soo much inconsistency in card text, it should just say "win the game"
- Beirt
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Pryrin posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsClass : Vampire
Blood Princess Rias is one of the scourages prized Vampires. She has been hiding away in the frozen halls of Icecrown waiting for the right moment to strike back against the adventures. Hungry to taste your hero, don't worry she only bites so hard.
Example cards:
Explanations,
- Blood Queen Lana'thel : Powerful and has the ability to gain control much like how vampires can take control of their victims.
- Hosting Concubine : Weak at first, but if not dealt with can be a powerful force for coining out.
- Hungry Bat : The heart of this class with the staying power when being attacked by minions, use a spell or a weapon if you want to get this one off the board.
Edit : Removed Keyword.
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aaro54 posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsThe Storyteller
Behind every famous hero or villain of Azeroth, there are countless storytellers spreading their name and telling stories of their deeds, like old Theodore here. He's one of the most well-known storytellers in the world, travelling across the world telling stories to whoever wants to listen and also collecting and writing new ones. Some say that while he speaks, the characters and worlds from his stories almost seem to appear out of thin air...
Thematically, storytellers like Theodore don't fight themselves that much, but instead are capable of summoning the characters from their stories to fight for them and rewrite their fates for them, which can be seen here from his heropower, which creates a 0/2 Character. In a completely blank state with no stories to be told of it, but a little bit of writing can fix that and give it a new Fate. So, what is the Fate mechanic?
So, it's relatively simple, just a pre-emptive buff. Even though not seen in any of my example cards, it can also give Deathrattles, Inspires or any other effects. You can stack them up if you use several Fate spells before playing a minion.
Example Cards
Book of the World is a fairly simple Fate spell. Can be really powerful when played turn 1 into some good 2-drop, but that takes a total of 3 mana and both your turn 1 and 2.
Fate Keeper is one of the Fate synergy cards, and potentially is very strong in a combo with some powerful Fate and cards that summon several minions. However, any Fate effect you had before you played this affects this before the battlecry, so you can't stack a lot of Fates up the turn before and then play this and some board flood card for a huge board. Instead, you need to play this, then a Fate card and then you can play minions.
Plot Twist is potentially very powerful removal, but your opponent can play around it with proper placement. This theme of potentially powerful removal/AoE that your opponent can play around will appear more in the future of this class.
Themes
Fate Synergy: Cards that make your Fates stronger in some ways, like Fate Keeper in the example cards.
Buffs: Not just fates, but normal buff spells and aura buffs too.
Powerful removal/AoE that can be played around: By this I mean cards like Plot Twist, that are potentially stronger than an average removal or AoE of the same cost, but that your opponent can play around to make them do less.
Tokens: Spells or minions that summon more minions, to take advantage of the buff cards and Fates.
Character synergy: Like how paladin has cards that have synergy with Silver Hand Recruits, the Storyteller will have cards that have synergy with Character tokens or summon more of them, making way for a Character-focused deck.
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Lord_HS posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsMagical Knight
Magical Knights love playing with 3 concepts: Mana, Silencing and Counterspelling. It's a weapon class with a lot of removal and cards that benefit a control play style. In the Basic and Classic set, there are cards that gain their power from unspent Mana, either yours or your opponent's, cards that Silence minions in unusual ways and many spell hate cards, like spell immunity, negative spell damage and reactive countering (not proactive, like Counterspell or Loatheb). On later sets, Magical Knights will gain new counter toys, like discarding from enemy hand, locking enemy hero power and transporting minions into the Netherworld (an alternate "graveyard", minions going there are not considered dead).
Example cards
Mana Harvester takes advantage of your unspent Mana and makes sure that it won't go in vain. Evocation gives you 3 extra mana, but does not let you ramp up, it only fills spent Mana Crystals. As long as Mortron is on the battlefield, enemy minions have their card text deleted. They are restored once Mortron leaves the battlefield. This does not restore previous buffs, but only the card text.
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Zanywoop posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsThe Swarmlord
+1 attack is worth .5 mana. The on kill effect makes the hero power a bit less powerful than paladin but rewards you for clearing, which i think is important. Having your hero power reward a certain playstyle is fairly integral to making a class tic in my opinion.
