My votes for this poll went to the Berserker, Summoner, Geomancer, Scribe, and Jester. =)
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Asylum_Rhapsody posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Final Poll #2]Posted in: Fan Creations -
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Tomerick88 posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Final Poll #2]Posted in: Fan CreationsHappy to have gotten through all that and sorry if I came off as harsh to anyone, I'm not brilliant at card design myself and don't take anything I say to heart. But there's one last thing I want to leave this post with, because it's a common mistake that's not really the end of the world, it's just a formatting tip... Anyway.
See that word at the bottom there? It doesn't look very good due to how uneven all the text is now. So just enter a line break somewhere along the line before it and it'll all start looking much better - Go get that orphan some parents. There're a lot of orphans among the cards I'm seeing before me, and they're all very lonely, so please help them... And before anyone asks, keywords alone aren't orphans obviously.
This is not something that we can fix every time and plenty of existing cards have single word in one line (last or otherwise). Yeah, its not the most aesthetically pleasing thing ever, but it also is not something that should make you go like "oh noes, single word in the last line ... bb badly designed card". Everyone can have their preferences, that is totally fine, but you were a tiny bit condescending about this part, or at least thats how it felt to me ;-)I think its a bit harsh to describe it as condescending. The whole post was well written, humorous and insightful and a lot of effort and time was obviously made to write it. I took that specific part as a joking way of expressing a minor niggle about card design. -
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Tomerick88 posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Final Poll #2]Posted in: Fan CreationsYa know what, I want to say some stuff because I've been feeling like I haven't been talking enough this comp, so I'm just gonna give my thoughts on stuff.
Could I have put that a little more elegantly? Probably, but I'm just gonna go regardless. Gonna go from bottom to top.Emmet Brickowski, Professional Lego:
I dunno why it took me writing down all the class names to realise this, but Lego isn't actually a class, though you can't really change that. It's fine regardless but you're going under the title of Professional Lego for now. I adore the lighthearted and wholesome meminess of the class; it's not a joke post, it's just a class that's very fun. I dislike keywords in the hero power on principle but it's too late to change that, though I like that you've properly thought out the system for developing the crystals, though I've only just realised that there's no indication to a new player that the crystals can advance, nor how they can do it. I also dislike Lifesteal being one of the mechanics on the crystals since the mechanic came out in KotFT.
I like your example cards, I think Good Cop switching into Bad Cop is pretty funny, Driller's an interesting way of making buff focused cards that work well for control and Aerial Attack's really nice. I have a big issue with Batman though, he's fairly uninteresting, and feels like he's just The Lich King but in classic, which you generally don't want, because the classic Legendary is usually rather simple. I wish the Bad Gadgets were all spells that costed 2, as they are it's very inconsistent on how useful the gadget you're going to get will be... And Batclaw's just unfun.
In addition to that, the Gadgets have really bad art. None look like Lego and most have bad backgrounds. This is actually true across all your cards, as well as bad formatting and missing capitalisation. I think you should have spent more time checking over your cards to see if the art is fitting or there're any lower case letters after a period. And I mean art is fitting in multiple ways, in both that it looks like it belongs in the class or, like the Duck Tank you didn't show in the examples, the art actually fits within the card borders.
Odyn, The Keeper:
Honestly, not fond of the hero power. All four of them have different conditions allowing your opponent to play around them easily and you can't pick which one you get. What's your reward for this? An effect that any other hero power could do, but targetted, immediate, etc. It just feels weak. Also, having to play around secrets every turn of the game and keep track of which secrets your opponent played and which they generated sounds incredibly annoying. I've not got too much of a problem with the amount of secret stuff you have, to my surprise.
I think Lifeforce Construct is pretty cool, I love how you've made negative stat buffs actually okay by making the attack go to a minimum of one (though it doesn't say that in the Entropic Construct, you might need to shorten the text to fit it in) and the Power of Creation I actually rather like. I do dislike your legendary though. Classic legendaries are meant to be incredibly simple, with the most complicated being Jaraxxus, but he gets a pass due to rule of cool. Other than that it's big dino with charge, big orc with charge that gets angry when you punch him, big windlord with a bunch of keywords, big prophet that makes you a better spellcaster, etc. Also adding Fate to it seems completely pointless, playing a 10/10 attached to an Arcane Intellect seems remarkably unlegendary.
Tactician, the... Tactician:
You don't reckon you could've given this guy a name? Tony Smartface, Bob Thinkman, Gabriel Brainbutt? This is a class comp, not a people comp, but that doesn't mean that your hero should be nameless. Regardless, your hero power is one I dislike due to its dependancy to have a minion on the board, whereas you should aim to have a hero power that works regardless of board. Your legendary is actually passing the criteria of being simple while highly impactful and a win condition, however I think this card might be a tad bit unfun and generally imbalanced. A 20 health heal effectively, and 4 walls that you have to bust through, all attached to a 7 mana 4/7. Oh god.
I dunno why you felt the need to get the fairly disliked Freeze keyword and rework it so that you could include banning people from playing cards or drawing on top of stopping minions from attacking. Freezing the secrets is pretty cool however but then I have to ask... What are these secrets and why? Generally, secrets are supposed to be a condition that can be fulfilled that provides a very powerful effect in exchange for your opponent being able to play around it. These always trigger but the effect never feels even slightly strong. Training Complete, for example, is literally just Blessing of Kings on a delay for whatever reason. Also, drop Full Plate Emissary, a 4 cost body that ignores taunt for 5 mana is just worthless and the effect has no place in the game, it's just a mechanic that only exists to ignore an already pre-existing mechanic. Hopefully we'll soon start seeing cards with Mega-Taunt that can force minions with Ignores Taunt to attack them, though that won't matter much in the face of the legendary dragon, Waidooeyexisst with his classic Ignores Mega-Taunt mechanic. Also where's the flavour behind this?
Riggs, The Jester:
I like a lot of what this class is doing. The mechanics and themes are clearly defined, it's fun and simple and the flavour is great. Your hero power is really cool, a little strong though (talking about your actual hero power, not the one you accidently put in here), your legendary is a powerful win condition that's quite simple, in an Antonidas kinda way... And you have a card with Kefka's face on it, so I actually have to vote for you now.
I do think you surely could have found better artwork for Rubber Duck than the one you found, as difficult as it probably would have been. Wild Card is definately a cool card and a very interesting way of balancing out the 1 mana card draw issue that's hard to balance. In Joke feel too strong however and Invigorating Jig feels too weak, though I have few other qualms with the class. It's generally just very pleasant through and through... Except Rubber Duck, please, I don't care if it takes a week, find better art for it.
Ori, The Spirit:
This class doesn't really grip me. Legendary feels boring and RNG heavy, Falling Light is very RNG heavy, Congeries is boring, doesn't actually help the keyword itself and sucks. None of the cards stand out to me, each piece of artwork just doesn't look good because the majority isn't artwork at all and in general, I can't think of anything else to say about it other than it feels incredibly lazy.
