I have been sended today to announce, the Inns of Azeroth will have a new visitor. He epects to bring all Hearthstone decks into the Greater Good through peace, but heavens forgive you if you pretend to stand against this new power. Of course, I'm speaking about:
"For the Greater Good!" - Aun'Va's starting quote.
Aun'Va always tries to convince the opponent to surrender and add his cards to the Tau before the match. He has been sugested to stop doing that because it could be considered as cheating, but he just does'nt care.
I prefered to stick to a simple hero power, with nice defensive utility:
Another thing I want to introduce is a brand new keyboard for Tau: Mark. I'll explain it further when commenting its cards, but the summary is, some of your cards only affect marked characters, have effects depending on them.
And without further ado, I'm going to introduce you to the Tau Empire's arsenal:
We are all Fire Cast Warriors now.
Gotta shoot fast! Gotta shoot faster!
The biggest embarrassment for a tracker is to get lost while trying to get back to the headquarters.
To play Fire Discipline into Fire Discipline makes it a superdisciplined fire?
Overwatch: Those who know w40k game, knows that Overwatch is an ability that allows units to shoot at enemies that are about to attack them. Tau are specially focused on ranged weaponry, so this card was almost mandatory. Very strong cost-effectiveness removal, only problem is, unlike Backstab, you can't exploit spell damage effects to make it stronger.
Rapid Fire: Think of this as an Elven Archer, but changing the 1/1 body for another ping. It might work worse sometimes, as the effect goes to 2 random opponents, although you get a secure 2x1 damage, instead of a 1 damage and a body tat can easily be pinged.
Reconnaissance: Unique card, as it brings an unique effect to the battlefield (spy the opponent's deck). You also draw a card, because no matter how much you like information, it does not matter at all if you find out the cards of your opponent if you don't play things on your own.
Fire Discipline: Another unique card. It replicates the last spell you used this turn, wich turns it into an amaing tool for pretty much any deck, as it gives you additional removal/AoE/face damager/buff/combo piece/whatever.
Come on, Wisp, I trust in you! Go for that Bboulderfist Ogre!
Never talk about this card in Auchindoun. Never.
The whole galaxy must learn of his peaceful ways by force!
Inspiration: Small buff, and card draw, all in one. Can be a nice drop to keep fueling your hand in a sort of aggro-control/tempo deck, as well as in arena.
At all Costs: Put strong resilient minions, take down opponent's minions, then play this and see how your minions are ready to push further. Might work wonders in an aggro-control/tempo deck, as well as a situationally great control and arena card.
Shas'la Warrior: Beefy minion, and scary in your turns. Also, it has the unique effect of having different stats in your turn and in the opponent's turn (silence will set him to 2 attack in all turns, anyway). Many times will be a must for Ethereals.
Good luck trying to get to close combat.
Taking the pulse has suddenly become a lot more violent.
How to explain the concept of a Greater Good to a human kind obsessed with the Lesser Evil?
Battle Line: Someone had to say how much does a +2/+2 board buff costs. Wisps of the Old Gods is overcosted (as a board buff), and most effects that reduce cost depending on minions start getting value after 2 cost (Sea Giant, Thing from Below, Volcanic Lumberer, Volcanic Drake, Knight of the Wild). However this buff might be too strong at 5 mana, so at the moment we set it up at 6 mana.
Pulse Barrage: Like Consecrate, but bigger. Clear option for arenas, control and combo decks, etc.
For the Greater Good: Massive spell for control decks, put two humongous threats at once. However, you'll get severely punished if you keep low minions in your hand and get them with this spell, so you'll have to plan ahead.
Vanilla set:
By performing this rites, you accept our terms and conditions, that involve protecting your commanders in case of danger, instantly obey their orders in battle, and drive them home when they drink too much.
Drones are simple machines without any ability of feeling emotions. Except when you call them Probes. They get really pissed off by that.
You lost in your way back to headquarters and were too lazy to bring a map with you? Then this guy might know you from a rescue mission.
It was suppoused to be called only in times of crisis. But all times are times of crisis in the 40th milleniium.
Ta'liserra Rites: First example of a mark card. In this case, it gives all your minions but one taunt, as long as the marked minion lives, wich makes it a good tool for some midrange tau that searchs for a way to protect from face or to avoid an important minion being attacked.
Assault Drone: And now a card that synergizes with mark. Decent 1-drop, and with certain potential later in the game thanks to the mark, although not very strong.
Pathfinder: Often your bread and butter in a constructed Ethereal. There are many effects that need marked enemies to work at full potential, or even be able to use them, so this vanilla drop really pulls his weight.
Kroot Warrior: Play it as a 3/3 charge, wich is just too good for 3 mana, but in your opponents turn is a lot easier to handle. Based on Alexstrasza's Champion for the balance thing.
Kroot Shaper: Reversed Frostwolf Warlord, this one encourages you to play lots of minions so you can boost them, potentially giving you a 10/10 splitted among minions. On the other hand, is awfully weak by himself, and in terms of value is not really broken.
XV8 Crisis Suit: Remember Fire Elemental (stupid question)? I wanted a similar late game drop for tau, so here we have it. More solid, less strong, but a really strong battlecry if you can set up the mark. Otherwise is not that great.
Wait, what are you doing? No, come back! Please, you suck at close combat, come back!
Because calling them "Aimbots" would make it too obvious.
That's right, they just signed a truce with the Tyranids.
Say "cheese".
"New plan, men. Just shoot at random places until we hit it"-Sergeant Oberick trying to hunt a XV22.
Selfless Sacrifice: Another protection spell involving marks. Tricky card because you needing to soak a big blow to make it valuable, or at least disrupting your opponent's turn in a significant way with this. Has real potential against certain combos like Leeroys or unaware Malygos.
Markerlight: Best tool for marking enemies. Now all you have to do is to combo this with something that gets benefit of targetting marked opponents. Otherwise you spent 1 mana on doing nothing at all.
Truce: Tau are well known for diplomacy, and I wanted to represent that on this game. What you are seing now is a freeze nova that affects both boards. The end turn effect is almost negligible if you are careful, but can prevent shenanigans with cards like Antonidas, Wailing Soul or combo cards, a truce must be respected! P.D.: Doomsayer and charge minions says hello. No truce can be perfect in such a world.
Railgun: Very strong spell, but can only be directed at marked enemies. Technically this means even face decks would make use of at least some markers, because only with markers can this awesome damage be casted. Remember this too, if you use this spell on a marked enemy (like other effects that get special benefits on targetting marked characters or can only target those), the mark will disappear after that, and you'll have to apply it again.
XV22 Stealth Suit: Another big marker, also dangerous stealth minion. Ideal would be to set up some turns and then hit when you no longer need markers.
Go ahead, ask that huge demon to join the Greater Good. I've got your back.
JUSTICE RAINS FROM ABOVE!
It was at this moment, Groz Gitsmasha knew he goofed up.
Say "Commander Farsight" one more time...
Diplomacy: Remember what I said previously about Tau's diplomatic nature? They took it even further now, they arranged with the enemy hero to stall one turn the game (yes, even Rexxar signed that). You can still fight for the board to make sure you have the best position to attack when the inmune ends. That being said, tau can be kinda annoying, although at least won't have weapons, secrets, armor or heals to combo with these things.
Vector Strike: Can work as a massive Flamestrike that also hits face, but the enemy can play around the scary Markerlight+Vector Strike combo by no playing other minions until he lost enough of them, because you still need a non-marked enemy to target, and markerlight marks all enemies.
Patient Hunter: Fireball that draws 2 cards and can't be casted on face (because Kauyon discipline is for defense). Quite nice at 7 mana (Fireball 4 + Arcane Intellect 3).