Swarmlord is a class designed around advantage through enemy minion deaths. The hero power is weak when you can't kill but believe me, you will have many cards that buff your hero and give him new on kill conditions. Several of your cards will be buffing your new drones that establishing dominance through massive minions and buffed swarms.
Moth of Wrath:
So many drones I might as well call my class NSA. One of the big themes of this class is the unending aspect of the qiraji swarm, and Moth of Wrath embodies the constant drones on drones that you'll come to expect. The drones are cheap and can be dropped to make your Buff cards not as dead they might have been. There's a bit off Beast druid and a lot of Paladin in here, making a beast defined class that clears with hero and constantly swarms the opponent with big old bugs. To clarify it'll be the Beetle drone for most cards that don't have differently statted drones.
Swarmheart:
This is where the paladin similarities become slightly more pronounced. With drones your buffs become majorly viable and because you can remove enemy minions it's a bit simpler to keep Drones alive early game. The on a beast effect makes sure that you can gain some advantage over your opponent (Which is important in a buff deck) because as a player of buff paly, you need an incentive to stay in a design like that.
Royal Attendee:
Many of Swarmlord's most powerful effects are linked to your hero removing enemy minions, and several cards buff your hero's attack. Later on there'll be several "when your hero kills a minion" style effects, but for now I wanted to showcase a card that defines the post Kara game style. By that point in the meta, being able to remove enemy minions became an issue do to several rush style shaman decks, so I gave my bug queen yet another way to nuke enemy minions. This also continues uptime on your drones, keeping your buffs viable.
I hope you like what I've got! I've been putting in a lot of thought to this class for a while now so I hope you consider voting for me. Good luck to all contestants!
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Poodris posted a message on How are things going to work when Reno Jackson is rotated out of Standard?Posted in: Standard FormatHow are there so many duplicate threads about decks that can have no duplicates?
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LordBuckethead posted a message on Unlicensed ApothecaryPosted in: Unlicensed ApothecaryThis is pretty much my favorite comment ever.
You get my upvote, sir!
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MrPasserby posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsIntroducing the Tinker!
“If things go exactly according to plan, then ya aren't dreaming big enough.” – Kandy Turnwrench
The Tinker knows more than anybody that to make it in this world, you’ll need some ingenuity, and to know how to work with whatever monkey-wrenches get thrown your way. This class very much enjoys getting value, something which its Hero Power especially hopes to accomplish. Much of this value is achieved through the class’s token synergy, through which the value of future cards can be increased. The class’s spells mostly interact with friendly minions (the class will only have a few direct damage spells, and indirect removal), applying effects to them which may not trigger immediately. The ride to victory might be bumpy, but that’s exactly what Kandy is counting on. (Yahoo!)
What’s in a Name?
So, who exactly is Kandy Turnwrench? Back in the day, this gnome worked in Gnomeregan as an engineer for Mekgineer Thermaplugg, but turned on him when she overheard of his plans to manipulate High Tinker Gelbin Mekkatorque into releasing a radiation bomb. However, Thermaplugg found out about her attempts to warn Mekkatorque, and forced her to flee Gnomeregan. After the irradiation of Gnomeregan, Kandy would soon meet Mekkatorque again, and would be trained by him before helping Mekkatorque to build new machines for the Alliance. It is still unknown whether Kandy or Gelbin is the “crazy” one in their engineering pair. (It's our little secret, hehe.)
A Gal Needs Her Toys!
Hero Power: The Tinker’s Hero Power is quite interesting in that the token it summons has the “On your turn” mechanic, as that mechanic will be recurrent in this class (though the example cards shown in this phase won’t have it). The Faulty Mech’s effect highly encourages your opponent to remove it on their turn in the early game, lest you get to kill their 3/2 without spending a card; so in a way, even when the minion has no Attack on your opponent’s turn, it can have a sort of pseudo-taunt.
