Behind every famous hero or villain of Azeroth, there are countless storytellers spreading their name and telling stories of their deeds, like old Theodore here. He's one of the most well-known storytellers in the world, travelling across the world telling stories to whoever wants to listen and also collecting and writing new ones. Some say that while he speaks, the characters and worlds from his stories almost seem to appear out of thin air...
Thematically, storytellers like Theodore don't fight themselves that much, but instead are capable of summoning the characters from their stories to fight for them and rewrite their fates for them, which can be seen here from his heropower, which creates a 0/2 Character. In a completely blank state with no stories to be told of it, but a little bit of writing can fix that and give it a new Fate. So, what is the Fate mechanic?
So, it's relatively simple, just a pre-emptive buff. Even though not seen in any of my example cards, it can also give Deathrattles, Inspires or any other effects. You can stack them up if you use several Fate spells before playing a minion.
Example Cards
Book of the World is a fairly simple Fate spell. Can be really powerful when played turn 1 into some good 2-drop, but that takes a total of 3 mana and both your turn 1 and 2.
Fate Keeper is one of the Fate synergy cards, and potentially is very strong in a combo with some powerful Fate and cards that summon several minions. However, any Fate effect you had before you played this affects this before the battlecry, so you can't stack a lot of Fates up the turn before and then play this and some board flood card for a huge board. Instead, you need to play this, then a Fate card and then you can play minions.
Plot Twist is potentially very powerful removal, but your opponent can play around it with proper placement. This theme of potentially powerful removal/AoE that your opponent can play around will appear more in the future of this class.
Themes
Fate Synergy: Cards that make your Fates stronger in some ways, like Fate Keeper in the example cards.
Buffs: Not just fates, but normal buff spells and aura buffs too.
Powerful removal/AoE that can be played around: By this I mean cards like Plot Twist, that are potentially stronger than an average removal or AoE of the same cost, but that your opponent can play around to make them do less.
Tokens: Spells or minions that summon more minions, to take advantage of the buff cards and Fates.
Character synergy: Like how paladin has cards that have synergy with Silver Hand Recruits, the Storyteller will have cards that have synergy with Character tokens or summon more of them, making way for a Character-focused deck.
You can't really do much with it if you don't have any buffs you could use for them. It's not completely useless, but in a lot of cases, you can't do that much with a 0/3. This is an alternate idea I'm considering for the hero power.
With this, you can make the minions you summon or play a bit stronger and makes you less reliant on buffs and other things to use on the 0/3s.
Also, does my hero power fit to the rules of not being useless outside of the class?
It's not limited to requiring the class keyword to work, but it's also kinda bad without buffs. I want to keep it as summoning a minion for the class keyword, Fate to be useful (Do something to the next minion you summon). I'm thinking of maybe summoning a 0/2 and giving Fate: +1 Attack or +1/+1 so atleast it'll power up the next minion you summon.
@SgtFailure, The Operative seems like an interesting class and the cards seem balanced. I really like Chronogun Operative, as it works in a lot of different types of decks. Control or midrange can shuffle big drops back into their deck if they draw them too early and combo can try draw into their useful cards if they have something they dont need in their hand. How does the UI work when you play it and does it work if your hand is empty?
Also, there's a little typo on the play style part. At the start of the third paragraph, you call the class The Operator instead of The Operative.
Really good card but I think the Hero Power is UP. 0/3 is a useless minion against aggro deck. Maybe give the minion Taunt?
The hero power is mostly meant as a way to reliably trigger Fate effects. Might be a bit weak without them, you're right. I'll think about changing it to maybe a 0/2 with taunt.
(Edit: wrong rarity, meant to be common, will fix)(Edit: no token cards allowed in the example cards, will use a different card)
Theodore's an old man who's seen a lot of things and heard a lot of tales and stories. Nowadays he mostly spends his days telling stories to anyone who wants to hear them. He's also a powerful magician, capable of creating characters and locations for his stories out of thin air.
This is what the keyword "Fate" means. Works well with things that summon minions, like his hero power. In my examples, there's 2 cards with the keyword in them. Book of the World is a fairly simple card, just a decent buff for the next minion you summon. With your hero power you can make a 3 mana 1/6 Taunt, which isn't too good but also isn't terrible. Fate Keeper has synergy with Fate cards and lets them activate on multiple summons. Really good in a combo with something that summons multiple minions.
Saga of AWESOME is a board clear that summons a minion that does another smaller board clear. Lots of value, most slow decks would want to play this.
I'm planning on making this class be based around buffs, minion summoning, Fate synergy and probably a slower playstyle.
Siphon looks fine as it cant be used to pay for all cards, just ones with the keyword (could be a cool legendary effect though) and sometimes not for the whole price of them. Depends on the cards themselves too.
It's basically impossible to win unless you run Antonidas and Empreror and even then your chances of winning are really low. With antonidas and emperor you can try burst them down over a turn or two with fireballs but you need to draw really well to do that.
Seems interesting, I might try make something for this even though I lack warcraft lore knowledge. A general fantasy theme that could exist in the Warcraft universe with some characters or things from Warcraft is acceptable, right?
Try murloc paladin. Absolutely smashes slow decks thanks to divine favor. You flood the board with murlocs, draw with divine favor, coldlight oracles and cult masters and then flood the board again. Only really loses to a terrible beginning or other aggro decks sometimes.
16
The Storyteller
Behind every famous hero or villain of Azeroth, there are countless storytellers spreading their name and telling stories of their deeds, like old Theodore here. He's one of the most well-known storytellers in the world, travelling across the world telling stories to whoever wants to listen and also collecting and writing new ones. Some say that while he speaks, the characters and worlds from his stories almost seem to appear out of thin air...
