Dalaran is known to be a whimsical place where mages come to gather and perfect their skills. However it's become reimagined like the rest of the Hearthstone expansions, and is now a full blown University with professors, fraternities, and mascots running about! Obviously I don't have the actual art to convey this theme well enough, so just use your imagination if you please.
The Unique Mechanic, Schools of Magic!:
There are two main themes of this set is the introduction of Schools of Magic. Just like how minions have their own tags like Beasts, Murlocs, and Dragons. Now spells can have their own defining tags as well! In total there will be six different schools of magic, and how this will retroactively change some previous cards.
Arcane:
Arcane spells are primarily found in Mage, but can also appear in Druid and Hunter.
Fire:
Fire is commonly used on bursty cards that can typically target your opponent's hero.
Frost:
Frost spells typically have a Freezing mechanic built into the card, but it isn't always the case. Taking Freezing Trap as an example.
Nature:
Nature spells can be found in Druid, Hunters, and Shamans. They usually have elements of Nature besides Frost and Fire in them. Such as Grass, Earth, Lightning, or Animal based spells that are not physical.
Holy:
A good chunk of Paladin and Priest spells are Holy-tagged.
Shadow:
Shadow spells are typically found in Warlock and Priest, with some few exceptions.
New Keyword: Tuition
Tuition is a keyword that means you pay extra mana for an additional effect. Once you play a card with this Keyword it will give the option of paying the Tuition or to "Drop-Out".
Neutral
Neutral Commons:
Notes:
Basic Blood Elf
A simple introductory card to the Tuition keyword. It can be played as a 1 Mana 2/1 or a 2 Mana 2/3. It isn't that fancy, probably not going to be put in any serious decks. But probably a good option in the Arena.
Hot Head
Hot Head is the introductory minion that interacts with a specific set of spells. When it is damage it begins to put Fire spells into your hand. So you are likely to get some burst damage if that's what you are looking for since a lot of Fire spells deal damage to face.
Don't you dare start with me...
Overworked Understudy
It's a 3/2 that can be played on turn 4 to also cycle a card. When compared to Gnomish Inventor it seems weak, but you do get the flexibility of guaranteeing an on curve Turn 2 Play which is important.
I have so much to do!
Associates in Tinkering
A solid minion that has pretty strong synergy in decks looking for low-cost spells. Such as Miracle Rogue or Tempo Mage. If your looking for a specific Spare Part, there's a decent chance you'll find it.
This'll be put to good use!
Loud Mouth
Loud Mouth is a minion that trades really well against 1/3 minions like pre-buffed Mana Wyrm or Tunnel Trogg. Also means if this guy is buffed it will deal loads of damage to minions like that. It can easily clear a Doomsayer if it is given a Blessing of Might. Also has synergy with Aldor Peacekeeper.
MRGL-GRLR-MRGL
A Herd of Nerds
A really strong card against passive spell decks like Druid with their Wild Growths and Nourishes. Remember that the effect is activate after the spell is cast, which means it won't summon the copy if it was killed by the spell. Also fairly good in Handbuff decks.
Campus Cook
Just a solid healing minion that promotes trading with enemy minions. However it does heal the enemy characters as well, so it might not be a good fit in aggressive decks. Has some interesting synergy with Auchenai Soulpriest, as it doesn't damage itself.
Accepted Acolyte
An interesting stat distribution for a three drop. It's extremely sticky, so it might be pretty good in Priest where they have Inner Fire and such. Also could be a possibility in Buffadin as this is a good candidate to use Blessing of Kings on.
Scrap Guzzler
I'm pretty back a good amount of Mechs in this expansion, not as much as GvG. But enough to reasonably make a unique Mech deck again. However these new Mech decks will be built around Spare Parts and using them as a resource. For Scrap Guzzler to get back into your hand you will need a Spare Part card, or else it dies like normal.
Dalaran Disciple
Remember pre-nerf Dalaran Mage? It was a 2/4 that got nerfed into the 1/4 we know today all the way back in the beta of Hearthstone. Dalaran Disciple is like that, but you can't get the bonus the same turn you played it. So it's pretty strong if you're looking for a Spell Damage minion that has a fairly strong body comparatively.
Party Crasher
It is a simple 3 mana 3/4 like Spider Tank, but on Turn 6 it can become a 6/8 split between two bodies. Fairly solid arena card, and a good way to get back on board with some solid stated minions.
Preppy Rich Kid
Positioning really matters with this card, as it is an aura and not a Battlecry. It has a really weak body, but if you can't deal with it you will be having a pretty bad time wading through all of the taunts guarding him.
