By Your Powers Combined Card Design Competition
Congratulations to LutriSpellcaster for winning the competition!
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Submission Description
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Art by Mike Ackerman and Stephen Tappin
The flavour is rather obvious, instead of the Siege Engine attacking itself, you have to fire it.
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This Week's Theme: By Your Powers Combined
Tired of the same old Hero Power every game? Great news! We're swapping them out this week.
- You must create a card that changes your Hero Power into a new one
- You cannot create a Hero Card, a Quest, or a minion which replaces your Hero (like Lord Jaraxxus)
- These are all card types which could get their own competition - we want to focus on the Hero Powers this time
- The Hero Power your card gives you cannot be an existing one - including Basic and Upgraded Hero Powers
- We want to see brand new ideas!
- Existing examples include Charged Hammer, Shadowform and Vilefin Inquisitor
Remember to include your Hero Power in your submission by adding it as an extra card!
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Competition Entries
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"During this time of dormancy, Kabal Crystal Deliver becomes the thriving business." - Dora.R reports
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'Brother, I know not which I despise more. Your attempt to imitate me, or your attempt at wordplay.' - Illidan Stormrage
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The following description was written by the creator.
Art by Mike Ackerman and Stephen Tappin
The flavour is rather obvious, instead of the Siege Engine attacking itself, you have to fire it.
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"A drink that provides a much needed healing for Warlocks, at the cost of dying a slow and painful death. And the more demon blood you drink, more the corruption spreads through your body, making the pain even greater than it was before, so use it wisely!"
Show SpoilerBasiclly, if you use the card twice, it changes your hero power again, just like Shadowform.
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A Paladin legendary which makes your recruits bit less human.
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Inspired by the Shaman ability in WoW. It’s a powerful defensive tool that doesn’t last too long, on account of Shaman’s dependence on spells. Unless you create some sort of no-spell Shaman...
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Full disclosure, I thought of the effect for the Hero Power, found a cool weapon from WoW, didn't think a ton in terms of how this weapon, effect, and set designation fit flavor-wise. Does this really fit the Classic set as shown in the weapon's watermark? Not really, unless it was to be included in a Warrior Classic set overhaul. Then, maybe. I believe you can get this weapon during the recent raid to fight N'Zoth so maybe it could have gone in Old Gods?
The flavor of the effect itself is that the Warrior abandons a defensive stance (losing the Hero Power to gain armor) and goes on the offensive. When attacked while wielding a weapon, the Warrior fights back, dealing damage to minions and enemy heroes hitting the Warrior in the face. But the Warrior deals this attack damage without losing durability. So it can be powerful to potentially clear off smaller minions, or discourage your opponent from attacking with their smaller token boards if they have buffs waiting in hand. But if your weapon is destroyed or you use all it's durability you suddenly find yourself at a disadvantage after rushing head first into the fight.
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Your zealotry becomes so intense, you lose part of your (class) identity.
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"At least we get to keep our tongues, right?"
Forgive the wordy minion text, but I wanted to maintain the formatting used by other "your hero power becomes" cards like Vilefin Inquisitor.
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"Every time we come to Witchwood... Every time you eat the apples... Every time your skin turns to bark... And every bloody time I'M the one who has to take you to A&E!!!"
Some support for Treant Druid. Although the archetype can quickly and easily flood the board, the Hero Power provides an extra unit to benefit from Treant buffs. Playing Goru the Mightree? Enjoy a stream of 3/3s. Don't have enough Treants to get a cheap Aeroponics? Just use your Hero Power, silly! This could also work in a non-Treant deck, providing Druid with a 2/2 body each turn rather than the usual attack/armour combo.
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A mage weapon with Spell Damage and Durability loss is not a new idea any more. But here the weapon itself is just a countdown of changing the Hero Power. Before the durability is depleted, a mage need to cast spells cautiously to utilize Spell Damage. But after that, everything becomes wild -- and that is the meaning of the names "Harmony" and "Chaos".
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Offering a more offensive ability on warriors arsenal to stack with current Invoke and weapon bonuses at the expense of hit points. If drawn later than wanted still offers draw engine for the warrior.
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The hero power is granted via an aura, so it lasts as long as the weapon does. Normal rules for hero power refreshing still apply. You have the choice to swing with a strong weapon, or hold it for more uses of the hero power.
The flexibility and raw power is an attempt to push Control Paladin just a little harder.
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If the weapon is destroyed the Hero power returns to the previous one. The effect is an aura tied to the weapon.
Shadow Word cards: Shadow Word: Pain, Shadow Word: Ruin, Shadow Word: Death, Shadow Word: Horror
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"If only one of those adaptations was a reach extender. His back crystals have been itchy since the end of the Third War."
Rexus is designed to facilitate and encourage Beast decks, and allow them to push the late-game in their favour. He encourages build-arounds featuring Beast tutoring like Scavenger's Ingenuity and Predatory Instincts to play him early, and good buff-targets like Dire Mole or Vicious Scalehide to get the most value from the HP.
