Spell Channeler: A Mage's Armorsmith. Great for numerous mage combos and I'm sure new ones you could use from here.
Inscribers Tome: I tried not to make to many secrets even though I kind of wanted one for each "Spec" of mage so to speak for this little class expansion. Onto the card itself, it's basically a mage flavored Gang Up that you have less control over.
Mojo Weaver: Here comes a new type of abilitiy, destroying a secret to gain something. The Mojo weaver will happily partake in any Voodoo shinangans, long as you got the goods. ideally a 4/4 with Spell Damage +2, or a 4 mana 4/3 vanilla minion. (Old Card, look to bottom for new Overlook.)
Ethereal Arms Dealer: Ever since the introduction of Animated Armor I've wanted weapon mage oh so badly. Well now maybe it can be here! Ethereals are infamous for trading in arcane goods, and this Arms Dealer is no different, just pay up some juicy secrets and you too can stabby stab.
Arcane Essence: A different take on the zany fun times that is Unstable Portal 2 more mana and no cost reduction with a limit on the rarity, being common, however the upside to finding a common minion you like is it now also has Spell Damage +2! (Mix this with Aegwynn and you have a party.) (Old Card, look to bottom for new Overlook.)
Mystical Preperations: Another new sort of card wording, Mystical prep lets you hoard even more cards, and get a decent advantage if you open with it, it also gives mage some actual Deck card draw rather than adding them to your hand or flat out summoning them. Also an interesting new way to counter those mill decks since you can hold more.
Gilnean Ley Walker: I really like the idea of an all spell mage and this guy just felt like a fun time, goes great with Mystical preperations to ensure you get max value out of a larger hand. I do feel like he's kind of wordy though.
Aegwynn the Guardian: I've seen many variations of Aegwynn and while I've even made her highly Spell Damage based this incarnation felt like it had the chance to be something far more fun, as a master of the arcane arts Aegwynn can help you borrow from any class! (Can anyone say MYSTERIOUS CHALLENGER MAGE?)
Fire Mage
Fire Mage Thoughts and Comments
Undercity Sizzler: Another 1 mana 1/3 drop for mage, but this time instead of getting bigger he just punishes your opponent for using their hero power. Most of these cards were designed around a Standard ideal, i.e. no more GvG or Naxx card in that set, so ideally in a slower meta that might make more use of inspire based cards he'd be alot of fun. Also nice in arena.
Living Weapons: Again with my weapon mage, but unfortunately you're not gonna be using this weapon with your hands. Essentially this would destroy your Opponents weapon after it's played and summon it as a minion on your side. Attack=ATtack, Durability=Health, minion type is Weapon (Tribe) so it's affected by cards that AFfect weapons as well as minions.
Highborne Flametwister: Mage's Holy Champion however the wording here is very important. It's meant to be used alongside your spells like Arcane Missles. your AoE spells and the new Draconic Flames mentioned two cards down. He'll grow slowly if you're damaging minions with things like Single target. Maybe needs to be reduced to a 1/4 or a 0/5 due to the possibility of snowballing. (Old Card, look to bottom for new Overlook.)
Timewalker Bloodmage: The wording was sort of hard to do with this guy, he started becoming to long (I try to keep card text to 4 lines), but like Bolvar Fordragon he'll grow as you do something (Playing spells in this case), so keep him in your opening hand toss out 4-6 spells and he'll deal 1 damage to a random enemy for each spell. This is akin to Knife Juggler
Draconic Flames: The mages worse Avenging Wrath the effect however just felt really good for a mage, shooting off a bunch of little fireballs, synergizes well with a number of the new cards. Also pushes beloved dragon mage. (Old Card, look to bottom for new Overlook.)