Class Keyword: Deconstruct is similar to Battlecry, except you have to have a one-drop on the board to trigger it. Of course, the keyword has very good synergy with your Hero Power, and can be utilized to trade a token to get more mileage out of your cards (similar to how Combo uses a card to get the effect). Furthering this mechanic is the fact that the class will have several cards that summon 1-Cost tokens. However, something else to consider is that if you've got any important 1-Cost minions in play, you take a risk by using Deconstruct. (Hey, that's the cost of real engineering.)
Behold, Her Mighty Inventions!
Explanations:
Scrapyard Scavenger: An example of how the Deconstruct mechanic could be used, you could use this to curve out from turn 1 to turn 2 if you’ve played a disposable 1-drop, or you could use it with your Hero Power turn 4. While most often Deconstruct will be used to gain value, some cards in the class will use Deconstruct for a tempo gain (for instance, this card could easily be made into a tempo card if it dealt damage instead).
Rig Explosives: This card reflects another major theme in the Tinker class: applying effects to minions. However, unlike Paladin’s direct stat buffs such as Blessing of Kings, this class’s buffs (and spells in general) will often be used to indirectly set up other effects, such as AoE (in this case, it is done. In this card, you can use it on a small minion to immediately trigger the AoE (your Hero Power makes it fairly easy to keep a minion on the board), or place it on a higher Health minion to discourage your opponent from flooding the board.
Circuit Breaker: Yup, this is a Weapon class. Anyway, this card showcases another mechanic that the class uses to save up value for the future: the “The next spell/minion you play also does X” mechanic. This class mechanic allows it to essentially stack up effects on the next spell or minion you play until you play a minion or spell from your hand, allowing specific effects you don’t necessarily want to be used now to be held as a sort of threat against your opponent. In this case, Circuit Breaker, while of course functioning as weapon removal, can also let you clean up low-Health minions later by casting a spell.
(How the “Next spell/minion you play also does X” Mechanic Might Look In-Game:)
(Excuse the lackluster editing)
In this example, let’s say you played the Circuit Breaker weapon. After the Battlecry goes off, all of your spells in your hand would have a “sparks flying” type animation to signify that all cards of that type (either spell or minion) will give off the effect described in the Battlecry in addition to the card's normal text (the additional effect itself is shown in the tooltip shown above when you mouse over the card). Once the card is played and the additional effect is used, the animation disappears on the other cards.
Thanks for reading! (Happy tinkering!)
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thebangzats posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan Creations
Hero Overview: MercenaryIf you got the coin, the Mercenaries get going. Grizzlek Warfizzle has the sellsword game down.
This war-savvy businessman is a hero that knows board control is important. Mobilize may seem like Reinforce with extra steps, but the 1/1 in hand allows you to place the unit freely instead of always being summoned on the right. You can hold a bunch of 1/1s in hand until it’s time to swarm the board. It procs Mountain Giant, Twilight Drake, it even procs our old pal Hobgoblin. Just take note of that little catch. They cost (1) the first turn it's in your hand. They don't like to be rushed.
These ugly goblin mugs ain’t The Silver Hand.Card Spotlight
The Mercenaries don't just want control of the battlefield, they value good positioning.
The three cards below demonstrate some of the Mercenaries core mechanics, the "soul of the class" as some have put it.
ADJACENCY BONUS
This mechanic can take many forms, but the simplest way to demonstrate is with this Basic class 1-drop. On it's own, it's a vanilla 1-drop. With an ally on either side of it, it's a 3/2. 3-attack means it has the firepower to trade up. Adjacency bonuses also encourage enemies to contest the board instead of going face.COMMAND SPELLS
Like the Word spells for Priests, it's a subcategory of spells other cards can specifically reference. (e.g. Discover a Command")
Command spells require a friendly minion on the board. You're not just magically conjuring flames to engulf the field, you're commanding your troops to OPEN FIRE! in this case it's a cheaper, non-face-hitting Consecration that requires a minion on the board.HOLDING CARDS IN HAND
Not the best example, but I'm saving any would-be Handlock cards for the future. For now, I'll substitute it with strong draw options.