Playing Rexus instigates an important decision where the player must decide their main tactic for the rest of the game - go defensive with something like Massive or Rocky Carapace, aggressive with Flaming Claws or Lightning Speed, or go for value trades with Crackling Shield or Living Spores.
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"While you were exploring ancient tombs, I studied the fish."
I love Finley's theme of changing your hero power and I dig the possible narrative of finley, having helped finding treasures, has picked one for himself and mastered its powers, able to use them every turn.
Depending on the set, different spells are available and alltogether it will always be a fun card to play. Originally I had this at 3 mana but after looking at some 1-cost spells in the game, there are some powerful options that need to be accounted for. Not to mention as a neutral card, it shouldn't just go into every deck.
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The Dualcast there is simply one example of what is possible what the card (in this case, combining Fireblast and Dagger Mastery together). No matter the combination, they will all use the same art (for the sake of simplification).
As with most cards that affect your opponent's Hero Power (or otherwise uses it for card effects), the effect does not work on PvE Hero Powers, but it will work on all Hero Powers available to players in Ranked play. Multiple copies of the card will also stack the effect.
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1 damage gets a 1/1, 2 damage gets a 2/2, etc.
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Jan'alai's team loves the smell of fire in the morning...and afternoon...and night...basically anytime is fire-slinging time!
Fiera is a card that was inspired by Metamorphosis, but also strived to synergize with Jan'alai, the Dragonhawk and her Battlecry condition. Fireslinger seemed like a perfect fit to incorporate as a hero power due to the Ragnaros the Firelord style of play the Mage will most likely be playing. I made sure that the Hero Power wouldn't go endless though like Metamorphosis, so I gave it at max 3 uses dues to it's random targeting and 1 more Mana expense then it's Demon Hunter cousin. Overall, I think this would've been an amazing back in Rastakhan, but I'm biased. The cards needs at least 2 uses to be made effect, meaning that it's won't be a comfortable curve to play Jan'alai unless you already did 2 damage with your hero power. Hopefully none of you are biased like me and enjoy my idea.
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Shaman's upgraded Hero Power is by far the worst of all, so this is a similar but upgraded version of it. It functions very similar to Deathstalker Rexxar's, which, imo, is the best Hero Power in the game in both fun and versatility. View all 10 possible Totems here with distinct art and names: https://imgur.com/a/hufht4P
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His ghost gets trapped in your hero power. Poor guy.
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"They just don't make em' like they used to"
This card is a nod back to the old pre-nerfed Fiery War Axe. The Hero Power only lasts for as long as Old-Fashioned Blacksmith remains on the field. Once he dies, you have to go back to using the new over-priced Fiery War Axe.
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A legendary spell meant to represent the Warrior's Stance mechanic from World of Warcraft Classic.
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Your opponent's unspent Mana will be treated like the temporary Mana Crystal given by The Coin. It will be spent first and can be spent in combination with your normal Mana. The difference is the cap. The Coin can't get you above 10 unspent Mana, but with this Hero Power you can theoretically have up to 20 unspent Mana!
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Edwin VanCleef will have his revolution, and the Alliance will tremble before the collective power of the Common people!
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"Darn toot'n, those vermin took all my vegetables, and my fertilizer, and my watering can, and my......."
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Stealth Rogue support, anyone?
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Allows highlander to have infinite murlocs at the cost of their health. It counters aggro well, but OTKs and big minions will still be able to handle it. Since he comes out at 6 minimum you should already have enough mana to handle one or two mulocs a turn. And, since shaman lack ways to self damage its up to their oppotent to decide when they come out.
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A simple card that replaces your Hero Power with Tracking quite powerful but will also thin your deck quite a bit an move you into fatigue if you're not careful.
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Never would I ever buff Odd Paladin in Wild.
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"You get a heal, you get a heal, YOU get a heal, you all get...no wait, that was it."
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This was pretty hard to explain within the frames of maximum space expected to be used in normal creation, but I hope you can understand it. Let me ease you with the task of explaining how this works.
- If you use the Hero Power at the same turn, you draw 3 cards and get your previous Hero Power back.
- If you draw one card without using the Hero Power, it will draw 2 cards and give you back your previous Hero Power.
- If you draw two cards without using the Hero Power, it will draw one card and give you back your previous Hero Power.
- If you draw three cards without using your Hero Power, well... you lose the Spellbook Hero Power.
Maybe this was self-explanatory even without my explanations, but I thought that me doing the dirty work will help you out with understanding the card.
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When I saw the topic, I immediately started thinking about possible ways of subverting it. Every other hero power changing card has been a positive change, and the idea of sacrificing your Hero Power, or weakening it in some way has yet to be explored. My take is to give Warlock an exceptionally powerful removal tool, being able to clear the board for just 3 mana, but at the cost of their hero power. Not only do they lose the ability to draw cards through it, but they also still suffer the drawback as if they were.