Commander Shadowsun: Strong by herself, and can make some sick combos with Ta'liserra Rites and some board. Also makes your 0/2 tokens something scary on your opponent's turn. However, not that hard to deal with with removal or lack of taunts.
Naxx, GvG and BRM sets;
Naxx card:
Good captains fly away after doing their job.
As all Naxx class cards have to be somewhat deathrattle related (I mean, even Duplicate and Poison Seeds have synergy with deathrattles and friendly minion's deaths,), something wich in theory does not work that well for tau, I gave a "strategic approach" to it. Now you can give any minion deathrattle... wich is really nice for lots of decks, unless you end returning sheeps and frogs to your hand.
GvG cards:
Fighting was not in my contract! I'm telling this to my union!
When they get fat they become the Fridge Team.
Earth Cast Engineer: Spare Parts had too few synergy in GvG, this helps them becomming relevant, through being able to play quite a bunch of them after getting a board of mechs. Also, kinda decent 2-drop inc ase you are in a hurry.
Breach Team: Aggro card, helps you find the face if it was marked, or maybe can work in order to take down something hiding behind taunts. Can even work with The Black Knight as removal if you are'nt aggro.
I just asked you for ONE light!
Good by, you know who's getting a treat, you know?
Attack before it sets stabilizers. If it already did, run!
Superior Firepower: High risk high reward AoE. GvG also needed some RNG reliant card, this won't work as good as a Consecrate often, but sometimes will give you the perfect 3 damage on all the board, or will take down that minion you really needed to roll 3 damage on.
Krootox: Tanky drop on its own, and also protect minions nearby, ideal for putting cards you really want to keep hitting on the field besides this big piece of meat. Also, it can work on its own.
XV88 Broadside Battlesuit: Very strong but kinda slow. Comparison with Rag: -2/2 , -2 damage of the effect, and you can avoid it via cards like Deathlord; but you can always control the outcome (and well, Brann).
I will finish what you started.
The zen master that tought Fel Reaver how to sneak on the opponent.
Hewas called Luckystrike, but then he found out that humans smoked cigarettes with that name.
Perseverance: Nice card to catch your opponent off guard with. Big value starts from 4/5 or 5/4 minions, so keep clear wich stats are you pretending to give that minion before failing.
XV95 Ghostkeel Battlesuit: Big mech with a scary effect (I mean, "perma stealthed 9/9"?!). Luckily, you cna break the stealth just by killing opponent's mechs. PD.: On lore, Ghostkeel uses drones to keep invisible, that's why this needs mechs to do so).
Longstrike: Really powerful mech, that's why it costs so much. If it were able to get sooner into game, few things would be able to stop it. Also, it always marks itself, so trying to hit it with minions can be trickier than it seems. Good thing the mark effect only happens once.
BRM cards:
Sometimes the best plan is the least sutile.
Unlike their animal counterparts, these guys don't enjoy at all the sight of blood. Some even get sick of it.
Fire and Courage: Helps your minions keeping on line, and draws cards. Easy and cheap.
Tau Piranha: Dragon decks can also mark things. Also it works as removal (remember Stormpike Commando? Well it's bad, a powercreep can be perfectly valid, specially for a class card).
TGT and LoE set.
Summary of all Tau tactics: shoot from certain position.
Why would you play with a rifle that might melt your own face? Humans are crazy.
He was promoted after learning Flametongue Weapon from a Draenei shaman.
Combat Adaptability: Tau are bad at jousting (just look at them, they just don't seem fit to ride a horse with spears and stuff), but on the other hand can make some profit on Inspire stuff. With this spell you can get a ping and also a free hero power, wich can prove really useful at some point.
Plasma Rifle: Something close to Fireball, but you have to use it on unmarked enemies. That being said, you mark the enemy after that, so it can prove to be even better sometimes.
Fireblade: Beefy minion and easy mark provider in case you need some, even although the mark is on a random enemy. Perfect for arena, and can make a place in constructed.
Now everybody can be remembered as a "Defender".
Of course you did,nt see me. I was flying over you all the time.
Once more, negotiation proved to be a lot more effective than bug sprays.
Support Fire: Works like a 1-time taunt that an work on stealth and inmune minions, and inmune to Black Knight. Not that great, anyways, but can see play in some sort of deck that can cycle low cost spells or really really wants to keep taunting even after normal taunts get silenced.
Out of Guard: Another mark that works like removal, can be removed with silence or bested with health buffs/taunts/doomsayers/others, but grants a big punch on the minion otherwise.
Vespid Stingray: I said Tau suck at jousting, right? Well, almost, this alien knows one thing or two about that, and can provide a handy board wipe if you can get the upper hand on the joust and have marked the targets you want to remove. Another advantage is that it's harder to play around this AoE playing cards you don't want to remove like Nerubian Egg.
He wasabout to become a shaman, but then he foound out he was allergic to totems.
WARNING: Adopting democracy might lead to massive nuclear bombardments.
You thought you have seen everything? Here, have a duelist Tau.
Ethereal Guide: Really trying to experiment with this card. Works like a sort of mini-Ysera, weaker, but can have 2 of them and only cost 4. Advice about its balance would be really useful.
Together for Progress: Nothing to see here. Just a Cabalist's Tome, but from other class, and not only spells, but minions too.
Aun'Shi: Aun'Shi is an expert in adapting to his opponent's techniques, to the point he can completely nullify them. No wonders why can he silence anything that tries to beat him in close combat. Also, is a beefy drop, so even if he does not hit hard, can prove really disrupting.
LoE set:
If the enemy gets too close for you to take advantage of your firepower, no stratagem will work, and if stratagems don't work, the battle is lost.
Has never transported devilfishes. Not even once.
More like "crushing and absurdly violent entry".
Flawless Strategy: First card that discovers more than one card. Yeah, one is a copy of the other, but that means you can get duplciate of important spells you really really want to use often.
Devilfish Transport: With so many battlecry minions, there had to be a sort of synergy with that in this class. This can help you fill a board quickly if it does'nt get an inmediate answer or you combo it lategame.
Dynamic Entry: Another removal spell, that can be crazy value but requires a minion to be played (and it having enough attack) to get anywhere. Works like Betrayal, in terms of mechanics
WotOG set:
Running out of ammo is a very painful experience in the Fire Cast, often leading to inmediate psychological treatment.
"For Kroot!" and "For Vespid!" are quite unpopular battlecries.
Taus are kind-hearted beings that look for the prosperity of their fellow people more than for themselves. Except Khanish, Khanish is a cretin.
Target Locked: Is like Ice Lance, but for Ethereals. Can be used as cheap combo activator, or as cheap removal/face smasher, or even as cycle.
For Tau!: Very useful for arena, might be useful in constructed too. Helps your minions stay longer on the field and is quite cheap, so you can fit it in midrange decks.
Twisted Battlesuit: So, why not make corrupted Tau? And then, why not give the class C'Thun minions? And why not make it mark synergy? And that's how this card was born.
Damn Ethereals, always sitting safe in their headquarters while I keep risking my life...
Do you think it's ridiculous? And what if I tell you he's worshipping Khorne right now?
An old trick learnt from the Imperial Guard: Call the heavy weapons.
A Warrior's Burden: More often than not, this will serve as an aggro tool (because it's a +3/+3 for 2 mana, and with chargers the bounce it's not even something to worry about). But can also serve in certain situations, like buffing then bouncing Reno Jackson or some other powerful battlecry minion.
Bloodthirsty Tau: And another corrupted Tau. This one is most of the times an arena drop, but can prove scary in the trade game, as it beats with ease any 3 or less Attack creature.