Living Bomb: ITS FINALLY HERE! To bad it's not as good as Ragnaros' bombs! Bringing in some board play this may not seem like much but higher tier players might be able to pull off some wacky combos. (It does scale with Spell damage)
Ironforge Cinderscribe: Scribes are a profession in WoW that make your Glyphs, Scrolls, Wands, Staves, Etc. Ironforge being the home of the dwarves it felt like a cool idea to have mage take on the Dwarven Craftsmen. Introduces some more secret play, bring on the secret paladins! Fire spells are limited to the mage class and include the spells in this section as well as Effigy, Forgotten Torch, Vaporize, Fireball, Dragon's Breath, Flame Lance, Flamestrike, and Pyroblast. Flamecannon is included in this list while in the Wild format.
Sun King Kael'thas: So basically any damaging spell that has the word Random in it, deals double damage. RNG at it's finest.
Frost Mage
Frost Mage Thoughts and Comments
Ring of Frost: So as we saw with a few of the above spells giving "Deathrattle: do X" effects, frost mage introduces a few new ways to keep the board locked down for even longer.
Bluegill Chillyfin: Murloc mage! Originally it was going to be "When you summon a murloc, add a random 1 mana spell to your hand." Do you guys like that effect better? lemme know.
Irritable Frost Mage: Orcs recieved access to the arcane arts in Cataclysm so I figured i'd throw one or two in here for the sake of racial diversity, and what do orcs do better than get angry? I feel like he might need to be reduced to a 3/5 or something due to the rediculous amount of ways to freeze things. Maybe he should only deal 1 damage rather than two?
Persistent Permafrost: Just realized Persistent is misspelled. As the mispelled spell name suggests you're gonna be using Ice Block on a minion essentially. Locking down an enemy minion permenantly, or freezing a friendly minion to help keep it alive. Now keep in mind if you perma freeze an enemy minion they are made immune so you should be careful that you don't make something that has a constant effect immune, otherwise ur gonna have a bad time.
Cobalt Spellmaw: Continuing the Freeze yourself for benefits theme this dragon will certainly keep those spell decks brimming. Debating on rewording Aegwynn so that she makes it so that anytime you'd be limited to a class card you get a card from any class to make her feel more legendary... Based on his stats and the fact you're getting 1 mana spells he could be buffed to do 1-2 (or 1-3) mana spells.
Tidal Surges: Mage getting some more token, only this time you're not turning your allies into rampaging boards. Tidal Surges brings that water elemental summoning feel to the class as well as giving you a really strong wall to hide behind. To be honest I almost want to make it a 6 mana two 1/3's or just up it to 4 mana based on that.
Spitescale Frost Armorer: Finally a way to stock up on your Frost armor without... well... Frost Armor. Essentially the idea here is that she's casting frost armor on you whenever you kill a frozen minion, simple and sweet.
Lady Deathwhisper: it's like a better malygos with removal! Combo her out with a Ring of Frost or a Frost nova and you'll be ready to tear into some face next turn while your board is full of pesky frozen heroes. Maybe she should replace all frozen minions with Frozen heros? What do you guys think.
Tokens
Right so thats all of them! I'll be putting a poll up top to see which class you guys would like to see next, assuming you like what you see here.
New Warlock Keyword- Curse/Cursed. Curse: Give an enemy minion "At the start of your turn choose one"
Curse only activates once cast at the start of the turn so once they choose it's just like how choose one would function.
At one point i'd had a keyword called Bargain but it operated oddly due to having to have your opponents choose on your turn. Well Curse is the refreshed variation and i introduce it to you today.
Quick notes. Affliction was designed for the debuffing/cursing. Destruction functions more aggressively via use of powerful spells. Demonology was a bit more in the territory of a demonic army feeling so they're obviously very focused around the Demon Archetype. Hope you guys likem!
Great minds think alike! I always saw the basis for it and i'd hoped for a while that blizzard might even introduce 3 specs for each class with different base cards and stuff but what we have now is good, but it just feels natural for certain playstyles to fit under "Specs" (Frost feels controlly, Fire is aggresive, and Arcane is very tempo/empowering based at least to me anyways.)
Rollback Post to RevisionRollBack
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Arcane Mage: Mojo Weaver is definitely over priced. You already have a natural 4 mana 4/4 common non-class card with +1 spellpower in the game.
