The forests in Azeroth have always held an ancient magic. It was only recently that the source of that power was discovered.
Asha, the Lady of Green, rumored to draw magic directly from the Emerald Dream itself, emerged to restore what she calls the "True Nature" to the land. Surrounded by a veritable army of sprites, fey, and titans of the earth, she may be lithe, but her followers and powers are not.
Introducing: The Enchantress Class.
The Enchantress class will contain a lot of green in it.
A mid-to-late game based class, Enchantress's are a class focused on the idea of using diversionary tactics so the opponent has to hit anything except the hero, with cards centered on making combat, especially minion-centric, rather difficult for the opposing player. Similar to preists/Druids they lack any real direct damage, and rather aim to gradually overwhelm the opponent.
As such they are weak against any form of aggro-deck, and also slightly unfavorable against some types of Rogue and Minion-centric Tempo Mages, particularly when it come to the Hero Power.
(I tried to fit the description on the Hero Power, but it ended up taking to much room. So I left it with the Shaman Totem issue of "play it and see.)
The center piece of the Enchantress Class, the Will-o'-wisps lend themselves to the 2 basic archetypes: Rock, and Glimmer. (Because I'm really bad at naming)
Rock Enchantress's focus heavily on direct minion combat, using hard to kill minions and buffs to force unfavorable trades, while keeping them hidden behind a line of protection.
Glimmer Enchantress's rather focus on the Spell damage synergy aspects. Not Spell damage itself, but rather Synergy with the effect, as the Enchantress contains a large number of cards with a similar aspect to Spirit Claws, that give effect or bonus effects if you currently have enough Spell Damage at the time. (Note: This is not a keyword, as the bonus can either be a one time thing or ongoing.)
Emerald Sprite: A Basic minion similar to Water Elemental. Powerful, universally good, but not necessarily a "must pick". Also directly expresses the idea of "being hard to hit", as the effect forces minion or weapon tradings rather than the standard spell counters that start appearing at this time.
Mountain Sprite: The card that lead me to use "Rock" as the archetype name. Will-o'-wisps are now 1/2, Emerald Sprite is not a mini Soggoth the Slitherer. And the effect is not a battlecry, so it just keeps moving to the line if not facing a deck with a way to deal 2 damage anywhere. Also the free buff allows you to be a 5 mana Stormwind Champion if you can be proactive about it.
Solace: An example of a card with Spell damage synergy, without directly benefiting. (And also fits more into the Rock archetype than the Glimmer one. Go figure) A 2 mana full Heal is a bit more expensive than normal, but pull off the extra effect with an Azure Drake and Hero power, and you can probably frequently get a Healing Wave in for free. This time the synergy is a one-time thing, but other with varying effects will show up later.
Blood Princess Rias is one of the scourages prized Vampires. She has been hiding away in the frozen halls of Icecrown waiting for the right moment to strike back against the adventures. Hungry to taste your hero, don't worry she only bites so hard.
Blood Queen Lana'thel : Powerful and has the ability to gain control much like how vampires can take control of their victims.
Hosting Concubine : Weak at first, but if not dealt with can be a powerful force for coining out.
Hungry Bat : The heart of this class with the staying power when being attacked by minions, use a spell or a weapon if you want to get this one off the board.
This is my first comp (and post) here so I'm pretty excited. Let's knock this out of the park!
My class is the Duelist. I've got a little backstory to it. When I was first exposed to this sweet game I created a play of the Jorgurant Arena, where the folk of Azeroth can watch (or compete in) Hearthstone duels. I'm on the urge of completion it, I have a busy schedule. Later on down the road I got the idea for Hearthstone Camp Card, when 36 complete strangers to the game and each other compete to become the next pro (you guessed it) duelist, this is where my hero comes from. The duelist is kind of a mix-and-match variable class of the other 9, so one game it can be a bit of rouge and a bit of mage one round and full on hunter the following, that tries to go more for control and/or combo wins. The class holds a close position to my heart too.
Here's my hero: Kristian Orecminderse!
Here's a bit of backstory: Kristian is a sword juggler who got onto the first season of Card Camp, however he was eliminated 22nd after a custom hero power challenge. He was also the sole returnee in Season 2, but that time he landed in 11th, which is rather far in the game. He may have never won, but he was a grand contender.
