Dragon Rogue!
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Dragon Rogue!
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Flavor Text: "Shame!"
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Heroes also attack the minion.
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Archaeologist is a weapon focus class which focuses on board control, and sticky minions. The basic set will mostly be about controlling the board, and survivability through armor and taunt.
Decay is a fairly self-explanatory keyword. It will not appear on any basic cards, but in Classic onward, it will go on mostly weapons as a way to implement aura weapons.
These cards show the various strengths and weaknesses of Archaeologist, showing that Archaeologist has decent draw, removal, AoE, and good armor gain and heal.
Uncover Tokens:
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The Lich
You are a foolish mortal, you know that? You dare to come before the great Archlich Kel'Thuzad , keeper of the cold and deliverer of death? I should turn you into an icicle, a statue frozen in time to remain a symbol for what happens to my enemies! ...oh? You've come to learn the ways of the dead and dying? You are bold, but I approve. Come, my new apprentice, come and see the power of the Lich ! The might of the Scourge can be yours, and more, if you but lay down your life and serve me...in death!
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Some little backstory/lore
A few days after the bad men made her mother disappear, Camilla knew she wasn't coming back. Impulsed by her feelings of fear and loneliness she decided to break the rules for the first time and enter her mother's special room. There she found the cause for this and the knowledge to never be alone, ever again.
Camilla is a witch, a novice one, but a witch nonetheless and she bringing to the table all the classic witchery one might expect: curses, potions, familiars, hexes, poisoned apples and a lot more fun stuff!
Her Hero Power is Grant Life which gives you little 2/2 pal to help you take control of the battlefield. It trades a immediate presence on the board for a far beefier body.
The key themes of the class are going to be:
Curious Fairy: The last seven flowers were awful, but I have high hopes for this one!. A simple tutor balanced around Novice Engineer , A handy addition to any aggressive deck and an obvious synergie with one of the showcased cards.
With the remaining Basic cards I can also showcase the Witch's weakness
If you wanna check out what is yet to come, check the Phase I post.
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A gambler can be many things, a man who bets money on games, a fisherman that is fishing without bait, or just a simple risktaker. One thing they all have in common, is that they play the odds, and hope the luck turns in their favor. So does the Gambler class.
For this reason the Gambler will include a fair amount of RNG elements. But the Gambler, unlike most other classes, have a tendency to be able to stack their odds in their favor, making the odds just the slighest better to turn in their favor than their opponent's.
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This is a rat with PI stats (3.14) who also is a Pirate rat.
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My entry:
The drink in Medivh's hand is actually a drink to make sure all his guests get along:
Basically it makes all the minions a beast, dragon, murloc, pirate, demon, totem etc.
Synergy with: Zoobot, The Curator, Menagerie Magician and more.
Example: Your Dragon Consort makes your Ragnaros the Firelord cost 2 less because it is now a dragon as well. You can make a lot of combos this way, especially with murlocs!
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Following the same principle, Priest seemed to be the third of the three major "Elemental" classes in Un'Goro, might as well give them some actual Elemental Synergy. And in a very Priest appropriate manner; it chains off itself already, and if you can keep the chain going, it's like having a First Aid Kit outside of the Monster Hunt.
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The way it's worded now, this is a self-bounce if you played an Elemental last turn, making it a 4 mana do nothing unless it activates a summon effect like Snipe or Knife Juggler. Was that the intent, or was it to add a copy of the card to your hand? In which case, you can go infinite with this card, always getting a second copy after you play the first, and then the shenanigans that can provide with playing multiple copies in a turn can get overwhelming. Not just for theme but for design health this probably shouldn't be an Elemental.
The 6 mana 5/5 version seems like the more fun, exciting version. I feel like "scouting" effects might be overrated in Hearthstone beyond keeping track of the number of drawn vs generated cards in hand.
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With permission to go outside of "Battlecries" for elemental synergy, I thought, "How about At The Start of Turn," instead? Sort of a delayed effect, but able to repeat, and even chain off of itself (provided your opponent doesn't remove it during their turn)
I'm just wondering if the Hero Heal alone effect is too weak, or if the mass heal First Aid Kit is too strong in the second version, given how much chaining you'd have to do to get the most of its effect.
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"You kids quiet down, over there! Can't you see mommy's watching her stories!?"
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If Druid's theme is about using their Hero's Attack in other ways, such as activating Savage Striker , they'll need a way to tap into that effect outside of using the Hero Power; Malfurion the Pestilent won't be around (Standard) forever. Gonk's Chosen is hard capped at providing +3 Attack if it runs into a 1 Health minion, which could be seen as a waste of its 4/7 statline, so you have to balance just how much value you put in pumping attack into your Hero that turn (provided enough support goes into the theme of Attack activation)
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So I've got two ideas of playing with the function of "Discard and Draw," replenishing your resources just as much as you ditch them. I'm pretty happy with the effects, themselves, although the bodies their attached to, I'm wondering if they could use some alteration.
The Secret Shopkeep would probably not have a place on the ladder, but would be a major swing card in Arena; power levels in Arena tend to be rather low, and there's a lot of variance of power within Rarities, so if you got screwed on the choice of Legendary, the Shopkeep could give you a chance to mulligan on that, or, likewise, if you were forced to pick between trash, you can hold it for another chance.
