► Draugr: A early game minion able to fight for some board control, it can trade with most of the 2-mana minions. As a balance mechanic, it can't attack heroes. It is a Starting Card. ► Troll Slaying: A cheap removal. You can use it with no restrictions, but your hero is going to be hurt. You remove a minion immediately for only 3 mana, but then you will virtually get attacked by him. Removing big minions with it may cause a lot of damage. When your killing is done, a happy well fed 1/1 Troll will be summoned for you. It is a Starting Card. ► College Mage: His stats aren't awesome, but he will give you a random Conjuration. Conjuration is a new Tribe introduced with the Dragonborn Class, they are minions with powerful abilities that need to be summoned by someone else. It is the Level 10 Class Reward.
The College Mage Tokens:
The Troll Slaying token:
► Iron Axe: An powerful early game weapon. It can remove some 1 and 2-drops, but can't attack heroes, it allows board control without being able to fit into an aggressive deck. It is a Starting Card. ► Nord Warrior: A simple minion. It probably wouldn't see a lot of competitive play, but it is a Starting Card with a new and probaly really rare to be used effect. It is a Starting Card. ► Hold Guard: A simple and easy to use card, perfect for new players. It splits its 3-mana stats into two bodies, this allow the Hold Guard to make better trades with small minions. It is a Starting Card.
► Word Wall: A simple spell that can be used to generate Shouts that might help you. It is a simple spell. not really powerful, but new players would probably use it. It is the Level 2 Class Reward. ► Wuuthraad: The class with the powerful Iron Axe also has the Wuuthrad, a 4-mana 2/3 weapon is expensive, but your class uses a lot of minions, giving taunt to all of them must save new players once in a while. It is the Level 4 Class Reward. ► Prepare for Battle!: A pretty simple spell. It isn't a powerful draw mechanic, 4-mana card draw is expensive. But the Dragonborn will have some Armor sinnergy, this card would probably be used in competitive decks to combo with a yet-to-be-released card. It is the Level 6 Class Reward. ► Stormcrown: This is a really powerful board clear. It has a random aspect, so there will be one survivor. But you can use this card to gain the board control. It way of getting rid of the minions allow this card to deal with deathrattle tokens, but to compensate it, it will be a bit bad against a board that take advantage of minions receiving damage. It is the Level 8 Class Reward.
QUICK EXTRA LORE:
1. Dovahkiin isn't a name, it is "Dragonborn" in the Dragon Language. 2. Fus Ro Dah is your first shout in TESV, it doesn't deal a lot of damage to the enemy, but can stagger him. 3. Draugr are common inside Nordic Dungeons, they are early game enemies in TESV. They aren't really smart. 4. Nords have Frost Resistance, so the ability "Can't be Frozen." makes a lot of sense. 5. The College of Winterhold has mages able to cast spells from all the schools of magic (Alteration, Conjuration, Destruction, Illusion, Restoration), I choose to focus on the Conjuration because it was more fun to explore. 6. Hold Guards do call for back up during fights, when you start a fight with a Guard, all the Hold Guards will attack you within a few seconds. The Hold Guard battlecry tries to reproduce this aspect. 7. Trolls eat a lot of stuff and aren't easy to tame, the aspect of the card the damages your hero should represent this difficult to tame them. "Troll Slaying" is a book in TESV. 8. Word Walls are placed troughout all Skyrim. They share the knowledge of the Thu'um allowing trained people to learn words from the Dragon Language, also know as Shouts. 9. The Atronachs aren't the only conjurations, but they are quite common, so I made them basic tokens. 10. There is actually only one Wuuthrad, it is a Unique weapon, used by the great Ysgramor to slay hundreds of Elves. Wuuthrad was shattered for a long time. 11. Talos means "Stormcrown" was an pseudonym for Tiber Septim (He has a LOT of pseudonyms). This name is probably related to a possible Tiber Septim's ability to cast storms using the Strun Bah Qo shout, also know as Storm Call.
Sup everybody? Deadpool here, with my focus on randomized effects and stuff. Oh, and I also use a bunch of weapons and other (lamer) Marvel characters to help me.
H.A.M.M.E.R. Agent: H.A.M.M.E.R. is this organization Norman Osborn (you know, the Green Goblin?) made to replace S.H.I.E.L.D.. Course, it failed since H.A.M.M.E.R. didn't have Samuel L. Jackson. As for this guy, his Battlecry can't shoot the same guy twice, so you should probably only play him when there's at least three enemies.
CHAAAARGE: Sometimes the best strategy is to run straight at the enemy and hope your swords don't get lodged in Hulk's butt cheeks or something.
Deadpool's Gun: What's better than shooting someone? Shooting someone else while you're shooting someone!
Katanas: Ah, my good old pair of ninja swords. And don't you tell me who to hit! Unless there's only the enemy hero. Then I have to hit them. With my swords. To their face.
Sentinel: Ah, who doesn't love giant robots. Except the mutants they search out. And all the other people these guys smash...
Healing Factor: So this is basically Healing Touch where you trade some utility for 1 extra heal. Cuz I can't heal other people with my healing factor just like that, ya know?
Hand Ninja: Of course I gotta have ninjas! Ninjas are awesome! And The Hand are ninjas and wear red. Like me. So they're awesome. (not as awesome as me tho) Even if they do kinda dabble in brain washing and crap.
HAIL HYDRA: HAIL HYDRA! It's like Unleash the Hounds, but you pay 2 more Mana, and they're 2/2s instead of 1/1 Beasts with Charge. It might also summon a friend of mine among them.
Now onto three cards to act as examples for the class, a spell, a weapon and a minion.
A delayed, slightly better consecrate. Based on other AOE spells this would be worth six mana if immediate (Arcane Explosion --> Consecrate --> 6 mana AOE). The delay does allow for it to be a little stronger for its cost, as well as being thematic in calling in aid from across the cosmos. While it may be balanced at possibly four damage, three is sufficient to act as a clear for Aggro and as a deterrent to further aggression on that turn as anything played would be blown away, making this akin to a Doomsayer that can't be removed.
An alternate take to a 4 cost weapon, which is generally expected to be a 4/2 with a bonus. This has the same damage output but split in a better way for taking out minions on curve. When played on turn four it can easily kill many three drops and then power up to defeat four, five and some six drops (Sylvanas, Thaurissan). And if the durability gets raised then it gets a little hectic, but the main way to raise durability will probably be Captain Greenskin...