Sinci, The Scribbler:
Probably one of the most high effort classes in here and I definately want it to do well, though I'm starting to like it less. It's wholesome and fun, showing that classes which aren't hugely serious can still be fun and cool while not being joke classes. However, it feels one-dimensional. It feels like you woke up and thought to yourself, "Hmmm... What if I made a class which draws cards?" but then after a while of thinking you went "Wait, what about a class... Which draws cards!?" and then made that one of the only discernable identities.
The hero power draws cards and shuffles cards. And then with the cards itself, well, the first common stops you from drawing cards, the second one shuffles cards when you draw cards, the third one costs less depending on how you drew the card, the forth buffs a minion when you draw cards, the fith one draws cards and the sixth deals 7 damage to a minion and your hero. Your first rare draws cards and shuffles cards into your deck, the second interacts with shuffling cards, the third reduces the cost of a card when you draw cards and then you have the forth which summons a minion from your hand and the sixth which reduces the cost of your next minion and buffs it. From there, all three of your epics interact with drawing cards, one of which shuffles them and then the legendary is a really big shuffle effect. Sorry if that took a while to read, but my point is aside from drawing and shuffling cards, your class has little identity, as interesting as it was seeing you use card draw in so many different ways as a mechanic.
I'm unsure what I'd actually do within the class that wasn't draw cards. I feel like I'd like it more if it felt like all the card drawing eventually lead up to something, which it doesn't really feel like it does. Duplicator's certainly a possible win condition, I could probably run a Details + Duplicator deck, but aside from that I'm not really feeling as interested in the class as much as the artwork, sorry.
Vyral, The Apothecary:
Keyword is cool, legendary is cool, hero power is cool, almost all of the cards are fairly cool, but I can't bring myself to vote for it because of your For Science! card. I'm serious, I'm rather fond of literally every single classic card you've made that doesn't rhyme with appliance.
I know you can't break it using Malygos because of your classes approach to spell damage, but it still just feels way too highrolly for my liking. Inconsistent, probably not actually good enough to see use in every deck out there, but it reminds me of Barnes in a way I significantly dislike, and I simply don't want to vote for a class containing it. Turn 2-3 fully statted Y'Shaarj is a scary thought.
Gabriel, The Scribe:
There're a lot of words across these cards, so many to the point where trying to read them all and think of its balance and implications in a group is exerting actual energy from my body. I get he's a scribe and all but that doesn't mean too many cards with too many words ought to be a class identity. The tomes are pretty cool mechanically, there's a lot of ways to utilise the keyword.
Tome Strike is my favourite out of your cards, the cost increase and reduction mechanic works very well, uhhh... I'm trying to think of the class as a whole, but honestly it just simply doesn't feel simple enough for that. There're so many conditions, so many potential upsides, so many cards with effects with big implications and uses like Scroll of Equalisation and Power Transcription, but I really prefer cards like Tome Strike and Tome Taker. Hearthstone is all about simplicity, and honestly this class just doesn't feel quite simple enough.
I also am unsure about "If your opponent controls no minions" as a mechanic. It feels win more. "If your opponent is struggling to get minions stuck to the board, deal damage to the next minion they play." is a bigger example of this than "If your opponent is struggling to get minions stuck to the board, get some value in the form of tomes.", due to the fact it doesn't necessarily further the problem your opponent is already having, so I think if you stick with it, I'd prefer more cards like the second. I also dislike the legendary, it feels both highrolly due to the random effects and it feels like it can lock people down potentially, by making all their cards cost way too much while they can't target it with their spells. It also doesn't feel very classic.
Gailyn, The Geomancer:
Already discussed your class a lot in private, I like how you've reworked the Artificer, though still not fond of Forging Rune or Burrowing Ambush.
Gordo, The Chef:
Already talked about your class as a whole a little bit before, so I'll keep this brief. This is still one of the absolute hardest classes to make functional and reliable due to the nature of the keyword, but I feel like it can be a great class if you hit that point. Control decks randomly roasting cards in their deck sounds like something that's next to impossible to get to a point where luck doesn't play at least half the role you did in deciding the outcome of the game, but maybe the class will get there. Flavour is fantastic, dedication to getting this class working is impressive, cards are original yet simple. Legendary, while wordy with multiple effects, still feels simple enough and the effect is kind of a necessity so I'm fully okay with it. I like the class. A lot.
Mephilia, The Summoner:
lmao summoenr isn't a class dumbo
Kargath, the Berserker:
This is the reason I decided to start from the bottom, going upwards. I'm just gonna start this off by just simply saying that I do not like this class.
Now that that's out of the way, I'll get into the why. I'm okay with a class feeling similar to one of the classes in the actual game, with a class competition that's entirely natural, and you've clearly tried to use alternative themes to the warrior that still relate to the class such as temporary armor and attacking, rather than actual armor and damage. It still feels similar, but I'm okay with it. My actual problem with the class comes from how the entire class feels like it was built around beating aggro and doing very little else.
The hero power and all of your armor gain cards are really strong, probably even too strong, against decks that want to deal damage to you every turn, but do next to nothing against a control deck or some other slow deck whilst you don't have a weapon out. Your keyword allows you to counter those pesky aggro decks with minions that are really strong, spells which have bonus effects and flat out huge board clears... If they're playing more minions than you. Otherwise, they do very little. Really big taunts that really gets in the way of that annoying aggro players connection to your face, but have remarkably less attack than health. You do have a couple of options against decks which aren't face decks in the form of Bladefist and Vicious Lunge (Which is BLATANTly overpowered by the way), but so much of your removal is in small amounts, with 4 being the highest it typically goes to (Aside from your 3 mana deal 8 damage with an upside card). It just doesn't feel like the class does anything at all against decks with a lot of big minions. Again, Vicious Lunge is absolutely fine, because it's 6 mana for 8 damage, therefore I see no issue with it. The cost of the card added to your hand can totally just be added onto the overall cost to make it balanced. This logic works fine in all cases, so you've inspired me to also make a card that's balanced in much the same way.
Totally balanced, right? This was, of course, exaggerated, but hopefully you'll understand my point by looking at them. Vicious Lunge is literally Flame Lance for 3 mana with an upside, you can't just add the token cost on top of it and say it costs 6, that's not how it works.
Finally, start capitalising Armor, like you were doing back in basic, and differentiate your class legendary from Grommash a little more. I get they're different cards, with different uses, but that doesn't change the fact you made an 8 mana charging orc minion with high health and low attack that gets a significant stat boost under a class condition, even if Enrage isn't technically warrior only. Warrior is the class you should be most concerned about avoiding similarities between to keep your class original, don't make your legendary feel like almost the same thing as theirs. I know it's a big taunt rather than a card to kill the enemy with, but the card still feels too similar. Other than all of that, the class has nice flavour and it's usually pretty balanced.
Happy to have gotten through all that and sorry if I came off as harsh to anyone, I'm not brilliant at card design myself and don't take anything I say to heart. But there's one last thing I want to leave this post with, because it's a common mistake that's not really the end of the world, it's just a formatting tip... Anyway.
