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5
Pircival posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - GRAND FINALE POLLPosted in: Fan Creations -
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krowski_nall posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]Posted in: Fan CreationsTHE FIST FIGHTER
One more! Have you ever just wanted to punch your opponent in the face? How about their minions' faces? Their spells' faces? Weapons'? Well this might be the class for you. With the Fist Fighter, EVERYTHING will be punched in the face, sometimes multiple times, at high speeds.
This class has many things to offer in basic; skilled techniques and tactics, eager pandas, and powerful moves that will make the ground shake and your enemies EXPLODE! AHAAAHAHAHAHAHAHA!
Example Cards
- Distraction: A simple draw card that also has protection with it. With all the faces you'll be punching, you are going to want to protect your own face. These idiots will be punching rocks! What a bunch of dummies!
- Lesson Training: With such skillful moves you will have tons of people wanting to learn from you. Welcome them with open arms and you might just be able to benefit by overpowering your opponent on the board.
- Towel Boy: Every great fighter needs a guy who can help you keep refreshed and this guy can handle it! Just look at all those towels. He can even help your fighting squad if they need to freshen up too.
- Pumped Trainer: This guy keeps you in shape. You can't be slacking when some zero mana 1/1 penguins need to be taught a lesson. You will always be ready to attack when this guy is around, plus your other moves get a benefit just by having him around for some moral support. :)
- Rip and Tear: When your opponent is just so stupid, it starts to get to your head. It makes you want to just... RIP AND TEAR. RIP AND TEAR. RIP AND TEAR RIP AND TEAR RIPANDTEAR !
The Windwalker Student token generated by Lesson Training
Remaining Cards
These cards were already shown off in Phase I (and you can read about them there if you wish) or are just some pretty simple (yet necessary) support cards. Not much more to explain!
Previous Phase
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Agent_Scorpio posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]Posted in: Fan CreationsTHE FIRELORD
INSECTS! I HAVE ALREADY TOLD YOU ABOUT MY CLASS! DID YOU SERIOUSLY FORGET? FINE! I WILL REPEAT MYSELF, BUT ONLY TO REINFORCE JUST HOW AWESOME I AM! FIRELORD HAS LOTS OF EXPENSIVE CARDS TO CRUSH BUGS LIKE YOU! THE CLASS HAS MANY EFFECTS THAT DEAL DAMAGE, BOTH DIRECTLY AND AS BOARD CLEARS. ALSO, THEY LIKE TO BURN THINGS- A LOT! SO MUCH, IN FACT, THAT BURN IS FIRELORD'S CLASS-SPECIFIC KEYWORD!
SOOO HOT! BURN IS JUST ONE WAY THE FIRELORD CLASS MANIPULATES THEIR DECK, IN ADDITION TO DRAWING AND SHUFFLING CARDS! CAN YOUR PATHETIC CLASS DO THAT , INSECT? NOW, BEHOLD- THE BASIC SET!
SHOWCASE CARDS
I WILL NOW ALLOW ONE OF MY UNDERLINGS TO FINISH PRESENTING THE CLASS! THERE ARE FAR MORE IMPORTANT MATTERS WHICH REQUIRE MY ATTENTION. FOR INSTANCE, SOME IMBECILE LOWERED THE TEMPERATURE IN SULFURON KEEP- BY A WHOLE DEGREE! I SUSPECT AHUNE... WE SHALL SPEAK AGAIN SOON, INSECT!
- Firelands Terror: Solid mid-game card. Has a good statline and a useful keyword. A lot of classes struggle for good 5-Cost minions. Firelord will likely have an easier time than them.
- Pesticide: Ragnaros's specialty move. Guranteed to destroy any insect- but not necessarily the one you want. Encourages controlling the board to guarantee the target of this effect.
- Rock Out: It's not all fire and flames- Rock Out is a powerful late game card that can put your opponent in a tight spot if they don't have a strong board presence or an AoE effect.
- Warm Up: Drawing cards is one of Firelord's strengths, and this powerful card surely proves this. Comparable to Arcane Intellect, Nourish, and Shield Block, this card fits right in with some of the staples from Hearthstone's history.
- Flaming Son: This basic card helps establish the self-harm theme which will become more prevalent in future sets. It can provide a powerful tempo boost if you play it on curve. You can strategically kill off a small minion of yours to avoid experiencing the full downside.