Flavour Text: "Yellow Hurts, Red Kills and blue means..? Oh right Floomis energy. Huh?"- A druid who got his hands on these.
A +1/+1 Core Hound with a battlecry that can be pretty useful. In many situations though this Gladiator will run right into say an Ogre and then die, making him a seven mana deadly shot. Worse yet he will kill something of yours and be easy pickings. However through use of your weapons and trading away what minions you may have a 10/6, which can be quite the threat, you know until you learn about BGH being a card. It also teaches you to look for specific tags, such as enemy and random.
Flavour text: "Any resemblance to Dreadzone contestants living or dead is purely coincidental. This is an upstanding member of the Starship Phoenix's crew. His name is Dave."
The rest of the basic set is below:
Quasar Turret Launcher:
My paint skills aside this is somewhat like Razor fen hunter but it needs to be protected to get the full value. The constant little taunts will keep you and it safe from harm while chipping away at enemy health. Do remember that these Turrets will draw fire from your Dual Vipers. The turrets aren't mechs because a mech that spawns mechs wouldn't be great for the game, just pretend they're not as hightech as they.
Flavour Text: "I could have sworn you hold this thing..."
Sometimes this will be a bad Earthern ring or an overcosted crocolisk. But when she lives or when you utilize windfury shes far more potent. Just a little risk reward for a heavy weapon deck. These cheaper minions demonstrae the use of weapons to preotect hem, as the weapon is paid for the previous turn allowing them to be played without another piece of removal being needed to keep them safe.
Flavour Text: "To cancel these messages press the-"
Not the best hire but he has a yeti body with symmetrical effect, most of the time. First the effect, it pings the first attacker each turn weakening enemy minions and making them easier to remove with your hero power tokens.It also aids trades as essentially the first minion attacked has +1 attack in a sense. And yes the damage is done first like explosive trap. Now as for your side if you only have the henchman and weapons then the downside simply won't affect you. Of course you can simply rely on bigger minions so these pings are negligible.
Flavour text: "Thugs-4-less, if it ain't broke we'll break it.""Perhaps hiring them wasn't a brilliant idea..."-Sasha Phoenix
A simple cycle with no bonus. Take a look a Power Word: Shield which does the same with a decent bonus for priests. It follows the card draw scaling, and will just fill out a turn with an unspent crystal.
Yes you do have to discard a weapon for it to work, this should be a hero power token. Vendor spells will share this condition and allow you to gain a bonus for discarding them. The Megacorp vendor is an appropriate Sense Demons, cheaper because of the restriction but also how useful a hand full of weapons really is. IF your deck is out of weapons it will toss hero power tokens into your hand instead of nothing.
Flavour text: "Creating Homicidal fluffballs since 5355!"
More expensive than deadly poison and a little deceptive in value. ON the surface it looks like it will get OK value, but your token weapons cannot use it. Generally true you would save this for say doubling the first razor claw or the second charge to hunt giants. But there is one token it shines with, Dual Vipers. The Battlecries damage is doubled also, alongside any other way a weapon could do damge; Deathrattle, Inspire, On attack, etc. Windfury also loves this, hence why it is restricted to minions only.
Flavour text: "Yes, you can use a scope on a wrench."
Ratchet's classic tool. Nice and simple if used right it will never run out of durability meaning its always there to go face, hit a token or be bait for a vendor. Do note that on average you'll only get back a single durability making it perfectly fair as an 'infinite' weapon, and the cost to refresh is usually two mana.
Flavour text: "Lasts an entire galactic adventure without repairs but cant smack a knife wielding gnome without desperately needing repairs. "
There we have it, the basic set every cadet has to run the show. A nice foothold that allows a few different ideas to spring to a plucky young ranger, whether that be piling on weapons with a few minions to support or combining lots of smaller minions with a few weapons to right to face. And for an experienced player their good be some hope for giants play maybe? A hero power that increases hand size, weapon use to burn through to that molten giant, some decent tools to halt aggression for a turn and even force them to turn into your minions. I'm not an expert but i see some different playstyles that could use some of these cards as a root.
Thanks to SnorlaxBR and nurgling13 for their input on the discussions forums, good luck to you both and all of you involved in this competition.
Featuring the hero Avatar Korra from the “Legend of Korra/Avatar the Last Airbender” Universe
Hero Power Explanation:
The Bender Class Hero Power consists of four different Hero Powers, one for each element. At the start of matches, you will start with one of these four powers at random, and when you use the power, it will change to one of the other three at random.
(Note: This does not refresh the Hero Power, so you can’t use it again in the same turn.)
For a more in-depth explanation of the Hero Power and class, you can go to the Phase I Bender submission here (It’s #136)
Class Recap: The Bender class is intended to be a slower class, trying to keep board control and gain tempo through Hero Power synergy, spells, and minion buffs. A recurrent theme in the class is cards which have dual-functions, emphasizing class versatility.
Explanation (First 3 Cards)
Giant Lion-Turtle: Like the Oasis Snapjaw, the Lion-Turtle stats make it ideal for trading with many low-cost minions, but not so much against larger 5- or 6-Cost ones. The Lion-Turtles were ancient creatures which could pass on knowledge through energybending. In AtLA, a Lion-Turtle passed on knowledge of energybending to Avatar Aang, represented in this card as drawing as a spell. The card draw you get off of it is significant; as a control-oriented class, drawing a spell specifically will open up more options to you, as you are more likely to have an answer to what you opponent does. You could get some needed removal, or a buff which could make your Lion-Turtle into a more significant threat.
Yue’s Blessing: Yue refers to the name of the Moon Spirit, one of the major two spirits tied to waterbending (the other being the Ocean Spirit). This card is comparable to Light of the Naaru, except you want to heal a character to full Health to get the effect. As a result, you’ll usually want to heal a minion rather than your hero, which fits in with the class’s theme of keeping minions on the board to control the opponent’s minions, hence why the Freeze is there (however, it has a chance to hit the enemy hero to balance it).
Enter the Spirit World: At first glance, this seems much weaker than Flamestrike, but its guaranteed to clear the board. Unlike cards like Vanish, your opponent cannot simply replay the minions that are returned, they must draw them. In the control-oriented Bender class, this is a great card against large numbers of minions, and can be used buy you the time you need to draw more cards and establish more threats on the board.