Tauren Environmentalist
This can trade into an enemy minion and get restored if you play a Nature spell. Great with buff cards like Mark of the Wild.
Free Period Trickster
At 4 mana he is a taunt with a slightly different stat distribution from Sen'Jin Shieldmasta, so it's fairly average. But at 8 mana he becomes a whopping 2/10 that cannot be dealt with via spells or Hero Powers. However don't let its mind be changed...
Late Commuter
If your opponent is playing a fast deck that plays a bunch of minions early on, with this you should be able to react to it accordingly. Like if they go Turn-1 Coin Double 1-Drop you will be able to respond with a 2 mana 3/4 with Charge.
Illegal Scroll Seller
The body is fairly strong, but the spell he gives you is very overcosted. Heck, if it costs more than 8 mana it becomes unplayable. But you do get a spell that has value. You would want a 9 Mana Flamestrike than no Flamestrike at all.
Lovey Dovey Couple
Not sure what kind of deck this goes into, but it's an interesting card with a unique effect.
Tutor of the Arcane
See what I did there? Tutor the Magic Mechanic is searching for cards, but it goes with the Expansion as Tutors are teachers and yeah...
Anyway this card is pretty strong at finding specific cards in your deck. Like with Mage it is possible you will draw an Arcane Intellect for even more draw.
Enchanted Owl
Solid in Self-Silence decks, kind of a spiritual successor to Wailing Soul. Miss you buddy.
Honor Roll Knight
A good distribution of stats for the effect it has. If you trade with this minion and survive you gain a Divine Shield. Remember that this minion needs to be the one attacking for this effect to activate.
Something to note is if this minion already has Divine Shield and attacks a minion, it will regain the lost Divine Shield!
Tutor of the Fire
Running out of steam and looking for Burn Spells to finish off the enemy? Use this to find the elusive Fireball in the 30th spot of your deck. However the card itself is very vulnerable at 4 Health, but it can find multiple spells if left unchecked.
Suspended Student
A very solid body for a Taunt on turn 5, aggro decks are forced to spend a removal spell to get past this guy. However it doesn't apply any pressure back, as it cannot trade directly. With Tuition you can turn it into a 8 Mana 8/8 that can attack if you so feel like it.
Recycled Tank
It's a 6 mana 6/6, nothing special. But if you have a lot of Spare Parts in your hand you are able to get it out at a very discounted price. It promotes holding onto those Spare Parts as resources you can used in the future.
Archery Major
A neutral board clear minion! However it comes in very late at the price of 8 whopping Mana. It's very powerful in Handbuff decks as a swing turn to remove enemy minions late in the game to get back on board
Neutral Rares:
Notes:
Eager Brewstudent
Another card to add to the Pandaren Bounce decks that may or may not be a thing. You are able to return two minions to your hand. It's actually really important that this card costs only 1 Mana. For example if you play a Water Elemental on turn 4, you can bring it back on Turn 5 and play it again at full cost.
Tutor of the Iron
A 2-Drop that if it lives can dig for a weapon in your deck. Nothing super special, but might come in handy.
Associate Dragontamer
A 3 mana 2/2 that puts two 1/1 Whelps in total into your hand. Having those whelps can be helpful as you are guaranteed to always have a Dragon in your hand if you do not play them. However the Dragontamer is not a Dragon herself.
Egregious Cheater
This gives you some information on your opponent's hand when it dies. It will flip over a card in your opponent's hand at random and it will stay like that until the card is played. And if you pay extra in Tuition you will have the chance to reveal the opponent's entire hand when the minion dies instead of just one. Information is key here and how much you value it.
Campus Librarian
Basically you want to Discover the worst card possible to add to your opponent's hand. So those bad cards may actually see play hilariously enough.
Bachelors in Tinkering
Just a good generator of Spare Parts if you need them. If left alive it can built a lot of value from those extra parts.
Tutor of the Frost
A good way to dig for specific Frost spells in your deck. Like finding an Frost Nova or Blizzard on time could mean the world of difference.
Big Tauren on Campus
A neutral option for removal. It's similar to Icehowl, but it comes out much earlier and has more of an effect on the game. You won't worry about it attacking your face, unless it is Silenced of course.
Tutor of the Nature
A big body that heals when it dies. It makes you want to put big costed Nature spells in your deck, as you will get a bigger heal. However the heal can be denied with transformation effects.
Neutral Epics:
Notes:
Tutor of the Holy
The idea behind Tutor of the Holy is to combine it with buff cards from Priest and Paladin to get value from it. Like putting a Blessing of Kings on it so it becomes a 4/6 on turn 4 with the ability to draw you more cards. Same things goes with Power Word: Shield. Your opponent might be forced to use a spell to get rid of it, thus making back its cost by a lot.
