ATENTION: THE FOLLOWING DOCUMENT INCLUDES DANGEROUS INFORMATION ABOUT SOME OF THE MOST INFAMOUS SERVANTS OF THE DARK GODS. CONTINUING THIS READING MAY LEAD TO MADNESS, HERESY, OR EXPOSURE TO THE PERILS OF THE WARP. READING THIS WITHOUT AUTORIZATION OF THE INQUISITION WILL BE CONSIDERED AS HERESY, AND WILL LEAD TO INMEDIATE EXECUTION.
DO NOT READ UNDER ANY CIRCUMSTANCES IF YOUR MIND IS NOT IN PERFECT CONDITION, AS THE KNOWLEDGE UNDER THIS LINES WILL CHALLENGE YOUR HOPES AND DREAMS, AND MAY HAUNT YOU FOR THE REST OF YOUR LIFE. IF YOUR SOUL IS BRAVE ENOUGH, THEN YOU MIGHT FIND THIS INTERESTING...
Welcome to my new class concept: The Daemon Prince. A Daemon Prince wields the power of the Dark Gods themselves in battle to overwhelm any opposition and tear down all hopes their enemies could have.
And their champion in hearthstone is:
"The torment awaits you!" Be'lakor at the start of the match.
"Be'lakor is the first of the Demon Princes, but apparently that did'nt make him any more appealing to the Gods than that petty Abaddon".
As a Champion of Chaos Undivided, Be'lakor can unleash the powers of the four Great Gods. And the first meaning of this is his hero power:
and the upgraded hero power: Dark Favors are the cards listed below:
For those who don't know much (or anything) about the hostile 41th millenium: Khorne, God of Blood and War, is always angry, and those who earn his attention will be much more aggressive, as he only respects those who kill in combat. Tzeentch, God of Change and Magic, is a lot more interested in magic spells that alters the fate in caotic ways and burn any foe stupid enough to resist. Nurgle, God of Plagues and Diseases, spread all kind of afflictions to the world, some so vile that even demons can get sick. And Slaanesh, God of Desire and Excess, is often known as a corruptor, who undermines the enemies's moral and conviction.
And why is the favor random? Well, the Chaos Gods are fickle.
And now, without further ado, let's see the powers under Be'lakor's command:
Basic set:
It had an awesome time abusing of that scarecrow, but apparently that sort of things happen no longer in the galaxy.
Because not everything is pretty in pink.
His anger management courses are turning to be really effective. He used to attack friendly minions before.
Winged Fury: This nasty little daemon that powercreeps directly Stonetusk Boar is the lesser of all daemons. In fact, it's just a manifestation of the power of Chaos, and so it's stats are low, but effective in the early game to pick out some weakling.
Pink Horror: Easy spell damage boost. Can also serve as some beefy early minion.
Bloodletter: Zoo daemon princes may welcome this! He is very strong, so you can use it to clear a nasty taunt, and trade advantageously, but if you can't help the Bloodletter to avoid certain minions, he'll keep attacking them even if it's a bad idea (Explosive Sheep or Nerubian Egg for example)... in the worst case, you can still not attack, allthough that's not very khorneish.
No, you can't bring this to a party, no one would forgive you!
You know what? I don't like your actual shape, let's try something else.
Someone should'nt've got up this morning.
Because of their huge appetite, Daemon Princes are'nt allowed into any "all you can eat" restaurant.
Gift of Pestilence: Not all Nurgle spells are meant to hurt. Sometimes they'll make the target more resistant to damage (and a lot uglier too). This beauty can serve as a good early buff to hold on with control or protect some hitter in midrange or aggro.
Unholy Transformation: Is your minion about to die or rendered useless? No problem, use this and enjoy your new bigger minion! Because Tzeentch adores RNG, that's why!
Overpower: Khorne has no magic, he hates spellslinging. But if I want to make a realistic daemon class, Khorne has to have spells too. The secret is, all of them are actually going to be "smashers". This one for those not strong enough to resist a quick crunch of our daemon lord nor agile enpugh to avoid it (consider that as the reason why Azure Drake survives but not Chillwind Yeti). I think is fairly balanced, in many aspects, it's a Shadow Word: Pain.
Feast of Souls: Drastically scales depending of how many minions have died, can work as a strong removal/heal. While the conditions under it starts to be worthy might seem far away, keep in mind it's every minion, not only yours/opponent's.
Damn, they are everywhere! Where did I leave the pesticide?!
Everything changes, but the Bolt of Change. The Bolt of Change never Changes.
None can resist when Slaanesh gives the big eyes. It's too cute to handle.
Nurgling Plague: Consider this as the value over time version of Imp-losion. If opponent can't sacrfice the victim, the minion will likely suffer 6+ damage and spawn 6 Nurglings. However, can be silenced, and if the opponent gets rid of the minion, you only got the poorest Imp-losion version.
Bolt of Change: Crackle on steroids. at least is a lot more expensive, so it's not that bad news.
Subjugate: Slaanesh has all the right in the world to mind control minions! This can help you recover from a big minion, but the 2 card draw can hurt you if you are'nt pretending to fatigue. Greatest advantage over Naturalize? You got opponent's minion, that's some tempo for you in exchange of the card draw.
Vanilla set:
What are you gonna do now? Bleed on me?
She might be a manifestation of excess and depravity, but she still hold the manners and ask for permission first before tempting.
All that time in the gym is finally redeeming!
They enjoy the smell of odorants. Most popular flavors are Wet Dog, Fresh Rubbish and Low Tide.
Heralds are lesser daemons that recruited lots of mortal followers thanks to their high notes on the marketing degree.
Tzeentch whispers things no sane person could ever understand. But hey, he's giving you cards, wich is nice.
Slash: Early game removal, much needed for every class that hopes to have some non-aggro archetype.
Daemonette: Lesser daemon for Slaanesh, trades inmediate value of Shrinkmeister for long term effects and demon race. Good for control, midrange and aggro (aggro zoo) daemon prince.
Daemonic Strength: Heroic Strike got a bigger and meaner brother too. Probably can work too for control this time, as effectively removes lots of popular cards such as Sylvanas Windrunner, Elise Starseeker or Emperor Thaurissan.
Plague Bearer: Beefy minion for control decks. Give some synergy with that hero power cards.
Daemonic Herald: Good drop in general: nice stats, synergy with hero power cards and card draw. Can be played on tempo and then rely on those token spells to keep going, if you feel confident about her chances of survival, or if you need the 4 drop on line. Note: For those who are'nt aware, all Dark Gods have their own heralds, but well, this is the one I found,so it's gotta be Slaanesh.
Unholy Knowledge: More card draw. Together with Daemonic Herald can make interesting tempo (you know, as a Sprint substitution).
KEEP AWAY FROM HOLY WATER!
Following the tradition of all dark lords of the universe, Be'Lakor claims he is the one and only Lord of Darkness.
Another consquences of this disease are paranoia, feelings of deja vu, and obsessive love to cats.
It's sad because nobody considers it a beast. Even Nesingwary refuses to hunt something that hideous!
Who's a good boy? No, not you.
Possession: Good way to grab a minion out of nowhere, although the opponent must have played it and you have to be able to kill before it gets silenced, transformed or bounced.
Lord of Darkness: You aggro board buff. Awesome value with Nurglig Plague, but don't except to have so many demons on the board if you don't try to trade favorably.
Bubonic Plague: Arcane Explosion and also lowers attack. Can be useful for trading, and some other tricks.
Beast of Nurgle: Regenerates quickly, making it a nasty target to remove... now you just need to give it taunt.
Khorne's Hound: Hound charges, but needs help from your other minions to go faces. Otherwise can be used as a removal.
Look at the bright side, it could have been a Chaos Supernova.
Sensory Overload: Experimental stalling tool. Also works as Mass Dispel. Note: Flavor tet equals: ALL-THIS-PSYCHODELIC-COLOURS-STRANGE-SMELLS-AND-FLAVOURS-AND-ALL-THIS- TOUCH-ALL-OVER-MY-SKIN-WOAAAAAH!
Maiden of Desire: Compare with Cabal Shadow Priest; Instant effect vs. Demon race, +1 attack, chance of multiple domination... at a price. You have to keep investing mana in lowering attack (even if the target already ahd 2 attack or less, you need to "debuff" it to steal it), and keeps the debuff after being dominated (unlike the Shrinkmeister Cabal combo). So this is more potentially game breaking, but less reliable.