Now for the hero power:
"So what's the use of an Energy Ball to this class?" you think. I did reveal that this is a mix-and-match class, right? The Energy Ball plays along with that. It holds the power to turn into 8 different balls, such as the one listed beside it.
What the Energy Ball can transform into.
Here are my example cards:
Support Glove: The duelist of the Jorgurant often wear specially-padded gloves on the arm where their PlayPilot, a machine similar to Yu-gi-oh's duel disks. They don't look like this glove, but hey, a glove is a glove! It may seem overpowered, but I took a look at Flame Lance and though it was fair enough.
Fan Favorite: I meant to call it "Fan Favorites" so it wouldn't be mistaken with the minion Fan Favorite. A key factor to this? The +3 attack goes to a random (ally) minion while all the others still receive a buff. There's some logic behind the +3 buff too, sometimes you can't tell who the fan favorite is until the match is done.
Street Merchant: He's my only minion here, but he's a good supporter to the class. He gives you a 2-for-1 discount on the Energy Balls. That means double the possible chaos, and we know that sometimes, like here, that chaos is good.
Sorry if it seems sloppy, it is my first time here. Please keep me in, I'll be sure to impress you, because I still have some tricks and aces up my sleeves!
Edit : Made a Spoiler for the Energy Ball, and a few examples of what the Energy Ball can transform into.
Magical Knights love playing with 3 concepts: Mana, Silencing and Counterspelling. It's a weapon class with a lot of removal and cards that benefit a control play style. In the Basic and Classic set, there are cards that gain their power from unspent Mana, either yours or your opponent's, cards that Silence minions in unusual ways and many spell hate cards, like spell immunity, negative spell damage and reactive countering (not proactive, like Counterspell or Loatheb). On later sets, Magical Knights will gain new counter toys, like discarding from enemy hand, locking enemy hero power and transporting minions into the Netherworld (an alternate "graveyard", minions going there are not considered dead).
Mana Harvester takes advantage of your unspent Mana and makes sure that it won't go in vain. Evocation gives you 3 extra mana, but does not let you ramp up, it only fills spent Mana Crystals. As long as Mortron is on the battlefield, enemy minions have their card text deleted. They are restored once Mortron leaves the battlefield. This does not restore previous buffs, but only the card text.
As an Orator Kaila is blessed with the gift of the gab. While her strength and magical ability may be lacking she is able to use the power of words to manipulate the battlefield. This may come from a rallying speech to buff her minions or a well placed insult to Taunt a foe and keep others safe.
Together with her overprotective sister Talia, a skilled warrior in her own right, she has travelled the lands of Azeroth to spread her message of peace and gain influence.
She knows all too well that peace can not be brought about without bloodshed and so has amassed a band of loyal followers to do her bidding. It is not unheard of for the very people that she is fighting to join her ranks before the battle is out so are her powers of persuasion.
Provoke - The class will have access to minions that will benefit from having a turn where they can avoid being targeted by other minions. Provoke will allow them to set up to an extent.
Coerce - This card represents Kaila giving an opposing minion a choice of joining her ranks or facing death. They usually make the right choice.
Loud Mouth - The effect represents this loud character not giving anyone chance to speak. It can remove value from your opponent's hand if they plan to use battlecries but could also be a drawback for you if they don't.
Spark McClank was one of Gazlowe's more promising apprentices for not blowing himself up. A recommendation gave him an engineering position at Venture Co. Although he almost got fired for "damaging company property", some string-pulling helped him keep his job. For now. In a world filed with big monsters and mysterious magic, Spark does well using technology and would do even better if his inventions were reliable. "It's a work in progress..." he would defend himself before adding: "... And it wouldn't be unfinished if the deadline was more generous." Same story every time, but its hard to find a good tinker ever since the last one experienced a work accident.
The Tinker's hero power makes him search for the right tool in his bag. He uses the Tool to make quick on-field fixes and enhancements. Adding the buff to your hand instead of buffing the minion directly makes the hero power almost always usable, even if there are no minions on the battlefield.
The play style is a mixture of paladin's minion enhancing while equipping them with new inventions and warlock's minion sacrificing when some of those inventions don't work as the minions would wish. Either way, the focus is on using spells on minions, spare parts for example. Will it be powerful spells on big minions for control decks or cheap spells on small minions for aggro decks is up to the deck builder.
Examination helps the tinker learn new things, but the subject might not feel the same afterward. Spell damage makes it more thorough.
Broken Battlebot doesn't work right away but some fixing will patch it up. It's a work in progress. It also often breaks down after a fight. This is an example of synergy with the Tinker hero power.
Sticky Bombs always improve battle capabilities. No need to worry.
When the Sunwell of Daralan was destroyed by the Scourge, the elven magi of the Kirin Tor were forced to look elsewhere to sate their addiction to arcane energy. While many believe Prince Kael'thas Sunstrider to be the first blood mage, the art of siphoning arcane energy from living beings was first perfected by the Burning Legion. Little did the demons know that by teaching this art to the Blood Elves, it would be turned against the Legion. Today, it is not just the Blood Elves who practice blood magic, many Naga, Fel Orcs and Satyr's have also turned to this technique to free themselves from the Burning Legion. While many traditional mages consider blood magic to be no different than the infernal shadow magics of warlocks, the blood mage knows better: a demon is much more useful dead than alive.
NEW HERO: Ral'thon Morningstar
Ral'thon was a disciple of Prince Kael'thas and followed him into the Outland where he learned the art of blood magic and how to harness the arcane energy within demons and other creatures. When he learned his prince had betrayed the blood elves and was conspiring with the Burning Legion, Ral'thon was among the heroes who assaulted Tempest Keep to slay the treacherous prince. Ral'thon now wanders Azeroth, seeking to unite his fractured people and rebuild the broken alliance with the Naga.
NEW HERO POWER: Spell Flood
Not only can Blood Mages siphon mana from their foes, they can flood creatures with excess mana, causing them distress
SPELL FLOOD EXPLAINED: Mana Leak helps slow down your opponent's tempp, increasing their card cost. While this power starts off weak, with each additional use and each passing turn, your opponent becomes more likely to draw Mana Leak. Just like Ambush! or Burrowing Mine, when Mana Leak is drawn, it is revealed and effects immediately take place. Just like those previously mentioned cards, if it is drawn when you have 10 cards in hand, it is discarded and has no effect. Multiple Mana Leaks do not stack.
NEW KEYWORD: Siphon
No creature can escape the taint of arcane magic, even the weakest and simplest beings carry some mana within them. Demons, monsters and even mortal heroes contain a lot of mana, just waiting to be siphoned by the blood mage.
SIPHON EXPLAINED: Siphon works similarly to Overload. You spend mana crystals you do not have, but in this case you spend the mana left over from your opponent's turn. If a card has Siphon (2), you may discount that card by 2 if your opponent has 2 unused crystals, or by just 1 if they have only one unused crystal. These discounts would appear in the usual fashion, as a green number in card's mana crystal in the upper left corner. Once you play a siphon card, you expend the appropriate amount of your opponent's crystals. You can always play Siphon cards at their full cost, if your foe has no unspent mana.
Arcane Phoenix: This card has obvious synergy with the Spell Flood hero power.. With each Mana Leak you put into your opponent's deck, you increase the likelihood that your opponent draws a spell. This card also reveals information about your opponent's draw, whether it was a spell or a minion/weapon. Blood Mage decks focus on control styles like Mill and Attrition, this card has great Synergy with Coldlight Oracle. Spontaneous Combustion: A simple burn spell, this card highlights the Siphon keyword. Hungry Bloatmage: This card also has obvious synergy with Spell Flood. As you increase your opponent's deck size relative to your own, you discount this card. I balanced this card based on Thing from Below, each requires 5 uses of your hero power to reach zero cost. Though depending on whether you or your opponent is able to draw additional cards, that discount could happen faster or slower. Notably, this card does not require your opponent's deck to be larger. If they are drawing too quickly, and their deck shrinks smaller than yours, you also get the discount. This card then rewards you for identifying your opponent's deck, making you decide whether to Spell Flood them, or let them draw down.
Throughout all recorded history dragons have been the image of power in the eyes of all races. Their massive bodies covered in thick armored scales, the strength to tear a man in half with ease, and to top it all off a breath of flame that can melt the strongest of metals. For these reasons many have looked to slaying a dragon as their greatest achievement by overcoming the flaming behemoths. However for some the dragons are seen as the way to take their growing power to new, previously unreachable levels. They have through unknown means found a way to transform into a mighty dragon themselves. With this new technique under their belt they have come to call themselves Dragon Knights and have gained a reputation of being ruthless in their quest for ever growing power. After some time several Dragon Knights came together to form the Dragon Order and with it they managed to hide the secrets of transforming into a Dragon. Due to the secrets of becoming a dragon being so hidden to those outside the Order many have come to suspect the Knights gained their power through dark places such as the Old Gods or the Burning Legion. However most knights are veterans from wars fighting to contain the Old Gods and wars to drive back the Burning Legion and many seem to defiant towards both groups and as such their goals and motives are still largely unknown.
The New Hero:
Yvon was young when he became fascinated with dragons and throughout his life has sought to harness their power for his own. Through still largely unknown methods Yvon managed to Transform himself into a dragon and would become the first dragon knight in existence. He would move on to recruit and teach others to become Dragon Knights and would eventually become the founder and ruler of the Dragon Order. Naming himself the Dragon Master he moved to extend his influence and power but would suddenly disappear after The Shattering and the death of Deathwing. However with the return of the Legion Yvon has returned with immense new powers and an entire army of dragons seemingly to continue where he left off so long ago.
The Hero Power:
As Yvon returned with a massive army of dragons and he showed that he had mastered the breeding and growth of dragons that allowed him to quickly grow an endless army of Whelps to fight for him.
This hero power is similar to the paladin but instead of directly summoning a 1/1 to the board you delay the affect by several rounds for a 2/2 along with that several cards as you'll see below are affected by having a certain number of Whelps in your deck. As a side note the Whelps act just like the cards made from Beneath the Ground.
However you may be asking yourself if the hero power is so slow then how in the world will you survive against aggressive decks to get value out of it? It's quite simple actually, this class uses armor! That's right we have a second class to relies on/interacts with armor to survive. He has several cards that grant armor in order to live long enough for the hero power to start taking affect.
Dragon's Flight: A very powerful card that would probably be used in every deck for this class as it allows you to get several Whelps into your deck early on in order to start activate affects that relate to the number of Whelps in your deck. It also of course increases your chance of getting a Whelp early on because having a free 2/2 can be very important in some circumstances.
Smokewhite Drake: A card that showcases the other focus of this class as it relies on you getting armor and keeping it similar to the Warrior's Shield Slam.
Forge Drake: A powerful late game control card that grants massive amounts of armor in a single turn but it has the big downside of destroying several Whelps which could for several turns stop you from activating some affects which I think is an interesting choice players would have to make.
When he’s not having lunch with Gul’dan, Gareth travels through Azeroth's past and present, collecting his army of souls.
Soul Harvest - This can heal Gareth for a maximum of 8 health or enable him to make it to the late game by increasing his health. Two copies of this gives Gareth a maximum of +16 health. It combos extremely well with another of Gareth's spells yet to be revealed.
Soul Drainer - If this minion isn't picked off after it is played it becomes formidable due to its combo potential with the first of Gareth's hero powers. 1/1 then 2/3 then 2/5 then 3/8 and so on.
Orgrim Doomhammer - A legend of Azeroth and one of the earliest recruits to Gareth's army of souls. Even if he dies you still get a Doomhammer. Value.
I will continue this motif with all of the souls Gareth collects. For example: Rogue souls will drop powerful Rogue weapons from World of Warcraft, as well as epic armour, and Mage souls will drop spells and other types of cards.
Please vote if you want to see more of Gareth.
All of the entries in this competition are absolutely amazing and I can't wait to see what comes next!
Behind every famous hero or villain of Azeroth, there are countless storytellers spreading their name and telling stories of their deeds, like old Theodore here. He's one of the most well-known storytellers in the world, travelling across the world telling stories to whoever wants to listen and also collecting and writing new ones. Some say that while he speaks, the characters and worlds from his stories almost seem to appear out of thin air...
Thematically, storytellers like Theodore don't fight themselves that much, but instead are capable of summoning the characters from their stories to fight for them and rewrite their fates for them, which can be seen here from his heropower, which creates a 0/2 Character. In a completely blank state with no stories to be told of it, but a little bit of writing can fix that and give it a new Fate. So, what is the Fate mechanic?
So, it's relatively simple, just a pre-emptive buff. Even though not seen in any of my example cards, it can also give Deathrattles, Inspires or any other effects. You can stack them up if you use several Fate spells before playing a minion.
Book of the World is a fairly simple Fate spell. Can be really powerful when played turn 1 into some good 2-drop, but that takes a total of 3 mana and both your turn 1 and 2.