The Other 7 Cards:
(If you’re wondering why the creature names seem weird, in the AtLA/LoK universe, their animals are actually combinations of real-world animals, hence the names)
Dragonfly-Bunny: A fairly simple card, it can be used to save minions that would otherwise die when trading; it’s “Spirit” tag doesn’t mean much for now, as Spirit synergies won’t be coming until the Classic set (if I make it to Phase III, of course).
Otter Penguin (and Snowball Spell Token): Another simplistic card, it’s a below-average 2-drop which allows you to Freeze a big minion you can’t immediately handle later on (or to take out a 1 Health minion).
Chi Block: Having an effect like Loatheb, the main function of this card is to trip up your opponent’s next turn. You can use this to delay your opponent in the early game (stopping a turn 3 Paladin’s Muster for Battle, for instance) or in the late game to handicap (although not necessarily prevent) your opponent from either removing a big threat or clearing your board with a spell. It’s made more valuable by the fact that it’s cheaper than Loatheb, meaning you can play it earlier and less awkwardly, and that you can have two of these in your deck.
Go In Peace: A versatile card, you can use it to immediately make trades more efficient, or if the threat is too big or you don’t have minions out, you can use it as removal (although your opponent would have one turn to do what they can with it). Thematically, a minion is being “pacified” and returning to the deck.
(Note: If this is cast on a minion that is then returned to the owner’s hand before it comes back to your turn, then the shuffle effect is cancelled.)
Spiritual Rebirth: A slightly below average buff sometimes, but above average if you get the Divine Shield. This card rewards clearing your opponent’s minions with your bigger minions, where the Divine Shield will be most effective.
The Dancing Dragon (and the 'Fire Mastery' Hero Power Token): While at first glance this may seem too strong compared to Shadowform, this new Hero Power only replaces ‘Firebending’ in the Bending Hero Power rotation, so it’s more like you’ve upgraded one-fourth of your Hero Power. It's a good tool for taking out the opponent’s minions when you cycle into it, and played early, you can get value in the long term.
Meditation (and the 'Inner Focus' Token): A nice card for boosting your Mana pool (temporarily), this card may serve to slightly smooth out your curve, or give you a massive swing by giving you the Mana to play a big minion early, depending on how you draw (of course, it could do nothing). It’s a cheap card you want to play as early as possible, as once you’ve gotten to turn 10, you could draw it at the start of your turn and it would do nothing.
If you liked this class concept/theme, please upvote this so I can expand on Bender in Phase III! Thanks for reading, and good luck to everyone!
And here are all the people who made the lovely art I used for the class…
Korra Hero Portrait art by: Quirkilicious on Deviantart
Waterbending art by: depingo on Deviantart
Airbending art by: Artylay on Deviantart
Firebending art by: punker-rocker on Deviantart
Earthbending art by: DarkKenjie on Deviantart
Enter the Spirit World art by: AuroraWinterFairy on Deviantart
Giant Lion-Turtle art by: PeterSiedIArt on Deviantart
Yue’s Blessing art by: ToxicStarStudio on Deviantart
Go In Peace art by: Snap-Mc-Shotty on Deviantart
Chi Block art by: ky-nim on Deviantart
Meditation art by: GokkoArts on Deviantart
Inner Focus art by: SeiraSky on Deviantart
Otter Penguin art by: zenzmurfy on Deviantart
Snowball art by: blues-lover on Deviantart
Dragonfly-Bunny art by: chubbycat-nya on Deviantart
I refined the wording on my hero power a bit, but the effect is still the same. Since I did not introduce any basic card in phase 1, all cards here will be new. Bowsers basic set consists of 8 spells and 2 minions. They are mostly simple and self explanatory but i will add a brief description for every one of them. I want to keep the class simple, but Bowser will also introduce a unique way of interacting with his and his opponents Armor.
Kidnap - A small removal for innocent little minions, but you didn't see the last of the minion. Bowser incorporates the enemy minion into his infamous Koopa Troop. Not as great as the Battlecry from Cabal Shadow Priest but could serve in the right situation.
Shy Guy - Shy Guys might be small and shy but they are very versatile and full of potential. I checked, enchantment is the official term used in the game (not buff). A card somewhat similar to Dragonkin Sorcerer. Yes, I will be careful about future spells that buff minions. Neutral minions provide limited buffs: Shattered Sun Cleric gives him +2/+2, Dire Wolf Alpha gives him +2 Attack and so on... Yes, Lantern of Power makes him a 22/23 but you need three turns to set this up and Shy Guy has to survive at least one, so if you want large burst damage, better play Druid.
Lava Pit - Bowsers AOE spell. It also shows the new mehanic - similar to combo, the spell is better if Bowser is Armored, in this case it will protect his minions.
The rest of the set:
Brick Wall - Bowser can't generate Armor for himself with his hero power like Druid and Warrior so he needs to do this with cards, cards like Brick Wall. Also, big protection for his health.
Warp Pipes - One minion goes in, another one comes out. Similar to Ancestor's Call and Alarm-o-Bot. Unlike the Shaman spell, with Warp Pipes you need to have a minion on board and you need to return it, but as a benefit your opponent does not drop one himself. And it can not be reused like the Alarm o bot. Also Bowsers hero power has negative synergy with Malygos and Koopa King has less damage spells than Shaman so it is harder to abuse this type of interaction than it is in Shaman.
Claw Swipe - Bowser takes things into his own paws. A larger Heroic Strike.
Green Shell - All shell cards will also add armor making them an enabler for the Armor interaction mechanic, the Green Shell is just the first one. Just like Frostbolt, Darkbomb, Wrath, Quick Shot and Lightning Bolt, Bowser has his own 2-mana-3-damage spell. Probably most similar to Bash.
Mysterious Block - Every hero needs draws. Draw 2 cards without Armor or 3 cards with Armor. Something between Arcane Intellect and Nourish.
Brick Break - Plink Plank Plunk. Could be an over costed Sinister Strike but if you set up your opponents Armor with your hero power you can get The Coin's. This shows the first interaction with the down side of Bowsers hero power. Could theoretically be combined with spell damage to get more Coins.
Hope you all like it, plenty of ideas are left for Bowser. :)
MARIO IS AN AMAZING HERO WHO IS FAMOUS WORLDWIDE. VOTE TO SEE THE COMPLETE SET!
HERO ABILITY: STOMP
STOMP deals 1-2 damage to a random minion. Mario does not take damage from his Hero Power. The class has many cards that enhance/change this Hero Power. The complete set is amazing and fun. The ability really can slow down early game aggression and has potential set-up to finish off opponents in a very new way.