Chaos Nova: Even bigger AoE than Flamestrike. Only downside, those who survive will turn into something else instead of be weakened for some other damage effect (wich is not bad if it was buffed, but often it's bad).
He was always angry, so Tzeentch made him watch a cute serie about ponies to see if he relaxed. Now he is always berserk.
Skarbrand: His mere pressence drives minions into a blood frenzy! This powerhouse has 12 attack (he buffs himself too, he is that mad!), and equals a Bloodlust on the right board. Only problem, if you play him with enemy minions on the board, you may face a horribly violent death.
Naxx, GvG and BRM sets
Let's settle this for once. Yes, vampires can turn into zombies, and the opposite. Other thing is you see vampires willing to make zombies one of their own.
Zombie Plague: It's a nightmare for most token decks (and often paladins), as you can play this, then board wipe, then trade the zombies with the next wave of minions for even more zombies. If you face non-flood decks, it's a poor card, on the other hand.
GvG
No wonder why Nurgle minions carry all these flies. Just think of their smell!
Guys, did you put something weird in my lunch? I see things...
Cloud of Flies: Keeps on the "disturb opponent's board" mechanic, this time sending flies that will blind the enemy minions. Great value in boards highly populated by both sides, or if you have something they would really like to avoid.
Phantasmagoria: Cycles and weakens the enemy. Intended for trading favorably, and then getting more cards to keep on the fight if your baord gets wiped out.
The champion of the Grand Juggernaut Derby, in the Chaos Realm, is called Princess Sweetheart.
Just a quick reminding: crushing your soul inevitably leads to the utter crushing of your body.
Yes, they call that singing.
Juggernaut of Khorne: Quite decent turn 5 minion that can charge if decent board pressence achieved. Because punching hard rocks.
Soul Crusher: Needed mech synergy, but as Daemons have quite few mechs, decided to do it the other way and boost the mechs so they can be affected by demon buffs.
Cacophonic Choir: Strong AoE that leaves a little surprise to those who survived. A bit tricky, as usually you want something not to die to the effect to gain full value. Note: As incarnations of Slaanesh's desires, deamonettes can change a lot in aspect. And currently Slaanesh is in one of his "I'm for some disturbing shit" days.
There is not enough peppermints in the world to solve this. Sorry.
Fasten your seat belts, you are in a one-way trip to the Chaos Realm.
Putrid Breath: Can eventually be used as a mass removal + face damage. But maybe requires some bigger effort for big guys, because against them can turn just into a 5 mana Darkbomb, and that pretty much sucks.
Infernal Portal: Mother of removal... luckily, its huge price often means you'll just be able to carry on, as it completely nullifies chances of daemon prince to recover board pressence that turn, if it was already lost.
Even seeing the future he is unable to win any lottery price. He suspects Tzeentch rigges the future while he is'nt looking.
Kairos the Fateweaver, the greatest of all Tzeentch's daemons. He sees past and future, but not the present (that's the reason of the low attack). Brings to life combo decks focused on keeping alive while getting Warp Fires and other cheap spells to use later on the opponent's face. But probably not much useful outside his outsmarting spell abilities.
BRM
Daemons are really well paid at the moment. Even gods see how risky to cut the salary of a horde of warmongering madmen willing to murder everything if they get mad enough is.
And yet there is no firefighters in the Chaos Realm.
Blood Rage: Rockbiter Weapon, Windfury, and a +1 health just in case. Actually a convenient buff, not only for zoo daemons, also for some nice combos with Khorne's Hound.
Flamer: Weak body, but hard hitter that can deal 8 damage to a target at a time or kill multiple targets. Probably best for a tempo or zoo.
TGT and LoE set:
Wait, are'nt all flames consuming by nature?
SPAWN MORE OVERLORDS!
They already spent eight months with psychiatrist, but they just don't make any progress.
Consuming Flames: Often can be a slightly worse Darkbomb (you know, Acolyte triggers twice, and so Armorsmith and other damage-depending effects. But give this spell damage, and you'll find yourself with a cool damage source. Note: The "at the end of your turn, deal 1 damage" only triggers the turn it is played,not any longer.
Plague Drone: Apparently weak, but has some cool synergy with Nurgle and Slaanesh spells. Solid drop can turn quickly into a 6/6, become quite threatening. AoE attack reductions give this +1/+1 for each minion affected.
Chariot of Madness: As the previous drop, requires some help to actually be good. But then can be a real pain. Iin this case an "all in" situation is much more expected, works wonders with Blood Rage, so for opponent silence and removal might be critical to handle it (moment where it will be no longer a big threat).
"This is going to sound insane to you, but... can I... have a little bite of your leg?"
You'll never know who will you wake up with until you already have something to regret.
Jousting is like any other fight, but with some stupid and perfectly breakable rules.
Dark Gluttony: Works somehow like Betrayal, but less cost and a less consistent effect (well, minions tend not to live that long, or at least not without the opponent having a way to silence the minion or making it work in its favor, like putting a Nerubian Egg).
Masquerade: You remember the Tvern Brawl? This is the pocket version. It's cheaper than Soul of the Forest because in most decks you'll be getting worse drops than 2/2s.
Khorne's Champion: I already had this idea before WotOG. Some minion that works when kills and survives. In this case, it's a bit weak (at least if we compare it with balanced drop such as Dr Balanced and BGH), but being able to kill for example a Thaurissan, a Shieldmaiden and keep staying healthy for more killings can be very useful.
"Of course this is balanced! I mean, it might be a demon the size of a building challenging a simple man, but it's still a 1 vs 1, is'nt it?!"
Nobody knows who the King of the Warp is, but it must be really impressive to look at.
Clash: Made it epic because it was quite weird to make. Actually means your strongest minion will have windfury (or super-windfury), but next attacks will always be against minions (because the hero is just for Be'lakor, of course!).
Prince of the Warp: He is big, he is strong, and he'll bless your army of demons. Dark Favors are something you should actually be trying to get, but sometimes hero power will be too slow, this can help.
He fell on Nurgle's pot when he was just a little Nurgling, and since then is revered as the greatest of the Great Uncleans.
Ku'Gath the Plague Father: The list is a bit long, and will keep increasing, but as a quick hint, everything that appears to talk about infections and diseases is easily going to be a Nurgle spell. As a summary, this card gives you a huge body for trading, and diseases to launch upon your enemies.
LoE set:
It kept bearing jokes for years already. If you try to make it play any music, it'll bite your hand off.
Because some people get bored of the Emperor's cult and decide to start their own religion with Blackjack and dancers.
Tzeentch's Disk: Fairly early drop with awesome synergy with your hero power and other Favors sources. It actually helps you not to rely that much in your luck (shame on you, Tzeentch!).
Heretic Rituals: Gain 4 cards, but all of them are 1 mana spells. Maybe can be 4 mana (put it at 5 because at first sight thought Dark Favor synergy would be broken otherwise).
Apparently, being slowly eaten alive by worms is a nice compliment between the Nurgle devouts's ranks. Nobody said they were really brilliant.
Gift of Decay: Another piece of removal/debuff. Definitively looks like Nurgle and Slaanesh are really good friend in this game. For now...
WotOG set:
Wow, look at this! Be'lakor has a Mini-Me!
"Stop and ask for directions", I told you. But nooooo, "it's a trip through the warp", you said, "what could possibly go wrong?"
He always liked to be called Perfectly Normal Brute. But then mutations happened.
Chaos Familiar: The 1-drop you always dreamed for Daemon Prince (in fact, perhaps I should make it 1/1). It's solid, and gives you nice Dark Favors so you don't have to hero power that muc.
Warp Breach: Assassinate and demonic version of Journey Below, all in one.
Mutated Brute: Some big mean minion for C'Thun Daemon Prince. Because if I had to give more C'Thun synergy to a w40k class, it would be for Chaos (and some other, but not so big).
Inside every man is a daemon fighting to break through its prison.
cccccccSlaanesh loves to hang out with C'Thun. He's a so perceptive and attentive beholder.
Yeah, do it, but try to make it short. Pestilence gets a bit absorbent if you go for a bear hug.
Daemonic Summoning: Do you remember Revive? Well, this does'nt need your demon to die, but you have to control how many enemy minions you kill for it to be worth it, the Demon RNG... and to have mana after killing the enemy minions for you to be able to play the card.