Campus Cooler x-1225
This card uses Spare Parts as a resource to be able to get a free Frost Nova. However you will need to build up a couple of Spare Parts to be able to do this, or else the effect won't activate.
Financial Aid
It is good against aggressive decks that want to punch your face multiple times. You will get a lot of coins that you can use to win back the tempo against them by playing bigger minions with possibly taunt. Also has synergy with self damaging effects, like Flame Imp or the Warlock Hero Power.
Tutor of the Shadow
A fair body that draws a card instantly. However the catch is that you need to play that card in the same turn or else it will be discarded. Has crazy synergy with Fist of Jaraxxus.
Student Debt Collector
An anti-tuition card that messes up your opponent's curve. Simple, yet effective.
School of Murlocs
Allows you to flood the board Onyxia style, but with Murlocs. Great way to get back on board, but the card is fairly expensive in a typical aggressive Murloc deck.
Masters in Tinkering
Our old pal Dr. Boom is back...kind of. It only spawns Boom Bots if you have Spare Parts in your hand, but if you accumulate a lot of them you can really swing the board.
Big Bad Bomberino
It's a big bomb that wipes the board clean. However it is really-really slow unless you have a way to activate it on the same turn you play it.
Neutral Legendary Minions:
Notes:
Mr. Popular
This card is very strong in a top decking scenario in which you just need a couple of more cards to finish off your opponent. However your done after that as your deck is destroyed as you are continuously taking more and more damage. And if you don't want the effect, you can just play it as a 2/2 minion.
Mascot Mrgl Mrgl
While not a Murloc himself, Mascot Mrgl Mrgl can turn your Murlocs into pretty beefy creatures. Such as turning a Bluegill Warrior into a Kor'kron Elite. Keep in mind this also effects your opponent's murlocs, but works off of summons as well.
Jaina, Apprentice
You are able to get the Spell last played back into your deck! So you can upwards of five possible copies of a particular spell.
Fiil Tha'buurne
All Tuition is free, for both you and your opponent. Has some great synergy with the higher cost Tuition cards.
Grand Apothecary Putress
Just a solid stated minion that gives other minions the Emperor Cobra effect. Allows you to fight for the board if you get it on a smaller minion that benefits greatly from it.
Archmage Karlain
A good way to defend against Burst damage or AOE. For example Flamestrike and Fireball can't actually deal damage. But it can be a good way to heal yourself in a pinch.
Professor Putricide
If the enemy has a big minion, you can use this to force them to trade like Misdirection but it is guaranteed to only attack their own minions. Can get surprising kills or possibly clear the board a good amount.
Gelbin, Master Tinker
Turns all of those excess Spare Parts that you have in your hand into Mechs that you can flood the board with.
Dean Runeweaver
If you build your deck right, you can potentially draw up to 6 cards or more depending on the class! However the body is extremely weak.
Kalec
The dragon stat-line of being a 4/12 is extremely powerful. So with this can you can turn all of your remaining minions into 4/12 statline minions you can very quickly end the game. Works with Handbuff decks sort of since the more you buff this guy the bigger the rest of your minions get when the effect hits.
Headmaster Khadgar
Just exodia. I'm not sure how it will happen since getting that many spells across that many classes can be pretty tough to do. But it would make for some great videos.
Druid
The general direction I wanted Druid to move into would be a more Spell Damage centered one that creates huge swing turns and deals a lot of damage in the late game.
Notes:
Receiver of Grants
Bringing druid some of that Tuition mechanic flavor. Druid works generally well with the mechanic as you are able to use your Tuition bonus before your opponent since you are typically ahead on curve.
Anyway back to the card. You can typically play it as a 2/3 for 2 Mana if you want. But if you have 4 Mana or more you can refund your cost so it basically costs 0 Mana.
However there's a neat trick you can do with this card you might not have realized. If you Innervate this on turn 2, you get the full 4 Mana back to play another creature. So it's pretty good in that scenario.
Astralogy 101
A simple drawing mechanism similar to Arcane Intellect, but it targets specific cards. If you are needing a Wrath, or have a Moonfire you want to combo with Malygos you can search for it so it isn't at the bottom of your deck.
Basic Shapeshifting
With this card you can transform your minion's into the two forms that Druid of the Claw has. On turn three you can trade a minion, then turn it into a pretty huge body with Taunt or attack again with the Charge. Just a pretty good buffing spell to save a minion who's low on Health.