While Supreme Archeology offers a way out of this burden, the very act of completing the quest will start to tear your soul apart. Or at least kill you.
Another interesting use would be to bolster a self-damage build, enabling cards like Diseased Vulture or Floating Watcher a power boost.
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What kind of cards can help you complete your Quests?
Maybe you can find anwsers from last competition:-D
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Being able to profit from Lorewalker Cho's and Trade Prince Gallywix'es effects without a drawback for the rest of the game is quite powerful, so I put it behind a Deathrattle. This makes the card vulnerable to silence and transform effects, but also happens to fit the lore like a glove:
Just like Malygos, Aspect of Magic and Kalecgos, Tarecgosa is a member of the blue dragonflight who gave her life protecting Kalecgos. Her soul was transfered into Dragonwrath, Tarecgosa's Rest, which can be obtained by completing an epic questline requiring the help of an entire guild. One of its powers is a unique duplication effect that I tried to mirror in my Hero Power.
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The idea: The card is designed to be a win condition for face hunter in the mid-game since they lack the card draw to compete with other agro classes. While the fact that it deals 4 damage is scary keep in mind that the effect only starts triggering 1 turn later and you have to skip your entire turn for that to happen on a curve, which is not a good thing to do for an agro deck.This way the opponent has time to react and clear the board or heal themselves. Also, the card relies on the fact that you managed to maintain the board pressure up to that point and that you have more health than your opponent since it also damages your face.
The flavor: The card references the Corrupted Blood Incident that happened in WoW when hunters that fought Hakkar had their Animal Companions affected with a debuff that carried on after the fight and ended up infecting entire servers causing thousands of players to die repeatedly. As such, the card is meant to be from Rastakhan's Rumble since that is the expansion that features Hakkar. The fact that it deals 4 damage is also a call back to the cards that Hakkar generates.
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Just a simple card for Paladin. Still summons boys, but instead of mana, you pay with the blood of your enemies! What fun!
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Support for odd mage and control mage. Very good against boards full of small minions.
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That's what happens when you listen to Hooktusk. You get banned from the rumble.
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This card would help create a non-OTK inner fire type of deck that tries to play high health minions and buff/heal minions to establish threats that the opponent is forced to respond to. Because Alchemy Experiment triggers at the end of both players' turns, your opponent can react to a high attack unit by damaging it, causing its Attack to lower before you can attack with it.
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When the clouds started to gather, they taught they could wait out the storm. They were wrong!
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Did somebody say [Thunderfury, Blessed Blade of the Windseeker]?!
There are only awfully few cards that utilize the Overloaded state in Hearthstone: Surging Tempest, Cumulo-Maximus and Vessina. What Shaman needs is a card that ties an archetype together and with Thunderfury and Charged Lightning as a Hero Power, there is a reason to actually create an Overload Shaman Archetype.
While the hero power is stronger than the Hero Power from Charged Hammer, the conditional effect forces the shaman to consider whether it's worth going for.
Lore:
Show SpoilerThunderfury is a legendary sword, crafted from elementium and containing a crackling electrical core that might be all that remains of Prince Thunderaan.Ragnaros the Firelord, and his lieutenants Garr and Baron Geddon, defeated Thunderaan, Prince of Air, during the war following the First Age of Creation. Ragnaros was unable to fully destroy Thunderaan’s essence, so he forced what little remained into a talisman of elemental binding and shattered it. He gave the two halves to his lieutenants. Ages passed, and somehow the talisman halves found their way into the hands of Highlord Demitrian, a follower of Thunderaan. He recombined the talisman but was unable to release his master. Instead, he did the best he could: He crafted a blade to serve as a vessel for his master’s essence. The Blade was known as Thunderfury, Blessed Blade of the Windseeker.
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Flavor: Demos, Forebearer of Doom transforms your hero power to Call Doom, where the image represents calling doom from a dark portal. Then, the player gathers doom until their hand is full of Essence of Doom spells. This represents enough doom to unleash the power of doom and doom (destroy) the enemy hero. It fits well in warlock as the idea is gathering dark power until you can unleash it.
Balancing: The card is powerful in that it is a battlecry and provides a win condition. However, this is balanced by the fact that it takes at least 10 turns to fill your hand with copies of Essence of Doom, plus the player has to manage the other cards in their hand as when you are getting close to having a full hand of Essence of Doom spells, you have less and less room to keep other cards. This sets up an element of strategy where it is not always the correct play to hero power and where players have to figure out when to use their high cost cards to free up their hand and what cards are best to save in your hand as your available hand space decreases. The potential power of this card is also balanced by the fact that the player loses the powerful warlock hero power, so it is not always best to play it immediately.
Try thinking about what you'd like to be able to do in your favourite class if you're struggling - you might hit upon a winning idea!