Rock Out 's token minion.
REMAINING CARDS
PREVIOUS PHASE
Here's the introductory post for the Firelord class.
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teknician posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase II [Submission Topic]Posted in: Fan CreationsTHE ENCHANTER
Was there ever a time when you were playing mage and you thought to yourself "Hang on, this class has like, almost no weapons"? Do you want to be edgy and different from other classes (and people), playing cards but like, not in their boring original form? Do you want to play as yet another unnecessarily scantily clad female character created by Blizzard Entertainment? Look no further. As the Enchanter, you can make your opponent really annoyed with your excoriating night-elf-but-not-night-elf emotes, hit your opponent in the face with a magic stick, or cast spells that break your stick because they're too OP . All that and more after the break.
Class Keyword [preview]
The Phase keyword isn't in the basic set, but can be found in the classic set on minions and spells. Weapons can also have the keyword. If a Phase card is played a) with a cost reduction, b) in the case of a minion or weapon, a stats buff, and c) in the case of spells, empowered by Spell Damage, it gains a bonus effect. For example, equipping a Leyline Staff from your hero power activates Phase on spells, as their text changes.
Example Cards
- Leyline Control is a handbuff card for empowering your spells, but it has to land on a playable minion. This helps you to set up combos for later in the game.
- Invigorate can be used as removal, when paired with Mystic Flux , for a 2-card, 7 mana combo of "Deal 4 damage to a 4-Health minion. Draw 2 cards." That will usually kill it!
- Ley Walker is Shattered Sun Cleric but better on a bigger board. Think Fungalmancer .
- Scroll of Divination is a good tutor card and one of the Enchanter's essential draw tools.
- Astral Fire is like Pyroblast when paired with your hero power, but is more flexible and is more powerful the greater your spell damage is.
Remaining Cards
With a moderate number of damaging spells in the Enchanter's basic set, your Hero Power and Inscribing Slate can be used to amp up the damage. You can also set up a swing turn by playing Leyline Control into a cheap damaging spell + establishing board presence. Enchanter essentially works as a 'Choose One' class for its damaging spells: You can spend 2 mana on Mana Beam to deal 2 to a minion and the enemy minion, or spend 4 mana to deal 3 (a much more reasonable version of Cobra Shot ). This same logic applies to Astral Fire , whereby you can deal 8 damage for 8 or 10 damage for 10 ( Pyroblast ). Mystic Flux isn't too strong when compared with Hammer of Wrath , acts as removal when paired with Invigorate (7 mana 'destroy' a minion, draw 2 cards). Immolate is a scaled up version of Consecration , but another kind of Flamestrike for 8 mana. You get the gist. Enchanted Figures and Ley Walker are the introduction to the buff-related aspect of the class. The classic set will focus on whether cards have something changed from their original state—whether in hand or on the board.
Previous Phase
Here's my Phase I post, with some more details about how the class works.
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Agent_Scorpio posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsRunning short on time here, so I'll keep it brief. Presenting, the Firelord class! The custom borders were made by a fantastic CustomHS subreddit moderator and friend Logovaz.
The Firelord
Now, a little bit about the class. The hero, Ragnaros-
loud rumblingINSECT! NO ONE PRESENTS MY CLASS OTHER THAN I , THE FIRELORD!
NOW THAT I HAVE YOUR ATTENTION, I WILL TELL YOU ABOUT MY HERO POWER! IT IS BETTER THAN ALL OF THE OTHERS. IF YOU FACE ME, YOU WILL AUTOMATICALLY BE AT A DISADVANTAGE! HA!
NEXT, MY CARDS!
OH, OF COURSE! I NEED TO TELL YOU ABOUT BURN, INSECT! BURN IS THE FIRELORD'S CLASS KEYWORD, AND IT REMOVES THE TOP CARD OF YOUR DECK! IT IS JUST LIKE WHAT HAPPENS WHEN YOU DRAW WITH 10 CARDS IN YOUR HAND!