As for the Hoarding Dragon, I thought I'd add the conditional clause to its Deathrattle to only take effect if its Battlecry went off to avoid cheating out a Super Loot Hoarder. Although, is 3/4 still too weak for a card that forces you to Discard 2, even if you Draw 3 later? And would Paladin be a better home for this dragon than Hunter?
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"Oooh MAN, is it good to stop sucking in that 19,873 pound gut!"
Thanks to @linkblade91 for the idea of making this a Rogue card. Why should Priest get all the fun Dragon cards? As Hunter demonstrated in The Witchwood expansion, you don't have to be Priest, or Warrior, or, to a stalled out extent, Paladin to get some fun Dragon tools. Thematically, Rogue makes for a good, sneaky, "ha ha ha, I was the villain all along!" kind of move, plus it plays into an angle of Dragons not fully explored in Hearthstone. More than just phenomenal power and breaths of different damage types, they're also dangerously cunning. "Katrana Prestor"/Onyxia gives us a good example of that in WoW, itself.
But what about Preparation ? The dream, there, is having a minion in play, and then Prep + True to Form on 3, to average into a turn 3 8/8 that can't attack until turn 4, potentially high rolling into Deathwing or Ysera, but also low rolling into Temporus. It still requires you to have a live minion on your side of the board, and sacrifices that minion plus True to Form plus however many cards you spend to expedite the play, which can be a significant investment that could backfire if they have an answer.
I've also heard fan ideas about nerfing Prep to instead make the next 1-4 mana spell cost 0 instead of any spell cost 3 less and frankly yes that should be a thing that happens.
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Between the two, my preference is for Divine Blessing. They're both simple cards, all told, one's a buff the other's a mountain of stats. I feel like Divine Blessing's the healthier of the two, since Tharon'ja's the type of card that either sees no play or warps the meta around it, limiting Rare cards or necessitating Silence tech. Plus, I'm just tickled by the idea of using Divine Blessing in setup for Lynessa Sunsorrow. Not meta, but still amusing bit of synergy.
Thematically, Coming of Age is the most interesting, but mechanically, I worry that playing with Shaman's thing is a bridge too far, and there's the volatile variance in Rarities people have pointed out for other cards. Pay to Win is probably the strongest of your three, both in terms of actual gameplay effectiveness and mechanical cohesiveness. Some classes would be ludicrous to steal from if you highroll enough (Mage and Antonidas, for instance...). And the Crystal is against the rules. Pay to Win is the one I recommend you go forward with.
Seems overly complicated, especially since it sounds like even if the Common minions were destroyed already they get shuffled into the deck. I think Psychic Scream is enough for deck flooding, and the rotation of Weasel Tunneler was an unspoken blessing. Plus it's just not an appealing card.
I'd definitely recommend some new art for it, but, that said, not a bad idea for a card effect. The theory behind it is sound, but the Poly-bomb effect would necessitate a higher mana cost than 5.
The Gem Collector seems mostly cosmetic; the only practical purpose seems to be as some sort of anti-Rend Blackhand tech, which is already a tech card in and of itself, and assuming cards released around it to facilitate that sort of mechanic is a big ask for this competition. That out of the way, Surprise Gift and Murozond are actually both fairly interesting cards. I'm always a sucker for buff cards, and I like the idea behind an "Unidentified" effect that you have more control over. Admittedly, my touch on the pulse of the forum is limited and askew, but it feels like Murozond is the type of effect that would generate the most interest between the three, and I don't think you need to do anything else with him to make him shine.
Variance aside, I do think this could thematically work for Rogue, as a sort of "Kill and Replace" type of name and art. A spy infiltrating the team, or a doppleganger/faceless slipping into an adventuring party, this could work. Maybe as an 8 mana card, though. 5 Damage and "Destroy" are similar in power level, but "Destroy" is always more flexible and has an infinite ceiling compared to 5 Damage.
With the dropping of the +1/+1, this is much more palatable. Even in Quest Rogue this is fair, since it blocks off the Sonya cheese, and not playing nice with Auctioneer prevents Miracle Rogue shenanigans. Powerful effect with a very narrow deck archetype it works in, this has my vote.
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He never asked for this ....you can have it.
You have a choice when it comes time to play Android JC (Denton): either you tempo play him as a stat-tweaked Shielded Minibot or cheaper but weaker Wickerflame Burnbristle , or you play him as a spell that creates a vanilla 2/1 while empowering that mech you've been building up (say, your Robosaur )
I know I'm getting my Deus Ex player characters mixed up. There just wasn't an appropriate flavour text option for "A bomb!"
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@LarryMoments - I think Core Rebooter is your weakest of the cards, falling into the "other times before" category. Which is fine, considering how you mentioned it was the other two, Device Infiltrator and Electrode Aligner, that were the real results of major brainstorming.
I think Device Infiltrator's a bit of a fringe case for this specific competition; I guess it counts as Mech synergy, in that it turns your Mech into a Ticking Abomination. ...You know, if it counts for this competition, I think this might be the best of your three, it combos SO well with the Goblin Bomb theme they tried to give Hunter. Mods, @linkblade91, thoughts?
If it's too much of a fringe case, if that doesn't count as "synergy," I think the Electrode Aligner's a good alternative. I like how it's kind of a play on Phantom Freebooter, while encouraging Rogue to do its own thing, always having a +1/+1 (or +1/+2 if you didn't swing on activation of Hero Power). Maybe you could get away with making it a 4/3? The conditional stat boost isn't too much of an upside to require reduced stats to counterbalance, and a 4/3 is already kinda fragile.