Hate it or love it, the Warlords of Draenor expansion really changed things up majorly in World of Warcraft. So it deserves a nice, fat full expansion for Hearthstone yeah? I thought so to. So I made one!
Some tidbits about this set:
A brand new keyword is being introduced: Surge. Whenever you draw a card, the effect written for Surge will activate. Draw one card, it will activate once. Draw three cards, it will activate thrice. Obviously, a certain class will benefit from this mechanic more than the others, but the overall expansion has added a few nicknacks to everyone that will allow them to draw a little more than usual. In a way, this expansion was designed to even out card advantages among the players.
Podlings are introduced! They aren't a new type of minion - merely a "subtype" that have similar stats and rules they play by (much like Joust). They're vicious and obnoxious!
Priests and Shamans are getting switched up in a big way. Prepare to play Priest in a way you've never done before, and start prepping mechs for your Shaman decks.
A brand new "Hybrid" minion type. Hybrids are minions that share two different types simultaneously (as an example, a Beast/Demon). While there's not too many of them here, it's something I hope to expand in the future. This is merely their introduction - testing the waters if you will.
Two new Location cards - neutral spells that evenly affect both players and their effects remain long after they're played.
Without further ado, here are the sets sorted by class. Just click on one to be taken to the post. They will be linked here periodically as I add them.
The artwork for Birchus is a little off from the in-game model. Unfortunately, I'm not Blizzard and I can't just get an artist to do a faithful painting upon command - I work with what I can!
And speaking of Birchus, he's designed to be a low-key Legendary for Druids. Up until now, Druids always had these...overtly big minions. Even Aviana. Birchus on the other hand is slower and not really fit for battle, but has an invaluable role in maintaining mana advantage.
Ravage allows you to use your hero power however many times you want (or can). You can still only attack ONCE per turn, unless cards like Dash are factored in.
Angry Fondling Tree is dear to my heart since it was directly inspired by one of my favorite films! Also, because it's an excellent facehuntard deterrent, or really anyone who plays nothing but tiny face minions.
Before this, Shaman was the only class that had a spell capable of getting rid of Locations (in shammy's case, he destroys the current Location). Druid is now the second with a card that can shuffle the Location back into its owner's deck.
Warlord Fenris is pretty mean, especially when you play Facehuntard, since under certain circumstances, you can just spam your hero power ad nauseoum. Fortunately, he's not very big, and more importantly, he's not a Beast.
Greater Axebeak is an excellent way to have a built-in Snake Trap without spending a dock slot on one. Though, the surprise factor is definitely gone.
Step Into The Shadows makes you hero untargetable - so spells and hero powers that don't require a target can still hurt.
Emergency Flare may seem weak compared to something like Flare - in fact, it is. It's reason for being here is merely on a basis of options. Trust me, you'll want to have as many different ways to remove secrets after this expansion.
Khadgar can grant both the normal Polymorph in addition to the Huffer variety. In addition to that, he's got his own two unique flavors in the form of a Pig and a Penguin. Which ones you get is entirely random.
Spell Suppression, Mana Weaver and Mana Ruby were designed to give the Mage a more mana-control oriented game, similar to Druid.
Dissipate is a difficult card to recommend, and most definitely will not be everyone's flavor. Rather than destroying secrets, it trips them - depending on the secret, either nothing will happen or something; you can probably tell depending on the secret (Snake Trap, for example, will summon three snakes - Snipe will do nothing since it has no target). Regardless, it has its uses for those who can exploit it.
Snapcast can indeed restore The Coin. So, proceed with caution!
Yrel goes by just "Yrel" in here, and not "Exarch Yrel" because...well, throughout the WoD story, she goes through more ranks and titles (and even a class change!) than even a player. So while she is a Paladin, she's just "Yrel."
Inspiring Charge only gives Charge to Silver Hand Recruits summoned through your Hero Power. So, if you play Muster for Battle or Exarch's March, they'll be your boring weeny garden variety Recruits.
Hope Ender has the potential to be the most overtly powerful weapon in the game, with a ridiculous amount of Attack and Durability. Unfortunately, it's very finicky and difficult to use to its maximum potential, requiring just the right conditions.
Taste of Arcana is way too strong, even as 4 mana card it will be super strong on mage in fast meta where you don't need single target huge spells that often. Considering Avenging Wrath is 6 mana 8 dmg and is almost playable (pretty good in arena, this as 3-cost common will be single most broken arena card in game), this should be 5 mana or 4 mana minions only.
Taste of Arcana is way too strong, even as 4 mana card it will be super strong on mage in fast meta where you don't need single target huge spells that often. Considering Avenging Wrath is 6 mana 8 dmg and is almost playable (pretty good in arena, this as 3-cost common will be single most broken arena card in game), this should be 5 mana or 4 mana minions only.
It's nothing more than two Arcane Missiles combined into a single spell - and even then, costs 1-more than playing them separately.
Priests probably got the biggest change of all the classes with this expansion, with the inclusion of 4-cost Secrets. Unlike other classes, Priest secrets are designed to, essentially, psychologically manipulate your opponents and play mind games with them. In that respect, Priest gets a massive control game upgrade. We're veering dangerously into OP territory, but their functions and high cost keep them grounded. Barely.
Viryx is hilariously powerful - even more so than Palatrass. Whereas she can just summon huge minions every now and again, Viryx allows you to simultaneously draw something different AND screw your opponent over in the long run since you're permanently stealing from their deck. Thankfully, Priests specialize in keeping their minions alive so it's not like you'll have a bunch of Imps or Silver Hand Recruits to throw out. Though it certainly opens up the possibilities towards new deck types. And in addition to this...Viryx's effect does indeed trigger Surge! Now imagine putting out Viryx after your opponent just used Tracking... "I WILL HUNT YOU DOWN!!!" indeed.