Emissary of Madness: Do you remember what I said about how useful Dark Favors should be? Well, now you have another card to make them worth it, for your C'Thun guys.
Embrace Pestilence: Works similar as a Holy Nova, except instead of healing gives health (wich is better in most cases), and does'nt heal or damage heroes (wich si worse in most cases).
Just when you thought mosquitos were the worst insects you could find...
"Do I really have to wait until turn 5 to show my dominance? Why do you do this to me, Blizzard?
Infestor Swarm: How about some 1/1s? This brings them here, also can take advantage of some N'Zoth decks to boost your own N'Zoth deck... or allow you to put some board pressence after a board wipe.
Dominance: Long term damage dealer. Ideal for control vs control matchups, because you can apply pressure on the opponent's health pool without the need of keeping minions on the board. Also works as removal, although you might be in some problems to heal your face if you abuse of this strategy.
N'Kari is pissed because Games Workshop makes it appear only for being beaten up by random dudes.
N'Kari: This drop is a beast if you can exploit it (do you remember Foul Infection?). But losing this to a Kor'kron Elite or something similar sucks, really sucks.
Karazhan set:
The other Dark Gods won't admit it, but they love daemonic puppies.
Is arrogant, despises the other Daemon Princes, but well, at least he does'nt destroy anything at the party. And makes good rap battles.
Slaanesh always loved to end the matches in a spectacular way, anyways.
Tzeentch's Puppy: Nice early drop, and also spells and Dark Favor synergies. Works wonders in a wide range of decks (from faster decks that want early drops with some value in it to combo decks and controls who want to abuse of spells).
Pretentious Prince: Kinda reversed Stormwind Champion, adapted for 6 mana demon and class card. Might serve as big drop for some sort of midrange or tempo deck. Also, Chaos needed "its own Malchezaar".
Climax: Potentially bonkers, although you might have it hard to exploit it, as you need to play plenty of cards or some big minion with good potential to get it right.
Gadgetzan set: Doombringers and class cards:
Wot? You ztarted da fight without me? I'll teach ye.
Graduated in the Cultist University of the Maelstrom.
Doombringer Thug: Strong minion, something like a 2 mana SI:7 Agent (wich is a great drop). but needs you to spend ressources killing/sacrificing minions for it to have any effect. Probably a common face in the Doombringer Warboss.
Doombringer Cultist: That drop I had to put in a MSoG gang by force. This one fits the 4 mana spot left by the other discover gang cards, wich is an additional advantage.
Lord Karavos: Very strong late game, if you happen to draw him and keep him several turns in your hand. Fits perfectly in midrange and control decks, as you can focus either on, once he is drawn, let your opponents feed you by playing your big threats and removing theirs, or you can feed yourself for a long run punch.
Daemon prince class:
Watch out if the skies are dark. Some Fury might want to steal your wallet.
If you're greedy and you know it, clap your hands!
She xhose the healer life because she could decide who dies and who does'nt.
Dark Skies: Daemon Princes use the most unusual practice for the Doombringers: they empower themselves through the death of their allies. For that reason, this card can be pretty useful, as it can clear some minions in the early game, push some face damage or fuel some doombringer cards later in the game.
Chant of Excess: To be honest, I made this when I thought Goons would break their way into the game. This would have helped to keep those baddies at bay while you try and develop a board you can sacrifice for even bigger profit. That being said, against face decks this card truly shines, as it wors almost like a permanent Pint Size Potion, deactivating many of their threats. Note: Some cards like Low Time Buccaneer are only set at 2/2, because this set their non-buffed attack to 0, then the buff happens.
Doombringer Courtesan: Being the slowest of the Doombringers, Daemon Princes require defensive cards to keep their opponent far enough. This will have a problem to work without a previous board, but still is able to give a nice push forward, either to your life total, or to an injured minion.
Inhabitants of Gadgetzan, lend me your strength!
He used to be a warrior like you, but then he took an infected bullet to the knee.
Khorne approves this.
Sacrificial Bolt: A mechanic that revolves around getting your minions killed? You must be joking... or not. Take this card as an example. First sight is a Holy Smite, wich is'nt bad at all. But watch out, this can actually be far more than a simple Holy Smite, and all that comes just at the price of letting some of your minions die on your turn.
Plague Gangster: Another example of a card that greatly scales with your minion's deaths. A 3/3 for 3 is not that good, but a 3 mana 4/4 or 5/5 is a lot scarier.
Herald of Havoc: The combo potential of this card is unreal, I know. But still is limited by the random nature of the Dark Favors. Can also be used with two or three favors to give a nice boost on yourr board pressence/deal with enemies.
What was Lord Jaraxxus doing at the 9 of clock preaching?
These guys can be seen every time domeone makes a campaign for giving blood .
No wonder why so many people want to join the Doombringers!
Alley Cult: A doombringer Daemon Prince requires a lot of minions. Fortunately, you can refill your hand by playing minions, get them killed in your turn then playing this. Note: Unresponsible use can lead to mill. Can get everything from Skarbrand to Blood Imp. We don't make responsible of deaths caused by acciental Unlicensed Apothecaries.
Blood Hunt: Another way to use your Dark Favors. You can stack some, then discard them to unleash a horde of demons that can give lethal almost by themselves, or provide more doombringer stuff, or force your opponent to spend big AoE on that.
Lady Vice: Important thing, this works for enemy minions too. Wich means, you can play a massive trade turn, then play this for an insta refill of your hand, maybe with some crazy good minions as well. Unresponsible use might lead to mill.
Un'Goro set:
Now you see it, now you freak out.
The onslaught consists on the Tzeentch Screamer singing death metal at full volume.
Somebody once told it the world was gonna roll it.
Mesmerizing Visions: Very nice soft removal to hold on big threats and vicious fledgelings. However, keep in mind this does not kill the minion, wich can still be silenced, taunted up, evolved, or whatever other synergy your opponent has in mind.
Screamer Onslaught: Daemon Princes have access to a lot of token generators (after all, the key part of unleashing an army of daemons is to be able to summon them). This one also comes with a fairly acceptable removal tool, which means you can use this to clear a minion while putting yours, gaining tempo.
Swamp Lord: In theory, w40k classes should not have access to elemental synergy, because there is little elemental power in the 41th millenium. However, this is a Hearthstone approach, and it would be a terrible version of Un'Goro sets if there is no class with Elemental synergy. This one might come a bit late, might not be an Elemental, but is strong and will still be able to support many Daemon Prince strategies.
An ordinary putrid potion... but watch out, that is not an ordinary putrid potion!
So, who had the idea of throwing the nuclear waste in the jungle?
The worst nightmare of all those who dig too greedily and too deep.
Putrid Experiments: Usually used for AoE, but also as debuff to combo with minions like Maiden of Desire or as a combination of both.
Mutant Beast: Kind of reverse Fledgeling, bigger, meaner, and perfect for a midrange archetype or an arena deck.
Infernal Elemental: And this is what happens when Chaos corrupts a lava elemental from Azeroth. Also an excuse to get more elemental synergy. Very expensive, but there are few other ways you can get a 12/12, and only lucky Free from Ambers can earn you a 12/12 for 8 mana. This can let you focus on cheaper elementals and thrust this bad boy the big hitting.
You are a bit late, Tzeentch. The whispers were the last year's trend, not this one.
Horrors, they grew so fast...
Skulltaker already wet its blade in the blood of kings, heroes and monsters. But it can't stand it when it hits Annoy-o-Tron and does'nt kill it.
Visit the Warp before it visits you!
Whispers of Tzeentch: While mostly a card to use your Dark Favors then transform them into other spells, this can also synergize with any other 1 mana spell you get. Perfect for combos or controls that can make huge value from it.
Morphing Horror: As I said before, Dameon Princes have a lot of ways to summon tokens, and I wanted to give this concept a try. The capability to grow as big as a Yeti in little time makes me wonder whether it is too good or not, but I think being a 2 mana 1/2 more often than not it's not a new undertaker or anything.
Skulltaker: Wording explained. When this attack a minion or is attacked by the minion, Skulltaker deals its damage. Then, if the opponent lives, deals its damage. Skulltaker takes no damage if the opponent dies. This makes it a great minion for dealing with minions in midrange (can nullify a whole Savannah Highmane), specially if you taunt it up.