At 1-less mana, this spell's drawback is that you can't use the card you draw right away (not efficiently, anyway). You're encouraged to use it as a hand refilling tool, rather than an emergency dig for answers. -
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RoboLeg posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I SubmissionPosted in: Fan CreationsIntroducing the Marksman class
Hero
Rorin Cliffhelm is the hero for the Marksman class. A dwarven rifleman who never misses his mark, Rorin prefers to work alone using his weapons and spells, though he will accept help from others to achieve his mission, be it slaying demons and dragons, or simply playing a game of Hearthstone. (Please note that the Marksman's spells are themed around actions like the warrior and hunter, rather than actual spells like mages or priests)
Hero power
Rorin's trusty rifle is much more powerful than any of the other classes abilities, but he must first take the time to load his gun before he uses it. He can fire his shot immediately if he has the mana, save it for next turn, or even store multiple rounds, ready for unloading in one big barrage of bullets.
Keyword
As with all good marksman, accuracy is important to Rorin. Getting a Bullseye by killing a minion will give Rorin additional bonuses on his cards, such as firing another shot, or remaining undetected to snipe another enemy. Bullseye activates whenever a minion is killed by a card, regardless of whether it is from attacking, a battlecry or spell, or even a deathrattle effect!
Example Cards
These cards give some examples of the Bullseye mechanic, as well as show how the Marksman class is mainly a control class, using many tricks to kill the enemy forces, from shooting two enemies with the one arrow, to fighting back when attacked, like a minion does.
(Edit: Fixing typos and the inexplicable white background on my cards)
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Shadowstep does not stack. It will cost 5 the first time, 3 the second time, and 3 the third time. So to pull off your combo with Eddie, you would need at least 4 coins.
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She's nervous. But on the brown card she looks calm and ready to drop bombs
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I just found out the hard way playing the golden version gives your opponents golden minions. I mean I know this is consistent with other cards but is it really in the spirit of this card? I think they should actually make it so that when you play the golden version of this your opponent gets black and white cards.
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So I was playing. My paladin deck. You know, the legendary one that totally rocks except for all those random events that clearly only happen to me and nobody else that lead to me losing games that I really deserve to win because I'm the best and stuff and thus I slide down several ranks from my true rank. You know, that deck, in which I start playing games and set up the most epic combos before the internet dies and I lose connection and slide down a few ranks from my deserved legendary rank. You, know that one deck i run sometimes in which I manage to put together combos so intricate that the rope runs out before I am even half way done my 3rd turn and then I lose as a result and slide down a few ranks? You know, that legendary deck of mine.
Anyways, there I am at rank 20. I am playing a mage. You know, that class that I always beat except for when weird unorthodox things happen that only happen ones per syzygy. Those real odd rare events that keep me from progressing to the legendary status we all know I truly embody. But anyway.
So there was I. With a great board. I don't remember what board I had, but I promise you, it was a great board. The best board. And I had lethal. Obviously she was sporting an ice block but no problem cause I am the proud owner of an Eater of Secrets. I mean what legendary deck would be without one?
So there we were around turn 7 or something, and the Eater of Secrets would turn out to be the 27th card in my deck. No biggie. Let the ice block activate, who cares, I'm a legend. Let that mage Reno on her next turn. Legendary decks like mine don't even notice that type of thing, you know?
So fast forward a little later. She has 2 minions one of which is down to 2 health and she has no hand. I have a stone. What type of stone? A Summoning Stone. The best summoning stone. So I, clever as we know I am, decide to play my Wild Pyromancer followed by the Polymorph: Boar I had coerced her Spellslinger to sling me. You see, after playing that she would have two 1-health minions. Then I could finish them off in the most spectacular fashion by playing my Silvermoon Portal on my stone thus making it even greater than it already was, whilst also summoning two more minions.
But! Alas, my summoning stone had pulled an unlicensed apothecary!!!!
I looked at the apothecary, then at my stone, then back at the apothecary, then at my silvermoon, then at the apothecary then at the Murloc Knight in my hand, then at the apothecary, then at my Tournament Medic then at my hero power, then back at the apothercary.
What had Gadgetzan wrought??!!
Epilogue
I eventually somehow traded my stone before using hammer of wrath against my own frozen apothecary. The mage proceeded through her deck into fatigue. My Eadric the Pure did what it could. But the damage had been done. The apothecary was the real MVP that day. But on the wrong team.