Learning Barkskin
It is kind of like Claw or Bite, but with a twist. The Attack your hero gains lasts throughout your opponent's turn. Which means if they hit your hero with a character, it will receive 3 damage. It is a good way to dissuade aggressive decks from swinging at your face willy nilly.
Moonkin Mascot
The Moonkin Mascot can shuffle some Moonfires into each players deck. This can make your opponent's top decks really terrible, while making yours good if you have something to do with the Moonfires. For example like Malygos or another Spell Damage minion.
Archdruid
Similar to Archmage, but can get out of control really quickly. If you have board, this is a slightly worse Malygos for less mana. This is made for Druid's who want to use Spell Damage, but want to stay on board.
Winter Break
It is semi-removal for Druids. As it stops a minion from attacking, but not from existing. So it would be amazing on a Flamewreathed Faceless, but terrible against a Ragnaros.
Teacher's Beast
A Beast that has synergy with the cards that raises your Hero's Attack like Claw, Bite, Feral Rage, or Barkskin. Same with Hero Power as well. It also works with weapons, but that's a rare occurrence.
Xarantaur
This is a weird Legendary. It costs 0 Mana and it's a 2/2. However it's battlecry is extremely risk and reward. It destroys your Mana Crystals, both full and empty. But it does a huge enemy board clear. So at 10 mana it will deal a whopping 10 damage to all enemy minions, but you will be reset to 0 mana again. You can't even Hero Power the next turn.
If you play it early, like on Turn 1. It isn't as devastating, but the effect isn't that great.
Hunter
Notes:
Put your spoiler here.
This is a WIP. I will be working on this in the upcoming days so check back when you can!
I REALLY like the idea of tagged spells. It would add a small layer of complexity without going overboard and there's lots of space you could design this around. It would take a long time to implement though because you'd have to do this for every spell in the game. I do want to ask though, what would spells like Fan of Knives or Bash fall under? Really, you could ask this for just about any Rogue or Warrior spell since they aren't really even spells (except Ironforge Portal), but more of just physical attacks. Would they just not have a spell type, would they be in a different spell type, or would you be able to shoehorn them into an existing spell type?
I should also mention that you have 6 spell types, not 5 as you mentioned when you talked about schools of magic.
By the way, since you mentioned it, here are a few non-Holy Paladin spells I can think of:
I finished the Neutral Commons! Next I'm going to do the Rares, Epics, and Legendaries in the upcoming days. Tell me how are you liking the currently revealed cards.
Well I think Warrior spells for example like Commanding Shout can be categories as Tactic and Rogue spells like Shadowstep can be tagged as Skill or Technique tho. Just my 2¢ :D
Wow, love the idea of tagged spells, this type of thing is exactly what I believe hearthstone needs, very flavorful with a lot of potential depth to be explored and not overly complex. Also Tuition is a really cool mechanic, very flexible and makes people have to think what's the best situation to use it or not, which further reward better players. Great ideas and job overall!
I finished the Neutral Commons! Next I'm going to do the Rares, Epics, and Legendaries in the upcoming days. Tell me how are you liking the currently revealed cards.
Overall, I like most of these cards. Call me a bit biased but the only card I don't like is Accepted Acolyte. I think its stats are just too weird to work.
Well I think Warrior spells for example like Commanding Shout can be categories as Tactic and Rogue spells like Shadowstep can be tagged as Skill or Technique tho. Just my 2¢ :D
Honestly, I think they should both just be tagged as the same thing.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Well I'm done with the Rares. (9 in Total) I also felt like I made way too many Commons so I re-purposed the Peer Puncher into a 5 mana 6/6. Also I changed the text on the 2 Mana Engineer Common card.
I just saw your signature and realized you were the guy who made those very nice Paladin cards. I suppose that explains why this expansion is so good. Great job man, love the idea and how it fits in with the way actual Hearthstone expansions have been designed lately.
There are just some things I'd like to point out, starting with the Commons:
Is Basic Blood Elf's name really supposed to be so... basic?; Hot Head could be a bigger minion and cost a bit more, I don't think the Enrage is really good in a 1/2, nor that it having a little more Health would make it too powerful; Dalaran Disciple could have an end of turn effect, I think it would make the card more interesting; Late Commuter seems a bit too strong, you might want to lower its stats a bit.
Out of those, the ones I like the most are A Herd of Nerds (the flavor is just too good), Free Period Trickster (good job balancing this one) and Archery Major (I'm a sucker for board clears on a stick). Now onto the Rares:
I know you made it like that for the holding synergy, but I think Associate Dragontamer could just summon the tokens instead of adding them to your hand; The tuition on Egregious Cheater seems too costly, even more because it's a Deathrattle (I think at 2 mana it would be better and still a bit overcosted).