Mario is a class that has a strong focus upon its Hero Power. The class has multiple tools to enhance/change the "Stomp" ability.The class is very strong in board control and sustainability. Mario uses an assortment of spells and minions that take "RNG" to the next level. Mario is considered a weapon class with a solid kit of weapons to use when needed. I have included just a small sample of the fun and cool cards that this class will have.
Check out some fun information on these cards below!
RED MUSHROOM: This is a very low cost minion that instantly changes your Hero Power into a 1 damage attack to all enemy minions. This is only one of the "mushroom" cards at the disposal of Mario. The Plumber class has a variety of cards like this to quickly enhance/change your Hero Power.
*It is important to know that two of the same mushroom cards do not stack the ability for your Hero Power (different mushroom cards do). The Mushroom card set will have some serious synergy potential.
SAVE THE PRINCESS: This is the ultimate goal of Mario right?! This spell removes a minion from the battlefield and returns it to your hand with +3/+3 buff. That minion will be quite stronger next time he is in play! I think this spell has some interesting dynamics.
SUPER PLUNGER: Um, what? Yep! This Plumber weapon is a crazy new take on board control. The effect removes and enemy minion (with 3 or less attack) from the battlefield and places it into your hand (at the cost of 1 durability). Your Hero will take no damage when removing a minion from play. This weapon carries a high mana cost but truly could change a game. This weapon feels like hard removal and card draw combined! Super Plunger GOOO!!
CHECK OUT SOME MORE BASIC CLASS CARDS BELOW!
MORE FUN AND UNIQUE PLUMBER CLASS CARDS
GREEN MUSHROOM: Awww, how cute. Changes your Hero Power into a 1-2 Health heal for all friendly characters. The mushroom cards will work together (if in play at the same time) increasing the Stomp Hero Power's strength. For example: If Red Mushroom and Green mushroom are both in play the hero power would deal 1 damage to all enemy minions and heal all friendly for 1-2 health. It doesn't stop there folks...there are 5 different Mushroom cards in total.
GOOMBA: HA! Beware this little guy from growing out of control. Randomly gains 1 attack or 1 health each turn.
THWOMP: BOOM! Don't get crushed! High cost charge with a bit of extra damage reduction.
There are some amazing spells to display in the next round! A few basic spells for now.
I wanted to also show this handy/dandy tool of Mario.
MUSIC BOX: What a fun card! Your opponent will have very little time to think next turn! Play this toon right!
FIRE FLOWER: A defensive buff for your Hero. This spell will deal 1-4 damage randomly to any attacker until the start of your next turn. Does the enemy dare risk to attack?! Maybe the enemy waits until next time.
BOUNCING FIRE: This is a basic Mario spell that deals 2-4 damage to a target of choice. If that target dies, blast another for 2-4 damage. This spell can really burn up an opponent if you manage to deal 8 damage!
HANDY WRENCH: This weapon has the potential to create some serious armor for Mario in his adventures! The weapon provides 1-4 armor at the end of each turn (while equipt). Swing this at an enemy or just milk it for the armor? If your lucky enough, this weapon could give Mario up to 16 armor! Good-luck!
The Mario universe has so many classic characters to create from. I would love to go in depth with this class concept in the next round. The crazy new cards, hilarious sounds/emotes, and tons of fun.
VOTE FOR MARIO IF YOU WOULD LIKE TO SEE MORE OF THIS AMAZING CLASS!
Burn: Deals 1 damage to a 'Burned' minion at the end of every turn, and halves the minion's Attack (rounded up).
Sample Basic Cards
Flavor Text: HWAHHHHH!
This was the card I showcased during Phase 1 of the competition, and chose to re-include it in the Basic set because it is one of Kirby's primary hitters. The concept behind the weapon is that Kirby's Hammer is an extremely hard hitter and is very strong against bosses, hence dealing double damage to minions that cost (5) or more. You can read more about this card's uses on Phase 1 of my submission.
Flavor Text: Ah-Ah--Acchi! Wait, it's meant to be Achoo right?
Acchi is a mob in Kirby games that grants a Copy Ability, which allows Kirby to change forms, in this case Fire Kirby. Since there were too many Kirby forms, I decided it was too tedious to recreate in Hearthstone, so I decided to give Copy Ability mobs unique effects instead. This is a simple illustration of the Burn mechanic. This card can be seen as a watered-down Aldor Peacekeeper because it is in the Basic set.
Flavor Text: Kirby's Blade. Now with lasers.
This is a basic attack Kirby can do whilst in Sword form. It is an interesting spell and is very similar to Hammer of Wrath, but instead of drawing a card equips a Kirby's Blade for your hero. This is the equivalent of 4 mana deal 5 damage, but with it's pros and cons.
Rest of the Basic Set
I³ Flavor Text: Imagine rolling dice then you realize it's an I³.. Yeah no thanks.
The most uninspired mob in Kirby. Really HAL? A cube with an eye? Whatever, let's make a minion out of it. This minion is quite different to the rest of Hearthstone minions and it allows you to do something you never could before: Look at your opponent's cards! This allows you to play around certain cards you were worried about or maybe didn't even know about. However, this comes with the drawback of it only having 1 Health.
Broom Hatter Flavor Text: Broom Hatter was tired of getting constantly swallowed by Kirby, so he created an Uther factory... you don't want to see what goes on in that Uther factory.
Sick of wasting 2 mana just to GET a real Hero Power? Broom Hatter is here for you. Just play this minion and your Hero Power will become Reinforce (Paladin Hero Power). Useful in control matchups where you want a solid Hero Power that constantly spawns Silver Hand Recruits for value over time. Despite having a terrible statline, Broom Hatter will make it into some Kirby lists.
Star Crash Flavor Text: So apparently when a Warp Star is destroyed Kirby can spawn a new one.. Infinite Star Crashes?
This card is really something special. It's effect can be quite devastating for the opponent or yourself. Letting your opponent draw one card is usually the equivalent of 1/1 in stats, so it isn't that big of a deal. However, this card can massively whiff and give your opponent a spell, which is absolutely horrendous because it not only means you let them draw a card out of nowhere, but you spend 3 mana doing NOTHING. No tempo, no card advantage. This card is especially effective against Zoo, and will often be a tech-card more than a auto-include.
Lunch Time! Flavor Text: Mmm... cake..
With all those weapons this class has to offer, we need some recovery! Lunch Time is a strong piece of healing that is comparable to Healing Touch and Healing Wave. It also has a little Healing Totem effect packed in if you are not fully satisfied with that piece of cake!