Escalation: You know what? I'm going to experiment, let's try and make a Y'Shaarj synergy card! Big synergy with very big drops, like Y'Shaarj, Deathwings, Ysera... or also you can use it to play again your Reno.
Someone is about to get hammered on the ground.
Are you ready to hunt some Old Gods? Because this bad boy is.
He never liked team works. In school he was always that weird boy that avoids all possible interaction with people.
Hammerhead Gunship: This bad boy is a nightmare in arena. Being a War Golem, this demands removal, and thanks to the enormous range of its cannon, you just can't leave that work to a big minion any longer. In constructed it's not that good, but still a big threat, just in case you are really tired of those 4 mana 7/7s.
KV128 Stormsurge: That's a big drop indeed. The dream would be to pull it via Escalation (see above) or Y'Shaarj. The best is, you can drop it in practically any situation and take some profit of it, unlike most actual big playable cards.
Shi'vre: This guy can be really nasty, as you come with a good 5 mana stats, but also can make impressive displays of mark synergy. Take into account that, even when the mark stands after its effect, you still have to apply it.
Karazhan set:
Yeah, yeah, comrades, of course, but they still laugh when one of them trips and falls.
He might be an Ethereal, but he is NOT ethereal. Stop trying to walk through him!
Rock it at the battlefield, and then rock it at the disco!
Comradeship: Overcosted Arcane Intellect or undercosted Nourish, depending on you being able to make it interact with a friendly mark spell. Would that be good enough to ensure a place of such spells in a deck? Maybe.
Ethereal Guest: More expensive, a bit stronger, and is a battlecry minion, wich means that: 1: has more instant tempo; 2: has battlecry synergy. Also will keep some Elemental Power cards on line when Ethereal Guide rotates out.
Fire Cast Shas'ui: Spell synergy and mark synergy in 1. Tricky to play, but with big potential in terms of removal. Best friend with Shi'vre.
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.
Ethereal cards:
Report La'Neal for wall hacking!
You see, Shas'la, if you ever of getting into close combat, shoot at them in the face, is like ranged warfare but on close combat.
He was almost fired when he accidentally put airstrike marks on his teammates.
Trick Shot: First card for Voidsword Ethereal. Tau, looking for maximum efficiency, trigger their effects with just 1 leftover Mana. This serves as a nice removal card, wich allows to give some early play off the curve (like "turn 1 nothing, turn 2 Trick Shot into 1 drop"). Also works for combos.
Voidsword Mentor: Special rule will keep performing even after the mark itself fades. This akes it a pretty strong minion if you can play consistently off curve. Can work as emergency 4-drop too, although far from good at that point.
Field Commander: There are not many effects that benefit marked allies, nor that mark them, but this set brings some more, and also this helps at that marking ally thing.
Solving galactic crisis without wasting millions of lifes? Why are'nt we funding this?!
You laughed at her for hanging around with people with huge dartboards over their heads. WHO IS LAUGHING NOW?
Ninja level: What...?
Negotiations: Random Sap for you, random sap for your opponent, and small card draw to balance it. Can help protecting your face or denying tempo.
Charged Shot: Some friendly minion Mark synergy? Of course, why not? This is for even more burst/removal (because a class centered on shooting things should have quite a lot of shooting spells), but requires some marks to be really good (although a Darkbomb is already fine)
Voidsword Infiltrate: Ok, I still have doubts on this, as it can be completely broken for a 4 mana drop. Stealth is hard to evaluate, and this can still serve as plain 4 drop. However, it can be quite awkward to play if you have curve, and also does less than Lotus Assassin vs everything but control decks, wih have it easier to remove it via AoE. Any ideas?
That's a really big cannon. And no, it's not for making up for anything.
Nice Flamestrike you have there. But mine costs 3 Mana.
Ones Greater Good is others Greater Misery.
XV104 Riptide: Big ass late game drop that has huge value when marking enemies. Nothing much to add.
Deadly Barrage: This drop is perfect for a deck full of big game threats wich force you have a big hand. However, topdecking this is useless, and also you have it harder to fill your hand than with warlock.
Dawnblade: Can be used as a sort of Kun, but you need to have marked characters to make it work. More often is to play this guy, then combo it with some non-marked dependant removal or something else.
Un'Goro set:
Supports your defenders by massive use of witty insults.
Sometimes you don't want Tau to get to close combat.
He thought training a Krootox would be the pinnacle of his career, but then he met the Scaled Nightmare and knew it was'nt time for retiring.
Offensive Support Drone: So far there is little to no synergy with Etheral class cards and hero power. As mech synergy it's a bit dead right now (and I guess I can't take the freedom of resurrecting it), making a taunt synergy for taus was a logical step. This can also be used to empower your Stonehill Defenders, Tar Creepers and other cheap taunts to make them actual fighters.
Aggressive Landing: I wanted to make a card with this art. And this also gives a solution to a common problem with tau. How to deal with minions like Tirion Fordring that don't get killed by only one damage spell? Don't expect, tho, that this class gets much more hard removal, as I like to think of it as a weakness that takes part of the identity of the class.
Kroot Hunter: How about giving a serious try to multirracial decks? Since Karazhan (where the idea was born), there has'nt been any further improvement of such an idea, and so I thought I could be giving it said approach. This card helps to keep the game going by fishing more cards (and potential finishers), also allowing racial synergies to keep working despite the inconsistency such a concept would often have due to having many races at the same time.
You won't kill me yet, at least as long as another Drone can take the bullets!
Get off my lawn!
A Kroot Champion and Ysera teaching a Murloc Tinyfin how to hold a spear.
Crisis Shield Generator: Another taunt synergy tool. Can be used to get out of most OTKs range, gain some advantage in fatigue games, and resist burst aggros.
Defensive Fire: It's not tau if they are'nt shooting. I made this to give further pushes to taunt decks and keep their pool of direct damage spells.
Kroot Champion: Same approach as Kroot Hunter, but different objectives. Murlocs are a highly synergistic Race, so they'll need this boost if they want to fit into a deck with other Races... and from a deck not exactly known to enforce Murloc dynamics in it.
How to stop a charging Knarloc? Step 1: You don't. Step 2: Run.
Cultural assimilation, of course.
Kaaris looks for things that are not in balance and harmony and fixes them. It's a sad thing that it knows so little of videogames.
Who said diversity was bad?
Wild Charge: Adapt surely is a strong mechanic that earnt its place in this game (not at the same level as others like discover, but still), and I have'nt been able to put it into many w40k classes. Therefore, this class, as it has in this expansion a heavy component of multiple races at once, makes sense to give adapt to several of these races. The fact that it only buffs the one played this turn means more often than not you'll find yourself playing Adaptation, but with the potential of doing it better than that (or not).
Assimilation: Another way to ensure your minions with Races keeo kicking, althouh they won't have it easy to mix their respective synergies. Remember this also affects Mechs, so it can also work with your hero power as a sort of Bolster.
Kaaris, Spirit of Balance: I wanted to have a class with strong Elemental synergy, and while it is nearly impossible to fit a wide elemental component in a w40k class, Tau have the advantage of having certain power over the elements (ethereals can empower allies through them, and each cast of the tau society is based on an element), so it could be possible to fit some of those elementals into it. Kaaris is fearsome in the late game, as it works like a massive Dreadsteed more often than not (also might be even enough reason to run N'Zoth in an Elemental Ethereal deck).
The Casts Join: Remember what I said about casts, elements, and fitting elementals? Well here we go again. While this quest is intended only for those with multiple Races in its deck (aka Murlocs, Beasts, Dragons, Pirates, Mechs, Elementals...), will provide them a huge finisher (compensating their problems with consistency and possible lack of a proper way to finish the match). However, while summoning 5-6 ultra strong elementals seems like a perfect winning move, remember this is still vulnerable to strong board clears like Equality, Lightbomb or Vanish.