See that word at the bottom there? It doesn't look very good due to how uneven all the text is now. So just enter a line break somewhere along the line before it and it'll all start looking much better - Go get that orphan some parents. There're a lot of orphans among the cards I'm seeing before me, and they're all very lonely, so please help them... And before anyone asks, keywords alone aren't orphans obviously.
All that aside, very happy with what I saw, most of you guys have put a lot of effort into your classes. Even if I went into a class or two a little hard for example, it's very clear that effort was put in and there were oversights rather than just flat out lazy design. I think most people here are pretty good at this and the only person who really sucks is me at trying to conclude this paragraph, so I'm just gonna stop.
Good luck to all who make it through, and I'm hoping everyone continues to have a good time with the competition.
Thanks for the kind words. You'd be surprised how few pictures of rubber ducks there are that even remotely resemble the kind of art hearthstone uses. I spent an inordinate amount of time looking. Nevertheless should I make it I will go duck hunting again 😀 -
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Cogito_Ergo_Sum posted a message on Weekly Card Design Competition 7.05 - Final PollPosted in: Fan CreationsResurrect! "Oh no, it's her again."
♫I'm baaaaaaaaaaaaaack!♫ After dealing with some...personal issues, I can finally participate as a mod again! You might even see my boyfriend pop-up on this site soon...hee hee...
Now where was I...making the challenges for the class comp's next phase...there's something I'm missing...oh yes!
That Review Thingy Cogito Used to Do
Btw, here's a card that I would submit if I was here eariler :P
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AngryChicken posted a message on Weekly Card Design Competition 7.05 - Final PollPosted in: Fan CreationsQuote from nurgling13 >>Nothing, but Deathrattle with I Knew a Guy just kills it, so it doesn't matter to me.I guess but adding Lifesteal just to fit the competition criteria cheapens it to me...and thinking of it now, "Discover a minion that died this game" has way more flavor for that card's name than "Discover a Deathrattle minion", but again, Deathrattle is a keyword for the competition.Also, the art shows a picture of Jaina (a living Mage) for a Priest spell. So did Jaina know a guy or was the guy Jaina? -
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CheeseEtc posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Submission Topic]Posted in: Fan CreationsHe makes your games spicy, your victories sweet and your opponents salty, he is...
THE CHEF
PRESENTATION
Main characteristics
- "Roast" & Deck manipulation , in particular effects that remove, add cards into your deck, or depends on deck size;
- Scattered damage , in particular good AOEs for the early and late game. The Hero Power also follow this logic;
- Double-edged buffs and removals that can be useful on either your minions or enemy ones depending on the circumstances;
- High minion turnover meaning minions will die a lot, yes.
More details below (identical to my phase II post)
Qualities of the Chef class
- Good board control through disruption of the opponent's board (rather than reinforcement of yours);
- Lots of Tempo options through "soft removals", good early-game minions and the Hero Power;
- High survivability and, counterintuitively, resistance to fatigue because they will have a lot of cards that shuffle stuff into your deck to compensate for the Roast mechanic.
Flaws of the Chef class
- Clunky midrange minions , or minions that can only be used either for defense or offense, but not both.;
- No combos . The Roast mechanic obviously doesn't fit very well with a combo playstyle that relies on specific cards...
The Chef has access to weapons but not to secrets
In short, the Chef combines elements of Warlock, Warrior, Mage and to a lesser extent Rogue, while retaining its unique playstyle. The Chef's motto could be "If your opponent has useful minions on the board, you're doing it wrong".
THE KEYWORD
Cards you burn through overdraw will also count as "Roasted" for synergy purposes.
More details on the Roast keyword
(Note: There has been some changes on how I will use the keyword, see below)Deathwing: I LOVE ROASTING STUFF!!!
The Roast keyword is identical to the unofficially used "Burn" keyword. When an effect says "Roast a card" without precisions, it is assumed to be the top card of your deck. Cards you burn through overdraw will also count as "Roasted" for the synergies my class features .
Roast will be used for 2 purposes. The first is to compensate for a theoretically above curve card (like Overload and discard), the second is to allow interactions with your deck's content (with effects depending on what cards was roasted). The first effect will be used with parsimony. As a rule of thumb, I consider that 3 Roasted cards = 1 Mana discount.
Here is what some existing cards would look like if they used my keyword:
BASIC SET
Tokens
WHAT'S ON THE MENU TODAY?
- Stormwind Chef ( Common ) - The most simple kind of Roast cards. A big Taunt body to defend yourself againt aggro while still being able to trade. A 4/7 with Taunt is worth approximately 6 mana so it roasts you 5 cards.
- Cannibal Cake ( Common ) - Another Roast card with a different purpose: Increasing your draw consistency by roasting cards you don't want to draw in the mid-to-late game. If you have 2 Cannibal Cakes, the first will Roast the second, hence the name.
- Food Critic ( Rare ) - Another take on the Roast keyword. Here the card has an effect that depends on what is roasted. This card is destined to late-game decks with a lot of big cards in them, to help hold the early game.
- Lava Soup ( Epic ) - The art has Molten Giant on it which means it synergizes very well with it! More seriously though, it's a Mana Cheater like Ancestor's Call . Don't fear a Malygos "fun and interactive" cancer deck because the aforementioned Ancestor's Call failed to make Malygos Shaman a thing (despite Shaman having a megashitton of direct damage). This suggests that Malygos Chef would be just a fun deck as well.
- Baul Pocuse ( Legendary ) - Roasting cards might hurt your ability to play the long game. Baul Pocuse is here to mitigate this effect. He can be played in a control deck and a midrange deck, since he puts cards in your hand immediately. He is a reference to Paul Bocuse who died recently.
Rest of the set
COMMONS
- Well Fed - A simple buff comparable to Mark of the Wild to give the class some midrange power, even though it won't be its force. In WoW, Well Fed is a buff you gain after eating cooked food;
- Celebration - Be careful with alcohol! Indirect synergy with the Roast mechanic because you can Roast the Hangover card;
- Unsatisfied Customer - This orc is hard to please. He didn't like what you cooked and returned it to you! A Roast downside mitigator;
- Roast - Simple but powerful direct damage, comparable to Eviscerate or Lightning Bolt .
RARES
- Deviate Delight (the "random" card) - The Savory Deviate Delight is a well-known WoW recipe that can transform you into either a ninja or a pirate. My card has the same effect. Mostly to be used on enemy minions, but can sometimes be used on friendly minions if you expect the Pirate;
- Tasty Murloc - Deathwing is hungry, he could eat anything. To be used in a control deck where you expect to roast a lot of cards;
- Deathwing's Dinner - Deathwing is SUPER angry and is sort of capable of cooking stuff too! A cost-effective early game board clear to resist aggro decks;
- Butcher's Cleaver - Another indirect board clear. You can deal up to 27 damage with this!
EPICS
- Supply Caravan - Here to compensate for the Roast mechanic and to play a fatigue game;
- Party Night - Might seem OP compared to Sprint but remember that 1/ The class doesn't have Preparation and 2/ you're very likely to overdraw (=roast!) card by drawing 10 cards, you will lose value.
