Alright Hearthpwn, here's my Basic set for the Pokémon Trainer class!
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:
Ion Deluge:
The class will have somewhat limited draw, since evolution makes playing on curve much more manageable, however the limited draw the class does have will mostly be featured in this basic set. This card is a conditional Arcane Intellect that rewards a minion-based playstyle as well as discouraging a spell-heavy combo deck. The electric-type pokemon, Electivire, uses Ion Deluge to speed up the game on an occupied battlefield.
Rest:
Healing is also something I'd like to not overdo, but some is definitely necessary. Again, as with the theme of my class, this healing card emphasizes the condition of your minions, not you. You're only as injured as your most injured minion. Perhaps you'd even like to target an enemy minion that is very damaged? I can't see many minions missing ~10 Health since most just aren't that big. I'd imagine a reasonable Rest would be on a minion missing ~3-4 Health.
Vine Whip:
The class is going to be pretty involved with spell damage. There are many spells that will be generated as tokens etc., but I think the class needs a reliable damage-dealing spell. At 3 mana, the spell is too expensive to completely abuse spell damage yet has enough value that it doesn't really need to (a tiny bit better than Shadow Bolt).
Full Restore:
This is a card with some versatility, which is pretty important for a class that wants to fill its deck with minions that evolve, not spells. Consider Ancestral Healing and Shrinkmeister, and this card is some amalgamation of the two.
Super Repel:
I mentioned that the class will be involved with spell damage, so I'm very hesitant to give the class AoE at this point. This aggro-counter tool doesn't use spell damage, and deals precisely with the 'annoying' early game like Shielded Minibot and Haunted Creeper; small minions that aren't dealt with just damage. Plus, you'd be basically forcing your opponent to top-deck some of their own early game later.
Master Ball:
The legendary Master Ball, which lets you catch any pokemon without fail. Again, I'm reluctant to introduce basic spells that utilize spell damage, especially big, hard removal like this. This is the emergency card. This is the Siphon Soul of the class. I thought very long about making it 7 mana, I really did. I think in terms of value, 7 mana might actually be the correct assignment. But MAN I don't like getting Entombed. I think this card is strictly undervalued, since you'd need to spend the 8 mana, and then actually spend mana on the minion. However, I think the effect alone could land itself an emergency spot in some decks.
Lapras:
Lapras is the first interaction with spell damage, and shows the fact that the class can readily achieve significant spell damage but has trouble actually finding spells to play.
Alright guys, I hope you enjoyed that. SOOO HYPED for this class. Can't wait for the steel-types in GvG, the dark/ghost-types in Naxx, and the dragon-types in BRM. The biggest drawback I felt was that I couldn't do all of the crazy stuff I wanted to with joustin', deathrattlin', and inspirin' (I cannot wait to show you Eevee). Good luck guys! GOTTA CATCH EM ALL!
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When you play it, he says: Go ahead, nerf me.
When you attack with it, he says: Heh, you gonna cry?
When it dies, he says: Blizzard...Please...
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Don't steal this card, or you could be a...
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Lots of stuff.
Next: A Rogue Combo Card
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WHO NEEDS LIMBS?
-Your card must have a counterpart. It could be the head, limbs, brother, sister, or pet of the card. Just as long as it ties in with being part of the card.
-It is allowed to be a minion or a spell.
-It is required that it has the 'Shuffle a ______' into your deck text piece is a part of your card. Where the counterpart gets shuffled (hopefully not against it's own will)
-Examples:
Heads will roll... Or I guess in this case heads will be shuffled. Heads will shuffle? Shuffled? No wait, I think it's...Oh nevermind good luck people of Hearthpwn.
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Alright! I'm finished!
Shaman needs some love, as I'm seeing a lot of Warlock cards here.
Not much to explain about this one. :)
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First competition for me. Feel free to give me constructive criticism.
Horde Demons: