"There is only one outcome of this". Start match quote.
"Eldrad Ulthran has already seen the result of his last 1000 matches, and the ones of his opponents. No, he is not telling, that would be spoiling the fun".
Any decent farseer can see the future. And his hero power clearly fits:
The card is neither revealed, nor drawn. Probably underpowered, although some farseer cards count with a card text called Fate, wich means the card does an additional effect if its cost is altered (suppoused to work both for lower and higher cost). I'll want to hear something about it before doing changes.
And now, the upgraded hero power:
And now, here is the basic set:
Studying the future is exactly like studying anything else: It's a lot easier with the correct lighting.
Eldar predictions are not like Doomsayer's. These ones are true most of the times, much for the listener's disgrace.
"There's nothing to see here. Please, no photos, move out!"
Afterlight: Farseers will use several damaging spells to overcome their foes. Afterlight can then be used to help these spells to be more useful, and in some combo decks as a source of lethal.
Dire Fate: At first sight is a Hunter's Mark, but this one can't be avoided via buffs. Also, does'nt work on your minions, because eldar are people more obsessed with the preservation of their kind, you know.
Cover: Protects your board from non-board clear or random target spells. Maybe subpar most of the times. but eventually can protect your minions from classes like rogue or warrior. Also, does not prevent you to use your own spells and hero powers on your minions.
Add this little trick to your repertory, and forget about those endless queues in the supermarket forever!
They spend hours trying unsuccessfully to convince people they are something more than"better guardians".
What? They're shy, that's why most of them cover their faces with a helmet.
Telekinesis: One of the so needed damaging spells for a Farseer. It's plain and effective, a Darkbomb's bigger brother.
Dire Avenger: Decent body, and nice anti-aggro tool. Clears tokens with ease, as they are experts in quick salvos of light fire.
Blur: You'll really need a defensive tool for your face not to be so easily hunted. Being a class often control and combo oriented, a damage mitigation is a "new" effect that helps to develop unique stalling strategies.
The Eldar who invented the shuriken ammo must've had a serious osbession with ninjas.
He was'nt amused at all when he heard about Gul'dan.
"Never ask an Elldar something, he'll give you three answers, wich will all be true, and each one of them of terrible consequences."
"YOU ARE THE TRAITOOOOOOOOOR!"
Eldar Guardian: Eldar needs some early game too. This guy can be 2x1 against aggro decks, take down divine shields or even push a bit more damage for lethal or an advantageous trade.
Ulthwé Warlock: Your pocket Azure Drake. Might be neeeded for big bursts of damage or AoE. Also cycles itself, making the improved Gnomish Inventor.
Soothsaying: Another way to trigger those Fates. Also works as card draw and eventual ramping ability.
Hallucination: Eldars like mind tricks, and no one likes them better than farseers. So here you are, a mind trick card wich many people would have hated because of the inmediate Sylvanas stealing,or its crazy synergy with Recombobulator, but (in my opinion) is in fact pretty much balanced.
Vanilla set:
You think you already see well, but for a farseer you are absolutely blind.
Eldar Banshees use to go friday nights to karaokes. They sing awful.
Now you see me...
You thought they made Eldar so brave just through brilliant oratory? No, they have magic tricks for that too.
"Psst, hey kids, you wanna some secrets?"
Because you don't want that insolent bodyguard to ruin a perfect shot.
Guide: Some cheap buff that can make an aggro or combo deck work. Combines the Blessing of Might with a "localised board silence" to take big chunks of health... should I actually leave it like that or change the effect?
Eldar Banshee: First example of the keyword Fate. If this minion does not cost 4, has charge. Can help in a lot of decks, aggro, control (as removal and pusher) and combo.
Invisibility: Let's face it, would be stupid that an eldar farseer did'nt had any secrets. Not sure about this one, but I think it worths the cost, as can hide spell damage minions, preparing yourself for some wombo combo... or boost an aggro strategy preventing some disadvantageous trade to happen.
Embolden: Mostly arena card, when it can get crazy value. Also might help some midrange/aggro farseer to get further in the game. Note. Consider it a bit like Avenge, wich means, for example: If Deathwing wipes my board, I trigger no Embolden.
Eldar Outcast: It's your Kirin Tor Mage, but you don't cast the spell, pay 1 more mana and it has stealth. When you think eldar secrets cost 4 mana, it's logical to have at least some way to get them fast. And better if it's vanilla, because that will always be in standard.
Executioner: Hard removal and also can help to push face damage. 1 damage less than Flame Lance but no damage wasted.
All of your cards are belong to me now.
This is way too simple to start a flavor text, is'nt it?
It's just a spell that makes you feel like in a monday morning.
First we tried forcing random effects to happen in a certain way, but RNG was just too strong for a mere card to control it.
It's a warlock, not a necromancer! Stop asking him to bring Jackson back to life!
Eye of the Beholder: More mind tricks, like Hallucination. Who said priests and rogues were the only ones who could have fun with other people's cards?
Destructor: Overcosted Darkbomb or undercosted Fireball, depending on you managing to trigger Fate or not. Definitively something you want to have.
Drain: Control secret. Like Snipe, but a bit stronger... and healing your face too. Can counter most of the tempo plays.
Jinx: Another secret mostly for control plays. This one can result in massive damage (including face damage), but can be manipulated in opponent's favor to make it far less dangerous (Northshire Cleric, Searing Totem, Shapeshift and Wicked Knife for example).
Guardian of Souls: Can be very important for a combo deck or even control. Eldar loves that spell damage, and the body is quite decent for trading.
Don't be confused by its name, it does not make rain psykers.
Rules are rules. You are not allowed to use the portal to get additional cards in your deck.
Khaine is actually a very loving god. He gives very warm welcomes. and his hugs make you melt inside.
Psychic Storm: One of the reasons you might want to run spell damage cards. This AoE is bad without it, but when one single buff it turns out to be 3 AoE damage.
Webway Gate: Awesome for a combo or control deck, but can be prevented... in fact, this being stolen by Kezan, destroyed by Flare or something is a real tragedy.
Avatar of Khaine: Is big, is bad, makes your minions to enter a battle madness. Works as combo and control finisher/big drop.
Real heroes never die. That's why so many people has inherited this armor.
Asurmen is a beast. Absurdly expensive Maexxna (his sword is well known as a weapon capable of destroying even inmmortal beings), but can perform a living wall while inspiring your fellow minions, as he is the first and greatest of the Phoenix Lords. Definitively something you might want in your control deck.
Naxx, GvG and TGT cards:
The soul of an eldar, now inside a huge wraithbone killing machine. Also makes an awesome buttler.
Wraithguard: Farseer, unlike many other classes, hasa lot of late game cardsand relatively few early game, specially when we are talking about minions. That means taunts and other live saviours are important. And this can be situationally devastating, although you'll have to try your best this to come with fate, otherwise is just an expensive Fen Creeper.
Psychic bonds are forged since elementary school. Usually you start giving some presents, predicting your friend's jokes and warning about future exams.
Actually he does'nt fly, but boy, oh boy, he stings!
Psychic Bond: This for a nice spell burst or a devastating AoE. It's not that likely that a "zoo farseer" could make it, but if so, this will also have something to do with it.
Striking Scorpion: Just a midgame help to keep you in the game. If you are able to manipulate the board in your advantage, can clear lots of minions in a single hit (allthough in other cases is just a yeti... or mess it up in case of patrons). Note: Against situations like attacking Imp Gang Boss, it goes like secrets or deathrattles: the one played before happens first.
You have been asking for five more minutes since half an hour, WAKE UP!
Come to our side, we have cookies.
Kael'Thas is trying by all means to get one of these. it's a good thing that the Eldar are adamantly refusing him.
Will of Asuryan: Power of the Wild, and also a little help to get all those fate effects to work.
Domination: The meaner cousin of Vaporize. Actually playable in constructed, and evil in all ways (allthough it does suck against token decks). Probably should nerf it making the minion deal the damage before being controlled?
Grav Cannon: Most of the times a bit subpar (despite it being balanced), but can help make advantageous trades or stalling the game.
That's why nobody bullied Wraithguard when it was a child.
It's not actually a prism, who names these things?
Wraithknight: Some more powerhouses to hold on. Some would argue that it's bad to make a card that punishes clearing board, but it's not that big a fault,,, in fact, I might have made it too bad. Suggestions? Note: It's more expensive when friendly minions near because he is responsible of collecting the eldar soulgems.
Fire Prism: Priest should not be the only one to have high cost mech synergy, should he? Did'nt make the concentrated beam because that'd be a bit heavy.
"FIRE! I BRING YOU TO BURN! FIRE! I BRING YOU TO BURN! I SEE YOU BURN!"
Fuegan: Specialist in monster and tank destruction, there's nothing much complex in it (except of the Fate thing), it's just a powerhouse. I'm open for suggestions of possible changes.
Because after living 5000 yerars, normal attacks turn boring.
Some day he'll accomplish his dreams and become a real dragon. Some day.
Surprise!: Farseer need more early removal. Just... don't do this when opponent plays Nerubian Egg!
Fire Dragon: Theoretically no w40k has dragons, but come on, why not give eldar a bit of dragon synergy?!
Honor mention: Emperor Thaurissan is just insane in this class, he makes all that fate effects automatically much easier to get!
TGT and LoE cards:
-"Strange, no sign of the Eldar and the path is clear to us." Famous last words of the Colonel Stoneson.
It's like usual jousting, but in the air, and shooting shurikens.
Respect this storm, is older than the human kind!
Blades Ambush: More early removal and card draw. Combines the beauty of a Backstab and the one of Shiv.
Shining Spear: Mid game big Jouster. I think it can be balanced,in the same level of Tuskarr Jouster, but maybe I could make 3/4 instead of 4/4 if it turns out to be too good. Note: If there is no minion right in front of him, the damage goes to the enemy hero.
Eldritch Storm: Strong Fate card and AoE.
I guess this time he'll really be mind blown.
I'm about to tell your story, and I'm afraid, it does not end well.
In his free time, he has mastered death metal. He hopes to make an epic tour with ETC sooner or later.
Mind War: Can be an OP Assassinate... or an extra-expensive Silence. Also, first jousting mechanic that involves spells. Just for the originality.
Shadowseer: "Can't be targeted by spells or hero powers" is a mechanic that I thought should come in larger quantities for the farseer. And until now, I just was'nt using it. Also, it's nice minion for mid game, protecting your guys... or disrupting your opponent's strategy.
Dark Reaper: Inspire, Fate and decent mid game play. Can destroy lots of minions or deal big ammounts of damage while bringing decent 4-drop stats.
Allthough they usually represent The Fall of the Eldar, they have adapted wonderfully to human theatre, and now they love to include Shakespeare's or Moliere's pieces in their performances.
This spider will need more than a newspaper to leave you alone.
Harlequin: Finally! A strong early drop! At first can look OP (and probably I should make it 2/1), but random effects, tokens, weapons and AoE can make quick work of this guy. However, still can give you some big tempo, something this class tends to lack.
Warp Spider: I was simply experimenting, this guy is annoying as hell, but it's much likely that the opponent starts ignoring him, and dispatch it just when they can. But can also be awesome value.
What?! Of course he's no friend of a space fox! What are you talking about?!
Baharroth: OK, now we are on the real experiment! Don't know at all if the cost and stats are adequate or not. The idea is, Baharroth enters the battlefield irradiating a surge of light that blinds any enemies close enough.
And now, LoE:
They used soulstones before, but they were so ugly, they just had to make a refined version.
Being a god of war and murder, it's surprising you have to play a spell to make him angry.
Seeing dead people is not that strange in a craftworld, eldars use to give the title to those who see them doing really weird things like hulla-hopping or rewriting their curriculum vitae.
Soul Gem: Revive, but without RNG and putting in the hand instead of the battlefield. Maybe it's a bit boring, do you think I should change it?
Khaine's Wrath: 2 mana Multishot, but has the drawback of increasing dramatically the next card you play's cost. You can still take advantage of that for triggering a card's Fate, though.
Spiritseer: Discover is fun, everybody loves discover. Why not give discover to eldar? And of course, as discovering spells is already taken by mage, why not better make them discover cards with Fate?
WotOG set:
So, when you people talk about having a sharp mind, did you mean this?
He avoids talking about his brother, Swooping Dove, he's a very special boy.
Attacking with real warriors would be more effective, probably.
Psyhic Spear: Cheap big removal with big drawback, can trigger fate and can be a pretty nice turn 2 Totem Golem counter if you have a 1-drop to carry on.
Swooping Hawk: If even priest has face tools, why must farseer be any different? It's like pre-nerf Arcane Golem, but can be played perfectly on turn 3, and needs to be played again if it survives the opponent's turn.
Illusory Warriors: 2 1/1s for 4? This is garbage, is'nt it? Well, not in an N'Zoth deck, imagine spawning double Sylvanas or double Twilight Summoner or double Cairne with this. Can also work with other certain drops like Ragnaros.
He'll see you if you get in the Forbidden Section, even with invisibility.
His jokes are so good they'll kil you. Literally.
"Those who see their doom can avoid it. Those who see someone else's doom can cause it."
Dark Guardian: I know, why make a C'Thun synergy card for a w40k class? Well, I'm just making w40k classes that could be played, however, into a regular hearthstone game (now think of how crazy would be to see a Sen'jin Shieldmasta and a Kobold Geomancer together with Asurmen, for example). This means C'Thun must appear in a nice ammount of classes. On balance terms, this can be a beast (much like the other "C'Thun needs 10 attack drops"), although you'd need some spells to make this bad boy work.
Death's Jester: Really good for arena, can trade and deal spare damage to face, resulting in a pretty eficient tempo play. Maybe even in constructed.
Challenging Fate: Big board buff, and adds a Thaurissan tick. On an empty board it is bad, but you can get awesome value from it in certain decks, specially if you manage to get 3 minions at a time. Will helps you trigger Fate after the next year takes Thaurissan out of standard.
Not even the Eldars like spoilers.
It's hard to be friend of a horned dude who gave his soul to the arch-nemesis of the Eldar just to play a role in a theater.
Some people are goths. Then there kings of goths. And then there is Maugan Ra.
Forbidden Prophecy: On odd numbers, is the perfect card draw... except you just keep drawing instead of being able to sue some of the cards drawn. On even numbers, is a bit meh. But can really help a lot certain eldar decks (like combo).
Solitaire: This 7-drop hits like a truck and is very hard to kill directly, but is really weak if silenced, and certain cards like Arcane Missiles can really ruin your life, as well as poisons.
Maugan Ra: Like some Stormwind Champion, but giving "Dark Reaper" deathrattles instead of normal buffs. Can devastate a line or deal a lot of face damage with your other minions, but alone sucks and you'll still need some minions to take the max benefit from it. "Lore wise: This deathrattle represent the sinister dudes from his craftworld, who are experts in the Dark Reaper's fighting style.
Karazhan set:
The Webway is a wonderful place to see, but the traffic is terrible.
Please ask him to sing you a prophetic cumbia. It's his speciality.
The Eldar will always be the kings of the dance floor.
Webway Portal: Helps a bit with triggering Fate effects, and leave a nice 3-Drop for 3 mana. Specially good in arena, where you often find yourself with much less options than in constructed.
Fate Singer: Mad Scientist's big brother, comes later, and with the Fate effect works a bit like a Mysterious Challenger (4 mana value of the secrets played in one single turn). Only thing is you have to be careful with what you play, as some secrets like Illusory Warriors don't work too well with this.
Acrobatics: When you play this, you can swap the positions just by clicking on a minion and dragging it until it reaches the place you want. Helps a lot against position strikes such as Betrayal, and also help the minions to survive damage (Flamewaker can't touch this).
Mean Streets of Gadgetzan: Voidsword Conclave and class cards
He's right behind you. Grab your weapon slowly, and for your own good, do not turn around yet!
He found his Greater Good when he joined a bunch of Eldar pirates and thieves and helped them to plunder world after world.
Voidwsowrd Stalker: As it is the tri-class minion, gets affected by both enemy and friendly spare Mana. Works kind of like Shade of Naxxramas (remember the three classes have quite some combo potential, right?), but more expensive, does not get Health boosted, but also is harder to kill at first.
Voidsword Scout: okay, so everything from 2 to 5 Mana discovers are covered? (check out my Doombringers for more info) Then just make another version of one of those (because at 6 mana and such will just be too expensive a card for being a simple discover). Easy to kill, but can deliver some punch otherwise.
Dalieth Duskstar: Best way to troll some greedy deck? This can achieve you hiarious plays and combos (well, hilarious for you, not that much your opponent). Also, while Archon find it (surprisingly) slightly less useful because they prey on enemy leftover Mana, both Farseer and Ethereal can use this guy to take advantage of enemy spare Mana. Note: You always spend the opponent's leftover Mana first. Stupidly effective in mirror matches.
Farseer cards:
Warning: Phantom Strikes may cause Phantom Pain.
We warned the Bothans, the Bothans did not listen. You lnow the rest of the story.
Of course Eldar are rich. They have spent millenia doing safe bets everywhere.
Phantom Strike: Eldar take benefit on not investing Mana one turn, then save it for later. But not 1 Mana, always more Mana. In this case, more often than not you'll find yourself with a poor spell, unless they can feed it to make it the broken version of Fireball.
It's a Trap!: Almost each expansion needs a secret, and this would'nt be an exception for the Eldar. The AoE is strong, but opponent can either prevent it from happenening by not playing minions or take advantage of it by playing something like Neruabian Egg. Also, requires you to be behind on board to work.
Voidsword Scryer: Voidsword needs more troops, and Farseer needs more spell damage. This one provides a great punch if you saved some Mana and can exploit the spell damage.
Mana for today, hunger for tomorrow.
Eldar, the race that suffers from dejá vu for all the eternity.
Better don't ask what Path did he choose before joining the Voidsword Conclave.
Overdrive: Sounds almost like Innervate, but presents some disadvantages (being harder to combo with other cards) and advantages (Fate cards can trigger their effect with this). Also, a nice way to feed Voidsword cards.
Future Foreseen: Draw cards, and get a potentially devastating turn (remember Naga Sea Witch? Maybe better luck this time). Remember this works with Fate too.
Voidsword Exarch: One of those discounted cards, but only considers your spare Mana from the previous turn, wich means is ideal for long term battles or times where you actually don't want to play more stuff to avoid being screwed in case of AoE. More often than not arena stuff, but also a double low mana 7/6 can be scary.
While we were beta-testing this card it could target the enemy hero, but we got tired of hearing sax music whenever someone played this card.
Some people train to gain muscle. Some people train to kick ass. Wraithblades train to wreck trains.
He's a poor lonesome wanderer...
Wait for It: Ideal for setting up a huge AoE or removing a huge threat. If you meet enough "random target" spells, can also be used to boost them.
Wraithblade: Bigger and meaner brother of the Wraithguard. Weird combination of Fate and Voidsword effect, wich makes this card difficult to play, but you can get a cheap 7/7 taunt if you can set it up right.
Thaenayr the Wanderer: Maybe the biggest discover engine of the whole game. Just make sure you feed him right, and for the rest of the game you'll have a tactical advantage (except you draw cards in the opponent's turn). Might nerf it to only the first card? What do you think?
Un'Goro set:
Beware the rune that represents a happy squirrel. It's a bad omen.
He always cheated on card tricks.
Watching the runes before battle is a good idea. Watching them during battle is not that great an idea.
Runes of Fate: Might have a good use for combos, specially if you don't require minions for them or only cheap ones. Can be played in previous turn, but does not stack.
Exodite Wanderer: Intelligence card, provides information about your future draws, later on you'll be able to sue that information wisely if you want to. Also, decent stats for the cost.
Runes of Battle: It's a pretty good AoE card, and the drawback, while important, might not be that big, given fate can be triggered by increased cost cards.
Did you see what I did? Exactly.
Vocacional Guidance Counselor was too long and did'nt sound that great.
Many Eldar say Exodites are a bunch of savages that rejected civilization. But damn how they envy their dinosaur mounts.
Illusory Strike: This is a concept I had in my head for long. Paying 1 mana for nothing? Well, except many farseer cards include spell damage, wich makes this card a very useful spell that greatly rewards being able to toy with spell damage.
Path Teller: Since I saw Curious Glimmerroot I knew I had to make some other cards with guess effect. And of course, Eldar are the best for that. This is a fair example of one of those, kind of similar to King's Elekk.
Exodite Megasaur: Exodite Eldars are people that retired to worlds they brought life to, in order to run away from the oppressive Eldar society. They are nowadays allies of the Eldar Craftworlds, but still live in close contact with nature. In terms of gameplay, this is a pretty strong defensive tool to follow up an early game. You can't expect to play on a normal curve with things like this one, but its downside is not as relevant as in other similar cards.
Do not mistake for certain group of hunters from Azeroth.
It is a lot better to focus after seeing a Coin or a Banana than after a Pyroblast.
He does'nt understand why are you playing more expensive cards on purpouse, but that does'nt prevent him from helping.
If you have to know something of the Exodites it's that they don't like to be spied. Not even by a night elf and a bunch of kids.
Unseen Path: Another guess card. Cheaper than an Arcane Intellect, but mght ileave you with nothing, or even in case you guess the right card, the other two might be terrible.
Battle Focus: This secret opens an interesting range of plays and counterplays. Do I use this to get an extra-cheap spell? Or as a way to complete my quest (see below)? Do I trigger it with my most expensive spell, or with a cheaper one? Probably not really worth taking unless you find also very expensive spells to play, but still a crative shot I wnted to take to designing cards.
Illic Nightspear: While in theory Illic Nightspear belongs to the cathegory of "w40k assassins", I made so many of those I wanted to give him a different approach. In this case you get a really competent 3-drop, with the additional advantage of you being able to hold it as long as you want to play those discounted cards.
Secrets of th Exodites: I relly wanted to encourage farseers to play aincreased cost cards in Un'Goro, as I felt most of the spells that made things more expensive were'nt attractive at all. Idea after completing the quest is to ease beating the hero through burst damage and empowered AoE, of course.
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. This case in particular might be specially tragic, given how important has Eldrad Ulthran turned out to be for the rest of his kind. He has become:
MESSENGER OF DOOM ELDRAD
Eldrad Ulthran gave himself no time for rest in centuries in order to save his kind from ruin. The growing tempest the Dark Gods were about to unleash on the galaxy had already striken the Eldar, each and every single one of them in peril. His efforts to create a cosmic being mighty enough to defy the Chaos God Slaanesh, and thus free from its curse forever, were advancing at a desperatingly slow pace. Eldrad Ulthran asked the runes which could they do to stop what seemed to be their inevitable fate. The answer left him dazzled, but no matter how many times did he ask the runes again, where, and how thoroughly did he checked in order to find some possible Chaos corruption in his Craftworld, the answer was still the same. So he took his choice. His people would never understand, and the dark powers he would embrace to make sure the Yncarne had the strength it needed would likely doom his own soul, but doubt was a luxury he could not afford.
Eldar set:
The Light Fateseeker only wears white clothes.
It's always the oone you expect the least.
Sylvanas Windrunner herself declared this the Most Horrible Scream in Existence.
Dark Fateseeker: Cheap card draw and strong body, at the cost of that card to be harder to play. Gets fate synergy, increased cost synergy, and also can be the reduced back to normal cost with other cards from the class.
Seal Fate: Not astounding card, but can allow some tricks to happen, and also trigger fate easily.
Banshee Cry: Freezing Trap crazy cousin. This one is a sort of Recycle whose target your opponent can somewhat choose, but is playable anyways.
Quite predictable for being a twist of fate.
He knows everything about propane and propane accessories.
As assassin he is great, but his capability of coming with impressing and original names is just terrible.
Twist of Fate: Unorthodox way to synergize with secrets. Has the obvious downside of having to spend a lot more mana on the same secrets, but also can be used in combination of secrets cheaters, and might help to reduce the pressure an unfortunate Eater of Secrets may apply.
Infernal Dragon: Versatile card focused on board control. Can be played in tempo without risk, or try it to cost more to incorporate strong clears.
Eldar Renegade: Slow, yet very annoying card. Crazy synergy with cards like Illusory Warriors.
Will often be mixed with a bit of breakdance to offer a bigger show.
There was a time the gods fought among mortals. Thanks to this spell, you can replicate those battles once more.
The Eldar have taken the phrase "playing to be God" to a whole new level.
Phantom Dance: A good way to get the most value of a strong spell. Remember you will target the same thing with the 3 damage effect and whatever other spell you casted.
Titanomachia: Just wanted to print a crazy card. Don't know yet if this is too underpowered or not.
Yncarne: A sort of C'Thun that grows smaller but has a stronger inmediate effect when played. Decks that want this willl have to play strong on minions, and probably even include swarm-like ones like Saronite Chain Gang.
And finally:
There is only one aspect of Fate that can never be changed, nor avoided, something everything has to meet no matter what efforts are made against it. There is a time, everything has to die.
Messenger of Doom Eldrad: What forces has the former Farseer of Ulthwe embraced is a mistery, but what is sure is, he really messes around with opponents. Not only does he easily lies waste to a board, but also has a constant stream of unpredictable plays the opponent will have to constantly try to play around (or not, in case the opponent is ready to meet the consequences.
They spend hours trying unsuccessfully to convince people they are something more than"better guardians".
Eldar Banshees use to go friday nights to karaokes. They sing awful.
Now you see me...
You thought they made Eldar so brave just through brilliant oratory? No, they have magic tricks for that too.
"Psst, hey kids, you wanna some secrets?"
Because you don't want that insolent bodyguard to ruin a perfect shot.
Dire Avenger: Decent body, and nice anti-aggro tool. Clears tokens with ease, as they are experts in quick salvos of light fire.
Eldar Banshee: First example of the keyword Fate. If this minion does not cost 4, has charge. Can help in a lot of decks, aggro, control (as removal and pusher) and combo.
Invisibility: Let's face it, would be stupid that an eldar farseer did'nt had any secrets. Not sure about this one, but I think it worths the cost, as can hide spell damage minions, preparing yourself for some wombo combo... or boost an aggro strategy preventing some disadvantageous trade to happen.
Embolden: Mostly arena card, when it can get crazy value. Also might help some midrange/aggro farseer to get further in the game. Note. Consider it a bit like Avenge, wich means, for example: If Deathwing wipes my board, I trigger no Embolden.
Eldar Outcast: It's your Kirin Tor Mage, but you don't cast the spell, pay 1 more mana and it has stealth. When you think eldar secrets cost 4 mana, it's logical to have at least some way to get them fast. And better if it's vanilla, because that will always be in standard.
Executioner: Hard removal and also can help to push face damage. 1 damage less than Flame Lance but no damage wasted.
All of your cards are belong to me now.
This is way too simple to start a flavor text, is'nt it?
It's just a spell that makes you feel like in a monday morning.
First we tried forcing random effects to happen in a certain way, but RNG was just too strong for a mere card to control it.
It's a warlock, not a necromancer! Stop asking him to bring Jackson back to life!
Eye of the Beholder: More mind tricks, like Hallucination. Who said priests and rogues were the only ones who could have fun with other people's cards?
Destructor: Overcosted Darkbomb or undercosted Fireball, depending on you managing to trigger Fate or not. Definitively something you want to have.
Drain: Control secret. Like Snipe, but a bit stronger... and healing your face too. Can counter most of the tempo plays.
Jinx: Another secret mostly for control plays. This one can result in massive damage (including face damage), but can be manipulated in opponent's favor to make it far less dangerous (Northshire Cleric, Searing Totem, Shapeshift and Wicked Knife for example).
Guardian of Souls: Can be very important for a combo deck or even control. Eldar loves that spell damage, and the body is quite decent for trading.
You think you already see well, but for a farseer you are absolutely blind.
Rules are rules. You are not allowed to use the portal to get additional cards in your deck.
Khaine is actually a very loving god. He gives very warm welcomes. and his hugs make you melt inside.
Guide: Some cheap buff that can make an aggro or combo deck work. Combines the Blessing of Might with a "localised board silence" to take big chunks of health... should I actually leave it like that or change the effect?
Webway Gate: Awesome for a combo or control deck, but can be prevented... in fact, this being stolen by Kezan, destroyed by Flare or something is a real tragedy.
Avatar of Khaine: Is big, is bad, makes your minions to enter a battle madness. Works as combo and control finisher/big drop.
Real heroes never die. That's why so many people has inherited this armor.
Asurmen is a beast. Absurdly expensive Maexxna (his sword is well known as a weapon capable of destroying even inmmortal beings), but can perform a living wall while inspiring your fellow minions, as he is the first and greatest of the Phoenix Lords. Definitively something you might want in your control deck.
And that's all for now, later I'll bring Naxx, GvG... and probably TGT.
Now I'm bringing Naxx, GvG and BRM set here. Hope you enjoy it.
The soul of an eldar, now inside a huge wraithbone killing machine. Also makes an awesome buttler.
Wraithguard: Farseer, unlike many other classes, hasa lot of late game cardsand relatively few early game, specially when we are talking about minions. That means taunts and other live saviours are important. And this can be situationally devastating, although you'll have to try your best this to come with fate, otherwise is just an expensive Fen Creeper.
Psychic bonds are forged since elementary school. Usually you start giving some presents, predicting your friend's jokes and warning about future exams.
Actually he does'nt fly, but boy, oh boy, he stings!
Psychic Bond: This for a nice spell burst or a devastating AoE. It's not that likely that a "zoo farseer" could make it, but if so, this will also have something to do with it.
Striking Scorpion: Just a midgame help to keep you in the game. If you are able to manipulate the board in your advantage, can clear lots of minions in a single hit (allthough in other cases is just a yeti... or mess it up in case of patrons). Note: Against situations like attacking Imp Gang Boss, it goes like secrets or deathrattles: the one played before happens first.
You have been asking for five more minutes since half an hour, WAKE UP!
Come to our side, we have cookies.
Kael'Thas is trying by all means to get one of these. it's a good thing that the Eldar are adamantly refusing him.
Will of Asuryan: Power of the Wild, and also a little help to get all those fate effects to work.
Domination: The meaner cousin of Vaporize. Actually playable in constructed, and evil in all ways (allthough it does suck against token decks). Probably should nerf it making the minion deal the damage before being controlled?
Grav Cannon: Most of the times a bit subpar (despite it being balanced), but can help make advantageous trades or stalling the game.
That's why nobody bullied Wraithguard when it was a child.
It's not actually a prism, who names these things?
Wraithknight: Some more powerhouses to hold on. Some would argue that it's bad to make a card that punishes clearing board, but it's not that big a fault,,, in fact, I might have made it too bad. Suggestions? Note: It's more expensive when friendly minions near because he is responsible of collecting the eldar soulgems.
Fire Prism: Priest should not be the only one to have high cost mech synergy, should he? Did'nt make the concentrated beam because that'd be a bit heavy.
"FIRE! I BRING YOU TO BURN! FIRE! I BRING YOU TO BURN! I SEE YOU BURN!"
Fuegan: Specialist in monster and tank destruction, there's nothing much complex in it (except of the Fate thing), it's just a powerhouse. I'm open for suggestions of possible changes.
Because after living 5000 yerars, normal attacks turn boring.
Some day he'll accomplish his dreams and become a real dragon. Some day.
Surprise!: Farseer need more early removal. Just... don't do this when opponent plays Nerubian Egg!
Fire Dragon: Theoretically no w40k has dragons, but come on, why not give eldar a bit of dragon synergy?!
Honor mention: Emperor Thaurissan is just insane in this class, he makes all that fate effects automatically much easier to get!
Stand by if you want to see TGT and LoE. They're coming soon (either today or soe days later, fate is hard to predict).
As this classes have'nt been popular or anything, I never had the problems posting on comments should bring (now I think of it). In fact, sometimes wrote the comments to try and "sell image" ;)
EDIT: I have put sets into spoilers. Did'nt deleted previous posts, but for next class I'll take note and only write to tell about having created more card sets.
Basic Set: Your approach to the concept is really good but I have some doubts for some cards in this set. When you include cards in it, you must remember to make them simple for new players. Hence, I recommend rotating Psychic Storm from the basic set with another card from the vanilla set (perhaps Dire Avenger or Eldar Banshee). Also, consider making Psychic Storm rare or epic since it has such a good synergy with the class cards and gains so much from spell damage (like Arcane Blast). Furthermore, in Cover you should remove the "enemies" word as the mechanic cannot work only for opponent spells but for yours as well. Finally, Blur is a bit unclear with the turns. Did you meant to make it also for the opponent's turn? Because the spell will fade out as soon as I end my turn and I dont see any weapons to make it work on my turn. I like all the rest of the basic cards.
Vanilla Set: I like most of the cards but the secrets seem a bit too powerful even for 4-mana. Consider decreasing their powerlevel a bit (dont forget that there are no mechanisms to counter secrets effectively + they interact with opponent's turn). Embolden is quite punishing and gives quite a high advantage to the friendly board. Maybe making the effect +1/+1 or even better decrease the stats of the enemy minion by -2/-2. Invisibility I feel that it should give stealth only to the attacked minion. Drain is good but maybe dealing 4 damage and gaining 4 life be more balanced (e.g. you remove a threat and gain some life back). Jinx and Webway Gate are great. Guide seems a tad too strong as well so maybe decrease it's power level and change it's rarity with Psychic Storm?
Naxx, GvG and BRM: I like almost everything from this set. I'm not so sure however about Domination and Wraithknight. Domination seems simple to play around but Wraithknight is too strong on turn 6, especially since you have a chance to decrease his mana cost with certain vanilla cards/hero power. Finally, is Fire Dragon supposed to be a dragon? Because it's missing the dragon tag.
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'There is nothing more deceptive than an obvious fact'
The most simple one first: Fire Dragon is not a dragon. That's the reason the flavor text. It's just an eldar with a big fire gun, that is called "Fire Dragon".
Wraithknight was a bit problematic for design, but keep in mind (on an empty board, of course), that is just 1 mana cheaper than it's suppoused cost. (although I could make it 7 cost with all the "ramp" in mind, if I hear something else from it). Domination is just fine, in y opinion.
Blur might be renamed as "until your next turn". I wanted Cover to have the unique effect of you being able to affect your minions (farseer is the one covering them, it was pretty logic for me that he could see them).
Embolden it's a tricky, requires a big board to be efficient. With 1 minion is garbage, 2 simply uneffective, and if opponent has minions, can trade with yours to minimize embolden impact. Also, many control decks can simply wait and remove with AoE and single target until the board is weak enough to play minions without hurting yourself. Making it +1/+1 would be awful, because Power of the Wild costs less and can play it whenever I want instead of having the possibility of weing it wasted on a single one (does not affect to the ones in your hand, of course).
Invisibility is a bit the same (allthough giving stealth to malygos would be gamebreaking). But it's much like Conceal (only that you can hold stealth for longer, wich in many situations you won't), while Drain is much like Snipe (and well, Snipe is often considered a bad card), only deals 1 more damage, and at least get a Flash Heal too, so you have at least that for you if you hit something crappy.
Guide could be reworked, but it's 2 mana Blessing of Might if it does'nt ignore taunts, reducing it to +2 attack might be too bad. But definitively can make it common to swap it with Psychic Storm (does not seem that complicated to me, but can be perfectly done).
I get the point of Psychic Storm, I should make basic Dire Avenger, as Banshee has Fate.
Thanks for answering, and I hope you (and all) like the TGT and LoE set (dunno if I'm going too far or not when I made these cards, some are experimental).
Frozen Throne set revealed. Now I have almost finished my deadlines will have more time to work on this, and hopefully get on date with the rest of the classes and Kobolds and Catacombs.
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Hello and welcome to this class concept!
Now it's time for the mysterious eldar farseer:
"There is only one outcome of this". Start match quote.
"Eldrad Ulthran has already seen the result of his last 1000 matches, and the ones of his opponents. No, he is not telling, that would be spoiling the fun".
Any decent farseer can see the future. And his hero power clearly fits:
The card is neither revealed, nor drawn. Probably underpowered, although some farseer cards count with a card text called Fate, wich means the card does an additional effect if its cost is altered (suppoused to work both for lower and higher cost). I'll want to hear something about it before doing changes.
And now, the upgraded hero power:
And now, here is the basic set:
Studying the future is exactly like studying anything else: It's a lot easier with the correct lighting.
Eldar predictions are not like Doomsayer's. These ones are true most of the times, much for the listener's disgrace.
"There's nothing to see here. Please, no photos, move out!"
Afterlight: Farseers will use several damaging spells to overcome their foes. Afterlight can then be used to help these spells to be more useful, and in some combo decks as a source of lethal.
Dire Fate: At first sight is a Hunter's Mark, but this one can't be avoided via buffs. Also, does'nt work on your minions, because eldar are people more obsessed with the preservation of their kind, you know.
Cover: Protects your board from non-board clear or random target spells. Maybe subpar most of the times. but eventually can protect your minions from classes like rogue or warrior. Also, does not prevent you to use your own spells and hero powers on your minions.
Add this little trick to your repertory, and forget about those endless queues in the supermarket forever!
They spend hours trying unsuccessfully to convince people they are something more than"better guardians".
What? They're shy, that's why most of them cover their faces with a helmet.
Telekinesis: One of the so needed damaging spells for a Farseer. It's plain and effective, a Darkbomb's bigger brother.
Dire Avenger: Decent body, and nice anti-aggro tool. Clears tokens with ease, as they are experts in quick salvos of light fire.
Blur: You'll really need a defensive tool for your face not to be so easily hunted. Being a class often control and combo oriented, a damage mitigation is a "new" effect that helps to develop unique stalling strategies.
The Eldar who invented the shuriken ammo must've had a serious osbession with ninjas.
He was'nt amused at all when he heard about Gul'dan.
"Never ask an Elldar something, he'll give you three answers, wich will all be true, and each one of them of terrible consequences."
"YOU ARE THE TRAITOOOOOOOOOR!"
Eldar Guardian: Eldar needs some early game too. This guy can be 2x1 against aggro decks, take down divine shields or even push a bit more damage for lethal or an advantageous trade.
Ulthwé Warlock: Your pocket Azure Drake. Might be neeeded for big bursts of damage or AoE. Also cycles itself, making the improved Gnomish Inventor.
Soothsaying: Another way to trigger those Fates. Also works as card draw and eventual ramping ability.
Hallucination: Eldars like mind tricks, and no one likes them better than farseers. So here you are, a mind trick card wich many people would have hated because of the inmediate Sylvanas stealing,or its crazy synergy with Recombobulator, but (in my opinion) is in fact pretty much balanced.
Vanilla set:
You think you already see well, but for a farseer you are absolutely blind.
Eldar Banshees use to go friday nights to karaokes. They sing awful.
Now you see me...
You thought they made Eldar so brave just through brilliant oratory? No, they have magic tricks for that too.
"Psst, hey kids, you wanna some secrets?"
Because you don't want that insolent bodyguard to ruin a perfect shot.
Guide: Some cheap buff that can make an aggro or combo deck work. Combines the Blessing of Might with a "localised board silence" to take big chunks of health... should I actually leave it like that or change the effect?
Eldar Banshee: First example of the keyword Fate. If this minion does not cost 4, has charge. Can help in a lot of decks, aggro, control (as removal and pusher) and combo.
Invisibility: Let's face it, would be stupid that an eldar farseer did'nt had any secrets. Not sure about this one, but I think it worths the cost, as can hide spell damage minions, preparing yourself for some wombo combo... or boost an aggro strategy preventing some disadvantageous trade to happen.
Embolden: Mostly arena card, when it can get crazy value. Also might help some midrange/aggro farseer to get further in the game. Note. Consider it a bit like Avenge, wich means, for example: If Deathwing wipes my board, I trigger no Embolden.
Eldar Outcast: It's your Kirin Tor Mage, but you don't cast the spell, pay 1 more mana and it has stealth. When you think eldar secrets cost 4 mana, it's logical to have at least some way to get them fast. And better if it's vanilla, because that will always be in standard.
Executioner: Hard removal and also can help to push face damage. 1 damage less than Flame Lance but no damage wasted.
All of your cards are belong to me now.
This is way too simple to start a flavor text, is'nt it?
It's just a spell that makes you feel like in a monday morning.
First we tried forcing random effects to happen in a certain way, but RNG was just too strong for a mere card to control it.
It's a warlock, not a necromancer! Stop asking him to bring Jackson back to life!
Eye of the Beholder: More mind tricks, like Hallucination. Who said priests and rogues were the only ones who could have fun with other people's cards?
Destructor: Overcosted Darkbomb or undercosted Fireball, depending on you managing to trigger Fate or not. Definitively something you want to have.
Drain: Control secret. Like Snipe, but a bit stronger... and healing your face too. Can counter most of the tempo plays.
Jinx: Another secret mostly for control plays. This one can result in massive damage (including face damage), but can be manipulated in opponent's favor to make it far less dangerous (Northshire Cleric, Searing Totem, Shapeshift and Wicked Knife for example).
Guardian of Souls: Can be very important for a combo deck or even control. Eldar loves that spell damage, and the body is quite decent for trading.
Don't be confused by its name, it does not make rain psykers.
Rules are rules. You are not allowed to use the portal to get additional cards in your deck.
Khaine is actually a very loving god. He gives very warm welcomes. and his hugs make you melt inside.
Psychic Storm: One of the reasons you might want to run spell damage cards. This AoE is bad without it, but when one single buff it turns out to be 3 AoE damage.
Webway Gate: Awesome for a combo or control deck, but can be prevented... in fact, this being stolen by Kezan, destroyed by Flare or something is a real tragedy.
Avatar of Khaine: Is big, is bad, makes your minions to enter a battle madness. Works as combo and control finisher/big drop.
Real heroes never die. That's why so many people has inherited this armor.
Asurmen is a beast. Absurdly expensive Maexxna (his sword is well known as a weapon capable of destroying even inmmortal beings), but can perform a living wall while inspiring your fellow minions, as he is the first and greatest of the Phoenix Lords. Definitively something you might want in your control deck.
Naxx, GvG and TGT cards:
The soul of an eldar, now inside a huge wraithbone killing machine. Also makes an awesome buttler.
Wraithguard: Farseer, unlike many other classes, hasa lot of late game cardsand relatively few early game, specially when we are talking about minions. That means taunts and other live saviours are important. And this can be situationally devastating, although you'll have to try your best this to come with fate, otherwise is just an expensive Fen Creeper.
Psychic bonds are forged since elementary school. Usually you start giving some presents, predicting your friend's jokes and warning about future exams.
Actually he does'nt fly, but boy, oh boy, he stings!
Psychic Bond: This for a nice spell burst or a devastating AoE. It's not that likely that a "zoo farseer" could make it, but if so, this will also have something to do with it.
Striking Scorpion: Just a midgame help to keep you in the game. If you are able to manipulate the board in your advantage, can clear lots of minions in a single hit (allthough in other cases is just a yeti... or mess it up in case of patrons). Note: Against situations like attacking Imp Gang Boss, it goes like secrets or deathrattles: the one played before happens first.
You have been asking for five more minutes since half an hour, WAKE UP!
Come to our side, we have cookies.
Kael'Thas is trying by all means to get one of these. it's a good thing that the Eldar are adamantly refusing him.
Will of Asuryan: Power of the Wild, and also a little help to get all those fate effects to work.
Domination: The meaner cousin of Vaporize. Actually playable in constructed, and evil in all ways (allthough it does suck against token decks). Probably should nerf it making the minion deal the damage before being controlled?
Grav Cannon: Most of the times a bit subpar (despite it being balanced), but can help make advantageous trades or stalling the game.
That's why nobody bullied Wraithguard when it was a child.
It's not actually a prism, who names these things?
Wraithknight: Some more powerhouses to hold on. Some would argue that it's bad to make a card that punishes clearing board, but it's not that big a fault,,, in fact, I might have made it too bad. Suggestions? Note: It's more expensive when friendly minions near because he is responsible of collecting the eldar soulgems.
Fire Prism: Priest should not be the only one to have high cost mech synergy, should he? Did'nt make the concentrated beam because that'd be a bit heavy.
"FIRE! I BRING YOU TO BURN! FIRE! I BRING YOU TO BURN! I SEE YOU BURN!"
Fuegan: Specialist in monster and tank destruction, there's nothing much complex in it (except of the Fate thing), it's just a powerhouse. I'm open for suggestions of possible changes.
Because after living 5000 yerars, normal attacks turn boring.
Some day he'll accomplish his dreams and become a real dragon. Some day.
Surprise!: Farseer need more early removal. Just... don't do this when opponent plays Nerubian Egg!
Fire Dragon: Theoretically no w40k has dragons, but come on, why not give eldar a bit of dragon synergy?!
Honor mention: Emperor Thaurissan is just insane in this class, he makes all that fate effects automatically much easier to get!
TGT and LoE cards:
-"Strange, no sign of the Eldar and the path is clear to us." Famous last words of the Colonel Stoneson.
It's like usual jousting, but in the air, and shooting shurikens.
Respect this storm, is older than the human kind!
Blades Ambush: More early removal and card draw. Combines the beauty of a Backstab and the one of Shiv.
Shining Spear: Mid game big Jouster. I think it can be balanced,in the same level of Tuskarr Jouster, but maybe I could make 3/4 instead of 4/4 if it turns out to be too good. Note: If there is no minion right in front of him, the damage goes to the enemy hero.
Eldritch Storm: Strong Fate card and AoE.
I guess this time he'll really be mind blown.
I'm about to tell your story, and I'm afraid, it does not end well.
In his free time, he has mastered death metal. He hopes to make an epic tour with ETC sooner or later.
Mind War: Can be an OP Assassinate... or an extra-expensive Silence. Also, first jousting mechanic that involves spells. Just for the originality.
Shadowseer: "Can't be targeted by spells or hero powers" is a mechanic that I thought should come in larger quantities for the farseer. And until now, I just was'nt using it. Also, it's nice minion for mid game, protecting your guys... or disrupting your opponent's strategy.
Dark Reaper: Inspire, Fate and decent mid game play. Can destroy lots of minions or deal big ammounts of damage while bringing decent 4-drop stats.
Allthough they usually represent The Fall of the Eldar, they have adapted wonderfully to human theatre, and now they love to include Shakespeare's or Moliere's pieces in their performances.
This spider will need more than a newspaper to leave you alone.
Harlequin: Finally! A strong early drop! At first can look OP (and probably I should make it 2/1), but random effects, tokens, weapons and AoE can make quick work of this guy. However, still can give you some big tempo, something this class tends to lack.
Warp Spider: I was simply experimenting, this guy is annoying as hell, but it's much likely that the opponent starts ignoring him, and dispatch it just when they can. But can also be awesome value.
What?! Of course he's no friend of a space fox! What are you talking about?!
Baharroth: OK, now we are on the real experiment! Don't know at all if the cost and stats are adequate or not. The idea is, Baharroth enters the battlefield irradiating a surge of light that blinds any enemies close enough.
And now, LoE:
They used soulstones before, but they were so ugly, they just had to make a refined version.
Being a god of war and murder, it's surprising you have to play a spell to make him angry.
Seeing dead people is not that strange in a craftworld, eldars use to give the title to those who see them doing really weird things like hulla-hopping or rewriting their curriculum vitae.
Soul Gem: Revive, but without RNG and putting in the hand instead of the battlefield. Maybe it's a bit boring, do you think I should change it?
Khaine's Wrath: 2 mana Multishot, but has the drawback of increasing dramatically the next card you play's cost. You can still take advantage of that for triggering a card's Fate, though.
Spiritseer: Discover is fun, everybody loves discover. Why not give discover to eldar? And of course, as discovering spells is already taken by mage, why not better make them discover cards with Fate?
WotOG set:
So, when you people talk about having a sharp mind, did you mean this?
He avoids talking about his brother, Swooping Dove, he's a very special boy.
Attacking with real warriors would be more effective, probably.
Psyhic Spear: Cheap big removal with big drawback, can trigger fate and can be a pretty nice turn 2 Totem Golem counter if you have a 1-drop to carry on.
Swooping Hawk: If even priest has face tools, why must farseer be any different? It's like pre-nerf Arcane Golem, but can be played perfectly on turn 3, and needs to be played again if it survives the opponent's turn.
Illusory Warriors: 2 1/1s for 4? This is garbage, is'nt it? Well, not in an N'Zoth deck, imagine spawning double Sylvanas or double Twilight Summoner or double Cairne with this. Can also work with other certain drops like Ragnaros.
He'll see you if you get in the Forbidden Section, even with invisibility.
His jokes are so good they'll kil you. Literally.
"Those who see their doom can avoid it. Those who see someone else's doom can cause it."
Dark Guardian: I know, why make a C'Thun synergy card for a w40k class? Well, I'm just making w40k classes that could be played, however, into a regular hearthstone game (now think of how crazy would be to see a Sen'jin Shieldmasta and a Kobold Geomancer together with Asurmen, for example). This means C'Thun must appear in a nice ammount of classes. On balance terms, this can be a beast (much like the other "C'Thun needs 10 attack drops"), although you'd need some spells to make this bad boy work.
Death's Jester: Really good for arena, can trade and deal spare damage to face, resulting in a pretty eficient tempo play. Maybe even in constructed.
Challenging Fate: Big board buff, and adds a Thaurissan tick. On an empty board it is bad, but you can get awesome value from it in certain decks, specially if you manage to get 3 minions at a time. Will helps you trigger Fate after the next year takes Thaurissan out of standard.
Not even the Eldars like spoilers.
It's hard to be friend of a horned dude who gave his soul to the arch-nemesis of the Eldar just to play a role in a theater.
Some people are goths. Then there kings of goths. And then there is Maugan Ra.
Forbidden Prophecy: On odd numbers, is the perfect card draw... except you just keep drawing instead of being able to sue some of the cards drawn. On even numbers, is a bit meh. But can really help a lot certain eldar decks (like combo).
Solitaire: This 7-drop hits like a truck and is very hard to kill directly, but is really weak if silenced, and certain cards like Arcane Missiles can really ruin your life, as well as poisons.
Maugan Ra: Like some Stormwind Champion, but giving "Dark Reaper" deathrattles instead of normal buffs. Can devastate a line or deal a lot of face damage with your other minions, but alone sucks and you'll still need some minions to take the max benefit from it. "Lore wise: This deathrattle represent the sinister dudes from his craftworld, who are experts in the Dark Reaper's fighting style.
Karazhan set:
The Webway is a wonderful place to see, but the traffic is terrible.
Please ask him to sing you a prophetic cumbia. It's his speciality.
The Eldar will always be the kings of the dance floor.
Webway Portal: Helps a bit with triggering Fate effects, and leave a nice 3-Drop for 3 mana. Specially good in arena, where you often find yourself with much less options than in constructed.
Fate Singer: Mad Scientist's big brother, comes later, and with the Fate effect works a bit like a Mysterious Challenger (4 mana value of the secrets played in one single turn). Only thing is you have to be careful with what you play, as some secrets like Illusory Warriors don't work too well with this.
Acrobatics: When you play this, you can swap the positions just by clicking on a minion and dragging it until it reaches the place you want. Helps a lot against position strikes such as Betrayal, and also help the minions to survive damage (Flamewaker can't touch this).
Mean Streets of Gadgetzan: Voidsword Conclave and class cards
He's right behind you. Grab your weapon slowly, and for your own good, do not turn around yet!
He found his Greater Good when he joined a bunch of Eldar pirates and thieves and helped them to plunder world after world.
Are you spending thar Mana? Fine...More info about the Voidsword Conclave here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/180061-w40k-mean-streets-of-gadgetzan-meet-the-gangs
Voidwsowrd Stalker: As it is the tri-class minion, gets affected by both enemy and friendly spare Mana. Works kind of like Shade of Naxxramas (remember the three classes have quite some combo potential, right?), but more expensive, does not get Health boosted, but also is harder to kill at first.
Voidsword Scout: okay, so everything from 2 to 5 Mana discovers are covered? (check out my Doombringers for more info) Then just make another version of one of those (because at 6 mana and such will just be too expensive a card for being a simple discover). Easy to kill, but can deliver some punch otherwise.
Dalieth Duskstar: Best way to troll some greedy deck? This can achieve you hiarious plays and combos (well, hilarious for you, not that much your opponent). Also, while Archon find it (surprisingly) slightly less useful because they prey on enemy leftover Mana, both Farseer and Ethereal can use this guy to take advantage of enemy spare Mana. Note: You always spend the opponent's leftover Mana first. Stupidly effective in mirror matches.
Farseer cards:
Warning: Phantom Strikes may cause Phantom Pain.
We warned the Bothans, the Bothans did not listen. You lnow the rest of the story.
Of course Eldar are rich. They have spent millenia doing safe bets everywhere.
Phantom Strike: Eldar take benefit on not investing Mana one turn, then save it for later. But not 1 Mana, always more Mana. In this case, more often than not you'll find yourself with a poor spell, unless they can feed it to make it the broken version of Fireball.
It's a Trap!: Almost each expansion needs a secret, and this would'nt be an exception for the Eldar. The AoE is strong, but opponent can either prevent it from happenening by not playing minions or take advantage of it by playing something like Neruabian Egg. Also, requires you to be behind on board to work.
Voidsword Scryer: Voidsword needs more troops, and Farseer needs more spell damage. This one provides a great punch if you saved some Mana and can exploit the spell damage.
Mana for today, hunger for tomorrow.
Eldar, the race that suffers from dejá vu for all the eternity.
Better don't ask what Path did he choose before joining the Voidsword Conclave.
Overdrive: Sounds almost like Innervate, but presents some disadvantages (being harder to combo with other cards) and advantages (Fate cards can trigger their effect with this). Also, a nice way to feed Voidsword cards.
Future Foreseen: Draw cards, and get a potentially devastating turn (remember Naga Sea Witch? Maybe better luck this time). Remember this works with Fate too.
Voidsword Exarch: One of those discounted cards, but only considers your spare Mana from the previous turn, wich means is ideal for long term battles or times where you actually don't want to play more stuff to avoid being screwed in case of AoE. More often than not arena stuff, but also a double low mana 7/6 can be scary.
While we were beta-testing this card it could target the enemy hero, but we got tired of hearing sax music whenever someone played this card.
Some people train to gain muscle. Some people train to kick ass. Wraithblades train to wreck trains.
He's a poor lonesome wanderer...
Wait for It: Ideal for setting up a huge AoE or removing a huge threat. If you meet enough "random target" spells, can also be used to boost them.
Wraithblade: Bigger and meaner brother of the Wraithguard. Weird combination of Fate and Voidsword effect, wich makes this card difficult to play, but you can get a cheap 7/7 taunt if you can set it up right.
Thaenayr the Wanderer: Maybe the biggest discover engine of the whole game. Just make sure you feed him right, and for the rest of the game you'll have a tactical advantage (except you draw cards in the opponent's turn). Might nerf it to only the first card? What do you think?
Un'Goro set:
Beware the rune that represents a happy squirrel. It's a bad omen.
He always cheated on card tricks.
Watching the runes before battle is a good idea. Watching them during battle is not that great an idea.
Runes of Fate: Might have a good use for combos, specially if you don't require minions for them or only cheap ones. Can be played in previous turn, but does not stack.
Exodite Wanderer: Intelligence card, provides information about your future draws, later on you'll be able to sue that information wisely if you want to. Also, decent stats for the cost.
Runes of Battle: It's a pretty good AoE card, and the drawback, while important, might not be that big, given fate can be triggered by increased cost cards.
Did you see what I did? Exactly.
Vocacional Guidance Counselor was too long and did'nt sound that great.
Many Eldar say Exodites are a bunch of savages that rejected civilization. But damn how they envy their dinosaur mounts.
Illusory Strike: This is a concept I had in my head for long. Paying 1 mana for nothing? Well, except many farseer cards include spell damage, wich makes this card a very useful spell that greatly rewards being able to toy with spell damage.
Path Teller: Since I saw Curious Glimmerroot I knew I had to make some other cards with guess effect. And of course, Eldar are the best for that. This is a fair example of one of those, kind of similar to King's Elekk.
Exodite Megasaur: Exodite Eldars are people that retired to worlds they brought life to, in order to run away from the oppressive Eldar society. They are nowadays allies of the Eldar Craftworlds, but still live in close contact with nature. In terms of gameplay, this is a pretty strong defensive tool to follow up an early game. You can't expect to play on a normal curve with things like this one, but its downside is not as relevant as in other similar cards.
Do not mistake for certain group of hunters from Azeroth.
It is a lot better to focus after seeing a Coin or a Banana than after a Pyroblast.
He does'nt understand why are you playing more expensive cards on purpouse, but that does'nt prevent him from helping.
If you have to know something of the Exodites it's that they don't like to be spied. Not even by a night elf and a bunch of kids.
Unseen Path: Another guess card. Cheaper than an Arcane Intellect, but mght ileave you with nothing, or even in case you guess the right card, the other two might be terrible.
Battle Focus: This secret opens an interesting range of plays and counterplays. Do I use this to get an extra-cheap spell? Or as a way to complete my quest (see below)? Do I trigger it with my most expensive spell, or with a cheaper one? Probably not really worth taking unless you find also very expensive spells to play, but still a crative shot I wnted to take to designing cards.
Illic Nightspear: While in theory Illic Nightspear belongs to the cathegory of "w40k assassins", I made so many of those I wanted to give him a different approach. In this case you get a really competent 3-drop, with the additional advantage of you being able to hold it as long as you want to play those discounted cards.
Secrets of th Exodites: I relly wanted to encourage farseers to play aincreased cost cards in Un'Goro, as I felt most of the spells that made things more expensive were'nt attractive at all. Idea after completing the quest is to ease beating the hero through burst damage and empowered AoE, of course.
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. This case in particular might be specially tragic, given how important has Eldrad Ulthran turned out to be for the rest of his kind. He has become:
MESSENGER OF DOOM ELDRAD
Eldrad Ulthran gave himself no time for rest in centuries in order to save his kind from ruin. The growing tempest the Dark Gods were about to unleash on the galaxy had already striken the Eldar, each and every single one of them in peril. His efforts to create a cosmic being mighty enough to defy the Chaos God Slaanesh, and thus free from its curse forever, were advancing at a desperatingly slow pace. Eldrad Ulthran asked the runes which could they do to stop what seemed to be their inevitable fate. The answer left him dazzled, but no matter how many times did he ask the runes again, where, and how thoroughly did he checked in order to find some possible Chaos corruption in his Craftworld, the answer was still the same. So he took his choice. His people would never understand, and the dark powers he would embrace to make sure the Yncarne had the strength it needed would likely doom his own soul, but doubt was a luxury he could not afford.
Eldar set:
The Light Fateseeker only wears white clothes.
It's always the oone you expect the least.
Sylvanas Windrunner herself declared this the Most Horrible Scream in Existence.
Dark Fateseeker: Cheap card draw and strong body, at the cost of that card to be harder to play. Gets fate synergy, increased cost synergy, and also can be the reduced back to normal cost with other cards from the class.
Seal Fate: Not astounding card, but can allow some tricks to happen, and also trigger fate easily.
Banshee Cry: Freezing Trap crazy cousin. This one is a sort of Recycle whose target your opponent can somewhat choose, but is playable anyways.
Quite predictable for being a twist of fate.
He knows everything about propane and propane accessories.
As assassin he is great, but his capability of coming with impressing and original names is just terrible.
Twist of Fate: Unorthodox way to synergize with secrets. Has the obvious downside of having to spend a lot more mana on the same secrets, but also can be used in combination of secrets cheaters, and might help to reduce the pressure an unfortunate Eater of Secrets may apply.
Infernal Dragon: Versatile card focused on board control. Can be played in tempo without risk, or try it to cost more to incorporate strong clears.
Eldar Renegade: Slow, yet very annoying card. Crazy synergy with cards like Illusory Warriors.
Will often be mixed with a bit of breakdance to offer a bigger show.
There was a time the gods fought among mortals. Thanks to this spell, you can replicate those battles once more.
The Eldar have taken the phrase "playing to be God" to a whole new level.
Phantom Dance: A good way to get the most value of a strong spell. Remember you will target the same thing with the 3 damage effect and whatever other spell you casted.
Titanomachia: Just wanted to print a crazy card. Don't know yet if this is too underpowered or not.
Yncarne: A sort of C'Thun that grows smaller but has a stronger inmediate effect when played. Decks that want this willl have to play strong on minions, and probably even include swarm-like ones like Saronite Chain Gang.
And finally:
There is only one aspect of Fate that can never be changed, nor avoided, something everything has to meet no matter what efforts are made against it. There is a time, everything has to die.
Messenger of Doom Eldrad: What forces has the former Farseer of Ulthwe embraced is a mistery, but what is sure is, he really messes around with opponents. Not only does he easily lies waste to a board, but also has a constant stream of unpredictable plays the opponent will have to constantly try to play around (or not, in case the opponent is ready to meet the consequences.
This is all for now, let the stars guide you!
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As a Eldar fan i think is a interesting and acurate card creation
Here it is, now the vanilla set:
They spend hours trying unsuccessfully to convince people they are something more than"better guardians".
Eldar Banshees use to go friday nights to karaokes. They sing awful.
Now you see me...
You thought they made Eldar so brave just through brilliant oratory? No, they have magic tricks for that too.
"Psst, hey kids, you wanna some secrets?"
Because you don't want that insolent bodyguard to ruin a perfect shot.
Dire Avenger: Decent body, and nice anti-aggro tool. Clears tokens with ease, as they are experts in quick salvos of light fire.
Eldar Banshee: First example of the keyword Fate. If this minion does not cost 4, has charge. Can help in a lot of decks, aggro, control (as removal and pusher) and combo.
Invisibility: Let's face it, would be stupid that an eldar farseer did'nt had any secrets. Not sure about this one, but I think it worths the cost, as can hide spell damage minions, preparing yourself for some wombo combo... or boost an aggro strategy preventing some disadvantageous trade to happen.
Embolden: Mostly arena card, when it can get crazy value. Also might help some midrange/aggro farseer to get further in the game. Note. Consider it a bit like Avenge, wich means, for example: If Deathwing wipes my board, I trigger no Embolden.
Eldar Outcast: It's your Kirin Tor Mage, but you don't cast the spell, pay 1 more mana and it has stealth. When you think eldar secrets cost 4 mana, it's logical to have at least some way to get them fast. And better if it's vanilla, because that will always be in standard.
Executioner: Hard removal and also can help to push face damage. 1 damage less than Flame Lance but no damage wasted.
All of your cards are belong to me now.
This is way too simple to start a flavor text, is'nt it?
It's just a spell that makes you feel like in a monday morning.
First we tried forcing random effects to happen in a certain way, but RNG was just too strong for a mere card to control it.
It's a warlock, not a necromancer! Stop asking him to bring Jackson back to life!
Eye of the Beholder: More mind tricks, like Hallucination. Who said priests and rogues were the only ones who could have fun with other people's cards?
Destructor: Overcosted Darkbomb or undercosted Fireball, depending on you managing to trigger Fate or not. Definitively something you want to have.
Drain: Control secret. Like Snipe, but a bit stronger... and healing your face too. Can counter most of the tempo plays.
Jinx: Another secret mostly for control plays. This one can result in massive damage (including face damage), but can be manipulated in opponent's favor to make it far less dangerous (Northshire Cleric, Searing Totem, Shapeshift and Wicked Knife for example).
Guardian of Souls: Can be very important for a combo deck or even control. Eldar loves that spell damage, and the body is quite decent for trading.
You think you already see well, but for a farseer you are absolutely blind.
Rules are rules. You are not allowed to use the portal to get additional cards in your deck.
Khaine is actually a very loving god. He gives very warm welcomes. and his hugs make you melt inside.
Guide: Some cheap buff that can make an aggro or combo deck work. Combines the Blessing of Might with a "localised board silence" to take big chunks of health... should I actually leave it like that or change the effect?
Webway Gate: Awesome for a combo or control deck, but can be prevented... in fact, this being stolen by Kezan, destroyed by Flare or something is a real tragedy.
Avatar of Khaine: Is big, is bad, makes your minions to enter a battle madness. Works as combo and control finisher/big drop.
Real heroes never die. That's why so many people has inherited this armor.
Asurmen is a beast. Absurdly expensive Maexxna (his sword is well known as a weapon capable of destroying even inmmortal beings), but can perform a living wall while inspiring your fellow minions, as he is the first and greatest of the Phoenix Lords. Definitively something you might want in your control deck.
And that's all for now, later I'll bring Naxx, GvG... and probably TGT.
See you in the future!
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Now I'm bringing Naxx, GvG and BRM set here. Hope you enjoy it.
The soul of an eldar, now inside a huge wraithbone killing machine. Also makes an awesome buttler.
Wraithguard: Farseer, unlike many other classes, hasa lot of late game cardsand relatively few early game, specially when we are talking about minions. That means taunts and other live saviours are important. And this can be situationally devastating, although you'll have to try your best this to come with fate, otherwise is just an expensive Fen Creeper.
Psychic bonds are forged since elementary school. Usually you start giving some presents, predicting your friend's jokes and warning about future exams.
Actually he does'nt fly, but boy, oh boy, he stings!
Psychic Bond: This for a nice spell burst or a devastating AoE. It's not that likely that a "zoo farseer" could make it, but if so, this will also have something to do with it.
Striking Scorpion: Just a midgame help to keep you in the game. If you are able to manipulate the board in your advantage, can clear lots of minions in a single hit (allthough in other cases is just a yeti... or mess it up in case of patrons). Note: Against situations like attacking Imp Gang Boss, it goes like secrets or deathrattles: the one played before happens first.
You have been asking for five more minutes since half an hour, WAKE UP!
Come to our side, we have cookies.
Kael'Thas is trying by all means to get one of these. it's a good thing that the Eldar are adamantly refusing him.
Will of Asuryan: Power of the Wild, and also a little help to get all those fate effects to work.
Domination: The meaner cousin of Vaporize. Actually playable in constructed, and evil in all ways (allthough it does suck against token decks). Probably should nerf it making the minion deal the damage before being controlled?
Grav Cannon: Most of the times a bit subpar (despite it being balanced), but can help make advantageous trades or stalling the game.
That's why nobody bullied Wraithguard when it was a child.
It's not actually a prism, who names these things?
Wraithknight: Some more powerhouses to hold on. Some would argue that it's bad to make a card that punishes clearing board, but it's not that big a fault,,, in fact, I might have made it too bad. Suggestions? Note: It's more expensive when friendly minions near because he is responsible of collecting the eldar soulgems.
Fire Prism: Priest should not be the only one to have high cost mech synergy, should he? Did'nt make the concentrated beam because that'd be a bit heavy.
"FIRE! I BRING YOU TO BURN! FIRE! I BRING YOU TO BURN! I SEE YOU BURN!"
Fuegan: Specialist in monster and tank destruction, there's nothing much complex in it (except of the Fate thing), it's just a powerhouse. I'm open for suggestions of possible changes.
Because after living 5000 yerars, normal attacks turn boring.
Some day he'll accomplish his dreams and become a real dragon. Some day.
Surprise!: Farseer need more early removal. Just... don't do this when opponent plays Nerubian Egg!
Fire Dragon: Theoretically no w40k has dragons, but come on, why not give eldar a bit of dragon synergy?!
Honor mention: Emperor Thaurissan is just insane in this class, he makes all that fate effects automatically much easier to get!
Stand by if you want to see TGT and LoE. They're coming soon (either today or soe days later, fate is hard to predict).
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Why are you putting them in comments and not editing your initial post and use the "Spoiler" button to separate them?
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Did'nt think about that... maybe I should.
As this classes have'nt been popular or anything, I never had the problems posting on comments should bring (now I think of it). In fact, sometimes wrote the comments to try and "sell image" ;)
EDIT: I have put sets into spoilers. Did'nt deleted previous posts, but for next class I'll take note and only write to tell about having created more card sets.
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'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Very nice work (y)
Just some thoughts for some cards of each set.
Basic Set: Your approach to the concept is really good but I have some doubts for some cards in this set. When you include cards in it, you must remember to make them simple for new players. Hence, I recommend rotating Psychic Storm from the basic set with another card from the vanilla set (perhaps Dire Avenger or Eldar Banshee). Also, consider making Psychic Storm rare or epic since it has such a good synergy with the class cards and gains so much from spell damage (like Arcane Blast). Furthermore, in Cover you should remove the "enemies" word as the mechanic cannot work only for opponent spells but for yours as well. Finally, Blur is a bit unclear with the turns. Did you meant to make it also for the opponent's turn? Because the spell will fade out as soon as I end my turn and I dont see any weapons to make it work on my turn. I like all the rest of the basic cards.
Vanilla Set: I like most of the cards but the secrets seem a bit too powerful even for 4-mana. Consider decreasing their powerlevel a bit (dont forget that there are no mechanisms to counter secrets effectively + they interact with opponent's turn). Embolden is quite punishing and gives quite a high advantage to the friendly board. Maybe making the effect +1/+1 or even better decrease the stats of the enemy minion by -2/-2. Invisibility I feel that it should give stealth only to the attacked minion. Drain is good but maybe dealing 4 damage and gaining 4 life be more balanced (e.g. you remove a threat and gain some life back). Jinx and Webway Gate are great. Guide seems a tad too strong as well so maybe decrease it's power level and change it's rarity with Psychic Storm?
Naxx, GvG and BRM: I like almost everything from this set. I'm not so sure however about Domination and Wraithknight. Domination seems simple to play around but Wraithknight is too strong on turn 6, especially since you have a chance to decrease his mana cost with certain vanilla cards/hero power. Finally, is Fire Dragon supposed to be a dragon? Because it's missing the dragon tag.
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Some answers:
The most simple one first: Fire Dragon is not a dragon. That's the reason the flavor text. It's just an eldar with a big fire gun, that is called "Fire Dragon".
Wraithknight was a bit problematic for design, but keep in mind (on an empty board, of course), that is just 1 mana cheaper than it's suppoused cost. (although I could make it 7 cost with all the "ramp" in mind, if I hear something else from it). Domination is just fine, in y opinion.
Blur might be renamed as "until your next turn". I wanted Cover to have the unique effect of you being able to affect your minions (farseer is the one covering them, it was pretty logic for me that he could see them).
Embolden it's a tricky, requires a big board to be efficient. With 1 minion is garbage, 2 simply uneffective, and if opponent has minions, can trade with yours to minimize embolden impact. Also, many control decks can simply wait and remove with AoE and single target until the board is weak enough to play minions without hurting yourself. Making it +1/+1 would be awful, because Power of the Wild costs less and can play it whenever I want instead of having the possibility of weing it wasted on a single one (does not affect to the ones in your hand, of course).
Invisibility is a bit the same (allthough giving stealth to malygos would be gamebreaking). But it's much like Conceal (only that you can hold stealth for longer, wich in many situations you won't), while Drain is much like Snipe (and well, Snipe is often considered a bad card), only deals 1 more damage, and at least get a Flash Heal too, so you have at least that for you if you hit something crappy.
Guide could be reworked, but it's 2 mana Blessing of Might if it does'nt ignore taunts, reducing it to +2 attack might be too bad. But definitively can make it common to swap it with Psychic Storm (does not seem that complicated to me, but can be perfectly done).
I get the point of Psychic Storm, I should make basic Dire Avenger, as Banshee has Fate.
Thanks for answering, and I hope you (and all) like the TGT and LoE set (dunno if I'm going too far or not when I made these cards, some are experimental).
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Class finished, TGT and LoEhave been made and published, go to the spoilers in the first comment to check out. And may the future be bright!
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baharoth effect should be on your opponnets turn as of now it does nothing
WotOG set released! Eldar are ready to fight for their own fate in this dark times.
Also fixed some wording mistakes like Baharroth and Harlqeuin (Arlehin before).
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Krazhan set has been revealed.
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Gadgetzan set revealed! Also with their gang, the Voidsword Conclave.
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A few complaints:
Commendments.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Un'goro set ready!
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Frozen Throne set revealed. Now I have almost finished my deadlines will have more time to work on this, and hopefully get on date with the rest of the classes and Kobolds and Catacombs.
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