THE HERO
Introducing Shicchi of the Hero's Association from One Punch Man:
As one of the higher executives of the organization, Shicchi is responsible for organizing the highest level response teams for the highest level of monster threats.
The Power:
The idea here is to create a theme of urgent hero response, which I will get into more at the end of my submission. Basically, the more helpless civilians there are on the battlefield, the faster heroes must deploy. I'm still on the fence about this hero power and if it makes sense, but hopefully it gets the gist of the new class across.
The Cards:
1st Card: Horsebone
Your generic low-ranked, C Class hero. This card example is more or less a proof-of-concept piece. Nothing too crazy here. You can already see the synergy with the Hero power. Turn 1, Horsebone, then Turn 2, either you play a 2-drop or you play your Hero power and then play another 1-drop Hero minion. Or, if you have the coin and the necessary hand, you can, on turn 1, Coin, Hero power, then throw down two Horsebones. Since I realize that this could potentially be an incredible tempo play, under the right circumstances, somewhat similar to T1 double Mana Wyrm, I limited Horsebone's attack to 1 only, especially since it also has Hero minion synergy.
Fortunately, since the OPM canon literature hasn't released the official abilities of a lot of their heroes, I have some creative license.
2nd Card: Threat Level: Dragon
An expensive draw engine that, when paired with a hero-heavy deck list, is rewarding as it creates the sense of heroes arriving "just on time" to deal with a Dragon-level threat.
I compared this card both to Nourish and Sprint, and here's why I think it's balanced:
1) Nourish also gives you the alternative option of gaining more Mana crystals, and is 1 Mana cheaper.
2) Sprint is only 1 Mana more expensive but lets you draw a whole other card, and also has incredible synergy with Preparation and Combo cards in the late game.
3) The resulting effect of Threat Level: Dragon is a bit random, but drawing 3 cards from a hero-focused deck list should give a significant chance to draw a Hero minion or two.
3rd Card: Mumen Rider
The hero that A-Z City needs, but not the one it deserves. The Hero Association's first class legendary. Designed to represent a normal, average hero who will defy all odds and keep fighting in the face of the most perilous evils. Because it doesn't matter if he stands a chance or not – what matters is that he has to fight here and now!
Balance-wise, it's a glorified Goldshire Footman or Fierce Monkey at worst, and if you are lucky you might pull off a 3-Mana 4/5 Taunt with Hero synergy.
Summoned quote: Mumen Rider has arrived!
Attack quote: JUSTICE CRASH!
Summary
In short, I wanted to create a class based on one of my favorite anime/manga/comic series of all time. The theme I want to explore with this fan creation is the chaotic, dire need of heroic response. I tried to create this feeling by basing a class on unique draw engines, cost manipulation of specialty, reactive minions, and a CRAP ton of class-specific legendaries. But since most of these factors are going to depend on minions and board control and activity, this class will focus on intricate interactions between minions, minion positioning, and resources for both sides.
In the world of OPM, there seems to be a ton of art and room for creativity, and it is the perfect class to represent the ideal HERO.
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This is a long-term investment spell which does more damage the more frequent you cast. It costs 4 mana for 2 damage at the start. Seems weak but every subsequent Rolling Thunder you play deals 1 additional damage. So if you just play Rolling Thunder each turn, you would have dealt 27 cumulative damage by turn 8 (7 copies of Rolling Thunder in your hand). Rolling Thunder starts to show its value after you play it more than 5 times (The fifth time it behaves like a Fireball). Though the more Rolling Thunders you play the more damage it does, you are also occupying your hand fast at the same time which can lead to self-milling of your draws. Also in reality, most of the time, you don't have the luxury to play Rolling Thunder every turn because your opponent will be pressurizing the board, so in a way this is balanced.
Theoretical Damage breakdown per turn (assuming mana is optimized for casting Rolling Thunder & you have maximum card room in your hand for Rolling Thunder):
Turn 4: Cast once. Deals 2 damage. 2 copies in hand. 2 cumulative damage.
Turn 5: Cast once. Deals 3 damage. 3 copies in hand. 5 cumulative damage.
Turn 6: Cast once. Deals 4 damage. 4 copies in hand. 9 cumulative damage.
Turn 7: Cast once. Deals 5 damage. 5 copies in hand. 14 cumulative damage.
Turn 8. Cast twice. Deals 13 damage. 7 copies in hand. 27 cumulative damage.
Turn 9: Cast twice. Deals 17 damage. 9 copies in hand. 44 cumulative damage.
Turn 10: Cast twice. Deals 20 damage. 10 copies in hand. 64 cumulative damage.
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Time to see Eater of Secrets get played!
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Random health will not go below 1.
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Firesworn
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Bluegill Warrior
"Always protect your Valentine!"
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In a typical rogue deck:
Basic: Backstab, Deadly Poison, Fan of Knives, Sap, Shiv, Sprint
Rare: Blade Flurry, Azure Drake, Gadgetzan Auctioneer, SI:7 Agent, Violet Teacher