My favorite ones are probably Egregious Cheater and Campus Librarian. Then, there's the Epics (or rather, the Epic):
I'm not sure Tutor of the Holy should cost 0: I think it might make it a bit too easy to cycle through your deck with cheap buff spells, since the engine itself costs nothing. Other than that, no complaints. Good job on Campus Cooler and Tutor of the Shadow btw.
I don't have many suggestion for your Legendaries: I like Putricide and Kalec a lot and also the flavor on Mrgl Mrgl, though I'm not sure it's any good in a Murloc deck. I'd also like to ask: is there a class where Khadgar would ever work? I can't think of any right now.
Introduction:
Dalaran is known to be a whimsical place where mages come to gather and perfect their skills. However it's become reimagined like the rest of the Hearthstone expansions, and is now a full blown University with professors, fraternities, and mascots running about! Obviously I don't have the actual art to convey this theme well enough, so just use your imagination if you please.
The Unique Mechanic, Schools of Magic!:
There are two main themes of this set is the introduction of Schools of Magic. Just like how minions have their own tags like Beasts, Murlocs, and Dragons. Now spells can have their own defining tags as well! In total there will be six different schools of magic, and how this will retroactively change some previous cards.
Arcane:
Arcane spells are primarily found in Mage, but can also appear in Druid and Hunter.
Fire:
Fire is commonly used on bursty cards that can typically target your opponent's hero.
Frost:
Frost spells typically have a Freezing mechanic built into the card, but it isn't always the case. Taking Freezing Trap as an example.
Nature:
Nature spells can be found in Druid, Hunters, and Shamans. They usually have elements of Nature besides Frost and Fire in them. Such as Grass, Earth, Lightning, or Animal based spells that are not physical.
Holy:
A good chunk of Paladin and Priest spells are Holy-tagged.
Shadow:
Shadow spells are typically found in Warlock and Priest, with some few exceptions.
New Keyword: Tuition
Tuition is a keyword that means you pay extra mana for an additional effect. Once you play a card with this Keyword it will give the option of paying the Tuition or to "Drop-Out".
Neutral
Neutral Commons:
Notes:
A simple introductory card to the Tuition keyword. It can be played as a 1 Mana 2/1 or a 2 Mana 2/3. It isn't that fancy, probably not going to be put in any serious decks. But probably a good option in the Arena.
Hot Head is the introductory minion that interacts with a specific set of spells. When it is damage it begins to put Fire spells into your hand. So you are likely to get some burst damage if that's what you are looking for since a lot of Fire spells deal damage to face.
Don't you dare start with me...
It's a 3/2 that can be played on turn 4 to also cycle a card. When compared to Gnomish Inventor it seems weak, but you do get the flexibility of guaranteeing an on curve Turn 2 Play which is important.
I have so much to do!
A solid minion that has pretty strong synergy in decks looking for low-cost spells. Such as Miracle Rogue or Tempo Mage. If your looking for a specific Spare Part, there's a decent chance you'll find it.
This'll be put to good use!
Loud Mouth is a minion that trades really well against 1/3 minions like pre-buffed Mana Wyrm or Tunnel Trogg. Also means if this guy is buffed it will deal loads of damage to minions like that. It can easily clear a Doomsayer if it is given a Blessing of Might. Also has synergy with Aldor Peacekeeper.
MRGL-GRLR-MRGL
A really strong card against passive spell decks like Druid with their Wild Growths and Nourishes. Remember that the effect is activate after the spell is cast, which means it won't summon the copy if it was killed by the spell. Also fairly good in Handbuff decks.
Just a solid healing minion that promotes trading with enemy minions. However it does heal the enemy characters as well, so it might not be a good fit in aggressive decks. Has some interesting synergy with Auchenai Soulpriest, as it doesn't damage itself.
An interesting stat distribution for a three drop. It's extremely sticky, so it might be pretty good in Priest where they have Inner Fire and such. Also could be a possibility in Buffadin as this is a good candidate to use Blessing of Kings on.
I'm pretty back a good amount of Mechs in this expansion, not as much as GvG. But enough to reasonably make a unique Mech deck again. However these new Mech decks will be built around Spare Parts and using them as a resource. For Scrap Guzzler to get back into your hand you will need a Spare Part card, or else it dies like normal.
Remember pre-nerf Dalaran Mage? It was a 2/4 that got nerfed into the 1/4 we know today all the way back in the beta of Hearthstone. Dalaran Disciple is like that, but you can't get the bonus the same turn you played it. So it's pretty strong if you're looking for a Spell Damage minion that has a fairly strong body comparatively.