Now you are making a conditional 4 mana 4/4 with spellpower +2 for essentially two cards and three mana additional pay. This means you are valuing +1 HP and +2 Spell power as 1 card plus three mana, which I don't see why you would ever play this card when you could have an Ogre Magi with guranteed Spellpower and guranteed 4/4 stats. That card definitely needs to be rethought because it's vulnerable to silence and on turn 4 you can't do anything with it which means it is weak to silence or other forms of removal and it doesn't contest the board that well for what is essentially 7 mana you are paying. (And by the way 4/5 is vanilla stats for a 4 mana minion derived from chillwind)
Arcane Essence is too pricy as well. You are discovering a guranteed common minion (which is already a heavy restriction) and give it +2 spellpower. Druids have discover any minion (or spell) without restriction at 1 mana which means you are valuing +2 spell power as 1. a heavy restriction worthy and 2. 3 mana which again is too much. +1 Spellpower is worth less than 1 mana (drawing that value from Kobold Geomancer, Velen's and Ogre Magi). You're wasting your turn 4 whereas you could play an Ogre Magi for guranteed Spell Power and a body on the board instead of this.
The rest of the Arcane tree I like a lot. Except the preparations that seems a bit too conditional unless you expect to be overflowing your hand with cards which is not very often going to be the case.
Fire tree is largely okay. The Flametwister I find too weak statwise(even with the effect) or too pricey. Bloodmage seems quite strong, I definitely wouldn't want to face this in a Tempo Deck since there isn't an upper limit on the effect or some restriction like (the spells only counting for one turn). But the effect I like a lot. 4/4 stats also seem alright for it. Draconic flames is like a conditional avenging wrath I think you could go down to 5 mana for the card.
Alright so taking your feedback into play I decided to simply rework or uprade the card, hopefully they're better suited to being viable.
====> ====>
====>====>
Change Explanations
So first off we have Arcane Essence, hearing out your reasoning I decided to give it more of a reason to feel "Arcaney" so I limited it to just class minions (Now synergizing better as well with the Arcane Legendary)
Mojo Weaver I decided to simply redo into a better version of what Wee Spellstopper tried to do, but even as an epic you hardly ever saw it. Well now Mojo weaver comes in, you sacrafice being targeted by hero powers in favor of full Spell Immunity. Once when he's alive and once when he's dead. Should he be a 3/4 though with this new ability or do you think it works now as is?
Gaining attack was always more of an orc thing so I said to heck with the highborne and threw in another Orc Mage minion. This guy factors in some rng, loses 1 attack down to 0 but he now has 6 attack. Now all it takes is hitting 2 minions to jump to 2-4 attack, if you are able to ping him then do a simple AoE or randomly split spell he easily snowballs pretty quick. Regardless he shouldn't have 0 attack for long. Vulnerable to silence but I think thats okay for the flavor of the card.
Last but not least Draconic flames reworked into Flame Breath, it uses what we saw on Arcane blast as I think it's acceptable to sort of take Spell Damage based thing as a Mage archtype thing. Anyways changed it up to better synergize with other cards of the set, again encouraging you to fill up your hand for bigger damage. Like arcane blast, it benfits from double Spell Damage!
In regards to Arcane Preperation honestly the idea of the card came from me playing this silly Mage secret deck where the whole point is to try and get mysterious challenger from either Grand Crusader or Unstable Portal etc, in addition to all of those i'm running Brann alongside the Grand Crusader x2 and Ethereal Conjurer x2 for maximum RNG chances! However with all the discovering and duplicating and so on I found the cards in my hand being pretty full. However at the same time i'd run into needing a card draw or two, so it just sort of fit that little niche. Tbh with a number of these cards you could probobly do some sort of Mill Mage, and with your increased handsize not worry about losing that one card you needed!
Mage Cards (8 Arcane/8 Fire/8 Frost)
Arcane Mage
Arcane Mage Thoughts and Comments
Spell Channeler: A Mage's Armorsmith. Great for numerous mage combos and I'm sure new ones you could use from here.