MY CLASS IS DESIGNED FAR BETTER THAN THE OTHER 9, SOLELY BECAUSE I AM IN IT- BUT, THERE ARE OTHER THEMES AS WELL! I DARE VENTURE INTO THE UNEXPLORED DESIGN SPACE WITHIN THE DECK, VIA DRAWING, SHUFFLING, AND BURNING CARDS! I HAVE MASSIVE MINIONS, EVEN LARGER THAN C'THUN, AND THOSE PESKY JADE GOLEMS! AND THE BEST PART- I HURT MYSELF! A LOT! WAIT, THAT CANNOT BE RIGHT. I DEMAND TO KNOW WHAT INSECT DISGRACED ME WITH THEIR AMATEUR CODING SKILLS! NOT ONLY AM I THE BEST CLASS, BUT THE MOST UNIQUE ALSO! ANYONE WHO THINKS OTHERWISE IS WRONG, AND WILL SOON BE DESTROYED.
ONE LAST THING, INSECT! IF YOU HAD THE AUDACITY TO QUESTION MY ACQUISITION OF THE LEGENDARY HAMMER SULFURAS, LET THIS NERF SERVE AS A WARNING TO ANY OTHERS WHO DARE STAND IN MY WAY. -
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Cogito_Ergo_Sum posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]
Hold on. My experiment is just...perfect yes perfect...as all things should be...just need to align the results just as so...fantastic. Yes...perfect...perfect...perfect...pulchritudinous success.
Ah, salutations young ones, and welcome to my...peculiar laboratory. It is quite a sui generis one isn't one? A real generalist lab, calculating everything from the marvels of biological life to the intricate reactions of chemical structures to minuscule or inordinate sizes of the physical world to the basic, simple logistics of mathematics. Truly something to behold. But ah, I have not introduced myself. Greetings...for I am...
Hm hm hm...quite an intriguing hero power yes? From the start of the scientific method, we grant educational guess on the laws of nature, and then we begin to research, giving expert results like no other. Perhaps, I shall elaborate further. My hero power allows me to make my next card drawn a Research Bot, authorizing me to draw an extra card. Essentially, I just obtain an extra 0 mana 1/2 on my next draw. Alone, it is just simplified as "Summon a 1/2 Mech next turn", but the possibilities my adepts!
The possibilities! Science is always about tinkering with the basic rules of reality to extrapolate new and wild phenomena with a vast, unknown world to discover. With my hero power, handbuffs, minion-summoning synergies, hand-size synergies, Mech synergies, draw synergies, oh it is just wonderful! But alas, that's not the only incident to predict...
ΔNew KeywordsΔ
Confused? You should be. Science is always about knowing how much you do not know. But alas, knowing how to obtain should knowledge...you'll see. The search for wisdom in Science is done through Induction and Deducing. In this case, "Inducing" and "Deducing" are states that I can be in. If I have an even number of cards in my deck , I am Inducing . If I have an even number of cards in my hand, I am Deducing . Your hero power can provide provisions to help you satisfy both requirements if need be! Still perplexed as to how this will work? Well, observe...
ρυ-Exemplary Cards-στ
Electromagnetal Metamorphosisist Ingenious Engineer Elementary Deduction: We scientists always deal with Elements love. The compounds of the natural world make everything! But alas, Elementals? Quite interesting formations...something to Deduce no? Speaking of Deducing, this is an excellent example of such a mechanic. While Deducing i.e. having an even number of cards in your deck, both players spells are reduced by an hefty amount. But if you can align your hand apparatus to be even, your opponent will have quite the annoying spell nullifer to deal with.
Genius Species: Speaking of Elementals, we also carry Mechs. A plethora of intriguing creatures these are yes? Our Biologists are quite curious about these Hearthstone "Races". A Race is a minion's subtype; for example, Totems, Beasts, Elementals, you name it. With the power of this brilliant scientist, you could buff all of them to form a formidable Zoo deck. Or, you could simply buff your Research Bots. Whatever works honey.
Ingenious Engineer: However, there are other uses for your Research Bots too. A mega-cycle or a theme within my profession are 2/4 gnomes with a draw effect. Each expansion has a common one! They are quite gifted little ones aren't they? This one in particular allows you to draw a card under the condition that you've used your hero power or other cards that shuffle Research Bots into your deck. It also grants you the usual 1/2 Mech and provides an efficient means to an end.
Sublimation Experiment Fibonacci Sequence Experience Experiments: But ah, Research and Hypothesis are just the tip of the iceberg. The real center-piece of science: Experiments. Your opponent will have to play well against tests that you set up for them, and you can toy with the manipulated variables by creating an even number of cards in your deck to enter the Inducing state. In an Inducing state, powerful minions can be vaporized in an instant. But if you wish not to take a stance, you could shuffle a useless minion...say a Silver Hand Recruit , for your opponent to draw later. Of course, they could shuffle a key minion. Tread carefully and play your cards right.