Galactic Hammer Flavor Text: Can't touch this. - MC Kirby
Reliable AoE removal! *cough cough* Star Crash *cough cough*. Galactic Hammer has the same effect as Flamestrike but costs (1) more, because it puts Kirby's Hammer on top of your deck, similar to Forgotten Torch, but on top instead of shuffled in. This is a somewhat effective combo because you can clear smaller minions with Galactic Hammer then finish off a bigger one with Kirby's Hammer on the following turn.
Final Smash: Cook! Flavor Text: When Kirby is not saving the Galaxy or playing mini-games, he likes to cook.
Ripped straight out of Super Smash Bros. Brawl, this is Kirby's attack when he breaks open the Smash Ball. In Brawl he sends everyone within a large radius into his cauldron, then sends them flying out spawning a lot of food along the way. I tried to replicate this as much as possible, sending all minions back into their owner's deck then giving a Banana to each player. Cute isn't it?
Multiplayer Mode Flavor Text: Who doesn't like to play Multiplayer? Unless you're playing with a toddler of course, then I could see why you wouldn't want to play this card.
Gather all your friends round! This 10-mana spell summons three of your Kirby buddies, one of each colour. They each provide an interesting dynamic each and of their own, and can be compared to the Chromaggus boss fight where he gives himself an advantage every turn. If not dealt with quickly, these three Kirby pals can pose a huge threat onto the opponent.
Well, that's it for Phase 2! I hope you guys enjoy this as much as you enjoyed the first phase and please upvote if you like it! :)
Unleash devastation and vengeance upon your foes, enforcing justice and ensuring the loyalty of your subjects throughout the land. Call upon your allies to defend your hero and utilize an army of Dragons, mercenaries, and loyalists to force your opponents into submission, leaving a trail of fire and blood behind as a warning to all who would oppose your rightful rule.
The hero is none other than Daenerys Targaryen, the last surviving member of the Targaryen Noble House. She has overcome several trials including exile and has earned the respect and loyalty of many, including her Dragons.
Her Hero Power is quite versatile, allowing you to buff your Dragons or summon a Dragon, providing both board control and longevity to your minions depending on your situation. The best part about Call Dragon is that it adapts to your situation, providing you with the best methods of overcoming your current situation, whether it's staying ahead of your opponent, or recovering from an AoE spell.
Dothraki Marauder: A simple yet effective basic 4 mana minion. This minion provides you with a decent early-mid game body to drop and trade with enemy minions. The best part is: its effect stacks, even if it's healed. If you play cards right, this minion could be a very big threat for your opponent. Flavor Text:"Even after Khal Drogo's death, many of the Dothraki chose to follow Daenerys in her quest to reclaim the throne."
Heat of Battle: A cheap board clear comparable to Arcane Explosion. Provides you with a good AoE removal spell to slow down Aggro opponents and recover from their rush damage. Provides you with 2 1/1 Archer tokens to help you build up your board. Also works great with Spell Damage cards for late-game removal. Flavor Text:"The Targaryen loyalists are a diverse crowd, but have managed to conduct themselves in an efficient and organized manner during battle, much to the surprise of their opposers."
Breath of Fire: Another 3 mana removal spell that focuses more on a single target. Allows you to remove bigger threats such as Knife Juggler, Mana Wyrm, and Darnassus Aspirant, as well as dealing small amounts of damage to nearby smaller minions. Similar in effect to Cone of Cold. Flavor Text:"The mother's dragons do not attack unless provoked. The definition of 'provoked' is apparently something not everyone can agree upon."
Example Card Tokens
Archer Tokens generated by Heat of Battle.
The remaining seven basic cards can be found in the spoilers below.
Basic Card Set
Trapper's Net: Good soft-removal for large enemy threats. Provides you with some time to provide a better, long-term answer to their minion. Can be played around by your opponent by Silence effects, but still works great against most big threats without stripping them of their unique effects. Flavor Text:"Any man can kill a Dragon...it takes dedication and courage to capture one and tame it."
Scale Blessing: A decent 2 mana spell that allows you to keep your minions alive longer to provide more board control and trading opportunities. Works great for keeping larger minions alive in the late game. Comparable to Ancestral Healing. Flavor Text:"A Dragon's respect is not easily won. If my Dragons did not respect you, we would not be having this conversation."
Second Sons Mercenary: A low-stat 2 mana minion designed to provide early game trading opportunities and more pressure for you to put on your opponent. It grows in attack as you acquire more minions on your side of the battlefield but is easily removed by early game removal spells to prevent it from being overpowered. Flavor Text:"These mercenaries follow the Khaleesi for more than just glory and coin. She has earned their loyalty, and their respect, something hard to find in a sellsword."
Dragonstone Monument: Think of an Ancient Watcher/Shieldbearer combined with a Timber Wolf for Dragons and this is what you get. Serves as a good, short delay/distraction for your opponent while allowing you more time to trade and put pressure on the opponent. It does not benefit from the buff itself, but can benefit from other buffs to allow it to attack. Flavor Text:"Some say that the spirits of Dragons live in these statues...it is unclear where this legend started but many believe it to be the imagination of the Mad King."
Venomous Coat: The classic Poison effect found on Emperor Cobra, Maexxna, and Patient Assassin. This spell allows you to choose a minion to benefit from this effect and gives you an opportunity to destroy larger threats to rebuild board control and deal with threats quicker. Flavor Text:"The venom of the Sand Drakes of Essos is not commonly used due to the risk of being eaten alive by a Dragon while harvesting it. Many people prefer nightshade for obvious reasons."
Call to Battle: A simple card-draw and buff spell. Give you the opportunity to keep minions alive longer or put them out of range of AoE spells such as Lightning Storm, Flamestrike, and Swipe. Also provides some needed card draw for the class. Flavor Text:"An order from the Khaleesi is not to be questioned. Pick up your arms and defend your Queen!"
Dragon Sight: The last card in the basic set, Dragon Sight gives the class some more much needed card draw to prevent fatigue. By slightly reducing the cost, it gives you more opportunity to play cards on the same turn you might not otherwise get to play together in the late-game. Comparable to Sprint. Flavor Text: "I am the fire in the darkness...I am the dragon on the wall... - The Night's Watch Vows for Dragons. Not an official quote of the Night's Watch."