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. Not even Aun'Va is free from this fate, he became...
WARBRINGER AUN'VA:
It was believed the Tau were incorruptible by the Warp, but those were mere legends. No one could ever know how did Tzeentch earned its way into the ethereal Aun'Va's mind, but its onslaught was relentless, Eventually the Tau's thoughts were getting more and more twisted. The flames of conflict soon engulfed the Tau Empire as the influenced of the corrupted Ethereañ spread accross the septs.
And now, let's show the set:
One minute of silence for al the Drones that died in duty.
There was a time when the four Casts lived in Harmony. But everything changed when the Fire Cast attacked.
The advantage of outgunning is you don't get claustrophobia, unlike with ingunning.
Saviour Protocol: A mark effect that can be used to protect your minions and further develop early threats. This Tau set aims to be more aggressive, and this cheap spell can help it, as well as develop taunt and even mech decks.
Animated Blood: I wanted to print a Corrupt Elemental in order for Tau to have a reliable elemental deck. I'd probably succeed with this, probably not. But I also consider this to still fit into the 40k universe although is an elemental based on hypothetical events.
Outgun: Nothing subtle on this one. Some enemy minion eats 2 damage, some other one 4, some other 6. This wording would mean you start dealing 2 then 4 then 6, but I could make it the opposite if it feels too weak.
She has been healer for fifteen years. She has already heard every curse word existing in the galaxy.
Often contains just spam manouver.
A new power is rising, it's victory is at hand!
Hardened Protector: Works best with annoying beefy minions in order to protect them from non-hard removal, or also as a mean to restore a minion after trading. And mark synergy, of course.
Envelop Manouver: Pseudo AoE and marker. Might be the good version of Crushing Walls, although this one has it hard to uneash its full synergy efficiently.
To War!: Ideal for classes with average hand sizes such as midrange decks. Aggros will blow out steam too soon, controls will end up overdrawing. This card does not count at calcuating how many cards you draw when casted.
The secret of any successfu last stand is tar.
She was told to start summoning the minions with the highest Attack, but she likes challenges.
Yes, he has a long knife. No, he won't show you.
Desperate Resistance: Is what the flavor text says it s: a Tar Creeper treatment for your minions... with an Arcane Intellect on it so you an dig answers while the oppoent tries to break through your wall.
Posessed Commander: Might be busted. However, you need not only to aready have a minion, but also have minions worth copying, wich means most sorts of tokens will be utterly annoying for you.
Commander Longknife: According to w40k lore, Longknife was a Tau Commander who, during a campaign against Imperial forces, saw how an Assassin killed the Ethereal he was trusted to protect. Since then, his hatred towards humans did nothing but grow. In terms of gameplay, I just wanted to experiment, might be too strong with taunt. However, the fact it does'nt do that much by itself, nor in boards without friendly taunts or key minions might help to balance it without further tweaks.
And after this, we get to the responsible for bringin th Tau to a new age of confict:
"The Greater Good. How foolish to think something ilke that could possibly work. I see now. There is only the eternal conflict, and the laughter of thirsty gods".
Warbringer Aun'Va: The Tau turned out to be really aggressive when corrupted. It has the obvious disadvantage of fitting badly in control decks (most of the times you are'nt likely to welcome a Bloodlust with those few minions), and both midrange and aggro having the osibility of getting their hands clogged by a 7 mana card. That said, it's very good and could definitively see play as a finisher of any sort, or as a way to clutch the win through chargers, so definitivey dangerous.
And also, you might have noticed I have'nt used the Commander Farsight, most notorious Tau ever, for a legendary yet. Well, there is a reason for that:
"Fight with fire and bravery!" - Farsight's starting quote.
He never liked how the Ethereals were using the Greater Good in their own benefit. Tau, only them could start a rebellion in the 41th millenium under idealist concepts.
I will take some time before making the Gadgetzan cards, as I have yet some projects to make. But I can tell you something: w40k classes (or at least many of them) WILL have their own gangs in Gadgetzan.
Until then, consider to join the forces of the Tau'va, or face them accepting the consequences.
I am hoping, and thinking, this class is gonna have pretty good and interesting cards, seems that you are a very high fanatic of W40k, I played that one too.
However, balance on a few cards:
At All Costs is too powerfull, you should increase its mana cost to (3), compared to Circle of Healing, this KILLS your opponent greatly, so for not making it a big minion control board, its cost should be (3) (And maybe make it heal 5 or 7? So big minions aren´t rarely fully healed?
Battle Line, Wisps of the Old Gods, but underpriced, a cost of (6) would be better, this kills as too I say with At All Costs, with your opponent, big minions, full board, and all frying your opponent to death is not funny, as the bonus is high enough even with 2 minions, a cost of (6) will require a better board, but the bonus will be worth enough if you handle it. Whelp, rode gain, it doesn´t gives the option of 7 1/1´s, its just too powerfull too, having a big bonus.
Eldar scum. It's obvious the Necrons shall inherit the universe!
A mixed bag of good / bad cards here. Just on the first few cards, Rapid Fire is simply an infinitely worseCleave and Arcane Missiles. However, Reconnaissance is wonderful, however a 1-mana draw a card is too powerful. Drawing is worth 1.5 mana. It should be 2-mana. Fire Discipline is also very interesting, I would reword it to something like Shifter Zerus. "While this is in your hand, transform it to the last spell you played this turn."
I love the Mark mechanic. I played with a similar mechanic myself, just that I didn't use a keyword. I just said "Choose a minion." I can't review all the cards atm but this definitely has potential.
The Mark mechanic is really interesting. I expected the Skip turn mechanic to be in Necron class :) (Phase mechanic of Spectre/Necron Lord/Lord Destroyer...)
Rollback Post to RevisionRollBack
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!
Also, might have to explain a bit some of my cards:
Fire Discipline is worded that way because you still have to cast this spell to get the last spell you casted. That means, it's a 1 mana more expensive copy of the said spell (unless cards like Sorcerer's Apprentice or Loatheb work on it).
Reconnoissance draws one card for 1 mana (and the spy effect), because a 1 mana draw a card is kinda useless, and the spy effect brings few utility to the game (at least in constructed, where often you can easily expect your opponent). Similar cards like Novice Engineer or Shiv adds either board pressence or ping/combo potential, thus, I decided to look at Power Word: Shield as the wat to set this card's cost, because even if the priest spell is insanely powerful, and this sometimes can even be better, sometimes the additional knowledge just does'nt worth the additional Health you are trading.
Expect Tau to be members of a w40k gang in Gadgetzan. However, I can't tell much more about it yet, as I need to know what other cards will we see and get some other things done yet.
Well, hello there!
I have been sended today to announce, the Inns of Azeroth will have a new visitor. He epects to bring all Hearthstone decks into the Greater Good through peace, but heavens forgive you if you pretend to stand against this new power. Of course, I'm speaking about:
"For the Greater Good!" - Aun'Va's starting quote.
Aun'Va always tries to convince the opponent to surrender and add his cards to the Tau before the match. He has been sugested to stop doing that because it could be considered as cheating, but he just does'nt care.
I prefered to stick to a simple hero power, with nice defensive utility:
Another thing I want to introduce is a brand new keyboard for Tau: Mark. I'll explain it further when commenting its cards, but the summary is, some of your cards only affect marked characters, have effects depending on them.
And without further ado, I'm going to introduce you to the Tau Empire's arsenal:
We are all Fire Cast Warriors now.
Gotta shoot fast! Gotta shoot faster!
The biggest embarrassment for a tracker is to get lost while trying to get back to the headquarters.
To play Fire Discipline into Fire Discipline makes it a superdisciplined fire?
Overwatch: Those who know w40k game, knows that Overwatch is an ability that allows units to shoot at enemies that are about to attack them. Tau are specially focused on ranged weaponry, so this card was almost mandatory. Very strong cost-effectiveness removal, only problem is, unlike Backstab, you can't exploit spell damage effects to make it stronger.
Rapid Fire: Think of this as an Elven Archer, but changing the 1/1 body for another ping. It might work worse sometimes, as the effect goes to 2 random opponents, although you get a secure 2x1 damage, instead of a 1 damage and a body tat can easily be pinged.
Reconnaissance: Unique card, as it brings an unique effect to the battlefield (spy the opponent's deck). You also draw a card, because no matter how much you like information, it does not matter at all if you find out the cards of your opponent if you don't play things on your own.
Fire Discipline: Another unique card. It replicates the last spell you used this turn, wich turns it into an amaing tool for pretty much any deck, as it gives you additional removal/AoE/face damager/buff/combo piece/whatever.
Come on, Wisp, I trust in you! Go for that Bboulderfist Ogre!
Never talk about this card in Auchindoun. Never.
The whole galaxy must learn of his peaceful ways by force!
Inspiration: Small buff, and card draw, all in one. Can be a nice drop to keep fueling your hand in a sort of aggro-control/tempo deck, as well as in arena.
At all Costs: Put strong resilient minions, take down opponent's minions, then play this and see how your minions are ready to push further. Might work wonders in an aggro-control/tempo deck, as well as a situationally great control and arena card.
Shas'la Warrior: Beefy minion, and scary in your turns. Also, it has the unique effect of having different stats in your turn and in the opponent's turn (silence will set him to 2 attack in all turns, anyway). Many times will be a must for Ethereals.
Good luck trying to get to close combat.
Taking the pulse has suddenly become a lot more violent.
How to explain the concept of a Greater Good to a human kind obsessed with the Lesser Evil?
Battle Line: Someone had to say how much does a +2/+2 board buff costs. Wisps of the Old Gods is overcosted (as a board buff), and most effects that reduce cost depending on minions start getting value after 2 cost (Sea Giant, Thing from Below, Volcanic Lumberer, Volcanic Drake, Knight of the Wild). However this buff might be too strong at 5 mana, so at the moment we set it up at 6 mana.
Pulse Barrage: Like Consecrate, but bigger. Clear option for arenas, control and combo decks, etc.
For the Greater Good: Massive spell for control decks, put two humongous threats at once. However, you'll get severely punished if you keep low minions in your hand and get them with this spell, so you'll have to plan ahead.
Vanilla set:
By performing this rites, you accept our terms and conditions, that involve protecting your commanders in case of danger, instantly obey their orders in battle, and drive them home when they drink too much.
Drones are simple machines without any ability of feeling emotions. Except when you call them Probes. They get really pissed off by that.
You lost in your way back to headquarters and were too lazy to bring a map with you? Then this guy might know you from a rescue mission.
I am Kroot.
Nana nana nana nana, Tau'va! Nana nana nana nana, Tau'va! Tau'va, Tau'va, Tau'va!
It was suppoused to be called only in times of crisis. But all times are times of crisis in the 40th milleniium.
Ta'liserra Rites: First example of a mark card. In this case, it gives all your minions but one taunt, as long as the marked minion lives, wich makes it a good tool for some midrange tau that searchs for a way to protect from face or to avoid an important minion being attacked.
Assault Drone: And now a card that synergizes with mark. Decent 1-drop, and with certain potential later in the game thanks to the mark, although not very strong.
Pathfinder: Often your bread and butter in a constructed Ethereal. There are many effects that need marked enemies to work at full potential, or even be able to use them, so this vanilla drop really pulls his weight.
Kroot Warrior: Play it as a 3/3 charge, wich is just too good for 3 mana, but in your opponents turn is a lot easier to handle. Based on Alexstrasza's Champion for the balance thing.
Kroot Shaper: Reversed Frostwolf Warlord, this one encourages you to play lots of minions so you can boost them, potentially giving you a 10/10 splitted among minions. On the other hand, is awfully weak by himself, and in terms of value is not really broken.
XV8 Crisis Suit: Remember Fire Elemental (stupid question)? I wanted a similar late game drop for tau, so here we have it. More solid, less strong, but a really strong battlecry if you can set up the mark. Otherwise is not that great.
Wait, what are you doing? No, come back! Please, you suck at close combat, come back!
Because calling them "Aimbots" would make it too obvious.
That's right, they just signed a truce with the Tyranids.
Say "cheese".
"New plan, men. Just shoot at random places until we hit it"-Sergeant Oberick trying to hunt a XV22.
Selfless Sacrifice: Another protection spell involving marks. Tricky card because you needing to soak a big blow to make it valuable, or at least disrupting your opponent's turn in a significant way with this. Has real potential against certain combos like Leeroys or unaware Malygos.
Markerlight: Best tool for marking enemies. Now all you have to do is to combo this with something that gets benefit of targetting marked opponents. Otherwise you spent 1 mana on doing nothing at all.
Truce: Tau are well known for diplomacy, and I wanted to represent that on this game. What you are seing now is a freeze nova that affects both boards. The end turn effect is almost negligible if you are careful, but can prevent shenanigans with cards like Antonidas, Wailing Soul or combo cards, a truce must be respected! P.D.: Doomsayer and charge minions says hello. No truce can be perfect in such a world.
Railgun: Very strong spell, but can only be directed at marked enemies. Technically this means even face decks would make use of at least some markers, because only with markers can this awesome damage be casted. Remember this too, if you use this spell on a marked enemy (like other effects that get special benefits on targetting marked characters or can only target those), the mark will disappear after that, and you'll have to apply it again.
XV22 Stealth Suit: Another big marker, also dangerous stealth minion. Ideal would be to set up some turns and then hit when you no longer need markers.
Go ahead, ask that huge demon to join the Greater Good. I've got your back.
JUSTICE RAINS FROM ABOVE!
It was at this moment, Groz Gitsmasha knew he goofed up.
Say "Commander Farsight" one more time...
Diplomacy: Remember what I said previously about Tau's diplomatic nature? They took it even further now, they arranged with the enemy hero to stall one turn the game (yes, even Rexxar signed that). You can still fight for the board to make sure you have the best position to attack when the inmune ends. That being said, tau can be kinda annoying, although at least won't have weapons, secrets, armor or heals to combo with these things.
Vector Strike: Can work as a massive Flamestrike that also hits face, but the enemy can play around the scary Markerlight+Vector Strike combo by no playing other minions until he lost enough of them, because you still need a non-marked enemy to target, and markerlight marks all enemies.
Patient Hunter: Fireball that draws 2 cards and can't be casted on face (because Kauyon discipline is for defense). Quite nice at 7 mana (Fireball 4 + Arcane Intellect 3).
Commander Shadowsun: Strong by herself, and can make some sick combos with Ta'liserra Rites and some board. Also makes your 0/2 tokens something scary on your opponent's turn. However, not that hard to deal with with removal or lack of taunts.
Naxx, GvG and BRM sets;
Naxx card:
Good captains fly away after doing their job.
As all Naxx class cards have to be somewhat deathrattle related (I mean, even Duplicate and Poison Seeds have synergy with deathrattles and friendly minion's deaths,), something wich in theory does not work that well for tau, I gave a "strategic approach" to it. Now you can give any minion deathrattle... wich is really nice for lots of decks, unless you end returning sheeps and frogs to your hand.
GvG cards:
Fighting was not in my contract! I'm telling this to my union!