Mathematically Sound: You might be wondering what field of science a Scientist class might use in the Boomsday Project. Well, it is but the language of science... Mathematics. And what better way to utilize the power of raw numbers with this spell based on a rather famous mathematical set? After all, Scientists uphold a plethora of expensive yet potent cards after; our collection includes spells costing 8 or more with effects that are game-ending and will revolutionize the world with illustrations of phenomena stretching from Supernovas to Pandemics. Indeed, expect more science puns and theorems to be depicted in cards.
~Future Mechanics~
Oh, it looks like our time is up, relatively speaking of course. A shame. But the future is the focus. To innovate for it. To build it. To explore it. Indeed, big spell synergy as well as cards that shuffle the lowest cost minion in your hand into your deck await you. I hoped I have entertained you with my laboratory and expertise in fields not tread before.
I'd like to thank Demonxz95, Pircival, Tox, Teknician, skellybarrel, ZeldaFreak, Phoenixfeather, Ragnador, Muhframos, Bobslime, Samwise, Walrus, and so many more for helping me create this class. If you wish to see what is to come in future expansions...look no further. And have a wonderful, elementary day.- Basic: Basic tools like AoE, heal, draw, and Zoo minions
- Classic: More advanced tools like Secrets , Research Bot shuffling synergy, and Damage spells that cost (5) or more
- Journey to Un'Goro: Elementals and Draw Synergy
- Knights of the Frozen Throne: Shuffling your hand's lowest Cost card into your deck and Inducing -synergy cards
- Kobolds and Catacombs: Deducing-synergy, Handbuffs, Hand-quantity matters
- Witchwood: Secret -synergy, Minion Summoning-synergy, Echo Minions
- Boomsday: Zoo Mechs, Magnetic, Math references
- Rastakhan's Rumble: Deck-quantity matters, Big spell-synergy
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teknician posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsThe enchanter uses spells, minions, and weapons to weave a magical tapestry.
Was there ever a time when you were playing mage and you thought to yourself "Hang on, this class has like, almost no weapons"? Do you want to be edgy and different from other classes (and people), playing cards but like, not in their boring original form? Do you want to play as yet another unnecessarily scantily clad female character created by Blizzard Entertainment? Look no further. As the Enchanter, you can make your opponent really annoyed with your excoriating night-elf-but-not-night-elf emotes, hit your opponent in the face with a magic stick, or cast spells that break your stick because they're too powerful . All that and more after the break.
⟣ ⟝— NEW KEYWORD —⟞ ⟢
If a Phase card is played a) with a cost reduction, b) in the case of a minion or weapon, a stats buff, and c) in the case of spells, empowered by Spell Damage, it gains a bonus effect. For example, equipping a Leyline Staff from your hero power activates Phase, as you have acquired Spell Damage.
These first showcase cards show only a hint of the class; Spell Damage, Phase, and hand-positioning. There will be collectible weapons and more impactful buffs for minions and spells, without enabling crazy combos.
The enchanter has several playstyles, including:
• Spell Damage
• Low-Attack Weapons
• Cost Reduction
• Minion Buffing
• Left-Most Card Matters⋆⋅⋋≬∘⋄——— SHOWCASE ———⋄∘≬⋌⋅⋆
Leyline Control [Basic] Ping of Power [Classic] Mistveil Drake [Classic] Leyline Control: Enchanters take great pride in empowering their subjects, and the basic set is no exception. The perfect way to trigger Phase effects on your minions without having to rely on cost reduction.
Ping of Power: Comparing this card to Eviscerate, it's easy to see how this might be a powerful card. With the use of your hero power, this becomes a 3 mana deal 4 damage combo, an example of one of the limited burn options Enchanter has access to.
Mistveil Drake: A big discount for your hand on the back of a 5/5 body on turn 7. The effect is scary and easily triggers Phase ,
Nucleomancer [Boomsday] The Grave Keeper [Witchwood] Nucleomancer: Particle Physics is the Enchanter's purview in The Boomsday Project, infusing minions with the power of energetic particles and exploring the very foundations of minion existence. Practically, the Nucleomancer limits your performance while activating your Phase effects and providing you with discounts for your cards.