Glad to have made it to this phase of the competition! Looking forward to the next phase whether or not I succeed. Best of luck to everyone! Please upvote my submission if you enjoyed it and be sure to let me know in the discussion topic how you think it can improve! Thanks!:)
Agents are mysterious figures. Some say they represent a secret government organization whose task it is to keep the public in the dark about the paranormal and especially extraterrestrial realities around us. Others say these men in black are themselves supernatural entities, whether time-travelers or alien-human hybrids meant to manipulate. Only one thing's for sure; when unexplained phenomena are afoot, the agents are sure not to be far behind.
The Agent's Hero Power is Clearance, which adds a copy of the File token to their hand. This Hero Power is most comparable to the Warlock power. It sacrifices the immediate and inexpensive nature of Life Tap in order to avoid damage and potentially play around with Spell synergy.
Crop Circle is a unique ramp-like option. It's perhaps most comparable to Preparation in that they both offer a net of 3 mana gain. Preparation's restriction is that the affected card must be a spell, and Crop Circle's restriction is that it's random and actually costs tempo to play to begin with.
Manifestation is a unique AoE option and one of the only cards in the game to grant Spell Damage. It's a little tricky because the Spell Damage is gained before the spell deals damage to other minions, so that damage will be boosted, but as a Basic card this presents a good learning opportunity for newbies.
Abduction is like a cross between Entomb and Mind Control. It's a simple and straightforward effect, if difficult to word because there's nothing in the game presently quite like it. Mostly, I just think it's super thematically fitting.
Standard Issue has proven to be controversial in terms of balance, but assuming that Hero Powers are generally equivalent to 0-cost cards (example: Fireblast = Moonfire, Reinforce = Wisp, etc.), it follows the vanilla weapon costing curve between Dagger Mastery and Fiery War Axe. It would certainly be a valuable tool in, probably even a staple of, the Agent's arsenal, but it's not quite overpowered.
Conspiracy Theorist is difficult to compare to any existing card. The closest might be Mana Tide Totem, but this minion can also be combined with stuff like Coldlight Oracle to get you more Files immediately. Of course, the downside is that Files themselves require that you spend an additional mana before you draw a card, meaning it requires more tempo investment. (In case you forgot what Files are, check the Agent's Hero Power above.)
Men in Black is comparable to Razorfen Hunter, with just a bit of extra stat allowance for being a class card.
Mutilation may look underpowered at first, and may very well be, but it offers the same sort of unique versatility that, say, Starfall does. It may be over-costed no matter which option is used, but it's far less likely to end up a dead card because it can be used in more situations. Alternatively, you can think of it as a Fireball that costs (1) less but does half damage to minions so it's not as valuable as removal in a pinch.
Crash Debris is a simple and straightforward AoE, following the costing pattern from Arcane Explosion and Consecration. It's not as good as Flamestrike, obviously, but Flamestrike is spectacular.
When I was younger, I thought of an anime world and heroes where magic, knights, dragons, etc... would fight for honor and for treasures. One of those heroes was Aegis Dallaran, a treasure hunter. The world was divided by good and evil, which here is represented by Light and Shadow.
Now here is my hero Aegis Dallaran, he is the Treasure Hunter class and his Hero Power is Looting.
One thing that I would be adding to the game is a discard zone, where all the cards that you discard would go(from cards or abilities notfrom the top of your deck, like when you mill)
Cards would go in this discard zone anytime something says discard a card. It won't have to say to discard it to the discard zone, just discard it.
The hero power allows you to cycle through your deck. Notice that you don't discard a card at random, you choose which card you would discard and put it in your discard zone.
Here are the three cards I will showcase:
Nurture The Past: Draw cards that you discarded from before. Don't worry we have plenty of ways to discard cards besides your hero power.
Regrowth: Allows you to bring back a specific card that you have discarded earlier. Allows you to be selective in your discarding. Example you get stuck with an 8 drop early in the game but you'd still want to use it later? No matter, discard it and bring it back with Regrowth.
King's Guard: Nothing fancy here, just a nice taunt minion, except he has the Light type. A lot of cards will have to do with Light and Shadow.
Here are the rest of the cards:
Here is what the Basic Set will bring for Light and Shadow.
Light of Avalon: Basic healing either for your Hero or a minion.
Shadow Fiend: A nice big Shadow type minion.
Increase Darkness: A buff for those Shadow minion. Gets increasingly better with your hero power and such.
Overflowing Thoughts: Finally a way to put cards in your discard zone. You can easily set back up your hand in the early stage and prepare interaction for later.
Blast From The Past: Simple AOE spell that interacts with your discard zone. Targets every minion so be careful not to put your in harms way. Expect this to wipe the board.
From The Nether: Removal spell for minions. Got to get your discard zone going first though. But with Overflowing Thoughts shouldn't be a problem.
Unsummon: Kinda like sap except you can target your own minion. Play it for tempo or return one of your battlecry minions to play it again. There will be a lot of those since I have a mechanic that has to do with coming into play.
So that's it. Mechanically a lot of my stuff will bring back cards from the discard zone or play them entirely from there. Flavor wise a lot of stuff that brings back memories for me, from the good and the bad side of things. Hopefully you guys enjoy what you see and I get to show you amazing stuff for the next phase!!!
Doctor Zoom is a time-traveling alien who hails from the planet of Gally III, in a galaxy both a long time ago and far away from Azeroth. He travels the space-time continuum in his sort of trusty time machine, T.A.R.D.Y. It can take him anywhere and anytime he wants to go, although he always seems to end up getting there a little late for some reason. Hearthstone came out two years ago, but he has just now arrived on the scene!
Chronobot is a good example of a Time Lord minion. One of the themes of Time Lord is returning minions to the hand or deck, both yours and your opponent’s. Chronobot syenrgizes with that, getting more powerful when it gets bounced. Note the combo with Chrono Wrench. Time Core Blast is a basic Frostbolt/Darkbomb-like removal for Time Lord, and one of my favorite ideas. It’s relatively simple, with some interesting implications. It will gain double benefit from Spell Damage, plus it kills Shielded Minibot in one hit. Time Lord damage spells will all have properties like the delayed damage here that play into the class theme. Temporal Vortex illustrates another theme of Time Lord: cards whose effect depends on the top card of your deck. Note that this synergizes with the Hero Power. Normally, there is a lot of RNG in the card, but the Hero Power removes that, at the expense of lowering the damage. It also combos with Auto-Chronicler, in that you can set the top card of your deck for a definite effect. I plan on making both more cards that synergize with the hero power like Temporal Vortex, and more cards that combo with these by setting the top card, like Auto-Chronicler does.