Thematically, storytellers like Theodore don't fight themselves that much, but instead are capable of summoning the characters from their stories to fight for them and rewrite their fates for them, which can be seen here from his heropower, which creates a 0/2 Character. In a completely blank state with no stories to be told of it, but a little bit of writing can fix that and give it a new Fate. So, what is the Fate mechanic?
So, it's relatively simple, just a pre-emptive buff. Even though not seen in any of my example cards, it can also give Deathrattles, Inspires or any other effects. You can stack them up if you use several Fate spells before playing a minion.
Example Cards
Book of the World is a fairly simple Fate spell. Can be really powerful when played turn 1 into some good 2-drop, but that takes a total of 3 mana and both your turn 1 and 2.
Fate Keeper is one of the Fate synergy cards, and potentially is very strong in a combo with some powerful Fate and cards that summon several minions. However, any Fate effect you had before you played this affects this before the battlecry, so you can't stack a lot of Fates up the turn before and then play this and some board flood card for a huge board. Instead, you need to play this, then a Fate card and then you can play minions.
Plot Twist is potentially very powerful removal, but your opponent can play around it with proper placement. This theme of potentially powerful removal/AoE that your opponent can play around will appear more in the future of this class.
Themes
Fate Synergy: Cards that make your Fates stronger in some ways, like Fate Keeper in the example cards.
Buffs: Not just fates, but normal buff spells and aura buffs too.
Powerful removal/AoE that can be played around: By this I mean cards like Plot Twist, that are potentially stronger than an average removal or AoE of the same cost, but that your opponent can play around to make them do less.
Tokens: Spells or minions that summon more minions, to take advantage of the buff cards and Fates.
Character synergy: Like how paladin has cards that have synergy with Silver Hand Recruits, the Storyteller will have cards that have synergy with Character tokens or summon more of them, making way for a Character-focused deck.
0
I don't think that Wall of Fire would be allowed. Also, out of all your hero power possibilities, I think #1 is my favourite.
0
You can't really do much with it if you don't have any buffs you could use for them. It's not completely useless, but in a lot of cases, you can't do that much with a 0/3. This is an alternate idea I'm considering for the hero power.
With this, you can make the minions you summon or play a bit stronger and makes you less reliant on buffs and other things to use on the 0/3s.
0
When exactly does submission time end?
Also, does my hero power fit to the rules of not being useless outside of the class?
It's not limited to requiring the class keyword to work, but it's also kinda bad without buffs. I want to keep it as summoning a minion for the class keyword, Fate to be useful (Do something to the next minion you summon). I'm thinking of maybe summoning a 0/2 and giving Fate: +1 Attack or +1/+1 so atleast it'll power up the next minion you summon.
0
@SgtFailure, The Operative seems like an interesting class and the cards seem balanced. I really like Chronogun Operative, as it works in a lot of different types of decks. Control or midrange can shuffle big drops back into their deck if they draw them too early and combo can try draw into their useful cards if they have something they dont need in their hand. How does the UI work when you play it and does it work if your hand is empty?
Also, there's a little typo on the play style part. At the start of the third paragraph, you call the class The Operator instead of The Operative.
0
The hero power is mostly meant as a way to reliably trigger Fate effects. Might be a bit weak without them, you're right. I'll think about changing it to maybe a 0/2 with taunt.
0
Here's my class and example cards:
Name: Storyteller
Fate keyword explanation: All fate effects happen to the minion before it's battlecry.
Some themes: Fates, Fate synergy, spells that summon minions, removal and AoE that's strong, but can be played around to make it weaker.
Just putting this here for feedback, I'll write more when I submit this. Here's some extra cards
0
Here's my current idea and cards
(Edit: wrong rarity, meant to be common, will fix)(Edit: no token cards allowed in the example cards, will use a different card)
Theodore's an old man who's seen a lot of things and heard a lot of tales and stories. Nowadays he mostly spends his days telling stories to anyone who wants to hear them. He's also a powerful magician, capable of creating characters and locations for his stories out of thin air.
This is what the keyword "Fate" means. Works well with things that summon minions, like his hero power. In my examples, there's 2 cards with the keyword in them. Book of the World is a fairly simple card, just a decent buff for the next minion you summon. With your hero power you can make a 3 mana 1/6 Taunt, which isn't too good but also isn't terrible. Fate Keeper has synergy with Fate cards and lets them activate on multiple summons. Really good in a combo with something that summons multiple minions.
Saga of AWESOME is a board clear that summons a minion that does another smaller board clear. Lots of value, most slow decks would want to play this.
I'm planning on making this class be based around buffs, minion summoning, Fate synergy and probably a slower playstyle.
0
Siphon looks fine as it cant be used to pay for all cards, just ones with the keyword (could be a cool legendary effect though) and sometimes not for the whole price of them. Depends on the cards themselves too.
0
Is using your class keyword in your hero power or the token made by your hero power fine?
0
So a keyword like this would be fine? The effect only affects minions, but any type of card could use this keyword.
0
It's basically impossible to win unless you run Antonidas and Empreror and even then your chances of winning are really low. With antonidas and emperor you can try burst them down over a turn or two with fireballs but you need to draw really well to do that.
0
Seems interesting, I might try make something for this even though I lack warcraft lore knowledge. A general fantasy theme that could exist in the Warcraft universe with some characters or things from Warcraft is acceptable, right?
0
I had the exact same deck idea, but couldn't get it to work. I'll try this deck to see if it works better.
0
Try murloc paladin. Absolutely smashes slow decks thanks to divine favor. You flood the board with murlocs, draw with divine favor, coldlight oracles and cult masters and then flood the board again. Only really loses to a terrible beginning or other aggro decks sometimes.