The Grave Keeper: This powerful effect can swing games, and the most important part is that it can require significant set-up to be part of a game-clinching combo which pairs hand positioning with order of play in order to buff minions, clear the board, and burn your opponent down.
⟣ ⟝— POTENTIAL THEMES —⟞ ⟢
Un'Goro : Adaptations and returning minions (Elementals) to hand
KFT : Weapons, weapon buffs, reshuffling and replaying cards, hand positioning
K&C : Spellcasting from deck, minion buffs in unconventional ways, ancient magic
Witchwood : Transformations, Echo, Left-most card matters
Boomsday : Nuclear Physics, Rush minions and small minions
Rastakhan's Rumble : Spells with Overkill, Refreshing mana
Thanks for your consideration!
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krowski_nall posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsAnd in the red corner...
PRESENTATION
Have you ever just wanted to punch your opponent in the face? How about their minions' faces? Their spells' faces? Weapons'? Well this might be the class for you. With the Fist Fighter, EVERYTHING will be punched in the face, sometimes multiple times, at high speeds.
This class has many things to offer; skilled techniques, drunken pandas, RNG, spell generation, tokens, aggro, control, and punches so strong they make your enemies implode into a fine red mist. Who needs some big brains when you can just eat some protein and go wild?
The Cards
Left Hook: A staple of the class, what true fist fighter doesn't know the left hook? Left Hook is a simple spell that can handle most minions at turn 3 or 4, but it really shows its strength with the synergy it has with the other cards shown off here. (And cards not shown here that are for later ;) )
Gamon the Killer: A strong classic legendary that acts as a big finisher for the class, combo this with Left Hook and you can possibly deal 10 damage to the enemy hero's face and keep a 4/8 on the board. It just doesn't end there, if Gamon stays alive to the next turn, there is very high damage potential. He can easily act as an aggro or control tool, allowing you to deal double damage to the enemy or clear out two minions. Very flexible and clean.
Stonefisted Bouncer: With Mavis being such a favored fighter, she is bound to have some fans. The more fans she acquires from showing off, the bigger the bouncer she will need to keep the board how she likes it. Stonefisted Bouncer is a decent drop if you only have 1-2 minions on the board, and a key card if you have even more.
Relentless Rampage: An alright board clear, but requires set up with other cards to get decent value. Strong with the right set of cards, basically Consecration else where.
Mind Blown: Lastly, another theme in the Fist Fighter class, spell generation. These types of cards allow you to basically re-use your moves again and again during match ups. This is great for constant control and value. Maybe even a combo deck will come around with this card in mind. We'll just have to see.
I just wanted to make a class with strong muscles. Hope you enjoy.
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aaro54 posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsThe Researcher
Researcher is a class that is all about knowledge, science, and everything related to those. The class can draw cards well, but to balance that out, many of its cards are combo-dependent, situational, or have drawbacks in other ways. Researcher is unlikely to have cards that can answer to a situation whenever and with no trouble. Spells are another important thing for the class, and many of its minions synergize with them.The class also has its own keyword, Study, which gives you a benefit if the last card you played fills a specific condition. Here I have Replicable Results, a spell which uses Study, as an example of the keywords formatting and of what could be done with it. In card text, it is written like "Study a (condition): X", and while uncommon, some cards, such as this one, might refer to the card that has been Studied. Replicable Results itself could be used to gain value by copying some big minions, or to duplicate minions for combos.
Deduce to Reduce: Researcher gets good card draw tools, and Deduce to Reduce is one of them. Same cost and same amount of draw as Arcane Intellect, but this lets you have some control over what you specifically draw, and gets through your deck faster. In a combo or control deck, you could use this to get those combo pieces or answers you need at the moment.
The Cost of Progress: For just two mana, this destroys a minion, but with the hefty cost of discarding two of your cards. If you can overcome that cost, it's quite strong. You could draw more cards to replace those you've lost, use the hero power to avoid having to discard valuable cards (the token goes to the right side of your hand), or you could play a tempo-like deck where the efficient way to gain board advantage is more valuable than the card advantage you lose.
Brain Blast: A removal spell that is made more powerful by the card draw in the class. Especially strong in decks that tend to keep their hands large, like control and combo.