Warp Rift: While the reward it's not very flashy (compared with others that sound just more game deciding), it's a fairly easy quest to complete, and being mostly composed on swarming the board by minions and tokens, fillling the board with one single card can be quite a pain for many classes. Also, this works also with spells that add minions to your hand or discovers them, not only for those that directly summon the minions right into the battlefield.
Frozen Throne set:
WHAT IF... CORRUPTED W40K CHARACTERS?
As all KotFT new heroes have a lore behind, explaining their transformation into Death Knights, and the new undead creatures and dark powers they wield, I decided to make something similar with my own creations. Of course, even if I wanted, it would have been impossible to tell a story where Arthas kills Ghazghkull Thrakka, Eldrad Ulthran, or any other w40k hero, and raises it like a Death Knight, but the grim dark of the 41th millenium already has enough forces capable of twisting flesh and mind, and giving people's life a whole different purpouse. It's time for introducing another twisted hero:
BE'LAKOR THE TORMENTED:
As the years passed, Abaddon had more and more suspects of Be'lakor's true intentions. While it always seemed to help the warlord on his crusades against the Imperium of Man, Abaddon suspected he was in fact trying to undermine his efforts and steal his legions. Therefore, after the fall of Cadia, Abaddon turn back on his former ally, and defeated it, locking its body in a daemonic construct bounded to Abaddon's will. However, the rites that keep it submit might not be as strong as he thought, and deep inside his prison, Be'lakor the Tormented wants nothing but revenge on the Chaos Gods in general... and specially on Abaddon.
And now, let's go and take a look at the set:
The things some people are willing to do for 15 seconds of fame.
Many deaths could be avoided if heroes started to believe its minions when they say "I can't come to work today. I'm sick".
Slaanesh has a special deck aganist Eldar. It consist on 60 (0) Mana copies of this card.
Willing Offering: Cons: you spend 1 mana and a minion to get a random class card that might not be the one you need. Pros: It earns some value and can be used with some sort of deathrattle/token deck to make it more worthy. Also, can trigger unexpected combos.
Nurgle's Rot: Works as a position punishing AoE, specially good if palced on (kind of) high health low attack enemies (like Primalfin Totem). Forces your opponent to suicide the minion unless it wants it to wreak havoc.
Devour Soul: A multitask spell (kind of like Bash, or the infamous Ultimate Infestation), that deals damage, deals more damage by giving your hero Attack, and heals. Quite useful for dealing with minions in a similar way to Multishot, but controlling targets... or as a sort of Fireball as well.
Cross your fingers and make a wish.
Get yourself together, for Nurgle's sake! Choose a deathrattle and keep it!
It wants eyes... give it eyes...
Claimed by Chaos: Random effects are inherent to the Chaos Gods, and so this buff might randomly be an utter waste of mana or a life-saving card. Naturally works better with minions that don't have any of those rules already.
Corpse Lord: This opens to some interest gameplay (and counterplay as well). You might want to set it in a deathrattle deck to ensure it has value, or fit less deathrattles in your deck to make sure you give this the most suitable one for the situation. And your opponent can also disrupt your deathrattle by setting it their owns... or can be punished by the same idea of copying their deathrattles.
Creepy Soulhunter: I really wanted to make this art into a card, and came to the conclusion it would be interesting to NOT make it a demon for once. The rest of it, it's pretty clear, gets stronger as the game goes on because there are more chances you can copy a strong minion with this.
If you don't win a fight by applying brute force, you have'nt applied enough brute force.
Yes, siamese daemons exist.
Nurgle's chosen Tallyman, one of the seven Proctors of Pestilence, and official Bookworm of the Chaos Realm.
Lord of Battle: You want to make your own Giant Sandworm? Well, Khorne is your friend then. With this you can play whatever you want then turn it into a board wiper (maybe with the help of Deathspeaker).
Spawn of Depravity: Besides being something horrible to look at, this thing trades up tempo punch for big value later in the game. Also, curves very nicely with Epidemius.
Epidemius: The spell merging stuff works in a similar way as Zombeasts, but will automatically point at the last two spells you have casted. Those Wrath of the Warp spells will always be able to target both allies and enemies in case there are conflict between the spells merged. Other situations like "target enemy minion vs target enemy hero" would be solved according to what spells are.
"I have sworn to serve the Chaos Gods for all the eternity, and the only thing I got from that was humiliation and torment. I'll make all pay. All the worlds will tremble before my revenge!"
Be'lakor the Tormented: This daemonic engine is almost invulnerable to damage as long as it can keep a stream of Daemonic Constructs in charge. Does nothing to boost board pressence or anything else, tho, it's utility it's entirely defensive, but terrible if you take the lead and force your opponent to make crucial decisions.
Kobolds and Catacombs:
Chaos Gods simply LOVE to ruin their galactic conquests by stabbing each others backs when they feel they are winning.
Where is the blood? WHERE IS IT?!
If the path smells bad, you might get in. If it smells way too bad, don't even try!
Daemonic Treason: Obvious reference to typical Chaos battles where everything seems to go rough for their opponents until the Daemons start killing each other. In this case you can use it as a sort of flexible defensive tool and card digger. Specially good if you can get some tokens.
Frenzied Bloodseeker: Not astounding design, but can work well sombined with some aggressive tools to give a nice punch.
Foul Rotter: Another simple, yet effective card. This one works as a permanent soft removal, that can possibly improve control/combo strats, or simply be an attractive option in arena.
What is it? Is it a Twisting Nether, is it a Shiv?
Long before Horus betrayed the Human Kind
The Omniscient ruled his realm in the galaxy
His enemies made him fall, his end was nigh
And so did his spoiled treasures spread anarchy.
Paint me like one of your Eldar girls.
Disciple of Anarchy: This expansion's class theme works around Tzeentch's unstable nature. A cheap minion with a potentially crazy effect (or possibly subpar) that can reshape how a Dark Favor deck could possibly work.
Lesser Staff of Doom: Relatively easy to upgrade, although not very strong unless you get both upgrades. Can turn out to be a scary reach for combos.
Seduction: Slaanesh card of the set, works around the Chaos God's tendence to annoy by nerfing/taking control of minions. The fact this class does'nt have that cheap and strong silences helps making this balanced.
You need a big mouth to eat a big spell.
Let's be honest here. all minions wanted to be Ragnaros.
Tzeentch's light lecture.
Kronazh has founded the Movement for the Rights of the Dungeon Bosses in order to stop adventurers from plundering their lairs all the time.
Spell Steal: Selective spell you can copy an important spell from your opponent with. However, the opponent can control what you copy, so be careful.
New Form: Possibly a key card for a variety of combo decks. Also very nice to replicate strong minions and even finishers in more aggressive builds.
The Endleess Grimoire: More mayhem, can help you get a bit of everything draw, heal, direct damage, AoE... or that against you.
Kronazh the Omniscient. Great help in fatigue wars, and also even more mayhem. Took Benedictus as example for the stats balance thing.
Investigation will progress further, but until then, act like nothing had changed, live a normal life, don't let daemons to reach your mind... and give any possible feedback you feel necessary about this, naturally.
Vanilla set from Be'Lakor unlocked. Take your time looking at the foul arts of the Chaos Gods, and feel free to comment. Naxx and GvG will be on their way soon.
Naxx, GvG and BRM finally complete. The ammount of heresy costed me one computer, but now the knowledge is yours. Feel free to comment it and give feedback, as I experimented a bit with this one.
This class seems cool and I realy liked some of the cards. With that being said thought I think you should have made more synergies between the cards, but it's nice overall :)
Karazhan set revealed. It would've been stupid not to invite the Chaos Gods minions (else they could invade the party and then we would have to have another adventure in Karazhan).
After checking the classsic and basic set, I realised Posession was a far better version of Embrace the Darkness (or whatever that priest steal spell is named).
Thus, I remade it, then moved it to classic set, and reworked Feast of Souls, and later I moved it to basic set.
ATENTION: THE FOLLOWING DOCUMENT INCLUDES DANGEROUS INFORMATION ABOUT SOME OF THE MOST INFAMOUS SERVANTS OF THE DARK GODS. CONTINUING THIS READING MAY LEAD TO MADNESS, HERESY, OR EXPOSURE TO THE PERILS OF THE WARP. READING THIS WITHOUT AUTORIZATION OF THE INQUISITION WILL BE CONSIDERED AS HERESY, AND WILL LEAD TO INMEDIATE EXECUTION.