TOKENS
CREDITS
HUGE THANKS TO
- Sclauchneid for the custom minion border for my class and provided me with tons of useful art and feedback;
- McF4rtson for the awesome banner and also provided me with art and feedback;
- Everyone who commented on my cards in the discussion thread.
If you want to use the Chef minion border, type {{CLASS=custom1}} after your card text on hearthcards.net (no line break). Non-minion Chef cards use the "Pirate Hero by Mokthol" border.
EDIT: Lava Soup now costs (5), down from (6).
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Mewdrops posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Submission Topic]Posted in: Fan CreationsThe Harbinger
The number of chosen dwindle as the day draws close. The flames dance in anticipation of your audience. Slowly but inevitably, the end of times draws close. So what do you say, Lord of Dragons? Want to destroy the world with me?
Do you like Oriental food? Or perhaps human sacrifices? I possess an ample supply of both but not much else in the way of morsels.Lore:
Faye, like many, was once nothing more than a child. However, as she watched her home burn to the ground under the unyielding wrath of an invading army, the child within her died, and was replaced with something else. From atop a faraway hillside, she gazed with soulless eyes on the ruins of everything she knew, and a goddess appeared to her, seated on a throne of fire and steel.
This world has become tainted, choked with despair. The silver-haired woman said, sadness in her eyes. There is no hope of salvation, but there exists hope of an end to the suffering . Come, child, and you will have your justice - and your paradise.
So the girl disappeared from atop the hillside, and was reborn as something else. Something that seemed human but was not. Something with power. Something with a will and a purpose - to bring everything to an end.
The Harbinger wields fire, consorts with demons, and is the master of arts both destructive and violent. Her hero power, Red Burst , allows her to take board control in the early game and gives access to burst, as well as combos, in the late game. The class is versatile, and can play an aggressive, token-focused deck, using its buffs and token generating tools, or go for a grind-y, late-game focused control style with its powerful board clears and value cards. It can also potentially use some of its hero buffs in conjunction with synergy cards to deal massive combo damage.
The Keyword:
When the time comes, all things will burn to ash. Fear not - instead, embrace it. Learn to love the sound of destruction. Learn to delight in the scent of flames. Learn to revel in it.
(NOTE: This has changed from the last phase).Revelry is a keyword that is indicative of the Harbinger's lust for destruction. It triggers similarly to Combo does in Rogues, with the card gaining a glow-y yellow border and an upgraded/bonus effect if a minion died on the turn. It's also deceptively hard to trigger, requiring that you either have removal ready, or both you and your opponent control minions.
Notes on how it works:When ' Revelry and [Keyword] ' is written on a card, they are two separate conditions and not part of the same effect (like Battlecry and Deathrattle ). It's like 'Revelry: Do (x) and Deathrattle : Do (x)', just shorter.
A spell that kills a minion won't trigger it's own Revelry effect. Likewise, if you kill a minion with, say, a Knife Juggler juggle, the Revelry of the minion won't trigger. Essentially, whether the Revelry is triggered is determined before the card is played.
Example Cards:
Explanations and Lore Text:
Apocalypse Jester: The sinister laughter rings out over the carnage. Amidst the cacophony of sound, a single chanting beat is audible - "Ho! Ho!"
The Apocalypse Jester is a Savage Roar style finisher for the class's Token Aggro deck. It's got a powerful battlecry that allows you to burst for massive damage if you have a board, and turns your small minions into threats that demand answers. The Jester's laughter gives your Cultists confidence and resolve, while striking fear into the hearts of your enemies, ripening them for slaughter.Unity of Will: We were lost, weak, and confused. But at her side, our fear melts away, and our hearts resonate with purpose.
Unity of Will is a board-wide buff that can also summon more tokens for you if you trade or kill something first. It lets you gain board control in the early game and can also lead to big bursts of damage if you build up a large enough swarm of minions. Faye has a unique charisma that attracts people who are feeling worthless to her, and she uses her own unshakeable will to give them strength.Awakening: I cast my self behind, and became something more. My uncertainties vanished in the Goddess's cleansing flames, and I shall never waver again.
Awakening is a very versatile card. It's a large attack buff that can trigger synergies and be used to immediately clear minions, it offers some heal, and it also acts as a pseudo Frost Nova , or if your opponent chooses to go face anyway, a pseudo Flamestrike . The Harbinger isn't so selfish as to rely on the sacrifice her devout followers - Faye herself is a being of immense power.Immortal Devil: My voice may disappear for moments, but it will never die. In your mind, it shall echo, echo, and echo, until it is the only thing you hear... there is no escape, my darling.
The Immortal Devil is an enabler for another Harbinger archetype beyond Cultist aggro. She acts as a value engine over the long game, being able to constantly reincarnate herself while generating more copies over time. You can use her, along with the Harbinger's numerous board clears (and other grinder cards that come later) to slowly exhaust your opponent. Her effect is basically like Toshley 's Battlecry and Deathrattle effect, just with an extra condition on the Battlecry .Fire Herald Azura: The fire in your blood is so beautiful. Do not worry - use my body and my magic as your gate, and let's watch everything burn to ash together.
Azura is Faye's best friend and most devoted follower, having been with her on the day she lost her home and spoke to her goddess. She channels the Harbinger's energy through her own body and lets it loose on everything in the general vicinity, allowing you to repeatedly and unrelentingly clear the board using your hero power and other hero buff cards. The Windfury buff can also allow you to do massive burst damage. Your hero still attacks and takes damage equal to her target's attack like normal, but this time the damage is dealt to everything, instead of just the attack target. Unfortunately, this action deals heavy damage to her own body, and there are only a certain amount of times it can be performed before she has to recuperate.
Other Classic Cards (with small notes):
Commons:
- If you kill multiple minions at once with Azura and Ritual Dagger , you will summon multiple Cultists.
- Fireblade Acolyte seems stronger than Si7, but Revelry is deceptively hard to trigger compared to combo .Rares:
- Most of the Harbinger 's win-cons/combo pieces/generally important cards are either Demons or, of course, Legendaries. Cursed Child can be used to tutor them. Similarly, Demon synergy in later sets will follow the same focus on supporting single, powerful Demon cards, rather than Warlock's buff strategy.
- Incinerate is the one 'Random' card for the challenge.
- Bloodrage Berserker 's mana cost has been bumped up to lower its combo burst potential. It has been given an Attack buff to compensate.Epics:
- Crimson Sceptre can be used as a way to stick a board on turn 5 to finish with Apocalypse Jester on 6. It's a set of delayed 3/2s that are surprisingly sticky, but require you to already have a board to function.
- Harbinger's Decree is a large board clear that also draws you Revelry cards. The flavour here is that you unleash a massive storm of fire and blood to summon your chosen ones to you (which is why there's a person kneeling in the artwork). This is the card for the 'Off Key' challenge.
Basic Set (and Tokens):
Tokens:
<<Phase 1 Submission (Contains other cards)>>
<<Phase 2 Submission (Contains more in-depth discussion of basics)>>
Thanks for reading, thanks to everyone who helped me with the cards, and good luck to other contestants!
