If you have non-duplicates cards in your mulligan, they will be replaced by some of your duplicates from your deck (hence "ban" rather than "destroy"). It is the same effect than the one from last week's Tavern Brawl
Battle of the Bans
Prince Malchezaar
's effect is irrelevant: he and his 5 extra Legendary are banned anyway however
Evil Twin
's effect trigers befoe or after.
If you have 1
Evil Twin
in your deck, it will be banned. If you have 2, they won't be banned.
This minion
has slightly OP stats
to compensate the absence of Legendary cards and lack of card diversity in your deck...
... but the main point of this card is to allow you to shriken your deck.
Big text mistake from me. The current version of Elise Questchaser's Hero Power wouldn't behave as intended (as it has been mention by several of you). The original design intention wasn't to have the Hero Power being refreshed every time you would use it. The text doesn't reflect this mechanic, even if the design intention did for some of you. My bad. I'm usually very careful - but not this time. Lesson learned.
Even with this corrected, the card still raises questions in term of balancing. I clearly pushed the button more on the "Powerful" side than the "Trash" side to let the main concept breath: tech your decks with Quests from Un'Goro, There are some clear upsides when we consider Quest rewards power level. I just wanted to mention several downsides from this card, that are clearly not dramatic individually but can become annoying once united: 1) You lose your Hero Power, which supports your class general archetype ; 2) You don't know which Quest you will get (Sir Finley Mrrgglton was played in few deck archetypes) which means that you can't build a deck that will surely synergize with Elise Questchaser ; 3) You can't play any other Hero card for the next 2-3 turns at least, unless you won't benefit the free Quest completion form the last Hero Power.
In the end: 5 + 0 + 1 + 1 + 2 + 3 + 5 = 17 Mana spent within at least 4 turns in exchange of 5 Armor + 3 cards + 1 random Quest reward. There are several possibilities to reduce this cost (Hello Waterboy), which I didn't have time to take into consideration for the rushed design process on this card. I would be very curious to know how you would tweak/nerf this card. Thanks for the feedback!
Play it after Carrion Drake to protect it. You will get additional Dragons from the Swamp Dragon Egg s then boosted by Emeriss . Decaying Broodmother is still intersting when played after Emeriss (8/9 for 6 Mana).
PITCH
The Tactician excels at containing his enemies’ attacks and restricting their actions.
As Sun Tzu said:
“
To subdue the enemy without fighting is the acme of skill.”
About the Hero Power & Galvanize new keyword
Maneuver
can be used to turn any friendly minion into a defensive wall.
Sentinels
(1 Mana 0/5 minions from the Basic Set) are perfect targets for a Maneuver on turn 2, or later as they can be summoned via other cards. The Hero Power can also be used offensively to expose an enemy minion who hides behind a
Taunt
minion - Yes,
The Black Knight
.
The Hero Power gives the Tactician a tool to prevent some damage for few Mana and use the rest for defeating his opponent.
Winning battles always brings you closer to win the war. Dealing damage to the enemy Hero will
Galvanize
your troops, triggering special effects like temporal Attack boost, . This is doable several turns in a row considering the different tools the Tactician owns to damage enemy Heroes (see Classic Set below).
The Tactician lacks of offensive minions but can count on Spells and Galvanize effects to defeat his opponent within several turns.
ADVANTAGES
High Health & defensive minions
Direct Hero damage tools + Galvanize
Autoactivated Secrets
FLAWS
No apparent aggro potential
Weak/unreliable removals
No healing tool, except few Armor options
CLASSIC SET (1/2)
General Ideyo
:
Whenever a General enters the battlefield, he is going to impact the battle for a long time. Even if
General Ideyo
's effect is not original, it is solid and reliable in any situation. It assures you a sustainable board presence, with
Taunt
minions protecting your General and other troops who can safely attack the enemy hero to trigger your
Galvanize
effects.
Loaded March
:
Moving your army fast can be quite exhausting (9 Mana), but also quite rewarding (4 cards drawn). It's a surprising move for your opponent. This card is good both for any type of deck, allowing you to find the missing cards to launch your offensive or trigger your
Galvanize
effects (
First Line Ranger
,
Aerial Bombing
,
Arrow Volley
...). If you are already
Galvanized
the turn you play
Loaded March
, drawn cards come with a discount this turn only.
Burning Field
:
A tactician knows how to exploit a battlefield and trap its opponent at the right moment.
Burning Field
is one of the 4
Secrets
from the Classic Set. It is a great defensive tool: beyond damaging enemy minions already on the board, its very existence will make your opponent hesitate playing additional minions. It is also an offensive tool: it triggers your
Galvanize
effects at the beginning of your turn (damaging the enemy hero).