Precognition, the first of the nasty Priest secrets, is a prime example of what Priest secrets are all about. If your opponent attacks, say, your puny Northshire Cleric with his Tirion Fordring, the secret will trip and the two minions will switch places - he'll gain control of the Cleric while you snatch Tirion. Additionally, any attacks regarding these two minions will be canceled since they're considered to be freshly summoned. (If your opponent gains a minion with Charge, he'll be able to attack).
Anguish and Misery were designed to be played together to psych your opponent out and trip them up. Which minions to summon? When? Will he steal? Will he kill? It's a dilemma maker.
Sunshrouder is a pretty weird one. When a minion takes damage, if it survives, Sunshrouder will make their current Health their new total - which means that they can't be healed! Definitely has its uses against rival Priests, Paladins or Shamans.
I like the love you are giving Priest...However, making 4 mana cost secrets just makes Mad Scientist insanely powerful. I really like Sunshrouder though.
I like the love you are giving Priest...However, making 4 mana cost secrets just makes Mad Scientist insanely powerful.
Like he wasn't terrifyingly powerful before. :P I imagine this expansion would probably come with a nerf for him - perhaps bump his cost up to 3.
Now, that's IF the other classes weren't getting new ways to counter this. In addition to this, throwing in all these secrets and even a Mad Scientist completely switches up the current Priest metagame. And lastly, more than other classes, Priest secrets require precision to play. Mad Scientist could be a tiny bit too RNG for some in that regard.
Stuff like this really makes me wish there was some tool out there somewhere that someone made that allows you to integrate and play custom cards. Because it really, really needs to be tested.
Kargath is technically a warrior, but his overall appearance and style squeezes him into rogue territory. I mean, as much as a giant spider at least!
Black Amnesty is a difficult card to use. On one hand, it's the single most efficient method of drawing cards. On the other, to make use of its surge, your hero needs to keep it around, meaning no attacking or destroying. It could potentially force an oil rogue to try something new. Or just not use it altogether.
Intuition is a more streamlined Kezan Mystic. It's especially useful considering the newly minted Priest secrets!
If you don't want Black Amnesty, then you definitely want Shuriken, quite possibly the ultimate Oil Rogue weapon!
Stab In The Dark won't hit minions summoned through effects or hero powers - they have to be played directly from the hand.
Shamans got the biggest change after Priests in this expansion - introducing the new "Hybrid" minion types. In this case, they are Totem/Mechs. Currently, there's really nothing all that special or significant about them - merely the ability to synergize with two different minion types simultaneously. Maybe something will come of that later, but currently it's still a significant enough of a change.
Other than that....nothing much really! An emphasis on Totems, obviously, while also making Overload cards much, much more practical with Ner'zhul.
Both Totem from Beyond and Primal Totem can summon special Totems - not just the ones gained through your hero power.
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Hate it or love it, the Warlords of Draenor expansion really changed things up majorly in World of Warcraft. So it deserves a nice, fat full expansion for Hearthstone yeah? I thought so to. So I made one!
Some tidbits about this set:
Without further ado, here are the sets sorted by class. Just click on one to be taken to the post. They will be linked here periodically as I add them.
B-but I already have my Warlords card back.
DRUID
Legendary
Epic
Rare
Common
Garrison card back then lol?
No, WoD preorder cardback:
HUNTER
Legendary
Epic
Rare
Common
I meant that maybe you can have a Garrison card back for pre-ordering this expansion lol? So, you know, cough it up!
If I was halfway decent at Photoshop, I might actually consider making one.
MAGE
Legendary
Epic
Rare
Common
This is looking really cool keep it up I want to see more! (Especially for Warlock and Mage :) )
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Mage just went up, and some really cool things are in store for Warlock. :P
In fact, I consider this expansion "Warlock VS. Priest" more than anything Warrior or mech related simply because of how they contrast.
Sounds awesome, can't wait to see them then! And those mage cards are awesome! I love the mana ruby and the secrets.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
PALADIN
Legendary
Epic
Rare
Common
Taste of Arcana is way too strong, even as 4 mana card it will be super strong on mage in fast meta where you don't need single target huge spells that often. Considering Avenging Wrath is 6 mana 8 dmg and is almost playable (pretty good in arena, this as 3-cost common will be single most broken arena card in game), this should be 5 mana or 4 mana minions only.
This is looking real good tbh. Id love to play with some of these cards.
It's nothing more than two Arcane Missiles combined into a single spell - and even then, costs 1-more than playing them separately.
PRIEST
Legendary
Epic
Rare
Common
I like the love you are giving Priest...However, making 4 mana cost secrets just makes Mad Scientist insanely powerful. I really like Sunshrouder though.
Like he wasn't terrifyingly powerful before. :P I imagine this expansion would probably come with a nerf for him - perhaps bump his cost up to 3.
Now, that's IF the other classes weren't getting new ways to counter this. In addition to this, throwing in all these secrets and even a Mad Scientist completely switches up the current Priest metagame. And lastly, more than other classes, Priest secrets require precision to play. Mad Scientist could be a tiny bit too RNG for some in that regard.
Stuff like this really makes me wish there was some tool out there somewhere that someone made that allows you to integrate and play custom cards. Because it really, really needs to be tested.
ROGUE
Legendary
Epic
Rare
Common
SHAMAN
Legendary
Epic
Rare
Common