Laboratory Guard: One of many spell synergy minions in the class. Could be used as a finisher in a miracle-like deck, if you can keep it alive for a turn. Buff this up with an Abusive Sergeant or something similar, then spam as many spells as you can for a large amount of burst.
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maxlot posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase I [Submission Topic]Posted in: Fan CreationsThe Ringleader
The Ringleader is a light, fun-loving class that does its best to put on a show for its audience. The class has a lot of strong synergies, buffs, heals, tokens and a focus on miracle play.
Signature is the Ringleader's keyword, and a big part of what makes the Ringleader the Ringleader. Many circuses are famous for their own different acts, one specific act among the entire show that they slap on posters and imprint into the memories of everyone watching. Signature symbolises that. When you begin building a Ringleader deck, everything's as normal, the deckbuilding is just the same as any other. But when you include a Signature card into it, a slot appears at the top, filled with a pair of bananas to keep the seat warm. From there, you can drag any spell in your collection into it.
-->
These spells appear at the top of the decklist no matter what, in golden text and still taking up the slots in your deck. For a Ringleader, these spells are their, well, Signature , the one they're best known for and the one that puts them apart from the rest. Most Ringleader decks aren't defined fully by their themes, but more specifically by the one specific Signature that ties it all together. Enough talk on thematics though, what does a Signature really mean for a deck? Many Ringleader cards add copies of your Signature to your hand or your deck, and some modify the way it works. Many times, this just means it'll have an extra effect added on top of the spell, both spectacles triggering at the same time, but some change the way the Signature is targeted, repeating every effect on the card onto every new minion it affects.
But then, what of the subtle, overly cautious rogue, or the stoic, overly annoying priest, neither whom pay the same love towards their granduer as the greatest of Ringleaders, who happen upon Signature cards through their burglery and mind-reading? Well, much alike the Worthless Imp s from Sense Demons or the Shadow of Nothing from Mindgames , the Bananas from before will act as the default option. Should they be the type to rely on stealing a lot, they should end up finding a Signature generation card eventually. And by that point they should have built up quite the impressive Banana indeed. And besides, most Signature cards will do something by themselves regardless.
Card Showcase
Star Performance ~ A cheap, targeted, multi-purpose buff and heal card from the basic set. While not the most exciting card on its own in the game, a Ringleader knows that the signature act of their show is their most trained, not their most extravagent. Healing your hero and buffing friendly minions is a big part of Ringleader; be sure to consider basic cards like these when looking through Signature cards.
Circus Supplier ~ A handy little chap that's sure to be of use in any circus - he just radiates enthusiasm. He's a nice and simple way of getting yourself more copies of your Signature across the course of the game. I had two Star Performance s in my deck, but with two of these, I may as well have four. That's a lot of attack boosting and healing, however we're not really doing anything too fancy with it yet. And hey, if another class gets one of these guys, what they get will be amusingly appropriate.
Firedancer ~ Before, we were just setting up, but suddenly, those Star Performances might be looking a little scary to your opponent now. If the Ringleader can establish a small board, an extra 9 damage is gonna be coming right for the opponents face, maybe more. The Firedancer is an exaggerative man, putting on quite an impressive performance, and positively heating up the audience for what's to come next... But wait, those Star Performances also heal, right?
(Pay no heed to the old Ringleader border! The work of trickery, surely!)Three times the targets, three times the spells. Three buffs, three individual heals that bring you an extra 9 Health. This goes for any targeted card that does more than one thing, though effects that say "Your next Signature " only pertain to one of those casts, of course. While any Ringleader can run any spell, the ones they're using as their Signature will surely feel different from the rest.
Dining Dash ~ Ringleaders also have access to aura spells or turn spells, whatever you want to call them. Think of Lock and Load or perhaps Stampede . These spells work the same way, and of course reward the Ringleader for doing a LOT of things in a single turn. Such as, for example, healing your hero a lot of times in one turn. Hmmmm... I wonder how they could do that? Miracle players need look no further than Ringleader for their source of massive, one turn insanity.
Finale Architect ~ This lady is the one who likes to plan out the final acts of the shows she works on. Works great with aura/turn spells and spells that don't require targets, though the ones that do will just target randomly should their original target die before they cast. Sometimes, things don't go according to plan, and that's just fine. Be sure to write out a little risk assessment form before using her, because she certainly won't be doing that. All she cares about is making sure your next turn is one that leaves an impression, which it certainly will.