Freeze
keyword expansion:
I believe this effect on deck and cards is to be expected in the years to come, in one form or another. I choosed to add it to the existing
Freeze
keyword as its visual feedback is very compelling. There is nothing new to add in the game, just to expand the range of application of the
Freeze
effect to other game elements.
Sudden Winter
:
Frost Nova
is a powerful control tool, so is
Sudden Winter
. It may be more expensive (+1 Mana) and constraining (also affect your minions), it remains extremely effective. It triggers during a turn you don't have to play it, allowing you to spend all your Mana to
summon
new minions and take the board control. It comes with 2 others significant effects: both heroes are
Frozen
(not a problem for the Tactician Class), and so are their decks, canceling their next draw (potentially putting your opponent in difficulty).
Battleplanner
:
The Tactician can count on this wise minion to set the perfect strategy. Remember:
ALL Tactician's
Secrets
trigger at the beginning of their turn
. The
Battleplanner
allows you to play a
Secret
for free, but most importantly to delay its activation for 1 turn (the
Secret
Unfreezes
at the beginning of your next turn). It's risky, as you will get the effect in 2 turns, but any great Tactician will use this time to prepare the board accordingly to benefit the most from the
Secret
effect. Show us what you can do!
2
My best memory: the discovery of the Fan Creation section and the weekly design card contest (Hearthstone is fun, but this, even more!)
1
1
Tech for the new Specialist format, naturally good against Druid and Rogue (Shapeshift, Dagger Mastery), but not only (Weapons Project, Blingtron 3000)
2
1
0
0
Big text mistake from me. The current version of Elise Questchaser's Hero Power wouldn't behave as intended (as it has been mention by several of you). The original design intention wasn't to have the Hero Power being refreshed every time you would use it. The text doesn't reflect this mechanic, even if the design intention did for some of you. My bad. I'm usually very careful - but not this time. Lesson learned.
Even with this corrected, the card still raises questions in term of balancing. I clearly pushed the button more on the "Powerful" side than the "Trash" side to let the main concept breath: tech your decks with Quests from Un'Goro, There are some clear upsides when we consider Quest rewards power level. I just wanted to mention several downsides from this card, that are clearly not dramatic individually but can become annoying once united: 1) You lose your Hero Power, which supports your class general archetype ; 2) You don't know which Quest you will get (Sir Finley Mrrgglton was played in few deck archetypes) which means that you can't build a deck that will surely synergize with Elise Questchaser ; 3) You can't play any other Hero card for the next 2-3 turns at least, unless you won't benefit the free Quest completion form the last Hero Power.
In the end: 5 + 0 + 1 + 1 + 2 + 3 + 5 = 17 Mana spent within at least 4 turns in exchange of 5 Armor + 3 cards + 1 random Quest reward. There are several possibilities to reduce this cost (Hello Waterboy), which I didn't have time to take into consideration for the rushed design process on this card. I would be very curious to know how you would tweak/nerf this card. Thanks for the feedback!
8
Possible Quest Rewards: Barnabus the Stomper , Queen Carnassa , Time Warp , Galvadon , Amara, Warden of Hope , Crystal Core , Megafin , Nether Portal , Sulfuras
0
5
5
1
Play it after Carrion Drake to protect it. You will get additional Dragons from the Swamp Dragon Egg s then boosted by Emeriss . Decaying Broodmother is still intersting when played after Emeriss (8/9 for 6 Mana).
3
PITCH
The Tactician excels at containing his enemies’ attacks and restricting their actions.
As Sun Tzu said: “ To subdue the enemy without fighting is the acme of skill.”
About the Hero Power & Galvanize new keyword
Maneuver can be used to turn any friendly minion into a defensive wall. Sentinels (1 Mana 0/5 minions from the Basic Set) are perfect targets for a Maneuver on turn 2, or later as they can be summoned via other cards. The Hero Power can also be used offensively to expose an enemy minion who hides behind a Taunt minion - Yes, The Black Knight .
The Hero Power gives the Tactician a tool to prevent some damage for few Mana and use the rest for defeating his opponent.
Winning battles always brings you closer to win the war. Dealing damage to the enemy Hero will Galvanize your troops, triggering special effects like temporal Attack boost, . This is doable several turns in a row considering the different tools the Tactician owns to damage enemy Heroes (see Classic Set below).
The Tactician lacks of offensive minions but can count on Spells and Galvanize effects to defeat his opponent within several turns.ADVANTAGES
FLAWS
CLASSIC SET (1/2)
CLASSIC SET (2/2)
TOKENS
BASIC SET
0
First Class Challenge for me. I spotted a "2 Polls" system, but don't find any information about it. How does it work?
3
"Chill, it's just a game."