HEARTHPWN! I present to you... my Pokémon Class! Containing every single Pokémon to date (of which there are +700).
Here are the links to every Generation:
Here's a quick preview; some of my favorites!
Thank you for checking this out! I worked a lot more than I initially expected to on this. Any feedback is encouraged! ENJOY!
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Antonidas had a weakness for fireballs, that's for sure.
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I'm not going to complain about the entire thing, I can imagine the toil behind the entire process so, first of all, we can only thank you.
To point out the question, I think that this is just a particular way to show our works: the trickiest classes could be less appealing considering people (most of? just a few? I don't know, really) can't really check 32 submission, and some mechanics could be not displayed well in this way.
Another think is (but it may be just me, so don't count this if I'm wrong) I thought the submission were just topic-based, so, in my case, the cards I chose as example benefit from a briefly explanation rather than a simple exposition; I cannot manage to find where this is written, and again if It's already explained and I missed that just don't consider this criticism and forgive me.
If it's not showed anywhere, I think that next time should be clarified to guide contendants on their cards choice.
Although these may seem criticisms, I just want to give my personal opinion withouth whining at all; these are just suggestions, they may be wrong and they may be right, so negative feedbacks on feedback are always accepted.
Hope there will be another competition like this, 'cause it was (and still is) funny as hell.
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JANDICE BAROV, THE ILLUSIONIST
EXAMPLE CARDS
Board control? Yes please! This is a very unusual way to take down your opponents: you are summoning minions on you opponent's side of the battlefied that can damage your enemy's gameplay.
This is a 1/6 three-drop that deal 2 damage to the enemy Hero each turn; 1 Attack make your Hero Power ability more useful, while the 6 Health means that Manifestation of Guilt could remain on the battlefield for a while.
Opponents can still buff up your summoned minion, however, making them a bit useful, but that's really up to them.
Sometimes Heroes can overcome their nightmares, sometimes they cannot.
A 1-damage spell that can help you a lot retain board control; the cost seems balance, considering you have to kill the minion with this spell. This should be a really fun card to play, forcing you to ponder well your earlier trades.
The first minion I'm introducing (and the only one of the entire basic set) is the evil Doppelgänger; a strange card for a strange presence. The Battlecry could make this a save-the-day minion, while the randomness of the effect is pretty necessary. The 1 Health is going to make Jandice's Hero Power more outstanding: even if this minion lasts only one turn, its Battlecry effect could make this not an entirely waste of mana.
Other cards in there:
Nice card against weapon classes, useless against non-weapon classes. You gain an average of 3 damage using this, so 2 mana cost seems fair to me.
Let RNJesus love you!
Nice comboed with Doppelgänger, who's not going to last much anyway.
1-Mana less than Arcane Intellect with a balance drawback; card draws are always nice, so you shouldn't be rude and share the echoes with your enemies.
A Sap alike card, that can be used combined with your own minion if you want. The increase cost is balanced by a masterly use of your Hero Power.
An AOE Execute that kills even your damaged minion. Use it wisely!
Let the past haunt your enemies!
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"Our hooves shall trample over our enemies, our spirit shall raise upon the battlefield. Let's charge to fulfill our destiny!"
Is there anything better than a big, furry tauren charging into the battlefield?
No, really, don't let him catch you.
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Who said Pawns are useless?
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Hi Folks, It's MardyVain here! I'm submitting for the first time a concept on a character design competition, and I really hope you enjoy this! Please, allow me to introduce you the Illusionist class, a spellcaster which use mental magic to avoid fights and disorient unfortunate foes. For the playable Hero, I chose one of my favorite (despite she isn't very popular) Wow character: ladies and gentlemen, welcome the very elusive Jandice Barov.
As for the concept, Illusionists use their skills to confuse enemy Heroes, to make them hitting the wrong target and even to make them hitting themselves. The core of this class is avoiding fatal damage while controlling board and slowly bring your opponents to death. Control at it's finest!
The Hero Power fits nicely with this trend, considering you want your opponent to hit your Clones and waste some sort of offensive potential (like Charge minions, for example). On the other hand, Illusionists are very squishy and I wanted to underline that, making the Hero power costs 2 Health instead of 1.
Controlling board with this Hero could be a little tricky: the fact is, you are controlling board abusing your opponent's one. The focus of Illusionist's playstyle should be filling the enemy's board with minions that negatively affect other Heroes' plays, making them fight against their own minions (Considering that token are not allowed on these presentations, I'll explain further this particular way of Hearthstone play if I pass the first week selection). To sustain so much pressure, you should rely on your avoiding skills. Here's an example:
5 mana, three 0/2 taunt to last one more turn. What else?
Avoiding physical damage is nice, but what about spells? Your Hero Power could get into trouble against other magical classes, like Mages and Warlocks. The second card i'm going to show is a heavy-control Spell, designed to counter enemies' spell burst:
Rare, costs 2 less than Loatheb but it doesn't put a 5/5 body on the battlefield. Use it to break opponent's combos! The 3-mana cost is intended to let you play something else during the same turn, to basically increase your chance to survive and let your manifestations (and maybe other disorienting gimmicks that I'll show you if you like the Illusionist class) do the job.
Controlling all along the fight could be a very tiring work, so, here it comes the cavalry (figuratively)! The first minion I'm showing for this class is a Faceless Manipulator Tribute:
Another 3-mana drop for a mechanics that seems to fit perfectly the Illusionist role. The 6-or-less-Attack condition is required to balance it (you cannot target heavy summoned-impact minions like Ragnaros, Mal'ganis, Deathwing, Malorne, King Krush, Baron Geddon, Prophet Velen etc...) while you can still put down something offensive (or defensive if the situation requires) to help you reacquire some board presence and give your opponent another frustrating, confused turn.
In the end, win condition shouldn't be achieved by fatigue (considering your Hero Power) but instead forcing your opponents to make unfavorable trades and waste offensive spells (like an Execute or a Fireball) on the minions you summoned on your enemies' battlefields. Once the fight is set in the Illusionist's hands, there's not much your opponents can do: their scariest nightmares are waiting for the late game to come, ready to devour their last, plaintive hopes.
EDIT: put the wrong link images.