minions to even save your life. Deadly Bullets is another great example of the nature of this class. It can deal whooping 8 damage for just four mana or let you down by dealing just 4. And lastly Mad Nax proves there will be a lot of bullets flying over the board and not necessarily on your opponent's side.
The Patrician Class represented by Lord Havelock Vetinari, the supreme ruler of Ankh-Morpork.
The Morpork Poisons produced by Hero Power:
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.
The three example cards :
Flavor texts: Bribe - Would you mind looking the other way? Seamstress - A survey once found more than 987 women occupied as seamstresses. And two needles. Smuggler - If the watchmen do not take the bribe we can always WALK up the river Ankh into the city.
Other basic cards:
When Mr. Safety Catch is not on, Mr. Crossbow is not your friend.
Words do not kill! People kill. Wild animals kill. But words... words have a totally different power. They enter in through our eyes and ears and work their way into our souls.
It takes a real master at arms to apply poison to a cane.
Nil Mortifi Sine Lucre - No killing without payment.
Don't look at him like THAT! He is human. He even has the papers to prove it. Nobby, show them your papers!
Even an ordinary cook can become an assassin these days.
The only voluntary neighbor to the Alchemist's Guild is the Gambler's Guild. Mainly because it provides a stable bet.
Class mechanics, main playstyle and tribes:
Even tho Assassins, Thieves, Smugglers and Bandits (at least those belonging to the respective guilds) are generally highly respected citizens they are generalized into one "Criminal" caste (tribe). This means that there will be interactions with them both from the Hero and the other cards.
Life in Ankh-Morpork is a difficult one so a lot of its inhabitants would not hesitate to Loot a dead body (and through it into the river afterwards). This leads us to a interaction with enemy characters dying.
The main playstyle of the Patrician class is Midrange (curving from early game to high-cost finishers) or slow Tempo (relying on controling the board via outvaluing your opponent). The class will also support Aggro and Control/Combo playstyles, however to a lesser extent.
Thank you for your attention and let the Lady favor the best of us!
Board-wide buffs and debuffs. The game always starts in Winter mode, and proceeds through Spring, Summer, Fall and back to Winter, always in the same order. Other cards may change the season, but the hero power only EVER advances it. It only costs 1 mana to allow for a turn one change to Spring, given a lack of Winter-safe cards to drop. Inspire is not as big an advantage as one would think - part of the class is to keep the other player guessing what season it will be on their turn. An inspire card would encourage the player to change the season every turn, allowing the other player to plan ahead. So the tradeoff is a cheaper cost.
The Wild One is all about using her board-wide buffs to her advantage while making it hard for her opponents to operate.
The Basic Set
Solstice - A basic healing card with the added bonus of some damage if you play it in the correct season. Especially great if you're about to change the season anyway.
Dog Days - Leaving Summer up for a turn, let the other player cackle, thinking they've got a bunch of buffed minions...only to have the Dog Days kill their super-fragile board. But can they really be mad about that? I mean look at how cute they are!
Ides of March - Watching the other player salivate over a possible Fall or Winter for themselves? Finish your turn with Ides of March and give them a 6/3 and 1/3 Taunt matchup that they now have to clear. Even more fun, Advance the Season to Summer right afterwards and watch them cry.
Check out the rest of the Basic Set below!
Spring Forward - Prep for minions. Important early board presence for a deck that relies on minions that take full advantage of the board-buffs. This can give a nice fat taunt minion on turn 1, like Ancient Watcher, or if you're staying in Winter mode, a turn 1 King Mukla with no banana issues.
Harvest - Blow up a minion, get some cards. Extremely effective if you have a March Hare making Baby Bunnies all over the place. Also worthwhile if you have a Leper Gnome or another Deathrattle Minion you're just itching to blow up but the other player won't put any minions down.
Heat Exhaustion - Frostbolt that goes through Divine Shield, denies healing and enrage? Okay! Of course it doesn't scale with spellpower, so there's a tradeoff!
Cold Outside - They should have known better than to start singing about the weather...
Fall Back - Not really Sap. Not really Shadowstep. More like "Why the hell did I play March Hare in Winter? Was I DRUNK?". or "Oh, wait. I don't like Ysera with Taunt. How about Silenced Ysera instead? Yeah? Let's stay in winter foreeeeeever now."
March Hare - Look at this little guy. All evil and making babies like a BAWS. It's fun because depending on the season he's making little taunt babies, or 2/1 attack babies, or 1/2 stealthy babies...awww...and they're so cute! Just make sure you Harvest them or you'll get full boarded fast!
Equinox - Hard removal with a self heal a la Siphon Soul. Remember, for one extra mana, you can always get the heal, but it's best to use this when it's efficient. Like that Taunt-Ysera. Because nobody likes a taunting Ysera.
The two from the Ides of March and Awwww, that lil' Baby Bunny!
Thanks to everyone on the Discussion thread who helped me hash out the costs and wording of my cards!