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NecroaV posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Submission Topic]Posted in: Fan Creations< Geomancer >
Notes:
Recent name change from Crumble to Unearth!
Explanations
Stone-Scale Dragon is a nice basic Earth Dragon that helps with late game, a 5/4 is balance card and with the effect with pushes its strength even further. The idea of this card is to push a control deck running cards like Defender of Argus and Sunfury Protector and providing enough power to push against other control decks.
Unearth Watcher helps with large Unearth Cards that require you to wait a little longer. This provides leverage on options for you to play your cards earlier.
Runic Artificer is something interesting I made while I was tinkering with some ideas. Runes will be like the secrets of the class but they aren't secrets. This card provides some good lift into a deck, pushing a Rune Deck Archetype.
Crystalline Rune is a new type card added into the class as explained before Runes are like secrets of the class but their just mainly spells. Crystalline Rune is a weaker version of Blessing of Kings but becomes better as the unearth effect triggers. This card would be used against mostly aggro if you can a sticky minion on board.
Morgon Rune Master is the legendary of the classics with its powerful effect but relatively low stats. This card gives a good tempo swing back and provides more synergy activators for cards like Runic Artificer or Twilight Drake . I would consider this a win conditionish card? that provides a good tempo swing back into game or can provide enough cards for the player to fight back and win the game.
Basic Reference
Rest of the Set
Possible Deck List
Decks in here have been tested with other classes with the help of Mewdrops, the creator of the Harbringer. The deck list includes cards that are before the Hall of Fame Rotation to show how the deck would have would work in the early stages of Hearthstone.
Control Geomancer:
- 2x Acidic Swamp Ooze
- 1x Bloodmage Thalnos
- 2x Doomsayer
- 1x Sunfury Protector
- 1 xMind Control Tech
- 2x Sen’jin Shieldmasta
- 2x Azure Drake
- 1x Sylvanas Windrunner
- 1x Ragnaros
- 2x Rune Stone
- 2x Pelt Stones
- 2x Gusty Rune
- 2x Rain Boulders
- 2x Stone Scale Dragon
- 2x Crushing Arms
- 2x Break
- 1x Mold
- 1x Morgon, Rune Master
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2x Foregather
Rune Master Geomancer:
- 1x Acidic Swamp Ooze
- 2x Murloc Tidehunter
- 2x Razorfen Hunter
- 2x Azure Drake
- 1x Cairne Bloodhoof
- 1x Onyxia
- 2x Rune Stone
- 2x Pelt Stones
- 2x Gusty Rune
- 2x Ex-Growth Rune
- 2x Unearth Watcher
- 2x Rain Boulders
- 2x Runic Artificer
- 2x Crystalline Rune
- 2x Forging Rune
- 1x Morgon, Rune Master
- 2x Foregather
Hand Geomancer:
- 1x Acidic Swamp Ooze
- 1x Bloodmage Thalnos
- 2x Doomsayer
- 2x Acolyte of Pain
- 1x Mind Control Tech
- 2x Twilight Drake
- 2x Mountain Giant
- 2x Rune Stone
- 2x Pelt Stones
- 2x Gusty Rune
- 2x Unearth Watcher
- 2x Rain Boulders
- 2x Runic Artificer
- 2x Crushing Arms
- 2x Break
- 1x Morgon, Rune Master
- 2x Foregather
Thats all for now, vote for me! Thank you for reading~
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Tomerick88 posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Submission Topic]Posted in: Fan CreationsThe Jester - Phase III
Lore:
The next instalment of the Jester's lore introduces us to Hillary Tee the faithful sidekick and legendary minion of the classic set.
Hillaria Tideborn was the most beautiful maiden in the land and the daughter of a Duke.
In the employ of the Duke was Riggs. A plain young man unremarkable by most standards save for the fact that he could make the Duke laugh. It was for this quality that he was afforded the title of Court Jester.
Each day Riggs would devise a new routine to delight his adoring crowd alas there was but one that he truly desired to impress and, whatever he tried, she was the only one who was not.
While the Duke howled and the crowd wailed Hillaria wore a decidedly more disinterested expression. The face of a woman trying to stifle a yawn.
To hold a love but to be invisible to the object of it. It was maddening and, as his ideas began to wear thin, he grew increasingly desperate.
One day Riggs was juggling knives when a blade went awry and slashed a courtesan. The room went deathly quiet until, To Riggs' amazement, Hillaria began to giggle.
Riggs suddenly became somewhat more accident prone and with each escalating incident his popularity with Hillaria increased. Soon she would stop him in the halls for light conversation until eventually she invited him to her chamber.
Riggs was nervous but could not let himself miss this opportunity. He knocked upon the door and entered.
Hillaria looked unusual to say the least. She wore red face paint in a diamond pattern around her eyes and her dress was adorned with bells. Not something befitting of a Duke's daughter. She was laughing uncontrollably.
As Riggs circled the bed to approach her he was taken aback. The lifeless body of the Duke lay at her feet. Things had gone too far he thought.
"Hillaria, what have you done?" He exclaimed. "Hillaria is no more. I am Hillary Tee and you're going to take me away from here Riggsy or I'll blame the whole thing on you. We're gonna have so much fun!"
Class Recap:
As a Jester Riggs likes to be the centre of attention.
The hero power already provides control potential so I have opted not to give the class a direct removal option. This will force you to use the power to remove smaller minions and suffer the drawback of the punchline.
The central strategy of the Jester is to overwhelm the board with small disposable minions.
The Punchline keyword encourages you to trade as opposed to going face and will assist in the motivation to flood the board.
The cards I have chosen show the beginnings of this 1-Cost minion synergy as well as laying the groundwork for the archetypes I have plans for in future expansions such as Dragon Jester starting in the old gods and Voidripper Jester that will take advantage of Health buffs in Kobolds and Catacombs.
The Classic Showcase:
Can Of Wyrms:
Caution, contents may be hot.This is a simple spell to show how Punchline can work on a spell card. It also produces 1-Cost minion tokens which will interact with cards that have specific interactions and synergy with 1-Cost. As they are Whelps they offer Dragon synergy which will be explored further in WotOG should I progress to the next round.
Jack in the Box:
He makes a great taco.This is a simple Taunt minion that I expect to be a staple of the Jester's deck. It can be a massive help in the early game and its self healing abilities make it great for anti aggro. Combo it with Jaunty Tune from the basic set or Invigorating Jig from the classic set to make it even more effective.
Rubber Duck:
Stolen from Neptulon's hot tub party.It takes a real hero to fight with a Rubber Duck. By itself it is not too threatening but if you combo it with Defender of Argus or In Joke from this classic set it can be annoying to he opponent. Be careful though because it will swap every time it is attacked so the high Attack it has stolen could be given away again.
Wild Card:
Jokers are wild...Card draw with a draw back only, for the Jester, it could actually be beneficial to transform a card that isn't going to be useful for your match up into a 1-Cost minion. The minion could be one you don't normally use but fits your circumstances such as Argent Squire. The card is supposed to show the set up of 1-Cost synergy and the fun nature of the Jester class.