It is a simple 3 mana 3/4 like Spider Tank, but on Turn 6 it can become a 6/8 split between two bodies. Fairly solid arena card, and a good way to get back on board with some solid stated minions.
Positioning really matters with this card, as it is an aura and not a Battlecry. It has a really weak body, but if you can't deal with it you will be having a pretty bad time wading through all of the taunts guarding him.
This can trade into an enemy minion and get restored if you play a Nature spell. Great with buff cards like Mark of the Wild.
At 4 mana he is a taunt with a slightly different stat distribution from Sen'Jin Shieldmasta, so it's fairly average. But at 8 mana he becomes a whopping 2/10 that cannot be dealt with via spells or Hero Powers. However don't let its mind be changed...
If your opponent is playing a fast deck that plays a bunch of minions early on, with this you should be able to react to it accordingly. Like if they go Turn-1 Coin Double 1-Drop you will be able to respond with a 2 mana 3/4 with Charge.
The body is fairly strong, but the spell he gives you is very overcosted. Heck, if it costs more than 8 mana it becomes unplayable. But you do get a spell that has value. You would want a 9 Mana Flamestrike than no Flamestrike at all.
Not sure what kind of deck this goes into, but it's an interesting card with a unique effect.
See what I did there? Tutor the Magic Mechanic is searching for cards, but it goes with the Expansion as Tutors are teachers and yeah...
Anyway this card is pretty strong at finding specific cards in your deck. Like with Mage it is possible you will draw an Arcane Intellect for even more draw.
Solid in Self-Silence decks, kind of a spiritual successor to Wailing Soul. Miss you buddy.
A good distribution of stats for the effect it has. If you trade with this minion and survive you gain a Divine Shield. Remember that this minion needs to be the one attacking for this effect to activate.
Something to note is if this minion already has Divine Shield and attacks a minion, it will regain the lost Divine Shield!
Running out of steam and looking for Burn Spells to finish off the enemy? Use this to find the elusive Fireball in the 30th spot of your deck. However the card itself is very vulnerable at 4 Health, but it can find multiple spells if left unchecked.
A very solid body for a Taunt on turn 5, aggro decks are forced to spend a removal spell to get past this guy. However it doesn't apply any pressure back, as it cannot trade directly. With Tuition you can turn it into a 8 Mana 8/8 that can attack if you so feel like it.
It's a 6 mana 6/6, nothing special. But if you have a lot of Spare Parts in your hand you are able to get it out at a very discounted price. It promotes holding onto those Spare Parts as resources you can used in the future.
A neutral board clear minion! However it comes in very late at the price of 8 whopping Mana. It's very powerful in Handbuff decks as a swing turn to remove enemy minions late in the game to get back on board
Neutral Rares:
Notes:
Another card to add to the Pandaren Bounce decks that may or may not be a thing. You are able to return two minions to your hand. It's actually really important that this card costs only 1 Mana. For example if you play a Water Elemental on turn 4, you can bring it back on Turn 5 and play it again at full cost.
A 2-Drop that if it lives can dig for a weapon in your deck. Nothing super special, but might come in handy.
A 3 mana 2/2 that puts two 1/1 Whelps in total into your hand. Having those whelps can be helpful as you are guaranteed to always have a Dragon in your hand if you do not play them. However the Dragontamer is not a Dragon herself.
This gives you some information on your opponent's hand when it dies. It will flip over a card in your opponent's hand at random and it will stay like that until the card is played. And if you pay extra in Tuition you will have the chance to reveal the opponent's entire hand when the minion dies instead of just one. Information is key here and how much you value it.
Basically you want to Discover the worst card possible to add to your opponent's hand. So those bad cards may actually see play hilariously enough.
Just a good generator of Spare Parts if you need them. If left alive it can built a lot of value from those extra parts.
A good way to dig for specific Frost spells in your deck. Like finding an Frost Nova or Blizzard on time could mean the world of difference.
A neutral option for removal. It's similar to Icehowl, but it comes out much earlier and has more of an effect on the game. You won't worry about it attacking your face, unless it is Silenced of course.
A big body that heals when it dies. It makes you want to put big costed Nature spells in your deck, as you will get a bigger heal. However the heal can be denied with transformation effects.
Neutral Epics:
Notes:
The idea behind Tutor of the Holy is to combine it with buff cards from Priest and Paladin to get value from it. Like putting a Blessing of Kings on it so it becomes a 4/6 on turn 4 with the ability to draw you more cards. Same things goes with Power Word: Shield. Your opponent might be forced to use a spell to get rid of it, thus making back its cost by a lot.