Inscribers Tome: I tried not to make to many secrets even though I kind of wanted one for each "Spec" of mage so to speak for this little class expansion. Onto the card itself, it's basically a mage flavored Gang Up that you have less control over.
Mojo Weaver: Here comes a new type of abilitiy, destroying a secret to gain something. The Mojo weaver will happily partake in any Voodoo shinangans, long as you got the goods. ideally a 4/4 with Spell Damage +2, or a 4 mana 4/3 vanilla minion. (Old Card, look to bottom for new Overlook.)
Ethereal Arms Dealer: Ever since the introduction of Animated Armor I've wanted weapon mage oh so badly. Well now maybe it can be here! Ethereals are infamous for trading in arcane goods, and this Arms Dealer is no different, just pay up some juicy secrets and you too can stabby stab.
Arcane Essence: A different take on the zany fun times that is Unstable Portal 2 more mana and no cost reduction with a limit on the rarity, being common, however the upside to finding a common minion you like is it now also has Spell Damage +2! (Mix this with Aegwynn and you have a party.) (Old Card, look to bottom for new Overlook.)
Mystical Preperations: Another new sort of card wording, Mystical prep lets you hoard even more cards, and get a decent advantage if you open with it, it also gives mage some actual Deck card draw rather than adding them to your hand or flat out summoning them. Also an interesting new way to counter those mill decks since you can hold more.
Gilnean Ley Walker: I really like the idea of an all spell mage and this guy just felt like a fun time, goes great with Mystical preperations to ensure you get max value out of a larger hand. I do feel like he's kind of wordy though.
Aegwynn the Guardian: I've seen many variations of Aegwynn and while I've even made her highly Spell Damage based this incarnation felt like it had the chance to be something far more fun, as a master of the arcane arts Aegwynn can help you borrow from any class! (Can anyone say MYSTERIOUS CHALLENGER MAGE?)
Fire Mage
Fire Mage Thoughts and Comments
Undercity Sizzler: Another 1 mana 1/3 drop for mage, but this time instead of getting bigger he just punishes your opponent for using their hero power. Most of these cards were designed around a Standard ideal, i.e. no more GvG or Naxx card in that set, so ideally in a slower meta that might make more use of inspire based cards he'd be alot of fun. Also nice in arena.
Living Weapons: Again with my weapon mage, but unfortunately you're not gonna be using this weapon with your hands. Essentially this would destroy your Opponents weapon after it's played and summon it as a minion on your side. Attack=ATtack, Durability=Health, minion type is Weapon (Tribe) so it's affected by cards that AFfect weapons as well as minions.
Highborne Flametwister: Mage's Holy Champion however the wording here is very important. It's meant to be used alongside your spells like Arcane Missles. your AoE spells and the new Draconic Flames mentioned two cards down. He'll grow slowly if you're damaging minions with things like Single target. Maybe needs to be reduced to a 1/4 or a 0/5 due to the possibility of snowballing. (Old Card, look to bottom for new Overlook.)
Timewalker Bloodmage: The wording was sort of hard to do with this guy, he started becoming to long (I try to keep card text to 4 lines), but like Bolvar Fordragon he'll grow as you do something (Playing spells in this case), so keep him in your opening hand toss out 4-6 spells and he'll deal 1 damage to a random enemy for each spell. This is akin to Knife Juggler
Draconic Flames: The mages worse Avenging Wrath the effect however just felt really good for a mage, shooting off a bunch of little fireballs, synergizes well with a number of the new cards. Also pushes beloved dragon mage. (Old Card, look to bottom for new Overlook.)
Living Bomb: ITS FINALLY HERE! To bad it's not as good as Ragnaros' bombs! Bringing in some board play this may not seem like much but higher tier players might be able to pull off some wacky combos. (It does scale with Spell damage)
Ironforge Cinderscribe: Scribes are a profession in WoW that make your Glyphs, Scrolls, Wands, Staves, Etc. Ironforge being the home of the dwarves it felt like a cool idea to have mage take on the Dwarven Craftsmen. Introduces some more secret play, bring on the secret paladins! Fire spells are limited to the mage class and include the spells in this section as well as Effigy, Forgotten Torch, Vaporize, Fireball, Dragon's Breath, Flame Lance, Flamestrike, and Pyroblast. Flamecannon is included in this list while in the Wild format.