Fate Keeper is one of the Fate synergy cards, and potentially is very strong in a combo with some powerful Fate and cards that summon several minions. However, any Fate effect you had before you played this affects this before the battlecry, so you can't stack a lot of Fates up the turn before and then play this and some board flood card for a huge board. Instead, you need to play this, then a Fate card and then you can play minions.
Plot Twist is potentially very powerful removal, but your opponent can play around it with proper placement. This theme of potentially powerful removal/AoE that your opponent can play around will appear more in the future of this class.
Fate Synergy: Cards that make your Fates stronger in some ways, like Fate Keeper in the example cards.
Buffs: Not just fates, but normal buff spells and aura buffs too.
Powerful removal/AoE that can be played around: By this I mean cards like Plot Twist, that are potentially stronger than an average removal or AoE of the same cost, but that your opponent can play around to make them do less.
Tokens: Spells or minions that summon more minions, to take advantage of the buff cards and Fates.
Character synergy: Like how paladin has cards that have synergy with Silver Hand Recruits, the Storyteller will have cards that have synergy with Character tokens or summon more of them, making way for a Character-focused deck.
The Starcaller is a class based on the knowledge of the cosmos and the stars, of the order established by the Titans at the beginning of time and the chaos caused by the void. Manipulating the raw arcane energies of the universe, the starcaller blasts its foes with power and grants its allies boons with the essence of greater beings. They can also call on cosmic entities, and, in a fashion similar to priests, dance on the edge between order and chaos.
Mira Springfire is a gnome that, after the events in Northrend and the revelation of the titanic origin of the gnomes, left her fellow tinkerers and turn to study the crafts and magic left by those who created their race. Dabbling with ancient magics, travelling with the League of Explorers and visiting the ancient ruins of Ulduar, Uldum and Uldaman, her knowledge grew, along with her curiosity. Now, along with other gnomes, dwarves, elves, and other races that seek to study the Titans and the cosmos, she teaches and learns of their mysterious ways.
This class is represented in Hearthstone by a small and powerful gnome, that has the ability to use her knowledge and imagination to call the powers of the cosmos. Her Hero Power reflects this, adding a small spell to her hand. This ability to create new cards to use will have some sinergy with other cards. The main focus of this class will be token based decks, empowered by cheap spells; control decks with powerful draw engines and even combo decks, based on the interaction between several spells.
Acolyte of the Sun: this card is intended to be a staple on Zoo/Token Starcaller decks. Fueled by the Hero Power and other cheap spells, it can produce very strong buffs if left unattended. It represents the style of this decks, using spells and buffs to make your minions grow and overrun the oposition, more similar to Token Druid than Zoolock. It may also find a place on more midrangey decks, but it is very focused on having board presence.
Algalon the Observer: a very strong legendary minion for decks trying to reach the late game. It makes each card generated by Brilliance double as fuel to refill your hand once you are running out of cards, drawing you combo pieces or powerful cards without making you fatigue yourself faster. This showcases one of the other characteristics of the Starcaller class: unorthodox draw engines. Instead of a new keyword, there will be several Starcaller cards that allow you to draw in exchange of shuffling some card into your deck, or use this mechanic to activate in effect. This is only the most drastic of them, but it will not be the only one.
Omen: another staple, this time in slower decks, this is the main traditional draw available to Starcallers. It is cheaper than other draw effects, but in exchange you trade off its immediate effect. You have to plan your moves ahead and sequence correctly in order to avoid some of the problems that this effect may cause.
Unorthodox card draw, shuffling cards back into deck
The Alchemist uses the power of knowledge and potions, to deal with his foes... and in the rare occasion friends a like. This hero uses the class unique keyword Concoct, which makes his Hero Power stronger and stronger. I'm not going to bore you with more text (okay I lied), so go ahead and have a look for yourself.
So what is Concoct?
Concoct is used to increase the power of the spell created by your Hero Power. It might not be so straight forward, so let me explain it short an simple: The first time you use your Hero Power, a Small Vial will be added to your hand. The second time you use your Hero Power, the 0-cost minion summoned by the spell will instead read: "Summon a random 1-cost minion" (but the spell itself still costs 0) unless you've used the spell, in which case a new Small Vial that summons a 0-cost minion will be added to your hand. Everytime you Concoct, the cost of the minion is increased by 1 until a maximum of 10.
So why have I written "Vials" and not just "Small Vial" in the tooltip? The idea is, that you should be able to get more Vials (I know this can be extremely powerful, so it will be done with caution) AND there's another Vial ment for Justicar Trueheart.
