My entry: from Fire Emblem, the Tactician class, represented by Robin. (a.k.a. Avatar of Fire Emblem: Awakening)
Robin is the tactician of a militia group, the Shepherds, and plans out their battle strategies, winning fights that would seem impossible, such as against a navy with twice as many men, or against a dragon feared as a god. He is as such seen as a genius for many of his ideas, and by the end of the story his exploits have gone down in legend.
Next, the Tactician keyword: Uses: (X), with X as a number, means that at the end of a turn on which you played a card(s) with Uses above 0, that card is returned to your hand (provided you have space) and X is reduced by 1.
Since the Tactician can use their cards so many times, the problem arises that they can end up with too many cards to play, and get milled. Thus, cards must be managed tactically to avoid this. The other consequence of the Uses mechanic is that, while other classes may run out of cards in fatigue, the Tactician can keep going for much longer due to their long-lasting cards (and their hero power, next to be shown).
The hero power for the Tactician:
The uncollectable spell Thunder, generated by the hero power:
This allows the Tactician to gain the advantage later in the game when card draw is scarce and in fatigue when it is non-existent, though in the early game the hero power has little use.
While in theory you could save up many Thunder spells using your hero power (by turn 4 you could have 5 Thunders in your hand, 6 with the Coin), since you would need to use each spell three turns in a row to get them out of your hand, this would make you easily susceptible to milling.
And finally, the example cards, Chrom, Counter and Soldier:
Summoned: "My strength is yours!"
Attack: "Your end has come!"
Death: "Gods... hngh..."
While in theory, Chrom's effect is very powerful, since the main weakness of the Tactician is to milling, Chrom actually increases that weakness. (As for why Chrom provides his effect, in Fire Emblem: Awakening he provided adjacent and paired allies with access to the convoy.)
In fatigue, however, Chrom has to be dealt with by the opponent or the Tactician can survive for even longer.
A secret! Slightly better than Eye for an Eye, since the enemy hero cannot simply attack with a 1 attack minion and take 1 damage themself, rather the minion is the one taking the damage, and many 1 attack minions don't have a high health in the first place. Conversely, attacking with a high attack minion will deal a lot of damage to that minion.
The 1 mana 1/3 of the Tactician. In this case, the effect is that the turn after playing the Soldier, who can trade with various 1 health minions (e.g. Leper Gnome), another one can be played.
That is all on the Tactician for this phase. I hope you all liked my idea and I manage to get throught to the next round!
2
he is not saying poisoned blade he is saying assassins blade with poison is a lot of damage.