DO NOT READ UNDER ANY CIRCUMSTANCES IF YOUR MIND IS NOT IN PERFECT CONDITION, AS THE KNOWLEDGE UNDER THIS LINES WILL CHALLENGE YOUR HOPES AND DREAMS, AND MAY HAUNT YOU FOR THE REST OF YOUR LIFE. IF YOUR SOUL IS BRAVE ENOUGH, THEN YOU MIGHT FIND THIS INTERESTING...
Welcome to my new class concept: The Daemon Prince. A Daemon Prince wields the power of the Dark Gods themselves in battle to overwhelm any opposition and tear down all hopes their enemies could have.
And their champion in hearthstone is:
"The torment awaits you!" Be'lakor at the start of the match.
"Be'lakor is the first of the Demon Princes, but apparently that did'nt make him any more appealing to the Gods than that petty Abaddon".
As a Champion of Chaos Undivided, Be'lakor can unleash the powers of the four Great Gods. And the first meaning of this is his hero power:
and the upgraded hero power: Dark Favors are the cards listed below:
For those who don't know much (or anything) about the hostile 41th millenium: Khorne, God of Blood and War, is always angry, and those who earn his attention will be much more aggressive, as he only respects those who kill in combat. Tzeentch, God of Change and Magic, is a lot more interested in magic spells that alters the fate in caotic ways and burn any foe stupid enough to resist. Nurgle, God of Plagues and Diseases, spread all kind of afflictions to the world, some so vile that even demons can get sick. And Slaanesh, God of Desire and Excess, is often known as a corruptor, who undermines the enemies's moral and conviction.
And why is the favor random? Well, the Chaos Gods are fickle.
And now, without further ado, let's see the powers under Be'lakor's command:
Basic set:
It had an awesome time abusing of that scarecrow, but apparently that sort of things happen no longer in the galaxy.
Because not everything is pretty in pink.
His anger management courses are turning to be really effective. He used to attack friendly minions before.
Winged Fury: This nasty little daemon that powercreeps directly Stonetusk Boar is the lesser of all daemons. In fact, it's just a manifestation of the power of Chaos, and so it's stats are low, but effective in the early game to pick out some weakling.
Pink Horror: Easy spell damage boost. Can also serve as some beefy early minion.
Bloodletter: Zoo daemon princes may welcome this! He is very strong, so you can use it to clear a nasty taunt, and trade advantageously, but if you can't help the Bloodletter to avoid certain minions, he'll keep attacking them even if it's a bad idea (Explosive Sheep or Nerubian Egg for example)... in the worst case, you can still not attack, allthough that's not very khorneish.
No, you can't bring this to a party, no one would forgive you!
You know what? I don't like your actual shape, let's try something else.
Someone should'nt've got up this morning.
Because of their huge appetite, Daemon Princes are'nt allowed into any "all you can eat" restaurant.
Gift of Pestilence: Not all Nurgle spells are meant to hurt. Sometimes they'll make the target more resistant to damage (and a lot uglier too). This beauty can serve as a good early buff to hold on with control or protect some hitter in midrange or aggro.
Unholy Transformation: Is your minion about to die or rendered useless? No problem, use this and enjoy your new bigger minion! Because Tzeentch adores RNG, that's why!
Overpower: Khorne has no magic, he hates spellslinging. But if I want to make a realistic daemon class, Khorne has to have spells too. The secret is, all of them are actually going to be "smashers". This one for those not strong enough to resist a quick crunch of our daemon lord nor agile enpugh to avoid it (consider that as the reason why Azure Drake survives but not Chillwind Yeti). I think is fairly balanced, in many aspects, it's a Shadow Word: Pain.
Feast of Souls: Drastically scales depending of how many minions have died, can work as a strong removal/heal. While the conditions under it starts to be worthy might seem far away, keep in mind it's every minion, not only yours/opponent's.
Damn, they are everywhere! Where did I leave the pesticide?!
Everything changes, but the Bolt of Change. The Bolt of Change never Changes.
None can resist when Slaanesh gives the big eyes. It's too cute to handle.
Nurgling Plague: Consider this as the value over time version of Imp-losion. If opponent can't sacrfice the victim, the minion will likely suffer 6+ damage and spawn 6 Nurglings. However, can be silenced, and if the opponent gets rid of the minion, you only got the poorest Imp-losion version.
Bolt of Change: Crackle on steroids. at least is a lot more expensive, so it's not that bad news.
Subjugate: Slaanesh has all the right in the world to mind control minions! This can help you recover from a big minion, but the 2 card draw can hurt you if you are'nt pretending to fatigue. Greatest advantage over Naturalize? You got opponent's minion, that's some tempo for you in exchange of the card draw.
Vanilla set:
What are you gonna do now? Bleed on me?
She might be a manifestation of excess and depravity, but she still hold the manners and ask for permission first before tempting.
All that time in the gym is finally redeeming!
They enjoy the smell of odorants. Most popular flavors are Wet Dog, Fresh Rubbish and Low Tide.
Heralds are lesser daemons that recruited lots of mortal followers thanks to their high notes on the marketing degree.
Tzeentch whispers things no sane person could ever understand. But hey, he's giving you cards, wich is nice.
Slash: Early game removal, much needed for every class that hopes to have some non-aggro archetype.
Daemonette: Lesser daemon for Slaanesh, trades inmediate value of Shrinkmeister for long term effects and demon race. Good for control, midrange and aggro (aggro zoo) daemon prince.
Daemonic Strength: Heroic Strike got a bigger and meaner brother too. Probably can work too for control this time, as effectively removes lots of popular cards such as Sylvanas Windrunner, Elise Starseeker or Emperor Thaurissan.
Plague Bearer: Beefy minion for control decks. Give some synergy with that hero power cards.
Daemonic Herald: Good drop in general: nice stats, synergy with hero power cards and card draw. Can be played on tempo and then rely on those token spells to keep going, if you feel confident about her chances of survival, or if you need the 4 drop on line. Note: For those who are'nt aware, all Dark Gods have their own heralds, but well, this is the one I found,so it's gotta be Slaanesh.
Unholy Knowledge: More card draw. Together with Daemonic Herald can make interesting tempo (you know, as a Sprint substitution).
KEEP AWAY FROM HOLY WATER!
Following the tradition of all dark lords of the universe, Be'Lakor claims he is the one and only Lord of Darkness.
Another consquences of this disease are paranoia, feelings of deja vu, and obsessive love to cats.
It's sad because nobody considers it a beast. Even Nesingwary refuses to hunt something that hideous!
Who's a good boy? No, not you.
Possession: Good way to grab a minion out of nowhere, although the opponent must have played it and you have to be able to kill before it gets silenced, transformed or bounced.
Lord of Darkness: You aggro board buff. Awesome value with Nurglig Plague, but don't except to have so many demons on the board if you don't try to trade favorably.
Bubonic Plague: Arcane Explosion and also lowers attack. Can be useful for trading, and some other tricks.
Beast of Nurgle: Regenerates quickly, making it a nasty target to remove... now you just need to give it taunt.
Khorne's Hound: Hound charges, but needs help from your other minions to go faces. Otherwise can be used as a removal.
ALLTHISPSYCHODELICCOLOURSSTRANGESMELLSANDFLAVOURSANDALLTHIS TOUCHALLOVERMYSKINWOAAAAAH!
Do not resist, you want this even more than her.
Look at the bright side, it could have been a Chaos Supernova.
Sensory Overload: Experimental stalling tool. Also works as Mass Dispel. Note: Flavor tet equals: ALL-THIS-PSYCHODELIC-COLOURS-STRANGE-SMELLS-AND-FLAVOURS-AND-ALL-THIS- TOUCH-ALL-OVER-MY-SKIN-WOAAAAAH!
Maiden of Desire: Compare with Cabal Shadow Priest; Instant effect vs. Demon race, +1 attack, chance of multiple domination... at a price. You have to keep investing mana in lowering attack (even if the target already ahd 2 attack or less, you need to "debuff" it to steal it), and keeps the debuff after being dominated (unlike the Shrinkmeister Cabal combo). So this is more potentially game breaking, but less reliable.
Chaos Nova: Even bigger AoE than Flamestrike. Only downside, those who survive will turn into something else instead of be weakened for some other damage effect (wich is not bad if it was buffed, but often it's bad).
He was always angry, so Tzeentch made him watch a cute serie about ponies to see if he relaxed. Now he is always berserk.
Skarbrand: His mere pressence drives minions into a blood frenzy! This powerhouse has 12 attack (he buffs himself too, he is that mad!), and equals a Bloodlust on the right board. Only problem, if you play him with enemy minions on the board, you may face a horribly violent death.
Naxx, GvG and BRM sets
Let's settle this for once. Yes, vampires can turn into zombies, and the opposite. Other thing is you see vampires willing to make zombies one of their own.
Zombie Plague: It's a nightmare for most token decks (and often paladins), as you can play this, then board wipe, then trade the zombies with the next wave of minions for even more zombies. If you face non-flood decks, it's a poor card, on the other hand.
GvG
No wonder why Nurgle minions carry all these flies. Just think of their smell!
Guys, did you put something weird in my lunch? I see things...
Cloud of Flies: Keeps on the "disturb opponent's board" mechanic, this time sending flies that will blind the enemy minions. Great value in boards highly populated by both sides, or if you have something they would really like to avoid.
Phantasmagoria: Cycles and weakens the enemy. Intended for trading favorably, and then getting more cards to keep on the fight if your baord gets wiped out.
The champion of the Grand Juggernaut Derby, in the Chaos Realm, is called Princess Sweetheart.
Just a quick reminding: crushing your soul inevitably leads to the utter crushing of your body.
Yes, they call that singing.
Juggernaut of Khorne: Quite decent turn 5 minion that can charge if decent board pressence achieved. Because punching hard rocks.
Soul Crusher: Needed mech synergy, but as Daemons have quite few mechs, decided to do it the other way and boost the mechs so they can be affected by demon buffs.
Cacophonic Choir: Strong AoE that leaves a little surprise to those who survived. A bit tricky, as usually you want something not to die to the effect to gain full value. Note: As incarnations of Slaanesh's desires, deamonettes can change a lot in aspect. And currently Slaanesh is in one of his "I'm for some disturbing shit" days.
There is not enough peppermints in the world to solve this. Sorry.
Fasten your seat belts, you are in a one-way trip to the Chaos Realm.
Putrid Breath: Can eventually be used as a mass removal + face damage. But maybe requires some bigger effort for big guys, because against them can turn just into a 5 mana Darkbomb, and that pretty much sucks.
Infernal Portal: Mother of removal... luckily, its huge price often means you'll just be able to carry on, as it completely nullifies chances of daemon prince to recover board pressence that turn, if it was already lost.
Even seeing the future he is unable to win any lottery price. He suspects Tzeentch rigges the future while he is'nt looking.
Kairos the Fateweaver, the greatest of all Tzeentch's daemons. He sees past and future, but not the present (that's the reason of the low attack). Brings to life combo decks focused on keeping alive while getting Warp Fires and other cheap spells to use later on the opponent's face. But probably not much useful outside his outsmarting spell abilities.
BRM
Daemons are really well paid at the moment. Even gods see how risky to cut the salary of a horde of warmongering madmen willing to murder everything if they get mad enough is.
And yet there is no firefighters in the Chaos Realm.
Blood Rage: Rockbiter Weapon, Windfury, and a +1 health just in case. Actually a convenient buff, not only for zoo daemons, also for some nice combos with Khorne's Hound.
Flamer: Weak body, but hard hitter that can deal 8 damage to a target at a time or kill multiple targets. Probably best for a tempo or zoo.
TGT and LoE set:
Wait, are'nt all flames consuming by nature?
SPAWN MORE OVERLORDS!
They already spent eight months with psychiatrist, but they just don't make any progress.
Consuming Flames: Often can be a slightly worse Darkbomb (you know, Acolyte triggers twice, and so Armorsmith and other damage-depending effects. But give this spell damage, and you'll find yourself with a cool damage source. Note: The "at the end of your turn, deal 1 damage" only triggers the turn it is played,not any longer.
Plague Drone: Apparently weak, but has some cool synergy with Nurgle and Slaanesh spells. Solid drop can turn quickly into a 6/6, become quite threatening. AoE attack reductions give this +1/+1 for each minion affected.
Chariot of Madness: As the previous drop, requires some help to actually be good. But then can be a real pain. Iin this case an "all in" situation is much more expected, works wonders with Blood Rage, so for opponent silence and removal might be critical to handle it (moment where it will be no longer a big threat).
"This is going to sound insane to you, but... can I... have a little bite of your leg?"
You'll never know who will you wake up with until you already have something to regret.
Jousting is like any other fight, but with some stupid and perfectly breakable rules.
Dark Gluttony: Works somehow like Betrayal, but less cost and a less consistent effect (well, minions tend not to live that long, or at least not without the opponent having a way to silence the minion or making it work in its favor, like putting a Nerubian Egg).
Masquerade: You remember the Tvern Brawl? This is the pocket version. It's cheaper than Soul of the Forest because in most decks you'll be getting worse drops than 2/2s.
Khorne's Champion: I already had this idea before WotOG. Some minion that works when kills and survives. In this case, it's a bit weak (at least if we compare it with balanced drop such as Dr Balanced and BGH), but being able to kill for example a Thaurissan, a Shieldmaiden and keep staying healthy for more killings can be very useful.
"Of course this is balanced! I mean, it might be a demon the size of a building challenging a simple man, but it's still a 1 vs 1, is'nt it?!"
Nobody knows who the King of the Warp is, but it must be really impressive to look at.
Clash: Made it epic because it was quite weird to make. Actually means your strongest minion will have windfury (or super-windfury), but next attacks will always be against minions (because the hero is just for Be'lakor, of course!).
Prince of the Warp: He is big, he is strong, and he'll bless your army of demons. Dark Favors are something you should actually be trying to get, but sometimes hero power will be too slow, this can help.
He fell on Nurgle's pot when he was just a little Nurgling, and since then is revered as the greatest of the Great Uncleans.
Ku'Gath the Plague Father: The list is a bit long, and will keep increasing, but as a quick hint, everything that appears to talk about infections and diseases is easily going to be a Nurgle spell. As a summary, this card gives you a huge body for trading, and diseases to launch upon your enemies.
LoE set:
It kept bearing jokes for years already. If you try to make it play any music, it'll bite your hand off.
Because some people get bored of the Emperor's cult and decide to start their own religion with Blackjack and dancers.
Tzeentch's Disk: Fairly early drop with awesome synergy with your hero power and other Favors sources. It actually helps you not to rely that much in your luck (shame on you, Tzeentch!).
Heretic Rituals: Gain 4 cards, but all of them are 1 mana spells. Maybe can be 4 mana (put it at 5 because at first sight thought Dark Favor synergy would be broken otherwise).
Apparently, being slowly eaten alive by worms is a nice compliment between the Nurgle devouts's ranks. Nobody said they were really brilliant.
Gift of Decay: Another piece of removal/debuff. Definitively looks like Nurgle and Slaanesh are really good friend in this game. For now...
WotOG set:
Wow, look at this! Be'lakor has a Mini-Me!
"Stop and ask for directions", I told you. But nooooo, "it's a trip through the warp", you said, "what could possibly go wrong?"
He always liked to be called Perfectly Normal Brute. But then mutations happened.
Chaos Familiar: The 1-drop you always dreamed for Daemon Prince (in fact, perhaps I should make it 1/1). It's solid, and gives you nice Dark Favors so you don't have to hero power that muc.
Warp Breach: Assassinate and demonic version of Journey Below, all in one.
Mutated Brute: Some big mean minion for C'Thun Daemon Prince. Because if I had to give more C'Thun synergy to a w40k class, it would be for Chaos (and some other, but not so big).
Inside every man is a daemon fighting to break through its prison.
cccccccSlaanesh loves to hang out with C'Thun. He's a so perceptive and attentive beholder.
Yeah, do it, but try to make it short. Pestilence gets a bit absorbent if you go for a bear hug.
Daemonic Summoning: Do you remember Revive? Well, this does'nt need your demon to die, but you have to control how many enemy minions you kill for it to be worth it, the Demon RNG... and to have mana after killing the enemy minions for you to be able to play the card.
Emissary of Madness: Do you remember what I said about how useful Dark Favors should be? Well, now you have another card to make them worth it, for your C'Thun guys.
Embrace Pestilence: Works similar as a Holy Nova, except instead of healing gives health (wich is better in most cases), and does'nt heal or damage heroes (wich si worse in most cases).
Just when you thought mosquitos were the worst insects you could find...
"Do I really have to wait until turn 5 to show my dominance? Why do you do this to me, Blizzard?
Infestor Swarm: How about some 1/1s? This brings them here, also can take advantage of some N'Zoth decks to boost your own N'Zoth deck... or allow you to put some board pressence after a board wipe.
Dominance: Long term damage dealer. Ideal for control vs control matchups, because you can apply pressure on the opponent's health pool without the need of keeping minions on the board. Also works as removal, although you might be in some problems to heal your face if you abuse of this strategy.
N'Kari is pissed because Games Workshop makes it appear only for being beaten up by random dudes.
N'Kari: This drop is a beast if you can exploit it (do you remember Foul Infection?). But losing this to a Kor'kron Elite or something similar sucks, really sucks.
Karazhan set:
The other Dark Gods won't admit it, but they love daemonic puppies.
Is arrogant, despises the other Daemon Princes, but well, at least he does'nt destroy anything at the party. And makes good rap battles.
Slaanesh always loved to end the matches in a spectacular way, anyways.
Tzeentch's Puppy: Nice early drop, and also spells and Dark Favor synergies. Works wonders in a wide range of decks (from faster decks that want early drops with some value in it to combo decks and controls who want to abuse of spells).
Pretentious Prince: Kinda reversed Stormwind Champion, adapted for 6 mana demon and class card. Might serve as big drop for some sort of midrange or tempo deck. Also, Chaos needed "its own Malchezaar".
Climax: Potentially bonkers, although you might have it hard to exploit it, as you need to play plenty of cards or some big minion with good potential to get it right.
Gadgetzan set: Doombringers and class cards:
Wot? You ztarted da fight without me? I'll teach ye.
Graduated in the Cultist University of the Maelstrom.
Behold your final form, servant!
More info about the Doombringers here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/180061-w40k-mean-streets-of-gadgetzan-meet-the-gangs
Doombringer Thug: Strong minion, something like a 2 mana SI:7 Agent (wich is a great drop). but needs you to spend ressources killing/sacrificing minions for it to have any effect. Probably a common face in the Doombringer Warboss.
Doombringer Cultist: That drop I had to put in a MSoG gang by force. This one fits the 4 mana spot left by the other discover gang cards, wich is an additional advantage.
Lord Karavos: Very strong late game, if you happen to draw him and keep him several turns in your hand. Fits perfectly in midrange and control decks, as you can focus either on, once he is drawn, let your opponents feed you by playing your big threats and removing theirs, or you can feed yourself for a long run punch.
Daemon prince class:
Watch out if the skies are dark. Some Fury might want to steal your wallet.
If you're greedy and you know it, clap your hands!
She xhose the healer life because she could decide who dies and who does'nt.
Dark Skies: Daemon Princes use the most unusual practice for the Doombringers: they empower themselves through the death of their allies. For that reason, this card can be pretty useful, as it can clear some minions in the early game, push some face damage or fuel some doombringer cards later in the game.
Chant of Excess: To be honest, I made this when I thought Goons would break their way into the game. This would have helped to keep those baddies at bay while you try and develop a board you can sacrifice for even bigger profit. That being said, against face decks this card truly shines, as it wors almost like a permanent Pint Size Potion, deactivating many of their threats. Note: Some cards like Low Time Buccaneer are only set at 2/2, because this set their non-buffed attack to 0, then the buff happens.
Doombringer Courtesan: Being the slowest of the Doombringers, Daemon Princes require defensive cards to keep their opponent far enough. This will have a problem to work without a previous board, but still is able to give a nice push forward, either to your life total, or to an injured minion.
Inhabitants of Gadgetzan, lend me your strength!
He used to be a warrior like you, but then he took an infected bullet to the knee.
Khorne approves this.
Sacrificial Bolt: A mechanic that revolves around getting your minions killed? You must be joking... or not. Take this card as an example. First sight is a Holy Smite, wich is'nt bad at all. But watch out, this can actually be far more than a simple Holy Smite, and all that comes just at the price of letting some of your minions die on your turn.
Plague Gangster: Another example of a card that greatly scales with your minion's deaths. A 3/3 for 3 is not that good, but a 3 mana 4/4 or 5/5 is a lot scarier.
Herald of Havoc: The combo potential of this card is unreal, I know. But still is limited by the random nature of the Dark Favors. Can also be used with two or three favors to give a nice boost on yourr board pressence/deal with enemies.
What was Lord Jaraxxus doing at the 9 of clock preaching?
These guys can be seen every time domeone makes a campaign for giving blood .
No wonder why so many people want to join the Doombringers!
Alley Cult: A doombringer Daemon Prince requires a lot of minions. Fortunately, you can refill your hand by playing minions, get them killed in your turn then playing this. Note: Unresponsible use can lead to mill. Can get everything from Skarbrand to Blood Imp. We don't make responsible of deaths caused by acciental Unlicensed Apothecaries.
Blood Hunt: Another way to use your Dark Favors. You can stack some, then discard them to unleash a horde of demons that can give lethal almost by themselves, or provide more doombringer stuff, or force your opponent to spend big AoE on that.
Lady Vice: Important thing, this works for enemy minions too. Wich means, you can play a massive trade turn, then play this for an insta refill of your hand, maybe with some crazy good minions as well. Unresponsible use might lead to mill.
Un'Goro set:
Now you see it, now you freak out.
The onslaught consists on the Tzeentch Screamer singing death metal at full volume.
Somebody once told it the world was gonna roll it.
Mesmerizing Visions: Very nice soft removal to hold on big threats and vicious fledgelings. However, keep in mind this does not kill the minion, wich can still be silenced, taunted up, evolved, or whatever other synergy your opponent has in mind.
Screamer Onslaught: Daemon Princes have access to a lot of token generators (after all, the key part of unleashing an army of daemons is to be able to summon them). This one also comes with a fairly acceptable removal tool, which means you can use this to clear a minion while putting yours, gaining tempo.
Swamp Lord: In theory, w40k classes should not have access to elemental synergy, because there is little elemental power in the 41th millenium. However, this is a Hearthstone approach, and it would be a terrible version of Un'Goro sets if there is no class with Elemental synergy. This one might come a bit late, might not be an Elemental, but is strong and will still be able to support many Daemon Prince strategies.
An ordinary putrid potion... but watch out, that is not an ordinary putrid potion!
So, who had the idea of throwing the nuclear waste in the jungle?
The worst nightmare of all those who dig too greedily and too deep.
Putrid Experiments: Usually used for AoE, but also as debuff to combo with minions like Maiden of Desire or as a combination of both.
Mutant Beast: Kind of reverse Fledgeling, bigger, meaner, and perfect for a midrange archetype or an arena deck.
Infernal Elemental: And this is what happens when Chaos corrupts a lava elemental from Azeroth. Also an excuse to get more elemental synergy. Very expensive, but there are few other ways you can get a 12/12, and only lucky Free from Ambers can earn you a 12/12 for 8 mana. This can let you focus on cheaper elementals and thrust this bad boy the big hitting.
You are a bit late, Tzeentch. The whispers were the last year's trend, not this one.
Horrors, they grew so fast...
Skulltaker already wet its blade in the blood of kings, heroes and monsters. But it can't stand it when it hits Annoy-o-Tron and does'nt kill it.
Visit the Warp before it visits you!
Whispers of Tzeentch: While mostly a card to use your Dark Favors then transform them into other spells, this can also synergize with any other 1 mana spell you get. Perfect for combos or controls that can make huge value from it.
Morphing Horror: As I said before, Dameon Princes have a lot of ways to summon tokens, and I wanted to give this concept a try. The capability to grow as big as a Yeti in little time makes me wonder whether it is too good or not, but I think being a 2 mana 1/2 more often than not it's not a new undertaker or anything.
Skulltaker: Wording explained. When this attack a minion or is attacked by the minion, Skulltaker deals its damage. Then, if the opponent lives, deals its damage. Skulltaker takes no damage if the opponent dies. This makes it a great minion for dealing with minions in midrange (can nullify a whole Savannah Highmane), specially if you taunt it up.
Warp Rift: While the reward it's not very flashy (compared with others that sound just more game deciding), it's a fairly easy quest to complete, and being mostly composed on swarming the board by minions and tokens, fillling the board with one single card can be quite a pain for many classes. Also, this works also with spells that add minions to your hand or discovers them, not only for those that directly summon the minions right into the battlefield.
Frozen Throne set:
WHAT IF... CORRUPTED W40K CHARACTERS?
As all KotFT new heroes have a lore behind, explaining their transformation into Death Knights, and the new undead creatures and dark powers they wield, I decided to make something similar with my own creations. Of course, even if I wanted, it would have been impossible to tell a story where Arthas kills Ghazghkull Thrakka, Eldrad Ulthran, or any other w40k hero, and raises it like a Death Knight, but the grim dark of the 41th millenium already has enough forces capable of twisting flesh and mind, and giving people's life a whole different purpouse. It's time for introducing another twisted hero:
BE'LAKOR THE TORMENTED:
As the years passed, Abaddon had more and more suspects of Be'lakor's true intentions. While it always seemed to help the warlord on his crusades against the Imperium of Man, Abaddon suspected he was in fact trying to undermine his efforts and steal his legions. Therefore, after the fall of Cadia, Abaddon turn back on his former ally, and defeated it, locking its body in a daemonic construct bounded to Abaddon's will. However, the rites that keep it submit might not be as strong as he thought, and deep inside his prison, Be'lakor the Tormented wants nothing but revenge on the Chaos Gods in general... and specially on Abaddon.
And now, let's go and take a look at the set:
The things some people are willing to do for 15 seconds of fame.
Many deaths could be avoided if heroes started to believe its minions when they say "I can't come to work today. I'm sick".
Slaanesh has a special deck aganist Eldar. It consist on 60 (0) Mana copies of this card.
Willing Offering: Cons: you spend 1 mana and a minion to get a random class card that might not be the one you need. Pros: It earns some value and can be used with some sort of deathrattle/token deck to make it more worthy. Also, can trigger unexpected combos.
Nurgle's Rot: Works as a position punishing AoE, specially good if palced on (kind of) high health low attack enemies (like Primalfin Totem). Forces your opponent to suicide the minion unless it wants it to wreak havoc.
Devour Soul: A multitask spell (kind of like Bash, or the infamous Ultimate Infestation), that deals damage, deals more damage by giving your hero Attack, and heals. Quite useful for dealing with minions in a similar way to Multishot, but controlling targets... or as a sort of Fireball as well.
Cross your fingers and make a wish.
Get yourself together, for Nurgle's sake! Choose a deathrattle and keep it!
It wants eyes... give it eyes...
Claimed by Chaos: Random effects are inherent to the Chaos Gods, and so this buff might randomly be an utter waste of mana or a life-saving card. Naturally works better with minions that don't have any of those rules already.
Corpse Lord: This opens to some interest gameplay (and counterplay as well). You might want to set it in a deathrattle deck to ensure it has value, or fit less deathrattles in your deck to make sure you give this the most suitable one for the situation. And your opponent can also disrupt your deathrattle by setting it their owns... or can be punished by the same idea of copying their deathrattles.
Creepy Soulhunter: I really wanted to make this art into a card, and came to the conclusion it would be interesting to NOT make it a demon for once. The rest of it, it's pretty clear, gets stronger as the game goes on because there are more chances you can copy a strong minion with this.
If you don't win a fight by applying brute force, you have'nt applied enough brute force.
Yes, siamese daemons exist.
Nurgle's chosen Tallyman, one of the seven Proctors of Pestilence, and official Bookworm of the Chaos Realm.
Lord of Battle: You want to make your own Giant Sandworm? Well, Khorne is your friend then. With this you can play whatever you want then turn it into a board wiper (maybe with the help of Deathspeaker).
Spawn of Depravity: Besides being something horrible to look at, this thing trades up tempo punch for big value later in the game. Also, curves very nicely with Epidemius.
Epidemius: The spell merging stuff works in a similar way as Zombeasts, but will automatically point at the last two spells you have casted. Those Wrath of the Warp spells will always be able to target both allies and enemies in case there are conflict between the spells merged. Other situations like "target enemy minion vs target enemy hero" would be solved according to what spells are.
"I have sworn to serve the Chaos Gods for all the eternity, and the only thing I got from that was humiliation and torment. I'll make all pay. All the worlds will tremble before my revenge!"
Be'lakor the Tormented: This daemonic engine is almost invulnerable to damage as long as it can keep a stream of Daemonic Constructs in charge. Does nothing to boost board pressence or anything else, tho, it's utility it's entirely defensive, but terrible if you take the lead and force your opponent to make crucial decisions.
Kobolds and Catacombs:
Chaos Gods simply LOVE to ruin their galactic conquests by stabbing each others backs when they feel they are winning.
Where is the blood? WHERE IS IT?!
If the path smells bad, you might get in. If it smells way too bad, don't even try!
Daemonic Treason: Obvious reference to typical Chaos battles where everything seems to go rough for their opponents until the Daemons start killing each other. In this case you can use it as a sort of flexible defensive tool and card digger. Specially good if you can get some tokens.
Frenzied Bloodseeker: Not astounding design, but can work well sombined with some aggressive tools to give a nice punch.
Foul Rotter: Another simple, yet effective card. This one works as a permanent soft removal, that can possibly improve control/combo strats, or simply be an attractive option in arena.
What is it? Is it a Twisting Nether, is it a Shiv?
Long before Horus betrayed the Human Kind
The Omniscient ruled his realm in the galaxy
His enemies made him fall, his end was nigh
And so did his spoiled treasures spread anarchy.
Paint me like one of your Eldar girls.
Disciple of Anarchy: This expansion's class theme works around Tzeentch's unstable nature. A cheap minion with a potentially crazy effect (or possibly subpar) that can reshape how a Dark Favor deck could possibly work.
Lesser Staff of Doom: Relatively easy to upgrade, although not very strong unless you get both upgrades. Can turn out to be a scary reach for combos.
Seduction: Slaanesh card of the set, works around the Chaos God's tendence to annoy by nerfing/taking control of minions. The fact this class does'nt have that cheap and strong silences helps making this balanced.
You need a big mouth to eat a big spell.
Let's be honest here. all minions wanted to be Ragnaros.
Tzeentch's light lecture.
Kronazh has founded the Movement for the Rights of the Dungeon Bosses in order to stop adventurers from plundering their lairs all the time.
Spell Steal: Selective spell you can copy an important spell from your opponent with. However, the opponent can control what you copy, so be careful.
New Form: Possibly a key card for a variety of combo decks. Also very nice to replicate strong minions and even finishers in more aggressive builds.
The Endleess Grimoire: More mayhem, can help you get a bit of everything draw, heal, direct damage, AoE... or that against you.
Kronazh the Omniscient. Great help in fatigue wars, and also even more mayhem. Took Benedictus as example for the stats balance thing.
Investigation will progress further, but until then, act like nothing had changed, live a normal life, don't let daemons to reach your mind... and give any possible feedback you feel necessary about this, naturally.
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Vanilla set from Be'Lakor unlocked. Take your time looking at the foul arts of the Chaos Gods, and feel free to comment. Naxx and GvG will be on their way soon.
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Naxx, GvG and BRM finally complete. The ammount of heresy costed me one computer, but now the knowledge is yours. Feel free to comment it and give feedback, as I experimented a bit with this one.
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This class seems cool and I realy liked some of the cards. With that being said thought I think you should have made more synergies between the cards, but it's nice overall :)
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Recently unlocked TGT and LoE archives. WotOG set incomming, although it will much likely be revealed together with the official classes's one.
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Be'Lakor is an awesome band, that's all I came to say
Unveiled the archives about the daemonic forces of the Chaos Gods for WotOG.
Our worse fears are becoming true, both Dark Gods and Old Gods are cooperating now.
Look at the archive up there in the spoiler. But be cautious, Daemons are growing stronger than ever, probably even in standard.
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I just got into WarHammer, this is awesome to see and I like the design of the cards!
PRAISE THE SUN!
\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/\[T]/
Karazhan set revealed. It would've been stupid not to invite the Chaos Gods minions (else they could invade the party and then we would have to have another adventure in Karazhan).
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Doombringer gang is finally complete, thanks to their last incorporation, the Daemon Prince, having their Gadgetzan set ready.
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Un'Goro set ready!
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Be'lakor ready for KotFT!
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After checking the classsic and basic set, I realised Posession was a far better version of Embrace the Darkness (or whatever that priest steal spell is named).
Thus, I remade it, then moved it to classic set, and reworked Feast of Souls, and later I moved it to basic set.
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Finally! After losing it in the Warp for months, I finally found the Daemon Prince KaC set!
Now I only have to find the others.
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