I've added a few cards with Concoct, just to show you the general idea. Obviously only the minority of cards in this class is ment to have the keyword, as I don't want this class to only have one archetype.
Lore:A former cleric of The Light, Mercutio possessed an extraordinarily strong connection to the afterlife, being able to see and communicate with the dead. He used this power to guide lost souls to their rest, and console the bereaved they had left behind among the living. It was a bittersweet duty, as, even if he could bring solace to the living and the dead with his gift, he was still awash in the sorrows of those taken too soon or who had died a pitiful way. When the ravages of the Scourge under Arthas the Lich King destroyed his home, Mercutio, one of the few survivors, only clung to life through the ghosts that he had once guided to the beyond. The bodies he had laid to rest, and the spirits of the villagers who had been slain by the Scourge, rallied to Mercutio to rid Azeroth of its curse. And so Mercutio wages his own crusade against the undead and the occult of Azeroth.
Unlike the Resurrect Priest archetype, or a typical Undead themed deck, The Gravedigger isn't specifically about bringing back minions who had fallen in battle. Instead, the primary focus is on drawing power from the cards, both minions and spells, expended during the game. The Gravedigger excels at control, essentially building a second deck out of their graveyard, which they can use to cash in later on in the game with the Graveyard keyword (a keyword I submitted for a Create A Card contest last season)
To empower the Graveyard (X) Mechanic, the Gravedigger's Hero Power spawns tokens that add themselves almost automatically to the Graveyard pool, as well as imparting some health onto the hero as they leave. While it lacks the versatility of the Priest's healing being able to target minions, the Gravedigger makes up for it by adding resources to their graveyard which they can use to amplify their cards later in the game.
To start, the Graveyard (X) mechanic is all about stabilizing and regaining control of the battle, although there's room in the future to push a more aggressive angle to the mechanic, introduce an aggro or tempo archetype to go along with the midrange and control. This can come from having removal, such as the Void Grave Digger's massive damage for a still adequate body should your graveyard be full enough; or in the form of large threats or powerful walls, like the Bergentrückung (named for the King in the Mountain mythical motif). In order to further boost their graveyard to active cards like these, there are cards like Restless Haunt, which spawn disposable tokens, as well as the spell card itself adding fuel to the fire.
The Commander of a Refugee envoy sent to resettle on a distant Island, Matheron has been recalled to bolster the front-lines in the Scarlet Crusade's never-ending fight to purge evil from both, the land and hearts of men.
The WoW equivalent of the Spanish Inquisition, the Scarlet Crusade is a religious-military organization originally dedicated to the destruction of all undead/evil. They are infamously known for resorting to extreme measures as their zealotry and fanaticism has been rumored to impede their ability to distinguish friend from foe -- or even innocent from enemy.
*Note: Paying health is unaffected by Armor or Immunity
Zeal serves three distinct functions for the Scarlet Crusade:
Additional Costs -- The represents the Scarlet Crusade's willingness to go to extreme measures to get a job done. Similar to Overload, Zeal allows for cards to have a stronger effect by assessing a cost in addition to mana. Paying life also reinforces the pyrrhic nature of the Crusade's strength, their willingness to sacrifice anything (even their own humanity) to get the job done.
Status-- This represents the fanaticism of the Scarlet Crusade. Zeal can offer the player a unique form of Spell Damage, by having effects that can be stipulated or augmented by the Zeal rating of permanents in play. For good or ill, Zealotry is a unique bond that ties the Scarlet Crusade tightly together and gives them strength in numbers.
Cost Reduction/Self Reinforcement -- This represents the collective bond the Scarlet Crusade has with each other and often is the reason the seem so cloistered by outsiders. The second half of the Keyword allows for the LIFE cost paid for effects with "Zeal:(x)" to be reduced if you already have minions with Zeal in play.
If you have nothing in play, the cost of Zealot's Ire is 1 Mana and 2 Life.
If you have a Scarlet Flame Initiate in play, the cost of Zealot's Ire is 1 Mana and 1 Life.
If you have TWOScarlet Flame Initiates in play, Zealot's Ire costs 1 Mana (and 0 life).
Please take the next 24 hours to review the submission topic and up-vote your favorite entries. Remember that qualification for Phase II (which begins tomorrow) is based on up-votes only, so this is really important!