Hillary Tee:
Wherever Riggs goes Hillary Tee follows.The Jester is all about drawing a crowd. Hillary gets them laughing at every Punchline and generates the Laughter spell from the basic set. Laughter is the lifeblood of a comedy performer and so the more crowd members there are laughing along the more the Jester will heal. This plays to the Jester's strengths perfectly as they like to flood the board.
The Rest of the Classic Set:
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Goldshire Oaf:
Always happy to share his funnel cakes.This minion is hoping for efficient trades to improve the survivability of your other minions. For clarification, a Punchline will trigger even if the minion dies in the act of targeting and killing a minion.
Laughing Gas:
Hahahaha.This gives the Jester the option of using its board presence to clear a minion without sacrificing it. It can help you grab some Punchline triggers without losing your minions also.
Jitterbug:
They put the boom boom into your heart.Another 1-Cost minion to fit in with the Jester's style. It will be rare that it manages to get more than 2 Attack by itself but it could combo with In Joke, Jaunty Tune, Invigorating Jig, Bonemare etc.
In Joke:
You had to be there...Combos well with Jack in the Box, Rubber Duck, Gurubashi Berserker and more. Protects your smaller minions and can also be used in combo with Void Ripper or Crazed Alchemist.
Invigorating Jig:
There's nothing more invigorating than a Jig.Riggs throws some shapes to inspire his minions. Will combo well with Punchline minions and Void Ripper. Fits in well with Jester's play style also.
Deadpan Delivery:
A Jester's greatest skillet.A powerful removal spell that equips an unconventional weapon. Very useful to keep board control but in using the weapon to kill minions the Jester will sacrifice more health.
Running Joke:
It just never gets old.Just like a regular Running Joke this spell will keep cropping up again and again if its Punchline is successful. It has good synergy with the hero power.
Charm:
According to legend Riggs could talk anyone into anything.In some situations it will be a powerful control spell and cause a real tempo swing in others not so much. At the very least your opponent will expend some resources to retrieve the minion or face leaving it with you.
Butt of the Joke:
How humiliating.A removal spell that works well in conjunction with Taunt minions and In Joke.
Side Splitting:
They were laughing on the inside. Now they're laughing on the outside.A removal spell with a drawback of killing your own minions too. Requires both players to control at least one minion to function.
The Token:
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The Basic Set:
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Demonxz95 posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]Posted in: Fan CreationsCards I'm pretty sure I want to include:
Uh, NNNNNNNNNNNNNOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!! Sexual references as blatant as this should not be in HS. - To post a comment, please login or register a new account.
8
The King!
Boetius Bannister, King of Fireheart.
Off, to the East of the Eastern Kingdoms,
Boetius and his people silently builds an army.
Waiting for the day to return back to the rest of civilisation,
Where the Horde shall finally fall.
A king is a man who does not fight with an axe, but with an army. He does not ensure his safety with armor, but with a guard. And he does not gain power and success through taking down opponents in duels, but rather from gaining trust and respect from the men and women inside his city walls. The king is a class who uses minions to defeat his enemies, rather than his own magic or strength, and when his minions do their jobs right, he makes sure they are rewarded as such.
He understands the commoners hate for the noble, and the nobles distaste for the commoner, and he understands the commoners contempt with his fellow commoners, and the friendships that the nobles gain between eachother in royal parties. The King knows how to impress and correctly utilise a minions rarity to best serve his needs, and using promote, he knows how to get that rarity where he needs it.
Example Cards
He didn't mean to kill that guard... She's never been the same since she
Or that lady... Or the the dog... His hand learned where meat comes from.
just slipped, he swears.
Disclaimer: Casting this spell Back when he was just a small
will not actually result in rich child, his parents were killed in
planetary domination. an alleyway. Ever since that fateful
day, he's... Richer?
Explanations
Arthur Bannister - Arthur Bannister, Boetius' son, is quite unlike his father. He doesn't care for "girly things" like politics, people and social class. In fact, rational thought is also foreign to him. But he does like crushing anyone who seems to be weaker than him, fighting, mindlessly insulting children, etc. He's not the nicest of guys. But what he IS, is a perfect example of the King's minion based removal cards, which utilise minions to remove things rather than standalone spells. He's a giant, potentially devastating board clear, and he has some interesting synergy with cards like Raid Leader, Stormwind Champion and a couple of King cards that have yet to be shown. The more he hurts, the more he kills, and under the right conditions, he hurts a lot.
Savage Butcher - Common King, one of the two "tribal" rarity King archetypes, is a control deck that relies on small minions and big board buffs to form an impenetratable wall of taunts that will keep the aggro decks from the Kings face. However, that sounds nice and all, but against control decks, wouldn't that run out of steam? That's what Savage Butcher is here for, she's among the kings card advantage focused cards. She costs a lot of mana, but 2 for 1's on a fast acting minion are certainly more than welcome in the common king deck.
Rule the World - 4 specific cards drawn for 6 mana... Isn't that a lovely thought? However, in order for this card to be the dream, you've got to push your deckbuilding skills to the test. In order for it to work, you need to guarentee at least 4 draws, after all, Nourish costs 5.... That means you'll have to be running multiple commons, rares, epics and legendaries in your deck, and you need to ensure you don't draw all of your cards of any one rarity before you draw this, else it's value is going down the toilet. Draw 2 full rarity sets from your deck before this? Might as well not even bother playing it at that point. But on the upside, this card is just brimming with possibilities, you could build a deck and call it "Rule C'thun", and this card would be guarenteed to draw a common, rare, the other Rule the World in your deck, and either C'Thun or Twin Emperor Vek'lor. You could reasonably include it in any deck in fact, if you adjusted it accordingly.
Pompous Noble - Behold, the mighty 5 mana 1/1! Or, in the right deck, the 5 mana 15/15! When you make an Epic King deck, you might as well go all the way. Epic cards are gimmicky and situational, why should a deck built around them be any different? Ride that wave, and allow the Pompous Noble show you that his strength is not only unparalleled, but also unperpendiculared... Not that that means anything. Anywho, clearly the epic king, with this guy being the most synergistic card for it, will not be the most powerful deck on the tierlist. After all, did you know there are actually only 10 neutral epics in the classic set? This guys biggest statline in classic, will almost always be capped at 16/16. That said, 16/16 is pretty good for 5 mana, and as the sets roll in, Epic king might just begin to form and shape into one of the most powerful pure gimmick decks in the game, after all, when it comes to super late game win conditions, nothing really beats playing a 15/15 and a 16/16 on the same turn once the opponents removal is gone.
The rest of the classic set and their explanations
Rations - With the basic set containing no rarity based cards, there will be an increased amount of cards focusing on rarity in the classic set. Rations is a very big card for the Common King, a deck with quite a decent amount of token generation. With this card, your little swarm of little minions don't become any stronger, but they each become quite sturdy. It also replenishes your health a little, allowing you to stabilise on the board while stabilising your health. No one seems to be enjoying the raw murloc head we got for them... Maybe they just don't like fish?