Sun King Kael'thas: So basically any damaging spell that has the word Random in it, deals double damage. RNG at it's finest.
Frost Mage
Frost Mage Thoughts and Comments
Ring of Frost: So as we saw with a few of the above spells giving "Deathrattle: do X" effects, frost mage introduces a few new ways to keep the board locked down for even longer.
Bluegill Chillyfin: Murloc mage! Originally it was going to be "When you summon a murloc, add a random 1 mana spell to your hand." Do you guys like that effect better? lemme know.
Irritable Frost Mage: Orcs recieved access to the arcane arts in Cataclysm so I figured i'd throw one or two in here for the sake of racial diversity, and what do orcs do better than get angry? I feel like he might need to be reduced to a 3/5 or something due to the rediculous amount of ways to freeze things. Maybe he should only deal 1 damage rather than two?
Persistent Permafrost: Just realized Persistent is misspelled. As the mispelled spell name suggests you're gonna be using Ice Block on a minion essentially. Locking down an enemy minion permenantly, or freezing a friendly minion to help keep it alive. Now keep in mind if you perma freeze an enemy minion they are made immune so you should be careful that you don't make something that has a constant effect immune, otherwise ur gonna have a bad time.
Cobalt Spellmaw: Continuing the Freeze yourself for benefits theme this dragon will certainly keep those spell decks brimming. Debating on rewording Aegwynn so that she makes it so that anytime you'd be limited to a class card you get a card from any class to make her feel more legendary... Based on his stats and the fact you're getting 1 mana spells he could be buffed to do 1-2 (or 1-3) mana spells.
Tidal Surges: Mage getting some more token, only this time you're not turning your allies into rampaging boards. Tidal Surges brings that water elemental summoning feel to the class as well as giving you a really strong wall to hide behind. To be honest I almost want to make it a 6 mana two 1/3's or just up it to 4 mana based on that.
Spitescale Frost Armorer: Finally a way to stock up on your Frost armor without... well... Frost Armor. Essentially the idea here is that she's casting frost armor on you whenever you kill a frozen minion, simple and sweet.
Lady Deathwhisper: it's like a better malygos with removal! Combo her out with a Ring of Frost or a Frost nova and you'll be ready to tear into some face next turn while your board is full of pesky frozen heroes. Maybe she should replace all frozen minions with Frozen heros? What do you guys think.
Tokens
Right so thats all of them! I'll be putting a poll up top to see which class you guys would like to see next, assuming you like what you see here.
Warlock Cards (11 Affliction/11 Demonology/11 Destruction)
New Warlock Keyword- Curse/Cursed. Curse: Give an enemy minion "At the start of your turn choose one"
Curse only activates once cast at the start of the turn so once they choose it's just like how choose one would function.
At one point i'd had a keyword called Bargain but it operated oddly due to having to have your opponents choose on your turn. Well Curse is the refreshed variation and i introduce it to you today.
Quick notes. Affliction was designed for the debuffing/cursing. Destruction functions more aggressively via use of powerful spells. Demonology was a bit more in the territory of a demonic army feeling so they're obviously very focused around the Demon Archetype. Hope you guys likem!
Affliction Warlock
Tokens
Affliction overview and thoughts
WIP
Demonology Warlock
Demonology Overview and thoughts
Wip
Destro Warlock
Token
Destruction Warlock overview and thoughts
WIP
Placeholder Priest
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
I haven't written a review for all the cards yet but I really like the idea of focusing on specializations from WoW.
Great minds think alike! I always saw the basis for it and i'd hoped for a while that blizzard might even introduce 3 specs for each class with different base cards and stuff but what we have now is good, but it just feels natural for certain playstyles to fit under "Specs" (Frost feels controlly, Fire is aggresive, and Arcane is very tempo/empowering based at least to me anyways.)
