Alright guys, this is the Pokemon Trainer class Classic Set! Here's the basic set from phase 2:
I think the theme of the class has stabilized to this idea: you aren't the one fighting, your pokemon are. And since it's the legendary trainer Red, it just so happens that you've caught them all! Red's got a lot of pokemon at his disposal, so many tokens are generated since the focus is on minion battling minions with tools generated by the minions themselves. That said, every class needs some spell handicaps and crutches.
Evolve is a the new keyword I'm introducing after this basic set and is the entire theme of the class. Once you play your hero power, Evolution, any minions in your hand that are able to evolve simply change into the specified card.
Trick Room:
This spell requires some setup and strategy, as it makes larger-costed minions more powerful on the battlefield.
Girafarig:
This minion is something that can relatively safely be played on curve, but can provide additional value with a bit of setup in the late-game.
Elemental aspects (Atop Sky Pillar):
Analysis:
Oh boy, here it comes.
Every basic set could use something completely insane. I think excitement is important; fun is the final goal. But let's talk balance here:
Consider Atop Sky Pillar: If the game drags on long enough, you can actually play the card and rid it from being completely unplayable in your hand. If you have 3 cards left in your deck, it's 5 mana. If you have 6 cards, it's 8 mana. Think about how many cards you actually have at the end of your games, and this seems like a plausible last resort (a bit like the Golden Monkey). Also the Naga Sea Witch synergy Kappa Keepo
Consider Kyogre: The main advantage is that you can finish off your opponent. The Fireball hero power is proactive in terms of damage.
Consider Groudon: The main advantage is that you can control the board. How many cards do you have that can finish off your opponent though? TheAssassinate hero power is better than Kyogre's in terms of value (it can even target friendly minions), but board control isn't exactly what you're usually looking for at that stage in the game.
Consider Rayquaza: The main advantage is that you can use the rest of your mana crystals (instead of hero-powering), you can split your damage into two attacks, and you're protected from passive fatigue. The weapon is subject to taunts, and while it can attack minions it simply may not be a good idea because you've only got 12 Health. The idea is that the option exists. Keep in mind that mill deck will still work on you, the only draw that is prevented is at the start of your turn. Your opponent can still draw you cards and you can still draw yourself cards. But do you really want to? Up to you to decide.
Other cards:
The theme of the class is centered all around your minions. You're not the one fighting, your pokemon are. This leads to them containing effects and tokens of their own since each one has it's own personality, and most of which Evolve. This is the new keyword I'm introducing:
Cards that are able to Evolve do so in the hand when they are affected by my hero power, Evolution.
Onto the set (Any tokens, which include evolutions, are listed in spoilers below):
Mega Stone: This is the spell that triggers Mega-Evolution on the battlefield. Keep in mind that it's 4 mana.
Riolu:
A basic introduction to Evolution. You cast your hero power with Riolu in hand, and the card becomes Lucario. If you cast the Mega Stone on a Lucario in play, he transforms into Mega Lucario.
Ralts:
Take a look at that Kirlia card there. This is branched Evolution, and introduces conditional transformations that alter the card style.
Professor Oak's Gift:
Whoosh. Ok, lot of tokens. I mean, I need a minion for each class (including my own), so here they are. When you consider balance on these minions, also consider that fact that you can only obtain a class' minion if you play against it and cast the 1 mana for the original Professor Oak's Gift, and also that evolving minions takes mana investment (hero power) so power creeps up the evolutionary line.
Horde of Unown:
Ok, that's the last of the token-crazy cards. Whoosh. I think it's fun to generate cards like these since you never know what tools you'll be given to work with in a game. Every game is dynamic and different!
Now, here is the rest of the basic set of cards (only the cards with a rarity are collectible):
Some notes on the cards:
Bubble Beam: This card is a spell damage synergy card. Useless without it, incredible value with it.
Nincada line: Situational early game Wisp, however the evolved form could provide some good value as soon as you have a chance to hero power.
Honedge line: It's a weapon line! Now, you can have a weapon in each stage of the game.
Onix line: Who said pre-evolutions are small? Top decking can be a bit of a weakness for the class, since pre-evos are usually small. But here comes Onix!
Zorua line: I think deception is cool. With this card, it may sometimes be advantageous to not attack twice with windfury, in case you want don't want to give the illusion away. You can see that Zorua has 2 health, but perhaps the opponent sees it as a Spider Tank with 4?
Weedle line: Early game minion that can establish your board. It may seem that Beedrill's battlecry is crazy, but keep in mind that you've had to hero power twice with the card in hand. Not exactly a good early game play. Also, Kakuna is meant to be the weak non-combat type because, I mean, he's a cocoon.
Spiritomb: I like this effect, it's as if you're corrupting the enemy player. And hey, a Zoroark target perhaps?
Shuppet line: Shuppet has -2/-2, and Attack swapped. Picture this: your opponent has an Azure Drake. Your shuppet is a 4/3 (from the drake), and the drake is a 1/4. With Banette, the Banette would be a 4/3 and the drake would be a 0/4. Keep in mind that this effect can happen to your own minions as well (except with Mega Banette). Also, keep in mind that the stat reduction makes the minion difficult to silence, since that will simply revert their stats back to normal.
Everstone: Situational work-around card.
Mewtwo: If Mewtwo Mega-Evolves, the deathrattle does not trigger. Mega Mewtwo X makes your cards cost 5 less! but each time you play a card, they cost 4 less, 3 less, 2 less, 1 less... This resets each turn. Mega Mewtwo Y has some crazy spell synergy going on, the plays you can make with this!
Hope you guys liked that!
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12 buff cards with no card draw engine. We know how this deck is going to work already.
8
Mysterious Challenger was a mistake, and we are still paying for it.
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1
I've been having some decent luck with this deck (currently 3-1 in practicing)
2
Is Blizzard trying to make two different decks for Murloc Paladin: Because this card says Flood Paladin, while in Wild OTK Anyfin will still exist.
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Flavor Text: A guardian is a pay-grade above being a protector. Who knew Paladins had such benefits?
11
I love the idea of combo Warlock. Especially with Malygos being involved, so why not push it a bit further. Xavius here will help get a bit more damage out for combo at the cost of draining your mana. It fits his previous nature of being a Highborne and his hunger for magic, which led him to being turned into a Satyr.
7
Like a combination of Lock and Load and Grand Crusader, this card gains value of popping Deathrattles of your own minion or your opponents. Think of the possible combinations you could have with Scarlet Purifier.
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COMING TO A BATTLEFIELD NEAR YOU, THE CREATORS OF THE HIT SINGLE "SOULS, MAN": THE REDD BROTHERS!
I have always thought low-cost Legendaries are fun, so why not make a duo; a band of brothers. Based on Gilnean dress and being worgen, the Redd Brothers allow the opportunity for a tempo play or a value play. Plus E.T.C. is a fun card with so much flavor, and his special Power Chord cards should be seen a bit more often. If you want the strict 4 mana Legendary for yourself, you are basically spending a turn play a 3/1 that will mostly likely be killed before the next turn vs. a majority of decks OR play the long con for the 5/5 legend himself.
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COMING TO A BATTLEFIELD NEAR YOU, THE CREATORS OF THE HIT SINGLE "SOULS, MAN": THE REDD BROTHERS!
General thoughts, issues, etc.?