Shifty Commoner - A very simple card that immediately recycles itself when you play it. It won't necessarily give you something good, but it will give you something, and really, that's all that matters to a Common King. It has excellent value for its cost, a 2 mana 2/2 which you don't lose card advantage on, but you have to be able to make use out of whatever card comes out of it. Do note, however, that the card will always either be a neutral or a king card. She acts cruel and harsh, but that's just her way of showing her affection. Probably.
Huge Swing - This card is essentially the King's very own Shadowbolt card. However, this card has a bonus as long as you have a couple of minions on the board to boost it up. Normally, the card just has the King swing for 4 damage, but, with the help of your men, they can perform the attack, taking down the minion regardless of its size. This only works with commons though, as it's unlikely Epic king would want to play it anyway, and it rewards more intelligent play from the Common King player. Should you promote your Shifty Commoner for the buff? Or should you save your promote for now in hope of gaining a huge strength increase to Huge Swing? Well, it's usually called a Wide Swing, but that's just... Boring.
Shieldwall - So, you've swarmed the board with tiny little Castle Archer's, Shifty Commoner's and Argent Squires, but that warrior just won't stop hitting your face! It's not like you can attack his weapon, spells or charge minions, so that board doesn't really matter much, does it? Well, with this card you can completely stop all the attacking your opponent is doing, should you have a big enough board, leaving yourself only open to spells. In addition to them all gaining taunt though, they gain +1/+1 buffs, in exchange for making Huge Swing and Riot worthless until you get another few tokens. If you use this on one minion, is it really a shieldwall?
Squad Leader - A rapid token generator for the King. Obviously designed for a Common King variant, but this, along with many other cards, are completely fine outside of common king. The actual man himself is the leader of a Militia Squad, thus he's not exactly an elite military captain. In fact, judging by the look on his face, he seems like a bit of a wimp. And thus, everytime you promote him, he shouts out for help, getting 2 men who will keep the both of you safe from attacks. The combo potential with this guy is also outstanding. Not all heroes wear capes. That said, this man wouldn't be a hero no matter how many capes he had on.
Aspiring Knight - Rare cards are cards which are more general use cards. This card, for example, is just a solid minion with a lot of combo potential. Let's say you have this, a squad leader and a shieldwall in hand. Put it out, use a couple of hero power tokens on the squad leader, shieldwall. Boom, you now have 4 2/2's with taunt, a 4/7 with taunt, and a gigantic 11/11 with taunt. A pretty decent turn, I must say. She really wanted to be a cheerleader, but when she figured out that cheerleading isn't too popular past your teen years, she decided that brutal fighting to the death was close second.
Celebrations - A cheap card that provides a very small immediate effect, but can promote a card in your hand. This obviously has a few synergies here and there with charge minions and other minions that would be popular in a goons deck, but it also has synergies with a LoE card called Regal Nymph, and also works well with things like Display of Strength. For the last time, we meant the events, not the chocolates!
Tax - Rids the target of their money, which will usually reduce their stats by a lot, whilst removing their effects. Costs 1 less than Hex, but a 3/3 is significantly stronger than a Frog and it doesn't counter things like Resurrect or Anyfin Can Happen. Why does a "Miniscule tax raise" cost you 2000 gold while a "Major tax cut" saves you 10?
Personal Trainer - This card provides a +2/+2 buff to commons, and a +1/+1 to rares and epics. In exchange for it's versatility over Houndmaster, it doesn't give Taunt. It's helpful in the majority of decks, including the 2 main rarity archetypes. Setting a minion to epic is helpful with Epic King, and Common King has the most minions that can benefit from his effect most. It's the, eye of the Stranglethorn, it's the thrill of the fight!
Riot - This card takes all your displeased peasants and makes them show your opponents minions just how annoyed they are. Sure, a riot of like, 2 guys isn't all that scary, but when you've got 3 or 4 people out the riot can be terrifying. This follows the Huge Swings idea of "maybe you shouldn't promote your commons just yet" else they'll be too content to riot. "WE DEMAND WHALES! WE DEMAND WHALES!"
Spear of Champions - A spear that has been wielded by only the most glorious warriors in existance. Anyone who used this weapon has indeed acquired themselves a place in history books as legends. Of course, those people have to be worthy though, so this only works on epics. Since Epic King is supposed to be a more late focused midrange deck, I think a slightly costlier, but high value Arcanite Reaper is suitable. And although the King isn't usually the one to be doing all the fighting, he's still a class with a few weapons. But those weapons are spears, one of the safest weapons to use. Not that that actually means anything in Hearthstone, but it's still a little flavourful. The mighty warrior, Spear of Champions in hand, readied himself, seeing a large silhouette over the horizon... Then suddenly, he let out a terrifying yell! "A'VE GOT THE BEAST 'EN MY SIGHTS!"
Basic Set
Tokens
1
1
12
Bow down to...
The King!
As shown in the previous phase, the King is a class that focuses on manipulating and utilising rarity as a kind of tribe like murlocs or pirates, using synergies to win. Basic playstyles include Common Control, Epic Midrange, 30 Legendary decks, and then all the regular archetypes like control, midrange and aggro.
Of course, in the basic set itself, it's a bad idea to try and interact with rarity itself. Newer players with no cards won't be able to even make a common deck, and the basic set should ideally act as the core building blocks of the class. Even if the classes core is to interact with rarity, basic spells that don't interact with them and focus on the other elements of the King are necessary.
Example Cards
Explanations
Display of Strength - This is some cost efficient hard removal that reflects one of the basic ideas of the King; The King's primary method of taking out big guys will be using even bigger guys to do it for him. He's a King after all, not a fighter. This card will allow huge minons to see some immediate value, and the reduction in cost in comparison to something like Assassinate allows him to swing the tempo in his favor. However, requiring big minions, or at least, minions bigger than theirs, might be a bit tricky... Unless you use something like the next card beforehand.
Public Execution - The King can have anyone he wants killed off, he's the ruler of his own country after all. And should he want to, he can also demoralise and nullify enemies, reducing their will to fight, and allowing his minions to get an advantage, whether that be in a Display of Strength or some regular combat, so your Faerie Dragon can kill off Ysera. Attack manipulation, quite clearly, is also a big part of the King.
Flamecore Guardsman - Taunting is a very big part of the King. This card sacrifices a little bit of your board or health in exchange for more early game control, which, especially in common King decks, is important. It has enough health to avoid being pinged and can kill off little 1 attack minions, all the while it has enough damage to kill off 2 drops or the 1 drops seen in modern day Hearthstone.
Regal Nymph - Look around in your collection and see how epic cards are almost always pure gimmick cards. Epic king, an archetype that Regal Nymph is a big part of, embodies this. Regal Nymph utilises the very high value, albeit very situational nature of these cards in a special way with the Discover mechanic, which is built to be a mechanic that allows players to choose the best card for their current situation. So, when you're against an Anfin Pally, take a Hungry Crab, when you happen to have your Bloodmage Thalnos in hand, take a Master of Ceremonies and when your opponent is running a N'zoth deck, pick up a Defias Cleaner. Despite this nice little ability though, she has 4/6 stats for 5 mana. She's only a little bit understatted, which is due to the fact that her ability only works if you control an epic.