When they get fat they become the Fridge Team.
Earth Cast Engineer: Spare Parts had too few synergy in GvG, this helps them becomming relevant, through being able to play quite a bunch of them after getting a board of mechs. Also, kinda decent 2-drop inc ase you are in a hurry.
Breach Team: Aggro card, helps you find the face if it was marked, or maybe can work in order to take down something hiding behind taunts. Can even work with The Black Knight as removal if you are'nt aggro.
I just asked you for ONE light!
Good by, you know who's getting a treat, you know?
Attack before it sets stabilizers. If it already did, run!
Superior Firepower: High risk high reward AoE. GvG also needed some RNG reliant card, this won't work as good as a Consecrate often, but sometimes will give you the perfect 3 damage on all the board, or will take down that minion you really needed to roll 3 damage on.
Krootox: Tanky drop on its own, and also protect minions nearby, ideal for putting cards you really want to keep hitting on the field besides this big piece of meat. Also, it can work on its own.
XV88 Broadside Battlesuit: Very strong but kinda slow. Comparison with Rag: -2/2 , -2 damage of the effect, and you can avoid it via cards like Deathlord; but you can always control the outcome (and well, Brann).
I will finish what you started.
The zen master that tought Fel Reaver how to sneak on the opponent.
Hewas called Luckystrike, but then he found out that humans smoked cigarettes with that name.
Perseverance: Nice card to catch your opponent off guard with. Big value starts from 4/5 or 5/4 minions, so keep clear wich stats are you pretending to give that minion before failing.
XV95 Ghostkeel Battlesuit: Big mech with a scary effect (I mean, "perma stealthed 9/9"?!). Luckily, you cna break the stealth just by killing opponent's mechs. PD.: On lore, Ghostkeel uses drones to keep invisible, that's why this needs mechs to do so).
Longstrike: Really powerful mech, that's why it costs so much. If it were able to get sooner into game, few things would be able to stop it. Also, it always marks itself, so trying to hit it with minions can be trickier than it seems. Good thing the mark effect only happens once.
BRM cards:
Sometimes the best plan is the least sutile.
Unlike their animal counterparts, these guys don't enjoy at all the sight of blood. Some even get sick of it.
Fire and Courage: Helps your minions keeping on line, and draws cards. Easy and cheap.
Tau Piranha: Dragon decks can also mark things. Also it works as removal (remember Stormpike Commando? Well it's bad, a powercreep can be perfectly valid, specially for a class card).
TGT and LoE set.
Summary of all Tau tactics: shoot from certain position.
Why would you play with a rifle that might melt your own face? Humans are crazy.
He was promoted after learning Flametongue Weapon from a Draenei shaman.
Combat Adaptability: Tau are bad at jousting (just look at them, they just don't seem fit to ride a horse with spears and stuff), but on the other hand can make some profit on Inspire stuff. With this spell you can get a ping and also a free hero power, wich can prove really useful at some point.
Plasma Rifle: Something close to Fireball, but you have to use it on unmarked enemies. That being said, you mark the enemy after that, so it can prove to be even better sometimes.
Fireblade: Beefy minion and easy mark provider in case you need some, even although the mark is on a random enemy. Perfect for arena, and can make a place in constructed.
Now everybody can be remembered as a "Defender".
Of course you did,nt see me. I was flying over you all the time.
Once more, negotiation proved to be a lot more effective than bug sprays.
Support Fire: Works like a 1-time taunt that an work on stealth and inmune minions, and inmune to Black Knight. Not that great, anyways, but can see play in some sort of deck that can cycle low cost spells or really really wants to keep taunting even after normal taunts get silenced.
Out of Guard: Another mark that works like removal, can be removed with silence or bested with health buffs/taunts/doomsayers/others, but grants a big punch on the minion otherwise.
Vespid Stingray: I said Tau suck at jousting, right? Well, almost, this alien knows one thing or two about that, and can provide a handy board wipe if you can get the upper hand on the joust and have marked the targets you want to remove. Another advantage is that it's harder to play around this AoE playing cards you don't want to remove like Nerubian Egg.
He wasabout to become a shaman, but then he foound out he was allergic to totems.
WARNING: Adopting democracy might lead to massive nuclear bombardments.
You thought you have seen everything? Here, have a duelist Tau.
Ethereal Guide: Really trying to experiment with this card. Works like a sort of mini-Ysera, weaker, but can have 2 of them and only cost 4. Advice about its balance would be really useful.
Together for Progress: Nothing to see here. Just a Cabalist's Tome, but from other class, and not only spells, but minions too.
Aun'Shi: Aun'Shi is an expert in adapting to his opponent's techniques, to the point he can completely nullify them. No wonders why can he silence anything that tries to beat him in close combat. Also, is a beefy drop, so even if he does not hit hard, can prove really disrupting.
LoE set:
If the enemy gets too close for you to take advantage of your firepower, no stratagem will work, and if stratagems don't work, the battle is lost.
Has never transported devilfishes. Not even once.
More like "crushing and absurdly violent entry".
Flawless Strategy: First card that discovers more than one card. Yeah, one is a copy of the other, but that means you can get duplciate of important spells you really really want to use often.
Devilfish Transport: With so many battlecry minions, there had to be a sort of synergy with that in this class. This can help you fill a board quickly if it does'nt get an inmediate answer or you combo it lategame.
Dynamic Entry: Another removal spell, that can be crazy value but requires a minion to be played (and it having enough attack) to get anywhere. Works like Betrayal, in terms of mechanics
WotOG set:
Running out of ammo is a very painful experience in the Fire Cast, often leading to inmediate psychological treatment.
"For Kroot!" and "For Vespid!" are quite unpopular battlecries.
Taus are kind-hearted beings that look for the prosperity of their fellow people more than for themselves. Except Khanish, Khanish is a cretin.
Target Locked: Is like Ice Lance, but for Ethereals. Can be used as cheap combo activator, or as cheap removal/face smasher, or even as cycle.
For Tau!: Very useful for arena, might be useful in constructed too. Helps your minions stay longer on the field and is quite cheap, so you can fit it in midrange decks.
Twisted Battlesuit: So, why not make corrupted Tau? And then, why not give the class C'Thun minions? And why not make it mark synergy? And that's how this card was born.
Damn Ethereals, always sitting safe in their headquarters while I keep risking my life...
Do you think it's ridiculous? And what if I tell you he's worshipping Khorne right now?
An old trick learnt from the Imperial Guard: Call the heavy weapons.
A Warrior's Burden: More often than not, this will serve as an aggro tool (because it's a +3/+3 for 2 mana, and with chargers the bounce it's not even something to worry about). But can also serve in certain situations, like buffing then bouncing Reno Jackson or some other powerful battlecry minion.
Bloodthirsty Tau: And another corrupted Tau. This one is most of the times an arena drop, but can prove scary in the trade game, as it beats with ease any 3 or less Attack creature.
Escalation: You know what? I'm going to experiment, let's try and make a Y'Shaarj synergy card! Big synergy with very big drops, like Y'Shaarj, Deathwings, Ysera... or also you can use it to play again your Reno.
Someone is about to get hammered on the ground.
Are you ready to hunt some Old Gods? Because this bad boy is.
He never liked team works. In school he was always that weird boy that avoids all possible interaction with people.
Hammerhead Gunship: This bad boy is a nightmare in arena. Being a War Golem, this demands removal, and thanks to the enormous range of its cannon, you just can't leave that work to a big minion any longer. In constructed it's not that good, but still a big threat, just in case you are really tired of those 4 mana 7/7s.
KV128 Stormsurge: That's a big drop indeed. The dream would be to pull it via Escalation (see above) or Y'Shaarj. The best is, you can drop it in practically any situation and take some profit of it, unlike most actual big playable cards.
Shi'vre: This guy can be really nasty, as you come with a good 5 mana stats, but also can make impressive displays of mark synergy. Take into account that, even when the mark stands after its effect, you still have to apply it.
Karazhan set:
Yeah, yeah, comrades, of course, but they still laugh when one of them trips and falls.
He might be an Ethereal, but he is NOT ethereal. Stop trying to walk through him!
Rock it at the battlefield, and then rock it at the disco!
Comradeship: Overcosted Arcane Intellect or undercosted Nourish, depending on you being able to make it interact with a friendly mark spell. Would that be good enough to ensure a place of such spells in a deck? Maybe.
Ethereal Guest: More expensive, a bit stronger, and is a battlecry minion, wich means that: 1: has more instant tempo; 2: has battlecry synergy. Also will keep some Elemental Power cards on line when Ethereal Guide rotates out.
Fire Cast Shas'ui: Spell synergy and mark synergy in 1. Tricky to play, but with big potential in terms of removal. Best friend with Shi'vre.
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.
Ethereal cards:
Report La'Neal for wall hacking!
You see, Shas'la, if you ever of getting into close combat, shoot at them in the face, is like ranged warfare but on close combat.
He was almost fired when he accidentally put airstrike marks on his teammates.
Trick Shot: First card for Voidsword Ethereal. Tau, looking for maximum efficiency, trigger their effects with just 1 leftover Mana. This serves as a nice removal card, wich allows to give some early play off the curve (like "turn 1 nothing, turn 2 Trick Shot into 1 drop"). Also works for combos.
Voidsword Mentor: Special rule will keep performing even after the mark itself fades. This akes it a pretty strong minion if you can play consistently off curve. Can work as emergency 4-drop too, although far from good at that point.
Field Commander: There are not many effects that benefit marked allies, nor that mark them, but this set brings some more, and also this helps at that marking ally thing.
Solving galactic crisis without wasting millions of lifes? Why are'nt we funding this?!
You laughed at her for hanging around with people with huge dartboards over their heads. WHO IS LAUGHING NOW?
Ninja level: What...?
Negotiations: Random Sap for you, random sap for your opponent, and small card draw to balance it. Can help protecting your face or denying tempo.
Charged Shot: Some friendly minion Mark synergy? Of course, why not? This is for even more burst/removal (because a class centered on shooting things should have quite a lot of shooting spells), but requires some marks to be really good (although a Darkbomb is already fine)
Voidsword Infiltrate: Ok, I still have doubts on this, as it can be completely broken for a 4 mana drop. Stealth is hard to evaluate, and this can still serve as plain 4 drop. However, it can be quite awkward to play if you have curve, and also does less than Lotus Assassin vs everything but control decks, wih have it easier to remove it via AoE. Any ideas?
That's a really big cannon. And no, it's not for making up for anything.
Nice Flamestrike you have there. But mine costs 3 Mana.
Ones Greater Good is others Greater Misery.
XV104 Riptide: Big ass late game drop that has huge value when marking enemies. Nothing much to add.
Deadly Barrage: This drop is perfect for a deck full of big game threats wich force you have a big hand. However, topdecking this is useless, and also you have it harder to fill your hand than with warlock.
Dawnblade: Can be used as a sort of Kun, but you need to have marked characters to make it work. More often is to play this guy, then combo it with some non-marked dependant removal or something else.
Un'Goro set:
Supports your defenders by massive use of witty insults.
Sometimes you don't want Tau to get to close combat.
He thought training a Krootox would be the pinnacle of his career, but then he met the Scaled Nightmare and knew it was'nt time for retiring.
Offensive Support Drone: So far there is little to no synergy with Etheral class cards and hero power. As mech synergy it's a bit dead right now (and I guess I can't take the freedom of resurrecting it), making a taunt synergy for taus was a logical step. This can also be used to empower your Stonehill Defenders, Tar Creepers and other cheap taunts to make them actual fighters.
Aggressive Landing: I wanted to make a card with this art. And this also gives a solution to a common problem with tau. How to deal with minions like Tirion Fordring that don't get killed by only one damage spell? Don't expect, tho, that this class gets much more hard removal, as I like to think of it as a weakness that takes part of the identity of the class.
Kroot Hunter: How about giving a serious try to multirracial decks? Since Karazhan (where the idea was born), there has'nt been any further improvement of such an idea, and so I thought I could be giving it said approach. This card helps to keep the game going by fishing more cards (and potential finishers), also allowing racial synergies to keep working despite the inconsistency such a concept would often have due to having many races at the same time.
You won't kill me yet, at least as long as another Drone can take the bullets!
Get off my lawn!
A Kroot Champion and Ysera teaching a Murloc Tinyfin how to hold a spear.
Crisis Shield Generator: Another taunt synergy tool. Can be used to get out of most OTKs range, gain some advantage in fatigue games, and resist burst aggros.
Defensive Fire: It's not tau if they are'nt shooting. I made this to give further pushes to taunt decks and keep their pool of direct damage spells.
Kroot Champion: Same approach as Kroot Hunter, but different objectives. Murlocs are a highly synergistic Race, so they'll need this boost if they want to fit into a deck with other Races... and from a deck not exactly known to enforce Murloc dynamics in it.
How to stop a charging Knarloc? Step 1: You don't. Step 2: Run.
Cultural assimilation, of course.
Kaaris looks for things that are not in balance and harmony and fixes them. It's a sad thing that it knows so little of videogames.
Who said diversity was bad?
Wild Charge: Adapt surely is a strong mechanic that earnt its place in this game (not at the same level as others like discover, but still), and I have'nt been able to put it into many w40k classes. Therefore, this class, as it has in this expansion a heavy component of multiple races at once, makes sense to give adapt to several of these races. The fact that it only buffs the one played this turn means more often than not you'll find yourself playing Adaptation, but with the potential of doing it better than that (or not).
Assimilation: Another way to ensure your minions with Races keeo kicking, althouh they won't have it easy to mix their respective synergies. Remember this also affects Mechs, so it can also work with your hero power as a sort of Bolster.
Kaaris, Spirit of Balance: I wanted to have a class with strong Elemental synergy, and while it is nearly impossible to fit a wide elemental component in a w40k class, Tau have the advantage of having certain power over the elements (ethereals can empower allies through them, and each cast of the tau society is based on an element), so it could be possible to fit some of those elementals into it. Kaaris is fearsome in the late game, as it works like a massive Dreadsteed more often than not (also might be even enough reason to run N'Zoth in an Elemental Ethereal deck).
The Casts Join: Remember what I said about casts, elements, and fitting elementals? Well here we go again. While this quest is intended only for those with multiple Races in its deck (aka Murlocs, Beasts, Dragons, Pirates, Mechs, Elementals...), will provide them a huge finisher (compensating their problems with consistency and possible lack of a proper way to finish the match). However, while summoning 5-6 ultra strong elementals seems like a perfect winning move, remember this is still vulnerable to strong board clears like Equality, Lightbomb or Vanish.
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. Not even Aun'Va is free from this fate, he became...
WARBRINGER AUN'VA:
It was believed the Tau were incorruptible by the Warp, but those were mere legends. No one could ever know how did Tzeentch earned its way into the ethereal Aun'Va's mind, but its onslaught was relentless, Eventually the Tau's thoughts were getting more and more twisted. The flames of conflict soon engulfed the Tau Empire as the influenced of the corrupted Ethereañ spread accross the septs.
And now, let's show the set:
One minute of silence for al the Drones that died in duty.
There was a time when the four Casts lived in Harmony. But everything changed when the Fire Cast attacked.