Expect a lot more signature generation, healing, buffs, wacky insanity and potential for explosive plays in the future of Ringleader, for these five don't even scratch the surface of its potential.
Art Sources:
Regina ~ Fajareka Setiawan
Announce ~ Maren Marmulla
Performer ~ Jingsketch
Chain Dance ~ Anastasia Bulgakova
Star Performance & Finale Architect ~ Anzka Nguyen (Seriously check her stuff out she's great)
Circus Supplier ~ ALRadeck
Firedancer ~ Cesar Rosolino
Dining Dash ~ Dmitry Bolotov - To post a comment, please login or register a new account.
17
THE OCCULIST
The Occultist is a class based on Eldritch Gods and the C'Thulhu mythos, or the C'Thun mythos, in this case.
A class with damage synergies, boardclears, lots of draw, and power at a cost. Tentacles too, if you're into that...
Example Cards
Wicked Devotee : A card that synergizes well with the Hero Power, granting early game board presence.
Madman's Knowledge : One example of the Power at a Cost cards in Occultist, granting early game draw at the cost of a friendly minion.
Call of the Deep : Another kind of power at a cost in the class, this time relying on your hero's health to provide extra value, but also giving you Taunts to protect your face, and a bunch of tokens you can sacrifice. Tentacles!
Wrath of the Occult : A very powerful boardclear that depicts Eldritch gods coming and wrecking everyone!
How lovely.
Ire of the Primordial : A powerful spell that probably removes two random enemy minions, unless they're really big. Why would you even play the game when you can just call down upon an Old One to do the job for you, anyways?
Remaining Cards
Bloody Blow : A boardclear that makes you pay with your health, or your blood in this case. Powerful in the early game, but the 4 damage is a big price to pay.
Ancient Power : A powerful enough buff, that enables the Occultist to have a little more of an early game presence.
Mind Flay : Deal 2 and draw 2, for 4. Isn't it pretty? Reliable card draw that you don't even need to kill your minions for!
Ancient Blood : Relying on your Hero Power for all the healing wouldn't be a very reliable strategy, would it?
A big heal for a big mana cost. Fair enough, i would say.
Lesser Old One : If the Lesser Old One is an 8/8, imagine how big the real Old Ones are! Another card that synergizes fairly well with the hero power, while mostly being a way for the Occultist to heal himself, eating the nice Eldritch meat that gets cut off out of Mr. Old One here. Madness, honestly.
Previous Phases
Phase 1 - Introduction Phase:
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228747-trials-and-errors-class-creation-competition-5?comment=56
1
The Occultist
wHOOPS
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The Occultist
Have you ever felt like there aren't enough Old Gods in Hearthstone? No? Well, that's a shame, because now there's many more Gods and Eldritch stuffs in the game now!
The Occultist is a class based around Madness and Power at a price, similar to Warlock, but different.
It's main mechanics are LOTS and LOTS of card draw, to symbolize the Madness that you will be facing while you play with your cards, and it also contains many buffs, boardclears, and it's gameplan is to slowly grind out your opponent while controlling the board and creating huge threats for the opponent to remove.
It's Hero Power, while it has less power than most others by itself, has plenty of powerful synergies with the class' cards, granting sustain to your hero even without any synergies.
Card Showcase
Wicked Devotee : A 1-drop that benefits out of your Hero Power, gaining attack without being snowbally, and granting some early game presence to the Occultist.
Ghahnb the Judicator : A fun card that creates lots of value, at the price of potentially milling a bunch of the cards in your deck, helping you to grind out your opponent in control matchups.
Will of the Eldritch : Power at a cost. A cheaper Consecration, but at the cost of a friendly minion's life. The poor Murloc Tinyfin...
Deep Madness : The name says it. Only someone who has lost their mind would give an enemy minion +10/+10! But the reward being drawing 10 cards, it might be worth a try.
Doomed Expedition : The big threats that you control the game for. While the minion discovered may vary, giving anything a +10/+10 buff makes it into a lategame threat, but you might need to use a lot of your turns for it.
Thanks for reading through me spilling out nonsense that makes sense about my cards! An upvote is appreciated, and so is any feedback.
Ah, also, i really like H.P. Lovecraft and that kind of stuff, and that's where i took most of the inspiration for this class, as well as just loving grinding people out in control matchups.