This card uses Spare Parts as a resource to be able to get a free Frost Nova. However you will need to build up a couple of Spare Parts to be able to do this, or else the effect won't activate.
It is good against aggressive decks that want to punch your face multiple times. You will get a lot of coins that you can use to win back the tempo against them by playing bigger minions with possibly taunt. Also has synergy with self damaging effects, like Flame Imp or the Warlock Hero Power.
A fair body that draws a card instantly. However the catch is that you need to play that card in the same turn or else it will be discarded. Has crazy synergy with Fist of Jaraxxus.
An anti-tuition card that messes up your opponent's curve. Simple, yet effective.
Allows you to flood the board Onyxia style, but with Murlocs. Great way to get back on board, but the card is fairly expensive in a typical aggressive Murloc deck.
Our old pal Dr. Boom is back...kind of. It only spawns Boom Bots if you have Spare Parts in your hand, but if you accumulate a lot of them you can really swing the board.
It's a big bomb that wipes the board clean. However it is really-really slow unless you have a way to activate it on the same turn you play it.
Neutral Legendary Minions:
Notes:
This card is very strong in a top decking scenario in which you just need a couple of more cards to finish off your opponent. However your done after that as your deck is destroyed as you are continuously taking more and more damage. And if you don't want the effect, you can just play it as a 2/2 minion.
While not a Murloc himself, Mascot Mrgl Mrgl can turn your Murlocs into pretty beefy creatures. Such as turning a Bluegill Warrior into a Kor'kron Elite. Keep in mind this also effects your opponent's murlocs, but works off of summons as well.
You are able to get the Spell last played back into your deck! So you can upwards of five possible copies of a particular spell.
All Tuition is free, for both you and your opponent. Has some great synergy with the higher cost Tuition cards.
Just a solid stated minion that gives other minions the Emperor Cobra effect. Allows you to fight for the board if you get it on a smaller minion that benefits greatly from it.
A good way to defend against Burst damage or AOE. For example Flamestrike and Fireball can't actually deal damage. But it can be a good way to heal yourself in a pinch.
If the enemy has a big minion, you can use this to force them to trade like Misdirection but it is guaranteed to only attack their own minions. Can get surprising kills or possibly clear the board a good amount.
Turns all of those excess Spare Parts that you have in your hand into Mechs that you can flood the board with.
If you build your deck right, you can potentially draw up to 6 cards or more depending on the class! However the body is extremely weak.
The dragon stat-line of being a 4/12 is extremely powerful. So with this can you can turn all of your remaining minions into 4/12 statline minions you can very quickly end the game. Works with Handbuff decks sort of since the more you buff this guy the bigger the rest of your minions get when the effect hits.
Just exodia. I'm not sure how it will happen since getting that many spells across that many classes can be pretty tough to do. But it would make for some great videos.
Druid
The general direction I wanted Druid to move into would be a more Spell Damage centered one that creates huge swing turns and deals a lot of damage in the late game.
Notes:
Bringing druid some of that Tuition mechanic flavor. Druid works generally well with the mechanic as you are able to use your Tuition bonus before your opponent since you are typically ahead on curve.
Anyway back to the card. You can typically play it as a 2/3 for 2 Mana if you want. But if you have 4 Mana or more you can refund your cost so it basically costs 0 Mana.
However there's a neat trick you can do with this card you might not have realized. If you Innervate this on turn 2, you get the full 4 Mana back to play another creature. So it's pretty good in that scenario.
A simple drawing mechanism similar to Arcane Intellect, but it targets specific cards. If you are needing a Wrath, or have a Moonfire you want to combo with Malygos you can search for it so it isn't at the bottom of your deck.
With this card you can transform your minion's into the two forms that Druid of the Claw has. On turn three you can trade a minion, then turn it into a pretty huge body with Taunt or attack again with the Charge. Just a pretty good buffing spell to save a minion who's low on Health.
It is kind of like Claw or Bite, but with a twist. The Attack your hero gains lasts throughout your opponent's turn. Which means if they hit your hero with a character, it will receive 3 damage. It is a good way to dissuade aggressive decks from swinging at your face willy nilly.
The Moonkin Mascot can shuffle some Moonfires into each players deck. This can make your opponent's top decks really terrible, while making yours good if you have something to do with the Moonfires. For example like Malygos or another Spell Damage minion.
Similar to Archmage, but can get out of control really quickly. If you have board, this is a slightly worse Malygos for less mana. This is made for Druid's who want to use Spell Damage, but want to stay on board.
It is semi-removal for Druids. As it stops a minion from attacking, but not from existing. So it would be amazing on a Flamewreathed Faceless, but terrible against a Ragnaros.
