A nice big dragon that can be used to help stall a turn for dragon decks to come back from behind, but also can backfire a small bit as the opponent knows which spell would be countered, so they can play a cheap/ineffective spell to get rid of the effect
Hey everyone! My class for this competition is the Pilot! It's pretty close to the traditional engineer/tinker class, though I'm hoping I'll be able to make this class different from a typical engineer class. Now, for the hero, hero power, and keyword:
Firstly, the Hero himself (Sparkhammer) is a character I made up just for this with no real significance, but I'd like to imagine that there used to be a military of Mech Pilots, and he was a strong member of the said army and has plenty of partners and friends from his time serving. As for the hero power and keyword, I believe they work off of each other really well, but the hero power also works well by itself, and could even be a strong choice off of Finley.
(Note on balancing: I made the hero power discount the Spare Part for the turn only for a few reasons, 1) It felt really clunky and slow if it wasn't discounted, as you would effectively need 3 mana to fully utilise your hero power, and 2) If it just cost 0 forever, they could be hoarded up for a huge insane turn with Gadgetzan or any of the upgrade cards. So with it only costing 0 for the turn you get it, it adds another layer of decision making)
Now for the cards themselves, which will also give you a better sense of the uses of the Upgrade Keyword
Now for a further explanation of each card:
Rookie Pilot
(Classic): A nice simple card that could be a staple in almost any deck, you can keep buffing it making it grow bigger and bigger, and use it for either big value trades or just aggro out on face with an ever-growing attack stat.
Rogue Lizar-tron
(Un'goro): Here's a card that I feel combines the flavor of both the class and the set, and while it's pretty similar to Rookie Pilot, the effect can be way more versatile, and it almost feels like you're really just making your own brand new minion.
Mech Suit, Model Spider
(KoFT): This is not the only mech suit that would be seen in this class, Mech Suits take some inspiration from
Spikeridged Steed
, but there's gonna be about one of these cards per set. These cards are designed to further enhance the fantasy of being a mech pilot, and using different mech suits to empower your army, and then after the pilot falls, the mech is still there and able to fight for you.
(Other notes about this card: I balanced it around
Blessing of Kings
, and I think this is a good statline and cost. Also it's a frozen throne card because spiders are spooky)
Cacaph-o-tron
(ONiK):
Annoy-o-Tron
and
Psych-o-Tron
have a new member of the family, and this one is infinitely more annoying. Whenever you upgrade this minion, you also get to repair it, sending it back up to full health. This card is a really strong control card, giving you a big beefy
9
A pretty flexible druid card that can get you some tempo now or value later.
2
16
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A nice big dragon that can be used to help stall a turn for dragon decks to come back from behind, but also can backfire a small bit as the opponent knows which spell would be countered, so they can play a cheap/ineffective spell to get rid of the effect
27
The Pilot
Hey everyone! My class for this competition is the Pilot! It's pretty close to the traditional engineer/tinker class, though I'm hoping I'll be able to make this class different from a typical engineer class. Now, for the hero, hero power, and keyword:
Firstly, the Hero himself (Sparkhammer) is a character I made up just for this with no real significance, but I'd like to imagine that there used to be a military of Mech Pilots, and he was a strong member of the said army and has plenty of partners and friends from his time serving. As for the hero power and keyword, I believe they work off of each other really well, but the hero power also works well by itself, and could even be a strong choice off of Finley. (Note on balancing: I made the hero power discount the Spare Part for the turn only for a few reasons, 1) It felt really clunky and slow if it wasn't discounted, as you would effectively need 3 mana to fully utilise your hero power, and 2) If it just cost 0 forever, they could be hoarded up for a huge insane turn with Gadgetzan or any of the upgrade cards. So with it only costing 0 for the turn you get it, it adds another layer of decision making)
Now for the cards themselves, which will also give you a better sense of the uses of the Upgrade Keyword
Now for a further explanation of each card: