Hello and welcome to this alternative class inspired in the ruthless world of the 40th millenium.
Class: Warboss
Name: Ghazghkull Thrakka
"WAAAAAAAGH!" -Starting quote
Gazghkull spends lots of time smashing opponents's faces at work allies's faces in the freetime, and taking care of his lovely squig pets while alone at home.
An Ork Warboss is a massive brute wich relies on his stength to bring down his opponents. His hero power, as well as his upgraded hero power, fits perfectly to that description.
You probably want to know what viable archetypes does the Warboss class have. First of all, yes, you know it.SMOrc (it would be really silly not to give SMOrc tools to the Space Marine Ork)! But there's much more in here. This class is versatile, allowing for more controllish games (I'll smash you and all your little guys too!) and midrange. Maybe some crazy combo with charge, although it's something I'll try not to make too viable.
See ya, and remeber dat, gitz: Orks is the biggest and da strongest!
And now, let's go to the cards!
Orks are made for fight 'n winnin'. And for strugglin' at grammar too.
Not kool, lad, you broke it!
He was completely nuts when the boys gave him the shoota. Apparently, they thought it was going to be fun.
You have been chosen by the Klaw!
Goff Boy: Solid 1-drop, often your bread and butter in early play. Interacts nicely with hero power and weapons to become a 1 mana 2/3.
Big Choppa: Has a very good first turn punch, but as Orks tend to break their stuff by being too enthusiastic, this will hit a lot softer the second time (well, unless you have'nt use hero power the first time and you do the second one).
Mad Shoota: Is a Goblin Blastmage, with -1/-1, and no conditions for his battlecry. Useful for pushing damage or clearing small tokens.
Power Klaw: Can be used as finisher or big removal. Together with hero power can be potentially insane. Any thoughts?
Squig Ball might be the dealdiest sport ever invented by Orks. It would be a lot less exciting for them if the squigs they use like balls were'nt alive!
Orks love to use their heads for things. Some of them even use their heads for thinking!
Orks love simplicity. In fact, all their strategies can be summed up in a single word: CHAAAARGE!
"Der'z way too much dakka!" Some words you'll never hear from an Ork. Never.
You still want a hug? Think again.
Theorists still hope to find the meaning of "Waaaaagh!" They are actually pointing at "Saaaaaaales!" as the most possible translation.
Attack Squig: 1 mana version of Flamecannon. What? Orks like RNG.
Brutal but Kunning: Bigger Mortal Coil. Use it in your control warboss for a good combination of removal and card draw.
Kunning but Brutal: Alternative card draw later in the game. Can make a potential combo with some high attack charge minion (Leeroy?), because somehow Orks can be quite impressing when talking about how they can beat stuff.
Dakka, Dakka, Dakka!: Fireball, but in Arcane Missiles mode. Smash small tokens or some chunk of face.
Got'cha!: 5 mana Assassinate - 1 mana Execute = Got'cha! Has some bad synergy with your RNG damage cards, but still good for clearing big threats.
WAAAAAAAAAGH!: It's big, it's scary, as every Waaagh! should be. A late game finisher, but you'll have to keep a board if you want this to work.
Vanilla set:
A good warboss spends most of his free time punching his minions. Just for training and fun.
They are not that angry, just anxious of having a friend to play tennis with.
"-Really, Dok. No need to look at dis, juz a scratch. -Kay, I'll just make sure scratching a little bit with ma saw!"
The weirdest thing of this card is that you can play it even if your strongest minion is a gretchin.
They spend almost as much time fighting as they do trying to remember their nobiliary titles.
Orks often paints their vehicles red because they think red runs faster. And it is so cool looking.
Boss' Iron Fist: Often subpar weapon, but with resilient minions or at least beefy ones with some enrage, can be pretty good. Also, remember the hero power synergy.
Frenzy: Remember what I said about enrage? Here is some bard buff that has synergy with the varied tools an ork warboss has to damage his own minions. In fact, a warboss has some similarities with a warrior in terms of synergy, but his playstyle revolves a lot more around hitting stuff and charge instead of hiding behind taunts and armor, and in a future much stronger mech synergy. Comment: If the minion already has enrage, add this effect instead of replacing it.
Painboy: First synergy with damaging your minions. Gives a nice boost to friendly minions's attack if you manage to stick some. Even with a single buff can worth it, despite having poor stats for his cost.
Might is Right!: Another hard removal, except you'll search for huge minions in order to play this. Often more for a nasty but smaller minion like Gadgetzan Auctioneer or Murloc Knight than against a really big drop.
Goff Nob: Your turn 5 Amani Berserker. In terms of plain stats might be a bit underperforming, but still a force to be reckoned, at least in arena, thanks to the enrage and your ways of damaging this minion if you are'nt able to trade.
Warbiker: Leeroy Jenkins -1 attack and -battlecry. Nothing to say, can fit into some warboss who wants to push for more face damage, or remove a 5 health threat. Can also work wonders with Blitzkrieg (see later).
Of course he is grumpy, try to spend the last years of your life taking care of annoying little bugs who can't even difference their naughty bits and a hole for hiding explosives.
The faster they crush something, the faster they'll go for something else to crush.
A small rocket is cool, but he really wants to emulate his idol, the Coyote, and ride fireworks.
He is trying to become player some time, but the warboss exam is way too hard for him.
Runtherd: Great against aggros with small minions. Also enrages your boys, making an otherwise subpar card (it's just a Nerub'ar with 1 more health and no drawback for your opponent) much better.
Blitzkrieg: Can be a finisher for charge warbosses, might lead to some crazy combo with Zagstruk (see later).
Storm Boy: Good 3 drop if you can enrage it, wich givess a clear reason why to run Runtherd, maybe even in face decks.
Warband Chieftain: A bigger and meaner Dire Wolf Alpha. This one can stack his buff, but needs to have adjacents minions and survive to give them.
It'z Rainin' Orks!: Use this for repopulating board if the enemy board is dominating. Could probably cost less, but thought I already have the 3-mana spot clogged enough with this set and the others.
Where is one is a hundred of them.
When you are not looking, they try with ballet, but they are to shy to ever recognize it in public.
The real friend is not the one that keeps you away from a fight, is the one that comes to your aid with a flying kick.
Zagstruk want to see himself as imposing as a Commissar, works hard to enforce discipline and order. The easiest part for him is the one where he shoots cowards.
Overwhelming Numbers: Tool against fatigue and card draw.
Boot Kamp: Works like a Savage Roar, except it's not so good for face decks, and triggers damage related abilities.
Squabble: Weird card I had to make. Awesome for board clearing.
Boss Zagstruk: Huge control card for a late game finisher. Can also lead to some crazy combos with Thaurissan.
Naxx, GvG and BRM:
That's what happens when an Ork gets really bored.
Warboss lacked some AoE, and here we are, some non-RNG dependant AoE for a control warboss to deal with those pesky aggro swarms.
GVG:
If it's not nailed thoroughly, he'll manage to substract it.
These guys love riding at suicide speeds, doing hack trick, and dispatching rival gangs who want them dead for some reason.
Gretchin: The small and pathetic companion of an Ork. Is a wisp, but as it's class card, you also have an effect for it (and Warboss can have quite a lot of spare part synergy, so you might want it in your deck anyways).
Killa Trukk: Beefy minion, relatively fast toplay and gives spare parts.
"You be da Big Boss 'ere, but remember you'll neva be bigga than me, right?!" -Ghazghkull Thrakka
It's just a super-size can opener.
Don't stare at him for long, or he'll start to figure out how to replace your body parts with mechanic ones.
Da Big Boss: Another thing rewarding a more controllish/midrange play. Can still fit aggro decks, although enemy minions also count for restricting this card value.
Whirrling Saw: Obvious 4 mana weapon, at least ina mech meta, where he can smash Mechanical Yeti and Clockwork Knight with ease.
Mek: More Spare Part synergy, you can get milled down if exploited by your opponent, but helps a lot to make Gargant (see later) and Gazlowe to see the light.
Some pilots aim carefully to enemies whiledoing their best to avoid casualties between their owns... but where's the sport in that?!!
The real function of junkyards.
Battlewagon: GvG is considered an expansion of mechs, spare parts... and RNG. Why not make a 6 mana stats mech that kills both you and your enemy?
Gargant: You really want more reasons to get spare parts?
"Imma Painboy! Bekuz ma fing iz to hurt da boyz! Imma Painboy! Da boyz will pay me for make them scream!" - Grotsnik while operating.
Mad Dok Grotsnik: Grotsnik is mad, really, really mad. In fact he is no longer a real ainboy,he just severs whateverthey bring him, and if it happens to survive, then it might have been enhanced. That's the point of his crazy attack (and RNG themed) battlecry.
"Imma drive normal for once."- Every Ork before doing something really stupid.
Blissful ignorance falls too short to start describing this.
Waaahooooo!: Power Overwhelming is an autodestructive Blessing of Kings. This card is an autodestructive Blessed Champion slightly overcosted (but hey, costs less, you could too scary combos from this otherwise).
Runtz'n'Bombz: Another AoE, this one is stupidly dangerous, but still prevented by silence or destruction. You might want to keep his bodyfor a short while, however.
TGT and LoE:
Stop moving, you are making me nervous!
He's actually thinking on replacing the fuel oil for something more eco friendly. Because burning forests with promethium is too polluting for the new century.
Ztep Wun: Charge. Ztep Too: Fun. Nekzt Ztep: Win.
Grabba Stik: Can be interesting weapon for control, because you hit something and it does'nt counterattack. Good for dealing with power scaling minions such as Mana Wyrm, Mana Addict or Tunnel Trogg, and still nice attack if that does not happen.
Burna Boy: Can help a warboss clear minions with his inspire RNG. Not too sure about this one, tho. Might need a buff?
Da Fun Beginz!: Clear opponent's board, then drop this. Profit.
Big is best. Unless you are not pretending to call a crazed hulking Ork's attention, then you better be small.
There is nothing strange, just a huge can. With huge can openers. And explosives. And lots of dakka. Gosh.
Bad Moonz are the richest orks in the galaxy. They like to call themselves "master tribe"; while considering all others just a bunch of "filthy peasants".
Da Big One'z Mine!: Something else for smashing minions. Because, well, you might need more "kontrol toolz", and I'm not giving this beast armor. Can't hit heroes because that'd be too much SMOrc.
Ork Dreadnought: Like Kodo Rider, but class minion with smaller tokens:
Bad Moon Meganob: Big drop, starts not being much, but after some time it can be scary. Really scary.
He went for the mercenary life because he wanted to mix his two hobbies: Fight and treason.
That's what happens when you don't eat the squigs, kids!
The only reason why Badrukk has not become the lord of all pirates is that only orks comprehend the beauty of the toof payment method.
Blood Axe Mercenary: It's a great drop for aggro decks, no doubt of it. However, if things don't go according to planned, blood axe will inevitably turn on you, although sometimes opponent drawing merc instead of some of his drops it's not that bad. Sometimes you even can prevent a reno jackson (despite that being a kind of rare play).
Squiggoth: That's a Shredder... maybe too slow to make impact in constructed plays, but obvious massive value in arena. You can even get a Blademaster or Mukla from it, just to make things worse.
Kaptin Badrukk: Pirate warboss? WHY NOT?! Or you still can add it to control deck or some combo and see if you can fish for big discounts. has good trading potential, so you can always aim for it.
And now, of course, LoE!
This invention will leave you... you know how.
He's not that weird, he just loves comic books, role`ñay, and shooting lightnings of green energy from his eyes.
"FOLLOW DA DAMN TRANSPORT, LAD!"
Shokk Kannon: Flamecannon too much RNG? Nonsense! This can fail to kill an Amani Berserker or 1-shot Ragnaros! Orks and RNG are big friends.
Weirdboy: Resilient, can provide lots of card draw and pings. Potential combo with malygos (malyboss)?
Loota Boy: I really wanted to introduce some discover, but orks don't discover things, so why not make some ork who steals discoveries? If you think this is too expensive, remember raven idol for miracle druid, ethereal conjurer or arch-thief rafaam can still be awesome objectives.
WotOG:
It's not a gunfight if the enemy does'nt shoot back.
All Ork parties are macro parties.
Wait, was'nt he already crazed?
Gunfight: Probably a card more funny than actually playable, but could be played in a SMOrc for cheap sources of damage, in some cases ridiculous ammount of damage for 0 mana! Also a great fuel to a Yogg Saron deck (Ork + RNG? Hell yeah!)
Gather da Boyz!: It's not going to be an easy task to flood the board, but once you do, is almost a win. Also, in case of emergency can be used as a more expensive Power of the Wild.
Crazed Boy: Orks are not easily corrupted, but maybe the God's influence have driven him mad(der). Can become a trading machine, wich could really help midrange and control Warbosses.
At least they forgot to spread salt on the land.
Well, this might be a little too much dakka.
His abusive behaviour comes from his deep hidden trust issues and lack of self-esteem, so be kind to him.
Scorched Ground: Board wipe that hurts the mana curve of both players. Maybe could work as an emergency AoE for a midrange deck. Or maybe for a control that is already at high mana.
Megashoota: Spreading Madness is for the weak, THIS is serious RNG! To be honest, I had this in mind for some months, and did'nt want to renounce just because warlock got the idea too.
Tyrannical Nob: Is like a Gurubashi Berserker, but hitting things instead of raging. Can be helpful if you are falling behind on the board.
He does'nt know any of the spells he casts, he just mumbles things and wait for something to happen.
The cooler the weapon, the more you'll impress other people while crushing your enemies's skulls!
"A sneaky Ork?! How much did you drink this time, Graves? "- last words of the sergeant Malkovic.
Warp 'Ead: Another big Yogg Saron drop, as can work like a constant mini Yogg. Problem is, you need an awful lot of spells to keep it working, and sometimes it will just not go as planned. Cans erve as an Oasis Snapjaw too.
Kustom Klaw: More minion-clearing potential. Expensive, but big impact, specially with the help of your hero power.
Boss Snikrot: Another idea I had a long time before seeing the Giant Sand Worm. This one has the disadvantage of being weaker, but has stealth and it's cheaper.
Karazhan set:
He has already stolen a Silverware Golem from the kitchen.
What's a party without some crazy violent competitions, anyways?
Never invite an Ork to a party, he'll bring the whole Waaagh! with him.
Death Skull Plunderer: Starts as a simply decent drop, can scale to disturbing numbers if left unchecked. Kinda like a Councilman, but on spells and more inmediate impact on the board.
Rok'n'rolla: Comparison with Flame Lance. You trade 3 damage with the ability to play this more than once. Can be really useful for some kind of control Warboss who trust in this to have single target removal while plays threats on its own.
Party Animalz: Apparently broken cousin of Echo of Medivh, but has the drawback of only copying 3 minions, so you have to make sure these copied minions worth it.
Mean Streets of Gadgetzan: Doombringers and class cars:
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.
Warboss cards:
Only an Ork could have used the Hammer of Twilight as a throttle in a Trukk.
You better give him the big buff, if you don't want to end like the last one that refused.
The one who has the upper hand is the one that is going to punch the opponent's skull.
Wot'z Dis?: As simple as it gets, put your hands on a weapon. As there are simply not enough Ork weapons to make it Warboss weapons only, this also helps you getting potentially busted (or shitty) weapons.
Extort: First Doombringer themed card for Warboss. Can prove quite scary supporting a midrange, tempo or even control archetype as this can make a small card quite scary just by killing something.
Da Uppa Hand: Tricky but very rewarding card. If you can keep/take advantage, you just earned a very good 3 mana removal. In case of emergency, 5 mana 5 damage is'nt the end of the world either. Good synergy with weapons.
Brakes? Something completely unnecesssary. Even for parking.
Cannonizating boys is a common orkish sport.
-Oh, damn, iz dat zpezial Boy! -Wazzup?
Wacky Rider: Remember Arcane Golem? Well, I brought him back- But he comes without drawback, and with a condition. You might be interested in keeping your rampage, as this has a nice curve with both Extort and Doombringer Thug.
Siege Kannon: Weak by itself, but has nice weapon and hero power synergy, helping you to control the board or pushing more damage.
Dat Zpezial Boy: Just a wacky thing I wanted to have. Can have huge attack if your opponent does not slam a 4 attack thing as soon as this arrives. Can reach 11 Attack on your turn before falling off, counting on him not taking damage from any other source than itself and you not buffing him... but there are spells like Boot Kamp, of course.
He used to have a Squig Parrot in his shoulder. But one night he woke up really hungry and...
Most Doombringers wait until they meet the enemy to start riping off limbs. For this one that was waiting fr too long.
Gadgetzan has all an Ork might want: violence, fights, brawls, pubs, booze, junk, ammo, gangs and shiny stuff. Oh, yeah, and ice creams, they love ice creams.
Death Skull Korsair: Another Ork Pirate. Requires some setup, but can give you very strong pirates. Because not only Warriors and rogues can run the Pirate business, why should they?
Doombringer Bruiser: Slow but can be quite threatening as it greatly scales with kills. Also can be used to feed Lord Karavos. Might have very good value in arena.
Ork Kapone: The gangster Ork boss. He helps Lord Karavos because he loves the good fights that happen when the Daemon Prince is around. And how does he help? Iron Klaw, big blades, and lots of dakka! This guy is a board clear in himself, although not a direct counter to any gang, can threat all of them just with one or two kills and is a curse for all the 1-health stuff out there, as their deaths CAN trigger the dakka.
Un'Goro set:
According to Orkish standards, a Squig is trained when it stops trying to rip their herders appart... for a while.
Who's the beastiest, the Squig or the Ork that guides it?
Keep them away from water, or they'll start to multiply!
Trained Squig: If you want to become a good Snakebite Ork, you'll need good beasts, and from the early stagess of the game. That's why they tried to tame this beauty to be a vicious charger, but to balance things, its accuracy is not great. But you can use it to put some earl pressure then follow up with bigger and meaner boys.
Maul: Beast-only card, this helps bringing some challenge to lord of beasts Rexxar. We all know Malfurion can't do shit, so let nother Ork to give it a try. Remember it requires beasts to set up.
Rowdy Grotz: Snakebite Orks not only train Beasts, they also have the best grotz out there. This spell gives both board pressence as (random) removal/face damage. Might be awesome due to its versatility.
Damn youngzterz and their iron choppaz. Back in my dayz we had to hit 'eads wit ztonez, and we liked it.
It was a fairly good race squig, but its real passion was blowing things up.
It's a real enthusiast of beast training, but it can't yet determine its own path, so it limits to follow other trainers.
Primitive Choppa: Warboss needs a different approach to Beast stuff than both hunter and druid, and this weapon helps to get that approach. The cost limit is to avoid summoning highmanes or King Krush on turn 3.It still has the possibility of releasing Mukla, but so can just bring Angry Chicken. Not very strong because Ork hero power already empowers weapons.
Bomb Squig: It's like a warrior version of Swipe, but in another Beast you can bbring in if you want to get some AoE well placed.
Snakebite Hunter: Has some kind of anti-synergy with early game beasts, but rememberthis ork can actually make them dangerous after summoning them just with the single +1/+1.Setting the limit of results to Beasts you have already played allows me to not get a simple Ram Wrangler 2.0.
Brutes of a feather flock together.
Has an official diploma in tap dancing.
Too fings u should know of Da Wize Wun. Firzt iz, it iz wun. Zekond Wun, it iz Wize.
Snakbite Orks keep telling stories of the legendary, Squiggoth-zilla, also known as Squinty.
Beast Breeding: Theoretically allows you to keep putting beasts on the field, although you still have to be able to keep some on the board to make this work.
Rampaging Squiggoth: In an expansion based on big-ass monsters, releasing another Squiggoth was mandatory. Instead of being a transport, this one just go nuts when damaged, killing friends and foes alike. Being a late game card balances this effect.
Da Wize Wun: Beefy for 4 mana, and can bring insane and random devastation depending on the spells casted on both players minions.
Da King of Monstas: And that's the point behind so many beasts all of a sudden! In Un'Goro you bring the wild Snakebite Orks, specialists in beasts, hunting, and specially in huge monsters you'd better leave alone. By summonin beasts you get a perma beast summon wich can spiral out of control fairly quickly (this effect does not trigger itself).
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. And therefore I'm introducing you to my first Hero card (mainly because hearthcards wanted to xD):
GHAZGHKULL, BLOOD PROPHET:
The Daemon invasion over Armageddon changed many people forever. The Dark Gods tried to corrupt the mortals in that world, and while the Imperial Guard suffered many casualties, it was the Orks who changed more deeply.
The Blood God Khorne slowly began to gain influence on the Ork leader Ghazghkull Thrakka, driving it and its boyz into a bloodthirsty madness far beyond what is usual in an Ork. He became the Blood Prophet, and its Waaagh! will paint the galaxy in red.
And now, let's get to the cards themselves:
Sometimes the best way to get more dakka is to get faster dakka.
Hates to be called Ork Vampire. It does not shine, dammit!
Winner of the award to the Crusher of the Year.
Faster Dakka: Orks had'nt have weapon synergy in ages, often making those few more than a way to hit the face with support of hero power. Now I give a try to the "let's use this to control board more efficiently" thing by letting you sacrifice your weapon (best when 1 charge left) and giving you potentially a big damage on board, specially with hero power. Also, it has dakka, so it has to be good.
Crazy Blood Drinker: Enrage has always been a fitting mechanic for Orks (although recently warriors have give it a new try, there is no doubt they'll always value weapon rush, armor piles and taunts more than rage). This helps you not only to give enrage minions a new push, but to remove small minions and sometimes even slight milling.
Corrupted Crusher: Many months ago (or even a year, don't know), I said warboss would not have Durability synergy stuff. Well, I take it back, while often not stritly conventional synergy, it will have. In this case, it's both a new enrage card and a way to give your weapons many uses. The bigger the better, of couse.
"Ok, boyz, time fur da photo. Open yer mouths annd say "Waaagh!""
"It once brought two guns to a tankfight. And won."
Ideal for ripping enemies appart, operating injured boyz and scratching your back.
Vicious Warband: A good way to grab a finisher move with enrage decks, speically with cards like "Frenzy" (check the vanilla set) out there. If you play two, you won't trigger enrage effect twice, but you'll give your hero additional attack, just in case you wondered how would that work.
Raging Gunslinger: Beefy and ideal for midrange and maybe even aggro archetypes. Control benefits less, but still might get a good use of this (and another reason I did not put a lifesteal weapon here).
Killsaw: Orks have no healing stuff yet, and this is a problem for anyone that tries to play slower decks. This, while providing good removal options, also mitigates some of the problem. Not very good heal, tho, because Orks are'nt gonna be strong in heals.
Eyez at the front, ya git!
Every supervillain should have its own weapon of mass destruction.
Nazdreg is sure this 2/2 weapon it's the greatest advance in Orkish technology of the last decade. Wich says much of the quality of the Orkish technology.
Keepin' Order: Mostly another enrage fodder, but the fact it gives taunt can also be used for control reasons (or for a control enrage deck, if that sort of thing exists).
Nazdreg Ug Urdgrub: Another thing Orks tend to be weak at is card draw. Nazdreg comes here to help with his own ofensive Arcane Intellect. Keep in mind, tho, that the weapon's special rule does not trigger if the weapon is destroyed, so avoid oozes, harrisons and equiping other weapons while you are at this dakka thing.
"BLOOD FOR GORK! EADZ FOR MORK! DEFF TO ALL!"
And finally, the big bad guy. For a fair price, you might kill a big ass minion and get a pretty nice heal (or not, you can always accidentally kill a Leper Gnome instead). And since then, change your hero pwoer into a big minion killing mechanic that also buffs further your warmongering minions.
And, as a final surprise, after thinking many times about it, I introduce the alternative Warboss:
Me iz da strongest!"- Gorgutz's starting quote.
Gorgutz has been preparing for months until this moment. He is ready for everything, and he won't stop until he finally wins... or he has to run away again.
May he not goof up and run away this time, and he'll be a worthy opponent to Da Big Boss Ghazgkull.
Hey dere, ya grotz! Dere's more ork stuff comming dis way:
A good warboss spends most of his free time punching his minions. Just for training and fun.
They are not that angry, just anxious of having a friend to play tennis with.
"-Really, Dok. No need to look at dis, juz a scratch. -Kay, I'll just make sure scratching a little bit with ma saw!"
The weirdest thing of this card is that you can play it even if your strongest minion is a gretchin.
They spend almost as much time fighting as they do trying to remember their nobiliary titles.
Orks often paints their vehicles red because they think red runs faster. And it is so cool looking.
Boss' Iron Fist: Often subpar weapon, but with resilient minions or at least beefy ones with some enrage, can be pretty good. Also, remember the hero power synergy.
Frenzy: Remember what I said about enrage? Here is some bard buff that has synergy with the varied tools an ork warboss has to damage his own minions. In fact, a warboss has some similarities with a warrior in terms of synergy, but his playstyle revolves a lot more around hitting stuff and charge instead of hiding behind taunts and armor, and in a future much stronger mech synergy. Comment: If the minion already has enrage, add this effect instead of replacing it.
Painboy: First synergy with damaging your minions. Gives a nice boost to friendly minions's attack if you manage to stick some. Even with a single buff can worth it, despite having poor stats for his cost.
Might is Right!: Another hard removal, except you'll search for huge minions in order to play this. Often more for a nasty but smaller minion like Gadgetzan Auctioneer or Murloc Knight than against a really big drop.
Goff Nob: Your turn 5 Amani Berserker. In terms of plain stats might be a bit underperforming, but still a force to be reckoned, at least in arena, thanks to the enrage and your ways of damaging this minion if you are'nt able to trade.
Warbiker: Leeroy Jenkins -1 attack and -battlecry. Nothing to say, can fit into some warboss who wants to push for more face damage, or remove a 5 health threat. Can also work wonders with Blitzkrieg (see later).
Of course he is grumpy, try to spend the last years of your life taking care of annoying little bugs who can't even difference their naughty bits and a hole for hiding explosives.
The faster they crush something, the faster they'll go for something else to crush.
A small rocket is cool, but he really wants to emulate his idol, the Coyote, and ride fireworks.
He is trying to become player some time, but the warboss exam is way too hard for him.
Runtherd: Great against aggros with small minions. Also enrages your boys, making an otherwise subpar card (it's just a Nerub'ar with 1 more health and no drawback for your opponent) much better.
Blitzkrieg: Can be a finisher for charge warbosses, might lead to some crazy combo with Zagstruk (see later).
Storm Boy: Good 3 drop if you can enrage it, wich givess a clear reason why to run Runtherd, maybe even in face decks.
Warband Chieftain: A bigger and meaner Dire Wolf Alpha. This one can stack his buff, but needs to have adjacents minions and survive to give them.
It'z Rainin' Orks!: Use this for repopulating board if the enemy board is dominating. Could probably cost less, but thought I already have the 3-mana spot clogged enough with this set and the others.
Where is one is a hundred of them.
When you are not looking, they try with ballet, but they are to shy to ever recognize it in public.
The real friend is not the one that keeps you away from a fight, is the one that comes to your aid with a flying kick.
Zagstruk want to see himself as imposing as a Commissar, works hard to enforce discipline and order. The easiest part for him is the one where he shoots cowards.
Overwhelming Numbers: Tool against fatigue and card draw.
Boot Kamp: Works like a Savage Roar, except it's not so good for face decks, and triggers damage related abilities.
Squabble: Weird card I had to make. Awesome for board clearing.
Boss Zagstruk: Huge control card for a late game finisher. Can also lead to some crazy combos with Thaurissan.
That's what happens when an Ork gets really bored.
Warboss lacked some AoE, and here we are, some non-RNG dependant AoE for a control warboss to deal with those pesky aggro swarms.
GVG:
If it's not nailed thoroughly, he'll manage to substract it.
These guys love riding at suicide speeds, doing hack trick, and dispatching rival gangs who want them dead for some reason.
Gretchin: The small and pathetic companion of an Ork. Is a wisp, but as it's class card, you also have an effect for it (and Warboss can have quite a lot of spare part synergy, so you might want it in your deck anyways).
Killa Trukk: Beefy minion, relatively fast toplay and gives spare parts.
"You be da Big Boss 'ere, but remember you'll neva be bigga than me, right?!" -Ghazghkull Thrakka
It's just a super-size can opener.
Don't stare at him for long, or he'll start to figure out how to replace your body parts with mechanic ones.
Da Big Boss: Another thing rewarding a more controllish/midrange play. Can still fit aggro decks, although enemy minions also count for restricting this card value.
Whirrling Saw: Obvious 4 mana weapon, at least ina mech meta, where he can smash Mechanical Yeti and Clockwork Knight with ease.
Mek: More Spare Part synergy, you can get milled down if exploited by your opponent, but helps a lot to make Gargant (see later) and Gazlowe to see the light.
Some pilots aim carefully to enemies whiledoing their best to avoid casualties between their owns... but where's the sport in that?!!
The real function of junkyards.
Battlewagon: GvG is considered an expansion of mechs, spare parts... and RNG. Why not make a 6 mana stats mech that kills both you and your enemy?
Gargant: You really want more reasons to get spare parts?
"Imma Painboy! Bekuz ma fing iz to hurt da boyz! Imma Painboy! Da boyz will pay me for make them scream!" - Grotsnik while operating.
Mad Dok Grotsnik: Grotsnik is mad, really, really mad. In fact he is no longer a real ainboy,he just severs whateverthey bring him, and if it happens to survive, then it might have been enhanced. That's the point of his crazy attack (and RNG themed) battlecry.
"Imma drive normal for once."- Every Ork before doing something really stupid.
Blissful ignorance falls too short to start describing this.
Waaahooooo!: Power Overwhelming is an autodestructive Blessing of Kings. This card is an autodestructive Blessed Champion slightly overcosted (but hey, costs less, you could too scary combos from this otherwise).
Runtz'n'Bombz: Another AoE, this one is stupidly dangerous, but still prevented by silence or destruction. You might want to keep his bodyfor a short while, however.
First of all, the uograded hero power! Just following the hunter hero power spirit wich in my opinion is the balanced way of doing this (not the one of priest... or warrior).
Stop moving, you are making me nervous!
He's actually thinking on replacing the fuel oil for something more eco friendly. Because burning forests with promethium is too polluting for the new century.
Ztep Wun: Charge. Ztep Too: Fun. Nekzt Ztep: Win.
Grabba Stik: Can be interesting weapon for control, because you hit something and it does'nt counterattack. Good for dealing with power scaling minions such as Mana Wyrm, Mana Addict or Tunnel Trogg, and still nice attack if that does not happen.
Burna Boy: Can help a warboss clear minions with his inspire RNG. Not too sure about this one, tho. Might need a buff?
Da Fun Beginz!: Clear opponent's board, then drop this. Profit.
Big is best. Unless you are not pretending to call a crazed hulking Ork's attention, then you better be small.
There is nothing strange, just a huge can. With huge can openers. And explosives. And lots of dakka. Gosh.
Bad Moonz are the richest orks in the galaxy. They like to call themselves "master tribe"; while considering all others just a bunch of "filthy peasants".
Da Big One'z Mine!: Something else for smashing minions. Because, well, you might need more "kontrol toolz", and I'm not giving this beast armor. Can't hit heroes because that'd be too much SMOrc.
Ork Dreadnought: Like Kodo Rider, but class minion with smaller tokens:
Bad Moon Meganob: Big drop, starts not being much, but after some time it can be scary. Really scary.
He went for the mercenary life because he wanted to mix his two hobbies: Fight and treason.
That's what happens when you don't eat the squigs, kids!
The only reason why Badrukk has not become the lord of all pirates is that only orks comprehend the beauty of the toof payment method.
Blood Axe Mercenary: It's a great drop for aggro decks, no doubt of it. However, if things don't go according to planned, blood axe will inevitably turn on you, although sometimes opponent drawing merc instead of some of his drops it's not that bad. Sometimes you even can prevent a reno jackson (despite that being a kind of rare play).
Squiggoth: That's a Shredder... maybe too slow to make impact in constructed plays, but obvious massive value in arena. You can even get a Blademaster or Mukla from it, just to make things worse.
Kaptin Badrukk: Pirate warboss? WHY NOT?! Or you still can add it to control deck or some combo and see if you can fish for big discounts. has good trading potential, so you can always aim for it.
And now, of course, LoE!
This invention will leave you... you know how.
He's not that weird, he just loves comic books, role`ñay, and shooting lightnings of green energy from his eyes.
"FOLLOW DA DAMN TRANSPORT, LAD!"
Shokk Kannon: Flamecannon too much RNG? Nonsense! This can fail to kill an Amani Berserker or 1-shot Ragnaros! Orks and RNG are big friends.
Weirdboy: Resilient, can provide lots of card draw and pings. Potential combo with malygos (malyboss)?
Loota Boy: I really wanted to introduce some discover, but orks don't discover things, so why not make some ork who steals discoveries? If you think this is too expensive, remember raven idol for miracle druid, ethereal conjurer or arch-thief rafaam can still be awesome objectives.
And with all this done, I' waiting for comments (P.D.: I'm not making alternative hero at the moment, because the only one I can get a good picture at the moment would be the infamous Gorgutz Headhunter from Dawn of War, and that might be a bit unworthy of Ghazghkull's greatness).
P.D.: After so many time, Gorgutz finally convinced me of making him the alternative hero. We hope he finds his way to success this time!
Just noticed I lacked a rare card from TGT set. The Bad Moon Meganob (see in the previous comment, and right here):
Bad Moonz are the richest orks in the galaxy. They like to call themselves "master tribe"; while considering all others just a bunch of "filthy peasants".
Hello and welcome to this alternative class inspired in the ruthless world of the 40th millenium.
Class: Warboss
Name: Ghazghkull Thrakka
"WAAAAAAAGH!" -Starting quote
Gazghkull spends lots of time smashing opponents's faces at work allies's faces in the freetime, and taking care of his lovely squig pets while alone at home.
An Ork Warboss is a massive brute wich relies on his stength to bring down his opponents. His hero power, as well as his upgraded hero power, fits perfectly to that description.
You probably want to know what viable archetypes does the Warboss class have. First of all, yes, you know it.SMOrc (it would be really silly not to give SMOrc tools to the Space Marine Ork)! But there's much more in here. This class is versatile, allowing for more controllish games (I'll smash you and all your little guys too!) and midrange. Maybe some crazy combo with charge, although it's something I'll try not to make too viable.
See ya, and remeber dat, gitz: Orks is the biggest and da strongest!
And now, let's go to the cards!
Orks are made for fight 'n winnin'. And for strugglin' at grammar too.
Not kool, lad, you broke it!
He was completely nuts when the boys gave him the shoota. Apparently, they thought it was going to be fun.
You have been chosen by the Klaw!
Goff Boy: Solid 1-drop, often your bread and butter in early play. Interacts nicely with hero power and weapons to become a 1 mana 2/3.
Big Choppa: Has a very good first turn punch, but as Orks tend to break their stuff by being too enthusiastic, this will hit a lot softer the second time (well, unless you have'nt use hero power the first time and you do the second one).
Mad Shoota: Is a Goblin Blastmage, with -1/-1, and no conditions for his battlecry. Useful for pushing damage or clearing small tokens.
Power Klaw: Can be used as finisher or big removal. Together with hero power can be potentially insane. Any thoughts?
Squig Ball might be the dealdiest sport ever invented by Orks. It would be a lot less exciting for them if the squigs they use like balls were'nt alive!
Orks love to use their heads for things. Some of them even use their heads for thinking!
Orks love simplicity. In fact, all their strategies can be summed up in a single word: CHAAAARGE!
"Der'z way too much dakka!" Some words you'll never hear from an Ork. Never.
You still want a hug? Think again.
Theorists still hope to find the meaning of "Waaaaagh!" They are actually pointing at "Saaaaaaales!" as the most possible translation.
Attack Squig: 1 mana version of Flamecannon. What? Orks like RNG.
Brutal but Kunning: Bigger Mortal Coil. Use it in your control warboss for a good combination of removal and card draw.
Kunning but Brutal: Alternative card draw later in the game. Can make a potential combo with some high attack charge minion (Leeroy?), because somehow Orks can be quite impressing when talking about how they can beat stuff.
Dakka, Dakka, Dakka!: Fireball, but in Arcane Missiles mode. Smash small tokens or some chunk of face.
Got'cha!: 5 mana Assassinate - 1 mana Execute = Got'cha! Has some bad synergy with your RNG damage cards, but still good for clearing big threats.
WAAAAAAAAAGH!: It's big, it's scary, as every Waaagh! should be. A late game finisher, but you'll have to keep a board if you want this to work.
Vanilla set:
A good warboss spends most of his free time punching his minions. Just for training and fun.
They are not that angry, just anxious of having a friend to play tennis with.
"-Really, Dok. No need to look at dis, juz a scratch. -Kay, I'll just make sure scratching a little bit with ma saw!"
The weirdest thing of this card is that you can play it even if your strongest minion is a gretchin.
They spend almost as much time fighting as they do trying to remember their nobiliary titles.
Orks often paints their vehicles red because they think red runs faster. And it is so cool looking.
Boss' Iron Fist: Often subpar weapon, but with resilient minions or at least beefy ones with some enrage, can be pretty good. Also, remember the hero power synergy.
Frenzy: Remember what I said about enrage? Here is some bard buff that has synergy with the varied tools an ork warboss has to damage his own minions. In fact, a warboss has some similarities with a warrior in terms of synergy, but his playstyle revolves a lot more around hitting stuff and charge instead of hiding behind taunts and armor, and in a future much stronger mech synergy. Comment: If the minion already has enrage, add this effect instead of replacing it.
Painboy: First synergy with damaging your minions. Gives a nice boost to friendly minions's attack if you manage to stick some. Even with a single buff can worth it, despite having poor stats for his cost.
Might is Right!: Another hard removal, except you'll search for huge minions in order to play this. Often more for a nasty but smaller minion like Gadgetzan Auctioneer or Murloc Knight than against a really big drop.
Goff Nob: Your turn 5 Amani Berserker. In terms of plain stats might be a bit underperforming, but still a force to be reckoned, at least in arena, thanks to the enrage and your ways of damaging this minion if you are'nt able to trade.
Warbiker: Leeroy Jenkins -1 attack and -battlecry. Nothing to say, can fit into some warboss who wants to push for more face damage, or remove a 5 health threat. Can also work wonders with Blitzkrieg (see later).
Of course he is grumpy, try to spend the last years of your life taking care of annoying little bugs who can't even difference their naughty bits and a hole for hiding explosives.
The faster they crush something, the faster they'll go for something else to crush.
A small rocket is cool, but he really wants to emulate his idol, the Coyote, and ride fireworks.
He is trying to become player some time, but the warboss exam is way too hard for him.
Aleluya, it'z rainin' orks, baby! It'z rainin' orks, alaluya, it'z rainin' orks, baby!
Runtherd: Great against aggros with small minions. Also enrages your boys, making an otherwise subpar card (it's just a Nerub'ar with 1 more health and no drawback for your opponent) much better.
Blitzkrieg: Can be a finisher for charge warbosses, might lead to some crazy combo with Zagstruk (see later).
Storm Boy: Good 3 drop if you can enrage it, wich givess a clear reason why to run Runtherd, maybe even in face decks.
Warband Chieftain: A bigger and meaner Dire Wolf Alpha. This one can stack his buff, but needs to have adjacents minions and survive to give them.
It'z Rainin' Orks!: Use this for repopulating board if the enemy board is dominating. Could probably cost less, but thought I already have the 3-mana spot clogged enough with this set and the others.
Where is one is a hundred of them.
When you are not looking, they try with ballet, but they are to shy to ever recognize it in public.
The real friend is not the one that keeps you away from a fight, is the one that comes to your aid with a flying kick.
Zagstruk want to see himself as imposing as a Commissar, works hard to enforce discipline and order. The easiest part for him is the one where he shoots cowards.
Overwhelming Numbers: Tool against fatigue and card draw.
Boot Kamp: Works like a Savage Roar, except it's not so good for face decks, and triggers damage related abilities.
Squabble: Weird card I had to make. Awesome for board clearing.
Boss Zagstruk: Huge control card for a late game finisher. Can also lead to some crazy combos with Thaurissan.
Naxx, GvG and BRM:
That's what happens when an Ork gets really bored.
Warboss lacked some AoE, and here we are, some non-RNG dependant AoE for a control warboss to deal with those pesky aggro swarms.
GVG:
If it's not nailed thoroughly, he'll manage to substract it.
These guys love riding at suicide speeds, doing hack trick, and dispatching rival gangs who want them dead for some reason.
Gretchin: The small and pathetic companion of an Ork. Is a wisp, but as it's class card, you also have an effect for it (and Warboss can have quite a lot of spare part synergy, so you might want it in your deck anyways).
Killa Trukk: Beefy minion, relatively fast toplay and gives spare parts.
"You be da Big Boss 'ere, but remember you'll neva be bigga than me, right?!" -Ghazghkull Thrakka
It's just a super-size can opener.
Don't stare at him for long, or he'll start to figure out how to replace your body parts with mechanic ones.
Da Big Boss: Another thing rewarding a more controllish/midrange play. Can still fit aggro decks, although enemy minions also count for restricting this card value.
Whirrling Saw: Obvious 4 mana weapon, at least ina mech meta, where he can smash Mechanical Yeti and Clockwork Knight with ease.
Mek: More Spare Part synergy, you can get milled down if exploited by your opponent, but helps a lot to make Gargant (see later) and Gazlowe to see the light.
Some pilots aim carefully to enemies whiledoing their best to avoid casualties between their owns... but where's the sport in that?!!
The real function of junkyards.
Battlewagon: GvG is considered an expansion of mechs, spare parts... and RNG. Why not make a 6 mana stats mech that kills both you and your enemy?
Gargant: You really want more reasons to get spare parts?
"Imma Painboy! Bekuz ma fing iz to hurt da boyz! Imma Painboy! Da boyz will pay me for make them scream!" - Grotsnik while operating.
Mad Dok Grotsnik: Grotsnik is mad, really, really mad. In fact he is no longer a real ainboy,he just severs whateverthey bring him, and if it happens to survive, then it might have been enhanced. That's the point of his crazy attack (and RNG themed) battlecry.
"Imma drive normal for once."- Every Ork before doing something really stupid.
Blissful ignorance falls too short to start describing this.
Waaahooooo!: Power Overwhelming is an autodestructive Blessing of Kings. This card is an autodestructive Blessed Champion slightly overcosted (but hey, costs less, you could too scary combos from this otherwise).
Runtz'n'Bombz: Another AoE, this one is stupidly dangerous, but still prevented by silence or destruction. You might want to keep his bodyfor a short while, however.
TGT and LoE:
Stop moving, you are making me nervous!
He's actually thinking on replacing the fuel oil for something more eco friendly. Because burning forests with promethium is too polluting for the new century.
Ztep Wun: Charge. Ztep Too: Fun. Nekzt Ztep: Win.
Grabba Stik: Can be interesting weapon for control, because you hit something and it does'nt counterattack. Good for dealing with power scaling minions such as Mana Wyrm, Mana Addict or Tunnel Trogg, and still nice attack if that does not happen.
Burna Boy: Can help a warboss clear minions with his inspire RNG. Not too sure about this one, tho. Might need a buff?
Da Fun Beginz!: Clear opponent's board, then drop this. Profit.
Big is best. Unless you are not pretending to call a crazed hulking Ork's attention, then you better be small.
There is nothing strange, just a huge can. With huge can openers. And explosives. And lots of dakka. Gosh.
Bad Moonz are the richest orks in the galaxy. They like to call themselves "master tribe"; while considering all others just a bunch of "filthy peasants".
Da Big One'z Mine!: Something else for smashing minions. Because, well, you might need more "kontrol toolz", and I'm not giving this beast armor. Can't hit heroes because that'd be too much SMOrc.
Ork Dreadnought: Like Kodo Rider, but class minion with smaller tokens:
Bad Moon Meganob: Big drop, starts not being much, but after some time it can be scary. Really scary.
He went for the mercenary life because he wanted to mix his two hobbies: Fight and treason.
That's what happens when you don't eat the squigs, kids!
The only reason why Badrukk has not become the lord of all pirates is that only orks comprehend the beauty of the toof payment method.
Blood Axe Mercenary: It's a great drop for aggro decks, no doubt of it. However, if things don't go according to planned, blood axe will inevitably turn on you, although sometimes opponent drawing merc instead of some of his drops it's not that bad. Sometimes you even can prevent a reno jackson (despite that being a kind of rare play).
Squiggoth: That's a Shredder... maybe too slow to make impact in constructed plays, but obvious massive value in arena. You can even get a Blademaster or Mukla from it, just to make things worse.
Kaptin Badrukk: Pirate warboss? WHY NOT?! Or you still can add it to control deck or some combo and see if you can fish for big discounts. has good trading potential, so you can always aim for it.
And now, of course, LoE!
This invention will leave you... you know how.
He's not that weird, he just loves comic books, role`ñay, and shooting lightnings of green energy from his eyes.
"FOLLOW DA DAMN TRANSPORT, LAD!"
Shokk Kannon: Flamecannon too much RNG? Nonsense! This can fail to kill an Amani Berserker or 1-shot Ragnaros! Orks and RNG are big friends.
Weirdboy: Resilient, can provide lots of card draw and pings. Potential combo with malygos (malyboss)?
Loota Boy: I really wanted to introduce some discover, but orks don't discover things, so why not make some ork who steals discoveries? If you think this is too expensive, remember raven idol for miracle druid, ethereal conjurer or arch-thief rafaam can still be awesome objectives.
WotOG:
It's not a gunfight if the enemy does'nt shoot back.
All Ork parties are macro parties.
Wait, was'nt he already crazed?
Gunfight: Probably a card more funny than actually playable, but could be played in a SMOrc for cheap sources of damage, in some cases ridiculous ammount of damage for 0 mana! Also a great fuel to a Yogg Saron deck (Ork + RNG? Hell yeah!)
Gather da Boyz!: It's not going to be an easy task to flood the board, but once you do, is almost a win. Also, in case of emergency can be used as a more expensive Power of the Wild.
Crazed Boy: Orks are not easily corrupted, but maybe the God's influence have driven him mad(der). Can become a trading machine, wich could really help midrange and control Warbosses.
At least they forgot to spread salt on the land.
Well, this might be a little too much dakka.
His abusive behaviour comes from his deep hidden trust issues and lack of self-esteem, so be kind to him.
Scorched Ground: Board wipe that hurts the mana curve of both players. Maybe could work as an emergency AoE for a midrange deck. Or maybe for a control that is already at high mana.
Megashoota: Spreading Madness is for the weak, THIS is serious RNG! To be honest, I had this in mind for some months, and did'nt want to renounce just because warlock got the idea too.
Tyrannical Nob: Is like a Gurubashi Berserker, but hitting things instead of raging. Can be helpful if you are falling behind on the board.
He does'nt know any of the spells he casts, he just mumbles things and wait for something to happen.
The cooler the weapon, the more you'll impress other people while crushing your enemies's skulls!
"A sneaky Ork?! How much did you drink this time, Graves? "- last words of the sergeant Malkovic.
Warp 'Ead: Another big Yogg Saron drop, as can work like a constant mini Yogg. Problem is, you need an awful lot of spells to keep it working, and sometimes it will just not go as planned. Cans erve as an Oasis Snapjaw too.
Kustom Klaw: More minion-clearing potential. Expensive, but big impact, specially with the help of your hero power.
Boss Snikrot: Another idea I had a long time before seeing the Giant Sand Worm. This one has the disadvantage of being weaker, but has stealth and it's cheaper.
Karazhan set:
He has already stolen a Silverware Golem from the kitchen.
What's a party without some crazy violent competitions, anyways?
Never invite an Ork to a party, he'll bring the whole Waaagh! with him.
Death Skull Plunderer: Starts as a simply decent drop, can scale to disturbing numbers if left unchecked. Kinda like a Councilman, but on spells and more inmediate impact on the board.
Rok'n'rolla: Comparison with Flame Lance. You trade 3 damage with the ability to play this more than once. Can be really useful for some kind of control Warboss who trust in this to have single target removal while plays threats on its own.
Party Animalz: Apparently broken cousin of Echo of Medivh, but has the drawback of only copying 3 minions, so you have to make sure these copied minions worth it.
Mean Streets of Gadgetzan: Doombringers and class cars:
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.
Warboss cards:
Only an Ork could have used the Hammer of Twilight as a throttle in a Trukk.
You better give him the big buff, if you don't want to end like the last one that refused.
The one who has the upper hand is the one that is going to punch the opponent's skull.
Wot'z Dis?: As simple as it gets, put your hands on a weapon. As there are simply not enough Ork weapons to make it Warboss weapons only, this also helps you getting potentially busted (or shitty) weapons.
Extort: First Doombringer themed card for Warboss. Can prove quite scary supporting a midrange, tempo or even control archetype as this can make a small card quite scary just by killing something.
Da Uppa Hand: Tricky but very rewarding card. If you can keep/take advantage, you just earned a very good 3 mana removal. In case of emergency, 5 mana 5 damage is'nt the end of the world either. Good synergy with weapons.
Brakes? Something completely unnecesssary. Even for parking.
Cannonizating boys is a common orkish sport.
-Oh, damn, iz dat zpezial Boy! -Wazzup?
Wacky Rider: Remember Arcane Golem? Well, I brought him back- But he comes without drawback, and with a condition. You might be interested in keeping your rampage, as this has a nice curve with both Extort and Doombringer Thug.
Siege Kannon: Weak by itself, but has nice weapon and hero power synergy, helping you to control the board or pushing more damage.
Dat Zpezial Boy: Just a wacky thing I wanted to have. Can have huge attack if your opponent does not slam a 4 attack thing as soon as this arrives. Can reach 11 Attack on your turn before falling off, counting on him not taking damage from any other source than itself and you not buffing him... but there are spells like Boot Kamp, of course.
He used to have a Squig Parrot in his shoulder. But one night he woke up really hungry and...
Most Doombringers wait until they meet the enemy to start riping off limbs. For this one that was waiting fr too long.
Gadgetzan has all an Ork might want: violence, fights, brawls, pubs, booze, junk, ammo, gangs and shiny stuff. Oh, yeah, and ice creams, they love ice creams.
Death Skull Korsair: Another Ork Pirate. Requires some setup, but can give you very strong pirates. Because not only Warriors and rogues can run the Pirate business, why should they?
Doombringer Bruiser: Slow but can be quite threatening as it greatly scales with kills. Also can be used to feed Lord Karavos. Might have very good value in arena.
Ork Kapone: The gangster Ork boss. He helps Lord Karavos because he loves the good fights that happen when the Daemon Prince is around. And how does he help? Iron Klaw, big blades, and lots of dakka! This guy is a board clear in himself, although not a direct counter to any gang, can threat all of them just with one or two kills and is a curse for all the 1-health stuff out there, as their deaths CAN trigger the dakka.
Un'Goro set:
According to Orkish standards, a Squig is trained when it stops trying to rip their herders appart... for a while.
Who's the beastiest, the Squig or the Ork that guides it?
Keep them away from water, or they'll start to multiply!
Trained Squig: If you want to become a good Snakebite Ork, you'll need good beasts, and from the early stagess of the game. That's why they tried to tame this beauty to be a vicious charger, but to balance things, its accuracy is not great. But you can use it to put some earl pressure then follow up with bigger and meaner boys.
Maul: Beast-only card, this helps bringing some challenge to lord of beasts Rexxar. We all know Malfurion can't do shit, so let nother Ork to give it a try. Remember it requires beasts to set up.
Rowdy Grotz: Snakebite Orks not only train Beasts, they also have the best grotz out there. This spell gives both board pressence as (random) removal/face damage. Might be awesome due to its versatility.
Damn youngzterz and their iron choppaz. Back in my dayz we had to hit 'eads wit ztonez, and we liked it.
It was a fairly good race squig, but its real passion was blowing things up.
It's a real enthusiast of beast training, but it can't yet determine its own path, so it limits to follow other trainers.
Primitive Choppa: Warboss needs a different approach to Beast stuff than both hunter and druid, and this weapon helps to get that approach. The cost limit is to avoid summoning highmanes or King Krush on turn 3.It still has the possibility of releasing Mukla, but so can just bring Angry Chicken. Not very strong because Ork hero power already empowers weapons.
Bomb Squig: It's like a warrior version of Swipe, but in another Beast you can bbring in if you want to get some AoE well placed.
Snakebite Hunter: Has some kind of anti-synergy with early game beasts, but rememberthis ork can actually make them dangerous after summoning them just with the single +1/+1.Setting the limit of results to Beasts you have already played allows me to not get a simple Ram Wrangler 2.0.
Brutes of a feather flock together.
Has an official diploma in tap dancing.
Too fings u should know of Da Wize Wun. Firzt iz, it iz wun. Zekond Wun, it iz Wize.
Snakbite Orks keep telling stories of the legendary, Squiggoth-zilla, also known as Squinty.
Beast Breeding: Theoretically allows you to keep putting beasts on the field, although you still have to be able to keep some on the board to make this work.
Rampaging Squiggoth: In an expansion based on big-ass monsters, releasing another Squiggoth was mandatory. Instead of being a transport, this one just go nuts when damaged, killing friends and foes alike. Being a late game card balances this effect.
Da Wize Wun: Beefy for 4 mana, and can bring insane and random devastation depending on the spells casted on both players minions.
Da King of Monstas: And that's the point behind so many beasts all of a sudden! In Un'Goro you bring the wild Snakebite Orks, specialists in beasts, hunting, and specially in huge monsters you'd better leave alone. By summonin beasts you get a perma beast summon wich can spiral out of control fairly quickly (this effect does not trigger itself).
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. And therefore I'm introducing you to my first Hero card (mainly because hearthcards wanted to xD):
GHAZGHKULL, BLOOD PROPHET:
The Daemon invasion over Armageddon changed many people forever. The Dark Gods tried to corrupt the mortals in that world, and while the Imperial Guard suffered many casualties, it was the Orks who changed more deeply.
The Blood God Khorne slowly began to gain influence on the Ork leader Ghazghkull Thrakka, driving it and its boyz into a bloodthirsty madness far beyond what is usual in an Ork. He became the Blood Prophet, and its Waaagh! will paint the galaxy in red.
And now, let's get to the cards themselves:
Sometimes the best way to get more dakka is to get faster dakka.
Hates to be called Ork Vampire. It does not shine, dammit!
Winner of the award to the Crusher of the Year.
Faster Dakka: Orks had'nt have weapon synergy in ages, often making those few more than a way to hit the face with support of hero power. Now I give a try to the "let's use this to control board more efficiently" thing by letting you sacrifice your weapon (best when 1 charge left) and giving you potentially a big damage on board, specially with hero power. Also, it has dakka, so it has to be good.
Crazy Blood Drinker: Enrage has always been a fitting mechanic for Orks (although recently warriors have give it a new try, there is no doubt they'll always value weapon rush, armor piles and taunts more than rage). This helps you not only to give enrage minions a new push, but to remove small minions and sometimes even slight milling.
Corrupted Crusher: Many months ago (or even a year, don't know), I said warboss would not have Durability synergy stuff. Well, I take it back, while often not stritly conventional synergy, it will have. In this case, it's both a new enrage card and a way to give your weapons many uses. The bigger the better, of couse.
"Ok, boyz, time fur da photo. Open yer mouths annd say "Waaagh!""
"It once brought two guns to a tankfight. And won."
Ideal for ripping enemies appart, operating injured boyz and scratching your back.
Vicious Warband: A good way to grab a finisher move with enrage decks, speically with cards like "Frenzy" (check the vanilla set) out there. If you play two, you won't trigger enrage effect twice, but you'll give your hero additional attack, just in case you wondered how would that work.
Raging Gunslinger: Beefy and ideal for midrange and maybe even aggro archetypes. Control benefits less, but still might get a good use of this (and another reason I did not put a lifesteal weapon here).
Killsaw: Orks have no healing stuff yet, and this is a problem for anyone that tries to play slower decks. This, while providing good removal options, also mitigates some of the problem. Not very good heal, tho, because Orks are'nt gonna be strong in heals.
Eyez at the front, ya git!
Every supervillain should have its own weapon of mass destruction.
Nazdreg is sure this 2/2 weapon it's the greatest advance in Orkish technology of the last decade. Wich says much of the quality of the Orkish technology.
Keepin' Order: Mostly another enrage fodder, but the fact it gives taunt can also be used for control reasons (or for a control enrage deck, if that sort of thing exists).
Nazdreg Ug Urdgrub: Another thing Orks tend to be weak at is card draw. Nazdreg comes here to help with his own ofensive Arcane Intellect. Keep in mind, tho, that the weapon's special rule does not trigger if the weapon is destroyed, so avoid oozes, harrisons and equiping other weapons while you are at this dakka thing.
"BLOOD FOR GORK! EADZ FOR MORK! DEFF TO ALL!"
And finally, the big bad guy. For a fair price, you might kill a big ass minion and get a pretty nice heal (or not, you can always accidentally kill a Leper Gnome instead). And since then, change your hero pwoer into a big minion killing mechanic that also buffs further your warmongering minions.
And, as a final surprise, after thinking many times about it, I introduce the alternative Warboss:
Me iz da strongest!"- Gorgutz's starting quote.
Gorgutz has been preparing for months until this moment. He is ready for everything, and he won't stop until he finally wins... or he has to run away again.
May he not goof up and run away this time, and he'll be a worthy opponent to Da Big Boss Ghazgkull.
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Hey dere, ya grotz! Dere's more ork stuff comming dis way:
A good warboss spends most of his free time punching his minions. Just for training and fun.
They are not that angry, just anxious of having a friend to play tennis with.
"-Really, Dok. No need to look at dis, juz a scratch. -Kay, I'll just make sure scratching a little bit with ma saw!"
The weirdest thing of this card is that you can play it even if your strongest minion is a gretchin.
They spend almost as much time fighting as they do trying to remember their nobiliary titles.
Orks often paints their vehicles red because they think red runs faster. And it is so cool looking.
Boss' Iron Fist: Often subpar weapon, but with resilient minions or at least beefy ones with some enrage, can be pretty good. Also, remember the hero power synergy.
Frenzy: Remember what I said about enrage? Here is some bard buff that has synergy with the varied tools an ork warboss has to damage his own minions. In fact, a warboss has some similarities with a warrior in terms of synergy, but his playstyle revolves a lot more around hitting stuff and charge instead of hiding behind taunts and armor, and in a future much stronger mech synergy. Comment: If the minion already has enrage, add this effect instead of replacing it.
Painboy: First synergy with damaging your minions. Gives a nice boost to friendly minions's attack if you manage to stick some. Even with a single buff can worth it, despite having poor stats for his cost.
Might is Right!: Another hard removal, except you'll search for huge minions in order to play this. Often more for a nasty but smaller minion like Gadgetzan Auctioneer or Murloc Knight than against a really big drop.
Goff Nob: Your turn 5 Amani Berserker. In terms of plain stats might be a bit underperforming, but still a force to be reckoned, at least in arena, thanks to the enrage and your ways of damaging this minion if you are'nt able to trade.
Warbiker: Leeroy Jenkins -1 attack and -battlecry. Nothing to say, can fit into some warboss who wants to push for more face damage, or remove a 5 health threat. Can also work wonders with Blitzkrieg (see later).
Of course he is grumpy, try to spend the last years of your life taking care of annoying little bugs who can't even difference their naughty bits and a hole for hiding explosives.
The faster they crush something, the faster they'll go for something else to crush.
A small rocket is cool, but he really wants to emulate his idol, the Coyote, and ride fireworks.
He is trying to become player some time, but the warboss exam is way too hard for him.
Aleluya, it'z rainin' orks, baby! It'z rainin' orks, alaluya, it'z rainin' orks, baby!
Runtherd: Great against aggros with small minions. Also enrages your boys, making an otherwise subpar card (it's just a Nerub'ar with 1 more health and no drawback for your opponent) much better.
Blitzkrieg: Can be a finisher for charge warbosses, might lead to some crazy combo with Zagstruk (see later).
Storm Boy: Good 3 drop if you can enrage it, wich givess a clear reason why to run Runtherd, maybe even in face decks.
Warband Chieftain: A bigger and meaner Dire Wolf Alpha. This one can stack his buff, but needs to have adjacents minions and survive to give them.
It'z Rainin' Orks!: Use this for repopulating board if the enemy board is dominating. Could probably cost less, but thought I already have the 3-mana spot clogged enough with this set and the others.
Where is one is a hundred of them.
When you are not looking, they try with ballet, but they are to shy to ever recognize it in public.
The real friend is not the one that keeps you away from a fight, is the one that comes to your aid with a flying kick.
Zagstruk want to see himself as imposing as a Commissar, works hard to enforce discipline and order. The easiest part for him is the one where he shoots cowards.
Overwhelming Numbers: Tool against fatigue and card draw.
Boot Kamp: Works like a Savage Roar, except it's not so good for face decks, and triggers damage related abilities.
Squabble: Weird card I had to make. Awesome for board clearing.
Boss Zagstruk: Huge control card for a late game finisher. Can also lead to some crazy combos with Thaurissan.
I'll post later Naxx, GVG, and maybe BRM too.
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Let's go for Naxx, GVG and BRM:
That's what happens when an Ork gets really bored.
Warboss lacked some AoE, and here we are, some non-RNG dependant AoE for a control warboss to deal with those pesky aggro swarms.
GVG:
If it's not nailed thoroughly, he'll manage to substract it.
These guys love riding at suicide speeds, doing hack trick, and dispatching rival gangs who want them dead for some reason.
Gretchin: The small and pathetic companion of an Ork. Is a wisp, but as it's class card, you also have an effect for it (and Warboss can have quite a lot of spare part synergy, so you might want it in your deck anyways).
Killa Trukk: Beefy minion, relatively fast toplay and gives spare parts.
"You be da Big Boss 'ere, but remember you'll neva be bigga than me, right?!" -Ghazghkull Thrakka
It's just a super-size can opener.
Don't stare at him for long, or he'll start to figure out how to replace your body parts with mechanic ones.
Da Big Boss: Another thing rewarding a more controllish/midrange play. Can still fit aggro decks, although enemy minions also count for restricting this card value.
Whirrling Saw: Obvious 4 mana weapon, at least ina mech meta, where he can smash Mechanical Yeti and Clockwork Knight with ease.
Mek: More Spare Part synergy, you can get milled down if exploited by your opponent, but helps a lot to make Gargant (see later) and Gazlowe to see the light.
Some pilots aim carefully to enemies whiledoing their best to avoid casualties between their owns... but where's the sport in that?!!
The real function of junkyards.
Battlewagon: GvG is considered an expansion of mechs, spare parts... and RNG. Why not make a 6 mana stats mech that kills both you and your enemy?
Gargant: You really want more reasons to get spare parts?
"Imma Painboy! Bekuz ma fing iz to hurt da boyz! Imma Painboy! Da boyz will pay me for make them scream!" - Grotsnik while operating.
Mad Dok Grotsnik: Grotsnik is mad, really, really mad. In fact he is no longer a real ainboy,he just severs whateverthey bring him, and if it happens to survive, then it might have been enhanced. That's the point of his crazy attack (and RNG themed) battlecry.
"Imma drive normal for once."- Every Ork before doing something really stupid.
Blissful ignorance falls too short to start describing this.
Waaahooooo!: Power Overwhelming is an autodestructive Blessing of Kings. This card is an autodestructive Blessed Champion slightly overcosted (but hey, costs less, you could too scary combos from this otherwise).
Runtz'n'Bombz: Another AoE, this one is stupidly dangerous, but still prevented by silence or destruction. You might want to keep his bodyfor a short while, however.
TGT and LoE will come soon.
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And now, the TGT and LoE set!
First of all, the uograded hero power! Just following the hunter hero power spirit wich in my opinion is the balanced way of doing this (not the one of priest... or warrior).
Stop moving, you are making me nervous!
He's actually thinking on replacing the fuel oil for something more eco friendly. Because burning forests with promethium is too polluting for the new century.
Ztep Wun: Charge. Ztep Too: Fun. Nekzt Ztep: Win.
Grabba Stik: Can be interesting weapon for control, because you hit something and it does'nt counterattack. Good for dealing with power scaling minions such as Mana Wyrm, Mana Addict or Tunnel Trogg, and still nice attack if that does not happen.
Burna Boy: Can help a warboss clear minions with his inspire RNG. Not too sure about this one, tho. Might need a buff?
Da Fun Beginz!: Clear opponent's board, then drop this. Profit.
Big is best. Unless you are not pretending to call a crazed hulking Ork's attention, then you better be small.
There is nothing strange, just a huge can. With huge can openers. And explosives. And lots of dakka. Gosh.
Bad Moonz are the richest orks in the galaxy. They like to call themselves "master tribe"; while considering all others just a bunch of "filthy peasants".
Da Big One'z Mine!: Something else for smashing minions. Because, well, you might need more "kontrol toolz", and I'm not giving this beast armor. Can't hit heroes because that'd be too much SMOrc.
Ork Dreadnought: Like Kodo Rider, but class minion with smaller tokens:
Bad Moon Meganob: Big drop, starts not being much, but after some time it can be scary. Really scary.
He went for the mercenary life because he wanted to mix his two hobbies: Fight and treason.
That's what happens when you don't eat the squigs, kids!
The only reason why Badrukk has not become the lord of all pirates is that only orks comprehend the beauty of the toof payment method.
Blood Axe Mercenary: It's a great drop for aggro decks, no doubt of it. However, if things don't go according to planned, blood axe will inevitably turn on you, although sometimes opponent drawing merc instead of some of his drops it's not that bad. Sometimes you even can prevent a reno jackson (despite that being a kind of rare play).
Squiggoth: That's a Shredder... maybe too slow to make impact in constructed plays, but obvious massive value in arena. You can even get a Blademaster or Mukla from it, just to make things worse.
Kaptin Badrukk: Pirate warboss? WHY NOT?! Or you still can add it to control deck or some combo and see if you can fish for big discounts. has good trading potential, so you can always aim for it.
And now, of course, LoE!
This invention will leave you... you know how.
He's not that weird, he just loves comic books, role`ñay, and shooting lightnings of green energy from his eyes.
"FOLLOW DA DAMN TRANSPORT, LAD!"
Shokk Kannon: Flamecannon too much RNG? Nonsense! This can fail to kill an Amani Berserker or 1-shot Ragnaros! Orks and RNG are big friends.
Weirdboy: Resilient, can provide lots of card draw and pings. Potential combo with malygos (malyboss)?
Loota Boy: I really wanted to introduce some discover, but orks don't discover things, so why not make some ork who steals discoveries? If you think this is too expensive, remember raven idol for miracle druid, ethereal conjurer or arch-thief rafaam can still be awesome objectives.
And with all this done, I' waiting for comments (P.D.: I'm not making alternative hero at the moment, because the only one I can get a good picture at the moment would be the infamous Gorgutz Headhunter from Dawn of War, and that might be a bit unworthy of Ghazghkull's greatness).
P.D.: After so many time, Gorgutz finally convinced me of making him the alternative hero. We hope he finds his way to success this time!
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Just noticed I lacked a rare card from TGT set. The Bad Moon Meganob (see in the previous comment, and right here):
Bad Moonz are the richest orks in the galaxy. They like to call themselves "master tribe"; while considering all others just a bunch of "filthy peasants".
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Reworked the site to make it easier to watch. Just look at the spoilers in the first comment, and that's all.
Starting to think in what I could bring in WotOG, but won't release the set until I know how many cards will each class have.
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eventually I hope gorgutz gets added as a legendary that would be cool
Ghazgkull is now ready for WotOG!
You can check the cards at the beginning of the post.
Oh... and he introduced a friend too. It's right under the WotOG cards!
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Added the Karazhan cards for this class.
As Druid has been given a 1 mana 2/2, I changed the Goff Boy and made some rewriting to It's Rainin' Orks!
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Wow. This shit is awesome. Blizo (Rito) plz
RedneckBudha
Awesome set!
For Mean Streets of Gadgetzan we need Mr Nailbrain and Captain Bluddflagg! Fun work! :)
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!
Mean Streets of Gadgetzan set released!
As the main idea of this expansion has been inventing legendaries for all classes (stupid warrior), I have chosen to invent mines too.
Also, edited the following cards:
Big Choppa
Kunnin' but Brutal
Added comment and quote from Gorgutz 'Ead 'Unter.
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Un'Goro set released!
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The first Frozen Throne warhammer 40k set is here.
Say hello to Ghazghkull, Blood Prophet!
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