Briona, Court Jester - Briona is a card that doesn't fit too much into the basic theme of The King, but she is essentially the figurehead of the Gadgetzan Faction of the King. This is a little sneak peek into that faction. Can you guess what the factions theme might be? Sneak peek aside, the card itself is pretty mediocre. Paying 3 mana for a 2/3 is terrible, however you can get multiple if you pull off an attack. When you buff the card with some spells though, she starts to get a little crazy, increasing both her stats and the stats of her duplicants. Keep in mind however, that all damage dealt to Briona will also be a hit to any future duplicants.
The rest of the basics and explanations
Guard Duty - Gives a minion a Taunt as well as a +1/+1 buff for 2 mana whilst cycling. This allows you to generate value whilst protecting yourself.
Piercing Throw - The idea behind this card is that you throw your spear at an enemy and if it's enough to kill it it will pierce through it and hit something else. Think of it as a cleave, but you can target one hit in order for the second hit to come out.
Chilly Peace Pike - During times of strife and conflict, this weapon was called by its more popular name, Fiery War Pike. The King is a weapon class, and he primarily uses spears. This spear in particular starts off as a really powerful weapon for 3 mana, but the turn after it cools down and turns into a 3/2 weapon, which is bad for 3. This forces you to to use the weapon reactively instead of proactively, playing the weapon when you need it rather than when you have the mana.
City Protector - A simple 3 mana minion that allows you to heavily reduce a minions attack so that friendly minions can lose less health while trading into it in addition to setting up minions to have Display of Strength casted on them.
Royal Feast - A healing card that heals for a LOT but won't work until the turn after you play it. This means the card will rarely work while behind, you can't simply tank the enemies attacks, you have to use it to stabilise to stop yourself from being killed by charge minions, spells and hero powers over time.
Valiant Slash - A single target damage card that will kill the majority of minions, in addition to being usable on face, for a little bit of burst.
Hail of Arrows - A couple of archers come into the field and unleash hell on the enemy forces, sticking behind after their onslaught to help deal with the opponents response, in an attempt to swing the game back in your favour. Token generation is also a small part of the King.
The Token
I hope you'll give my class a chance, I personally have a lot of ideas for it and I think that the many themes that could be explored in future expansions can be combined with the rarity mechanics to create some interesting cards not seen in Hearthstone before!
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9
Class: The King
Boetius Bannister, King of Fireheart.
After his ship's captain died, many, many years ago, sending him as well as a shipload of men and women off to a large landmass off to the East of the Eastern Kingdoms, Boetius has managed to build an entire Kingdom, one that rivals Stormwind itself. He keeps in contact with the Wrynn's to this day, but only they know of his empire, for Boetius' Kingdom mustn't be found out, as in it he gathers the forces and strength necessary to make his way back, and take down the Horde for good.
Introduction
The King is a class that focuses on something that others care little for. He is a King that cares for the finer things in life, such as golden knives and forks, shiny jewels adorning his crown and his pride and joy, his Kingdom. The King cares for class, not the combat kind, the society kind. When he brings out a minion, most are concerned with how tough they are, how they can handle themselves in a fight etc, but not him, that comes second to checking out the quality of their clothing, their job, and how many rubies they can purchase before going broke. This class implements the games rarity system into a heirarchy. The best way to show this off, is to just show off his unique keyword. I present to you, Promote.
When a minion appeases the King, he might just take their pitchfork away and give them some armor and a sword, dubbing them a knight. This will not only put the minion higher up on the heirarchy, but it will also make them more skilled combatants, allowing them to endure more hits and make theirs hurt for more. However, he can't exactly just put people at his own tier of the heirarchy, thus, legendaries cannot be promoted. He can also promote weapons and rarely even spells, showing off the accomplishments of them whilst making them even better. Do note that only one card actually promotes spells, justifying the rather large looking effect.
His hero power allows him to prepare the medals of honour, the documentation and the equipment necessary to give a minion a promotion. Using the card on the same turn as the hero power essentially makes it cost 3, however they can be stockpiled in the hand to suddenly cast a bunch at once, rapidly promoting your minions, but again, not past legendaries, so commoners can be promoted 3 times, green skinned merchants can only be promoted twice, providing pretty good deals, but necessarily the best ones anywhere, and noblemen will only get to be promoted with this once. To any other class, this is literally just a banana that doesn't work on legendaries. However, to Boetius, rarity matters a lot, and to his minions, going up in life is pretty nice. Thus, many of his minions interact with different rarities in different ways, and some interact with promotions.
The Example Cards
These 3 cards show off the importance of rarity, their implementations, all while not completely requiring you to build around them to be good.
Lowly commoner shows off one of the few archetypes that will be available to The King. The Peasant King, as I imagine he would be named, would use lots of common cards that create more common cards which create more common cards, forming a militia, which is basically an army of commoners and maybe merchants. Basically, in a kingdom, you don't want the kingdom to fall, so, if you got no fully trained, kickass knights at hand, you just get everyone you can see and pass them a weapon to start smashing skulls and slicing necks. Applying that to the archetype, you protect your King by using just about any commoner you can see, regardless of who it is, you get a bunch more of those commoner's, and then you make them all go stand outside the castle gate and fight off attackers. In other words, you get random commons, you don't whine if you get wisps, you chuck them out there, you get more and more and more until you get a full on army to use group buffs on. So it's sort of like a token control deck. And, this card shows that. It gets good value by paying for itself with another card, yet the effect is made inconsistent but still guarenteed to be relatively cheap, in exchange for some better stats to contest the enemies board in the early game.
Personal Trainer doesn't fit into any one archetype, he's kind of like a Houndmaster that works best on commons instead of beasts. He buffs commons twice, rares and epics once and can't buff legendaries. He allows you to double up on promotion triggers as well, so he'd definately be used as an activator card for small comboes throughout the game. He obviously works well for Peasant King, but he's also good in midrange decks as well as epic decks, because his effect allows any commons to turn into epics, which can be interacted with using certain cards. He also shows off some of the ways promote could be implemented into cards.
Spear of Champions is a midrangey kind of weapon for Epic King, or Noble King, which is going to be a gimmicky but hopefully fairly alright. I intend to have it be a midrange deck that have a few epic cards that reward either aggressive playing or protective playing. The card itself has a lot of flavour, it promotes epics, which are one rarity away from legendaries, therefore, making the minions it buff become "Champions". The card is like an Arcanite Reaper, which is a card that is used usually quite aggressively, and then combines that with a relatively slow effect that takes place over two turns. However, it does provide quite a bit of stats for the cost of the weapon in comparison to its own stats, and there will be a couple of epic minions that reward promotions of epics that will be benefitting from this as well. However, it should ideally be used in epic decks, but with the hero having the ability to get minions to epic despite not originally being epics, it's not completely necessary.
In addition to the common and epic decks you can play, regular aggro, midrange, control and combo decks will, ideally, be available to play as well as the fabled 30 legendary deck, although that one might not be quite as viable as the others.