Chronobot: This gets more powerful when it is bounced to your hand or deck (or even when it goes from your hand to your deck). In this way, it is similar to other cards that get buffed in your hand (e.g., Bolvar Fordragon). Synergy with Chrono Wrench.
Chrono Wrench: This is an example of one of the Doctor's Chrono Tools (parodies of the Sonic Screwdriver). Note that it has synergy with Chronobot. It is kinda cheap for a weapon, with the condition that you send a card back to your hand. Bouncing minions is a Time Lord speciality, so you could build decks around it, with cards like Chronobot andBattlecry minions. I plan on adding a number of these tools, but all of them will have some sort of effect on them, which is part of their theme. I specifically do not want one that has no card text, which is why I only have one in the Basic set. The others I want to make are too complicated and/or use keywords that aren't allowed in basic (e.g., I was thinking of one that Silenced Taunt minions)
Run!: This is basically a combination of Shadowstep and Sap in one card, since it can target either. Time Lord has a number of these versatile bouncing cards.
Auto-Chronicler: This is one of Time Lord’s cards that lets you set your top card. Note the synergy with Time Vortex. There will be other Time Lord cards in the future that have effects that depend on your top card, so this is an example of how Time Lord can synergize with that, in addition to their hero power.
Time Core Blast: Time Lord variation on Frostbolt/Darkbomb/Wrath. It may seem strictly worse than these, since ⅔ of the damage comes at the end of the turn, but it is good against minions with Divine Shield. One of these kills Shielded Minibot. Also, it gets double the benefit from Spell Damage because of how it works.
Freeze Time: I think a card like this would be a good addition to the game. It is a less reliable removal card than something like Assassinate, so it is cheaper. “Can’t Attack” can be silenced off, and it is pretty much useless against Taunt minions.
Spunky Sidekick: I tried to make this a pretty simple card. This is one of several options Time Lord has for card draw, which should work well with their hero power.
Temporal Vortex: This is one of Time Lord's AOEs. I wanted to make Time Lord have unreliable AOEs like Warlock. Playing this card is a gamble if you don’t know your top card. It can deal a ton of damage for its cost, but using your Hero Power to fix the cost also means it will deal less damage from the cost reduction, which I think is a good tradeoff. This would combo really well with Auto-Chronicler. I plan to add other cards in future sets that also work with it.
Secrets of the Time Lords: This is another card I tried to make purposefully mediocre, since Basic card sets always have these. It is kinda like a combination of Arcane Intellect and Far Sight, which I think works with the Time Lord theme pretty well. It could be good for setting up combos, but it would probably be too expensive to use in a lot of decks.
Restart: This is an AOE board clear spell, similar to Twisting Nether. It targets your own minions as well. It has pros and cons over Twisting Nether. After a lot of discussion on it, I think it should have the same cost.
Themes and Synergies:
The main Time Lord themes are control and setting up combos. These are embodied in several themes in the card effects, including returning cards to player’s hands and decks, knowledge of the top card of your deck and/or setting that card, and cost reduction. I tried to design cards that work off of these themes and/or combine them in interesting ways. For example, there are going to be more cards like Temporal Vortex, whose effect depends on the top card of your deck. In any other class, this would be pure RNG, but it synergizes with Time Lord themes to set up combos. Two minor design themes are the Time Lord’s use of Mechs, and his weapons, the Chrono Tools. All weapons will have an effect that does something beyond damaging minions, since they are based off the ever-useful Sonic Screwdriver.
For the basic set, I wanted to have some direct damage, hard removal, and AOE. Since I have a Weapon, I thought I only need one direct damage, in Time Core Blast. There will be more in Expert, but not too many, since Time Lords are more into bouncing minions. I made one AOE damage spell in Temporal Vortex, because every class needs something like that. They also get a full board clear, similar to Twisting Nether. Freeze Time is a hard removal. Well, maybe a fairly rigid removal, because it can be silenced off, or you can give the minion Taunt to undo it. Run! is a stall card, like Sap, but with more versatility.
Setting Up Combos:
Time Lord's Hero Power is strong at setting up plays for later turns. There will be several cards that reduce costs, as well. In the Basic set you have Run!, which is good for setting up combos with Battlecry or Charge minions, and Secrets of the Time Lords. Auto-Chronicler is an example of a card that can set the top card of your deck. This will be important, as cards like Temporal Vortex will have effects that depend on what that card is. Setting or knowing it will be an important part of Time Lord Combos.
Returning card to the deck or hand is an important Time Lord theme. There will be a number of options for returning both friendly and enemy minions. In addition, I plan on making minions that synergize with these bounce effects, such as Chronobot. This is just the first example. I already have another planned for the Expert set, plus more bounce effects.
The Chrono Tools will be the Time Lord weapons, which are parodies of the Sonic Screwdriver. Like the Sonic, they will all have great utility, and are not meant for blunt force. For other classes, the weapons usually focus on just dealing damage to enemies. I purposefully will not make that only do this, and none of them will have high attack. The Chrono Wrench is the simplest and most blunt of these instruments. I wanted to make one that Silences Taunt minions, but that wasn't allowed in Basic, so it will have to wait for Expert! I plan on adding 2 more tools in Expert, and then 1-2 more in the expansions. I think having 5-6 weapons will be okay, because you will include each one in your deck for its effect, not for its attack. They shouldn't get in each other's way so much as with the other classes.
Class: Gotham Vigilante Hero: Bruce Wayne/Batman Set: Basic
Game Mechanic Changes: When swapping to a different hero if you have used that hero before it retains its previous Armor and Health totals. Weapons are no longer destroyed when changing heroes but they can be replaced if the new hero holds one innately like Jaraxxus.
Hero Power Clarification: Bruce Wayne to Batman - Happens during the attack like Truesilver Champion. Batman to Bruce Wayne - Happens as the spell is cast and before it resolves.
Designing a Basic set should be able creating staples to introduce theme and iconic cards that create instant recognition of the class.
Batmobile is intended to show how vehicles will be working for the class. To represent the armor bonus, all vehicles will have divine shield. Also designed as a game ending "bomb", the Batmobile powers both itself and Batman to victory. Grappling Hook is an iconic Batman weapon. Designed to help both Batman and his minions get past the opponents defenses. Wayne Enterprises was designed to represent both defensive base of operations and a place of research for Bruce Wayne.