A Beast that has synergy with the cards that raises your Hero's Attack like Claw, Bite, Feral Rage, or Barkskin. Same with Hero Power as well. It also works with weapons, but that's a rare occurrence.
This is a weird Legendary. It costs 0 Mana and it's a 2/2. However it's battlecry is extremely risk and reward. It destroys your Mana Crystals, both full and empty. But it does a huge enemy board clear. So at 10 mana it will deal a whopping 10 damage to all enemy minions, but you will be reset to 0 mana again. You can't even Hero Power the next turn.
If you play it early, like on Turn 1. It isn't as devastating, but the effect isn't that great.
Hunter
Notes:
Put your spoiler here.
This is a WIP. I will be working on this in the upcoming days so check back when you can!
I REALLY like the idea of tagged spells. It would add a small layer of complexity without going overboard and there's lots of space you could design this around. It would take a long time to implement though because you'd have to do this for every spell in the game. I do want to ask though, what would spells like Fan of Knives or Bash fall under? Really, you could ask this for just about any Rogue or Warrior spell since they aren't really even spells (except Ironforge Portal), but more of just physical attacks. Would they just not have a spell type, would they be in a different spell type, or would you be able to shoehorn them into an existing spell type?
I should also mention that you have 6 spell types, not 5 as you mentioned when you talked about schools of magic.
By the way, since you mentioned it, here are a few non-Holy Paladin spells I can think of:
Click the image to go to my custom Time Traveler class.
I finished the Neutral Commons! Next I'm going to do the Rares, Epics, and Legendaries in the upcoming days. Tell me how are you liking the currently revealed cards.
Well I think Warrior spells for example like Commanding Shout can be categories as Tactic and Rogue spells like Shadowstep can be tagged as Skill or Technique tho. Just my 2¢ :D
WCD #8.06: Curse of the Flesh WCD #8.05: Pet Egg
man you have introduced so much mechanics in one post with only so few cards... Great freaking jobb!!! well done
cards were also balanced and offer so much in terms of deck building and in-game choices.. bravooo
Wow, love the idea of tagged spells, this type of thing is exactly what I believe hearthstone needs, very flavorful with a lot of potential depth to be explored and not overly complex. Also Tuition is a really cool mechanic, very flexible and makes people have to think what's the best situation to use it or not, which further reward better players. Great ideas and job overall!
Click the image to go to my custom Time Traveler class.
Well I'm done with the Rares. (9 in Total) I also felt like I made way too many Commons so I re-purposed the Peer Puncher into a 5 mana 6/6. Also I changed the text on the 2 Mana Engineer Common card.
Ya sure but we forget about the theme of School of Magic of the post so either Tactic or Technique doesn't really make sense here.
WCD #8.06: Curse of the Flesh WCD #8.05: Pet Egg
I just saw your signature and realized you were the guy who made those very nice Paladin cards. I suppose that explains why this expansion is so good. Great job man, love the idea and how it fits in with the way actual Hearthstone expansions have been designed lately.
There are just some things I'd like to point out, starting with the Commons:
Is Basic Blood Elf's name really supposed to be so... basic?; Hot Head could be a bigger minion and cost a bit more, I don't think the Enrage is really good in a 1/2, nor that it having a little more Health would make it too powerful; Dalaran Disciple could have an end of turn effect, I think it would make the card more interesting; Late Commuter seems a bit too strong, you might want to lower its stats a bit.
Out of those, the ones I like the most are A Herd of Nerds (the flavor is just too good), Free Period Trickster (good job balancing this one) and Archery Major (I'm a sucker for board clears on a stick). Now onto the Rares:
I know you made it like that for the holding synergy, but I think Associate Dragontamer could just summon the tokens instead of adding them to your hand; The tuition on Egregious Cheater seems too costly, even more because it's a Deathrattle (I think at 2 mana it would be better and still a bit overcosted).
My favorite ones are probably Egregious Cheater and Campus Librarian. Then, there's the Epics (or rather, the Epic):
I'm not sure Tutor of the Holy should cost 0: I think it might make it a bit too easy to cycle through your deck with cheap buff spells, since the engine itself costs nothing. Other than that, no complaints. Good job on Campus Cooler and Tutor of the Shadow btw.
I don't have many suggestion for your Legendaries: I like Putricide and Kalec a lot and also the flavor on Mrgl Mrgl, though I'm not sure it's any good in a Murloc deck. I'd also like to ask: is there a class where Khadgar would ever work? I can't think of any right now.
I'm finally done with all of the Neutrals! I'm now going to do Druid next!
Druid is done! I'm really happy with the cards I made. Hunter will be up next.