The advantage of outgunning is you don't get claustrophobia, unlike with ingunning.
Saviour Protocol: A mark effect that can be used to protect your minions and further develop early threats. This Tau set aims to be more aggressive, and this cheap spell can help it, as well as develop taunt and even mech decks.
Animated Blood: I wanted to print a Corrupt Elemental in order for Tau to have a reliable elemental deck. I'd probably succeed with this, probably not. But I also consider this to still fit into the 40k universe although is an elemental based on hypothetical events.
Outgun: Nothing subtle on this one. Some enemy minion eats 2 damage, some other one 4, some other 6. This wording would mean you start dealing 2 then 4 then 6, but I could make it the opposite if it feels too weak.
She has been healer for fifteen years. She has already heard every curse word existing in the galaxy.
Often contains just spam manouver.
A new power is rising, it's victory is at hand!
Hardened Protector: Works best with annoying beefy minions in order to protect them from non-hard removal, or also as a mean to restore a minion after trading. And mark synergy, of course.
Envelop Manouver: Pseudo AoE and marker. Might be the good version of Crushing Walls, although this one has it hard to uneash its full synergy efficiently.
To War!: Ideal for classes with average hand sizes such as midrange decks. Aggros will blow out steam too soon, controls will end up overdrawing. This card does not count at calcuating how many cards you draw when casted.
The secret of any successfu last stand is tar.
She was told to start summoning the minions with the highest Attack, but she likes challenges.
Yes, he has a long knife. No, he won't show you.
Desperate Resistance: Is what the flavor text says it s: a Tar Creeper treatment for your minions... with an Arcane Intellect on it so you an dig answers while the oppoent tries to break through your wall.
Posessed Commander: Might be busted. However, you need not only to aready have a minion, but also have minions worth copying, wich means most sorts of tokens will be utterly annoying for you.
Commander Longknife: According to w40k lore, Longknife was a Tau Commander who, during a campaign against Imperial forces, saw how an Assassin killed the Ethereal he was trusted to protect. Since then, his hatred towards humans did nothing but grow. In terms of gameplay, I just wanted to experiment, might be too strong with taunt. However, the fact it does'nt do that much by itself, nor in boards without friendly taunts or key minions might help to balance it without further tweaks.
And after this, we get to the responsible for bringin th Tau to a new age of confict:
"The Greater Good. How foolish to think something ilke that could possibly work. I see now. There is only the eternal conflict, and the laughter of thirsty gods".
Warbringer Aun'Va: The Tau turned out to be really aggressive when corrupted. It has the obvious disadvantage of fitting badly in control decks (most of the times you are'nt likely to welcome a Bloodlust with those few minions), and both midrange and aggro having the osibility of getting their hands clogged by a 7 mana card. That said, it's very good and could definitively see play as a finisher of any sort, or as a way to clutch the win through chargers, so definitivey dangerous.
And also, you might have noticed I have'nt used the Commander Farsight, most notorious Tau ever, for a legendary yet. Well, there is a reason for that:
"Fight with fire and bravery!" - Farsight's starting quote.
He never liked how the Ethereals were using the Greater Good in their own benefit. Tau, only them could start a rebellion in the 41th millenium under idealist concepts.
I will take some time before making the Gadgetzan cards, as I have yet some projects to make. But I can tell you something: w40k classes (or at least many of them) WILL have their own gangs in Gadgetzan.
Until then, consider to join the forces of the Tau'va, or face them accepting the consequences.
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Tau Empire.... pffft.
Go get em bois. Lez show diis guys who's the biggest and the strongest. Release the squigs! WAAAAAAAAAAAAAAAAAAGH!
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!
KAAAAAAPAAAAA, or its Daaaaakkaaaa?
I am hoping, and thinking, this class is gonna have pretty good and interesting cards, seems that you are a very high fanatic of W40k, I played that one too.
However, balance on a few cards:
At All Costs is too powerfull, you should increase its mana cost to (3), compared to Circle of Healing, this KILLS your opponent greatly, so for not making it a big minion control board, its cost should be (3) (And maybe make it heal 5 or 7? So big minions aren´t rarely fully healed?
Battle Line, Wisps of the Old Gods, but underpriced, a cost of (6) would be better, this kills as too I say with At All Costs, with your opponent, big minions, full board, and all frying your opponent to death is not funny, as the bonus is high enough even with 2 minions, a cost of (6) will require a better board, but the bonus will be worth enough if you handle it. Whelp, rode gain, it doesn´t gives the option of 7 1/1´s, its just too powerfull too, having a big bonus.
The joke is you.
Hmm... yeah, I did'nt think on the insane synergy existing between At all Costs and Battle Line. I should actually increase both effects cost.
I'll work on it while I release the vanilla set.
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Vanilla set released.
Introduced a new keyboard: mark. Effects can be seen in the introduction and the vanilla set.
Also edited these cards:
Battle Line costs 6 mana (up from 5)
At all Costs costs 3 mana (up from 2)
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Naxx, GvG and BRM sets released.
Also changed a bit some falvor texts.
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Eldar scum. It's obvious the Necrons shall inherit the universe!
A mixed bag of good / bad cards here. Just on the first few cards, Rapid Fire is simply an infinitely worseCleave and Arcane Missiles. However, Reconnaissance is wonderful, however a 1-mana draw a card is too powerful. Drawing is worth 1.5 mana. It should be 2-mana. Fire Discipline is also very interesting, I would reword it to something like Shifter Zerus. "While this is in your hand, transform it to the last spell you played this turn."
I love the Mark mechanic. I played with a similar mechanic myself, just that I didn't use a keyword. I just said "Choose a minion." I can't review all the cards atm but this definitely has potential.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
The Mark mechanic is really interesting.
I expected the Skip turn mechanic to be in Necron class :) (Phase mechanic of Spectre/Necron Lord/Lord Destroyer...)
Remember playing Control Shaman with Reincarnate shenanigans? No? It was fun, here's a refresher!
Published both TGT and LoE sets.
Also, might have to explain a bit some of my cards:
Fire Discipline is worded that way because you still have to cast this spell to get the last spell you casted. That means, it's a 1 mana more expensive copy of the said spell (unless cards like Sorcerer's Apprentice or Loatheb work on it).
Reconnoissance draws one card for 1 mana (and the spy effect), because a 1 mana draw a card is kinda useless, and the spy effect brings few utility to the game (at least in constructed, where often you can easily expect your opponent). Similar cards like Novice Engineer or Shiv adds either board pressence or ping/combo potential, thus, I decided to look at Power Word: Shield as the wat to set this card's cost, because even if the priest spell is insanely powerful, and this sometimes can even be better, sometimes the additional knowledge just does'nt worth the additional Health you are trading.
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WotOG and Karazhan sets released.
Commander Farsight released.
Expect Tau to be members of a w40k gang in Gadgetzan. However, I can't tell much more about it yet, as I need to know what other cards will we see and get some other things done yet.
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Gadgetzan set revealed.
Who could've told there would be so many Tau with so little interest on the Tau'va, but willing to join a gang of criminals.
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Fixed a mistake that made two cards have the same name.
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not op, not at all...
...except all of it the hero power also has no synergy with the cards.
playing wild
~nomad
Un'Goro set ready.
Only a few more for finally getting into KotFT.
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Hey MvonTzeskagrad, check this thread: http://www.hearthpwn.com/forums/off-topic/other-games/198839-who-else-here-plays-warhammer-40k-the-tabletop. I think you should post something there. ;)
Hey, thanks for the advice, man! :)
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Ethereals have fallen into the dark.
Their Frozen Throne set is fully released.
And I just have to finish two other classes to get to work with KaC.
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