The first 3 cards are Bruce Wayne aligned but Solicitor is the first card that blends into both territory - designed to enable Bruce Wayne to become Batman without the need for a weapon. Mana Servants is designed to fit in the 1 mana 1/3 staple design space. A conditional card draw mechanic which will make you want to switch back to Bruce Wayne for the card advantage. Event Organiser is themed about the parties Bruce Wayne throws and a way to trigger a swap to Bruce Wayne.
Batarang had to be in the basic set. It's Batman's iconic weapon and a way to trigger Batman every turn. Henchmen are an example of a minion that "anger" Batman, increasing his number of attacks per turn - crucial for a weapons based class. Invest is an introduction to the classes secondary theme - "your next turn". For the sacrifice of spending mana this turn you get a bigger pay off next turn. Future sets use this mechanic for Bruce Wayne themed cards alot.
The last card was designed to be a strong card. Batman and Bruce Wayne have low health pools and the healing mechanic of Double Life requires planning to "combo off" a life reset for both personas. Batman being a weapon based class can lose a lot of life through attacking minions so this intended to balance that as well.
I hope you like my basic set. The classic set will provide better themed minions for Batman (Deathrattle > Batman, Battlecry > Bruce Wayne) and the first legendary card - Robin!
Gameplan: The way to win is to Brand (which is a card in part 1 of this entry) the enemy team or in other words turn their minion type in ORC. Once you brand them your cards can cause some serious trouble. Basically, you have to build an Orc Army.
It's sounds OP but it really isn't until late in the game. At the start of the game the stealth doesn't really impact the board at all that is why you need to build control with Frodo. You can also go for a surprise OTK with some buff cards on a stealth minion. It's random so that it doesn't become to OP late game.
Flame of Anor- Not even the mighty Balrog can survive this! Similar to Fireball but with a chance of returning to your hand because of orc synergy.
Ent- The slow and lumbering trees that help Frodo and friends. Since they are so slow, they can't attack next turn but still a good threat.
Mirkwood Bow - Legolas' trusty weapon. It can pass through taunt because duhhh it's a bow and arrow.
THE OTHER CARDS
Fighting Will- Can be used for burst damage combined with your stealth hero power. Good removal since it deals 3 damage and can combo with Big Game Hunter.
Uruk-Hai- The standard 3 drop which gets stronger the more you ignore it. It is an orc type so it can combo with a lot of the other cards.
Sauron's Champion- Another way of branding a minion into an orc for more synergies. (Example: Murloc/Pirate/etc -----> Orc)
Purge- Hard removal when you manage to brand the whole board. Destroys your orc minions too so be careful.
Eye of Sauron- Hard removal but with the bonus of a heal if done to an orc. You can brand an enemy minion and do Eye of Sauron or you can use it on one of your own orcs for the heal.
Take Flight- Draw power of this class, also works well with the orc type minions.
Dead Men of Dunharrow- A good comeback card after turn 7 Flamestrike. Here is the 2/2 Undead Warrior.
Vote up if wanna see Gollum and Aragorn legendaries lol
Thanks for giving me the opportunity to enter Phase II of the competition. Let's start, and have fun!
The Jedi Knight is, like I said last time, a class about flooding the board and keeping the board control. If you want to have a look on the general concept, klick here.
This time, I present to you some tools that are very useful to build a strong board. The "Padawan's Lightsaber" is a weapon that create you more Jedi Padawan (that are also created with your hero power). To make your stuff stronger, you can use the strongest single target buff of the Jedi Knight, "The Force Is Strong". Additional, you also have "Pay Back", what you can use directly after attacking with a 1/1 dude of your hero ability.
And last, the token, that is produced by "Order 66":
I hope you enjoy my class. Thank you for reading and sorry for my bad english! :)
This class is a parasite. He will focus on controlling the board and using his own minions for his own benefit. His minions are big and scary, but with a reasonable drawback. However, having no minions to latch on to makes him weak, leaving him no choice but do it himself at the cost of his own safety.
Gameplay - Witcher is supposed to be a midrange class that fights for board with sturdy minions and weapons. Removal options and area-of-effect mechanics will be fairly limited. Spells will have a combat theme or weapon synergy, to align with the fantasy of the Witcher Universe.
Adrenaline (NEW) - is a unique class-specific mechanic that triggers when an enemy minion is killed. Since no Basic Cards are allowed to have class-themed mechanics, we will explore Adrenaline in future phases.
Monsters - is a new tribe, designed purely for the class synergy. More of these cards to be introduced in the future sets.
Basic Set - Samples:
Sign: Aard - This one is for the fans - a rendition of one of the more iconic Witcher spells. Signs are quick combat spells, therefore all of them will have low mana cost. This one is an accessible removal / stall spell, that allows to seize the initiative.
Grapeshot - Since Witcher is supposed to fight for the board using weapons and minions, this minimalistic board clear option is supposed to be slightly unreliable, yet still useful in certain situations. (Reference: Grapeshot is a grenade)
Wolf's Bite - Is a basic Silver Sword. Since Silver Swords are used to combat monsters, this weapon gets an added bonus when used for its direct purpose.
Basic Set - Remaining Cards:
Wild Griffin – A strong mid-game card that allows you to fight for the board when it’s played. Designed to be a staple.
Obsidian Gargoyle – A fairly strong Taunt minion that allows to build the board behind it.
Meditation – a classic Witcher ability – Card draw with a little sustain, since you will be utilizing your weapon a lot.
Killing Monsters – Removal that costs you some health.
Sign: Quen – a classic Witcher ability – Signs are supposed to be easy to use, and Quen is no exception. While its effect isn’t something spectacular, consider it a “filler” card that most classes have.
Fearless – An alternative removal option that allows you to take on some bigger creature with no risk, given that you have a weapon or invest mana into your hero power. While it could be strong, I believe that conditioning of this card and it taking up a slot in your deck justifies the mana cost.
Devana Runestone – Weapon enhancement spell that could be quite good against aggressive decks.
Design Philosophy & What's Next:
When designing this class, I like to keep the iconic things from the Witcher Universe in mind. Therefore, my goal is to make the class and the feel of it to be an adaptation of our much loved character. Geralt is a master-swordsman and his Hero Power is a manifestation of his combat readiness. The spells will all resemble classic Signs, Combat Abilities, Runes, Bombs and Alchemy Potions. Minions will be represented by a new tribe - Monsters - and I will attempt to render each of those as a representation of what we know them for.