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Arcane Mage: Mojo Weaver is definitely over priced. You already have a natural 4 mana 4/4 common non-class card with +1 spellpower in the game.
Now you are making a conditional 4 mana 4/4 with spellpower +2 for essentially two cards and three mana additional pay. This means you are valuing +1 HP and +2 Spell power as 1 card plus three mana, which I don't see why you would ever play this card when you could have an Ogre Magi with guranteed Spellpower and guranteed 4/4 stats. That card definitely needs to be rethought because it's vulnerable to silence and on turn 4 you can't do anything with it which means it is weak to silence or other forms of removal and it doesn't contest the board that well for what is essentially 7 mana you are paying. (And by the way 4/5 is vanilla stats for a 4 mana minion derived from chillwind)
Arcane Essence is too pricy as well. You are discovering a guranteed common minion (which is already a heavy restriction) and give it +2 spellpower. Druids have discover any minion (or spell) without restriction at 1 mana which means you are valuing +2 spell power as 1. a heavy restriction worthy and 2. 3 mana which again is too much. +1 Spellpower is worth less than 1 mana (drawing that value from Kobold Geomancer, Velen's and Ogre Magi). You're wasting your turn 4 whereas you could play an Ogre Magi for guranteed Spell Power and a body on the board instead of this.
The rest of the Arcane tree I like a lot. Except the preparations that seems a bit too conditional unless you expect to be overflowing your hand with cards which is not very often going to be the case.
Fire tree is largely okay. The Flametwister I find too weak statwise(even with the effect) or too pricey. Bloodmage seems quite strong, I definitely wouldn't want to face this in a Tempo Deck since there isn't an upper limit on the effect or some restriction like (the spells only counting for one turn). But the effect I like a lot. 4/4 stats also seem alright for it. Draconic flames is like a conditional avenging wrath I think you could go down to 5 mana for the card.
Frost looks pretty okay as far as I can tell.
Alright so taking your feedback into play I decided to simply rework or uprade the card, hopefully they're better suited to being viable.
====> ====>
====>====>
Change Explanations
So first off we have Arcane Essence, hearing out your reasoning I decided to give it more of a reason to feel "Arcaney" so I limited it to just class minions (Now synergizing better as well with the Arcane Legendary)
Mojo Weaver I decided to simply redo into a better version of what Wee Spellstopper tried to do, but even as an epic you hardly ever saw it. Well now Mojo weaver comes in, you sacrafice being targeted by hero powers in favor of full Spell Immunity. Once when he's alive and once when he's dead. Should he be a 3/4 though with this new ability or do you think it works now as is?
Gaining attack was always more of an orc thing so I said to heck with the highborne and threw in another Orc Mage minion. This guy factors in some rng, loses 1 attack down to 0 but he now has 6 attack. Now all it takes is hitting 2 minions to jump to 2-4 attack, if you are able to ping him then do a simple AoE or randomly split spell he easily snowballs pretty quick. Regardless he shouldn't have 0 attack for long. Vulnerable to silence but I think thats okay for the flavor of the card.
Last but not least Draconic flames reworked into Flame Breath, it uses what we saw on Arcane blast as I think it's acceptable to sort of take Spell Damage based thing as a Mage archtype thing. Anyways changed it up to better synergize with other cards of the set, again encouraging you to fill up your hand for bigger damage. Like arcane blast, it benfits from double Spell Damage!
In regards to Arcane Preperation honestly the idea of the card came from me playing this silly Mage secret deck where the whole point is to try and get mysterious challenger from either Grand Crusader or Unstable Portal etc, in addition to all of those i'm running Brann alongside the Grand Crusader x2 and Ethereal Conjurer x2 for maximum RNG chances! However with all the discovering and duplicating and so on I found the cards in my hand being pretty full. However at the same time i'd run into needing a card draw or two, so it just sort of fit that little niche. Tbh with a number of these cards you could probobly do some sort of Mill Mage, and with your increased handsize not worry about losing that one card you needed!
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Warlock card bump thoughts and info will be put in later
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]