WARNING: READING THIS MEANS TO REACH EXTREMELY SENSIBLE INFORMATION OF THE IMPERIUM OF MAN. ANY MISUSE OF THIS INFORMATION WILL LEAD TO EXECUTION. BY CONTINUE READING YOU ACCEPT TO BE THE ONLY ONE RESPONSIBLE OF ANY MISCARRIAGE OF THIS CONTENT.
Hello and welcome to what probably is my last w40k class:
"The trial begins". - Eisenhorn starting quote.
Eisesnhorn has sworn to hunt all witchcraft, disapproved xenos and heresy of the galaxy and beyond. Yes, that includes Anduin Wrynn and Jaina Proudmore.
Inquisitor class in practice is a mix of Inquisition and Eclesiarchy, and one of the things that proves it is the hero power::
and their upgraded versions:
Note you can only use both hero powers once per turn, this is made in order to avoid just spamming this hero power in late game. Your hero will start the game with the 'Accuse' hero power, so although it is meant to be slow to strictly play the most of your hero power, it also can be used to react at things on the early game.
Many minions and spells wil be focused on this two hero powers. Later I will introduce cards that show what I mean.
Added keywords prayer and fervor. They are related to the original inquisitor hero power (where Silent Prayer goes to prayer and Acuse to fervor). As long as the hero is in one of these situations, all effects with adequate keyword will take effect. Changing hero power (via things like Shadowform or Sir Finley Mrrglton) will fixate your hero into prayer or fervor (depending on what you were in). Other classes won't have this effect unless they get it from Inquisitor class cards or hero power. Cards that change stance will also change hero power in case it is the Inquisitor's one.
Until then, this is the basic set of the Inqusitor:
Basic set:
Faith moves mountains. A huge ammount of dynamite moves it faster, tho.
It's actually a Screw Pistol, but the one who named this was no mechanic or engineer so...
He's hiding from the public television.
Zeal: So far the cheapest spell of the Inquisitor. While might be used to deal with early threats, might find same fate as Heroic Strike and turn a basic SMOrc tool.
Bolt Gun: Subpar 1 mana weapon that also deals 1 damage, wich makes this useful to deal with small tokens
Missionary: Early reliable drop wich can actually help your minions to last longer, giving you advantage in the trading game.
If she weighs as much as a duck, then she is made of wood. And therefore, she's a witch!
In comparison, the Scarlet Crusade is a bunch of self-questioning rationalists.
Specially good against vampires.
Not really, he got it in a street market for a bargain.
Burn the Witch!: One of the focuses of an Inquisitor is their ability to counter a wide sort of threats. Playing this card at the right time allows them to stop a combo deck from using it for one turn, or avoiding certain comebacks.
Fanatism: The Imperium of Man is not exactl known for its use of reason. Eclesiarchy can use that in your favor inspiring your men to recover from blows and then counterattack stronger than before. Keep in mind this only works for injured minions, so it can't be used as a Savage Roar unless you find ways to injure your minions (Wild Pyromancer, for example).
Blessed Ammo: Strictly made for clearing minions and push further yours, otherwise Zeal would do the work much better, although it can still go face in case you really need to scratch some damage.
Relic Sword: Just a thing I wanted to try. Use the combination that suits your needs the most.
THE EMPEROR LOVES YOU!
Still trying to catch Carmen Sandiego?
Flames of Devotion make a lot of sweat, so after using them a Shower of Faith is needed.
Emperor's Blessing: Strong heal (not as strong as priest, but hey, priest is the king of heals) wich will help you recover if you find a really aggressive deck. Also usable to help your smaller minions, although it's more overkill than anything at that point.
Pursuit: Your Nourish, but costs less and the enemy draws a bit (you are pursuing it for being a bad person, after all). Not much likely to have mill uses, as I don't think I'm giving the Inquisition the power to mill.
Flames of Devotion: Put a slightly worse Consecration and a slightly worse Holy Light together in a card, and make it cost 5. Clearly on the strong side, but a class that tries to fight in this game without good AoE is either full aggro, full combo, or dead. And whereas aggro Inquisitor should be a thing, I don't think it should be THE thing.
Vanilla set:
The Emperor must keep connected to a golden throne to stay alive, but that's no reason to not lend a helping hand sometimes.
Possibly the most wanted girls in the galaxy. Also the most taken ones (by the Emperor).
He's not doing his job very well, there are Ordo Malleus everywhere!
"Operation complete! Now where did I leave my watch?"
Is it fervor, or you are getting charged by your own weapon?
Our Emperor beats your Light, paladin!
Emperor's Strength: First you see Zeal, but there is also a special point this spell has, and it's how it can protect from a wide range of things, from hitting 2-Attack minions to ignoring Explosive Traps, Leper Gnomes and such things. Might have crazy value with the right cards in hand.
Adepta Sororitas: First example of a prayer/fervor card. Depending on what you want, you'll have to plan your hero power (and other stance changing stuff). If you want to play defensive, you'll want to stick to prayer ang let her tank the damage. In case you want a beefy charger, go fervor, and then switch to prayer when she has done the job.
Ordo Malleus Hunter: Another example of this mechanic, this minion is very versatile (it can be a strong trader, or an aggressive pusher as will), but as you can't retain the buffs, balanced.
Hospitaller Surgeon: Not all cards will have benefits from both stances. In this case, if you want her to heal something you'll have to stick to prayer (wich has a relatively negative impact as you can't rely on hero power to help you much by itself), but can provide a nice survivance tool, or a trading one.
Power Spear: Sometimes you'll find a card that fixates your stance as long as remains. In this case, you find a decent 4 mana weapon, but also lets you use more often your best hero power, and hold on fervor synergy. Breaking this weapon will keep your ero in fervor, but in case you use hero power, then you'll switch to prayer.
Holy Ascension: Either an overcosted Blessing of Kings, or a 5/6 buff (because a 6/6 buff would have been maybe too much). Turns anything into something to be removed.
Serve the Emperor today, tomorrow you might be dead.
Her fault was putting ketchup on spaghetti.
That enemy minion's soul is clearly wanting to be freed.
She joined this job mainly for the stylish hats.
Even an ape knows how to make stuff better than Orks.
Faithful: Being 0 mana it can't do much by itself (healing for 3 is not that bad, tho), so it's a card you want to use for getting quickly to a prayer synergy. Also can have some heal and spell synergy.
Pious Penitent: Very strong for a 1 mana drop, but shuts down your Hero Power from working, and so your fervor synergy. More than anything is a defensive tool and a way to catch up early in the game while setting up bigger threats.
Fervorous Strike: It's like using Silent Prayer, but with an additional 2 damage with spell damage synergy. Useful for quickly recharging your hero pwoer with some additional value with it.
Witch Huntress: Ideal for attacking exactly what you want, no matter if it's the enemy hero or annoying targets hiding behind taunts, or even for triggering stuff like The Black Knight. Also a good standalone drop.
Jokaero: This can prove insanely powerful for any situation, at least as long as you keep a weapon on your hero. Otherwise is a terrible body.
Ctrl+Z.
If you can't cleanse the mutant with detergent, then cleanse it with fire!
"A plea of innocence is guilty of wasting my time. Guilty." -Inquisitor Karamazov.
Heroes never die... for a price.
Navigator: Interesting concept I wanted to try. This serves in a wide variety of ways, as it can: Silence buffs/debuffs, restore silenced minions effects, and heal.
Purification: Depending on you being in fervor or in prayer this is a highly reliable direct damage effect (despite being a 5 mana Fireball, but well, mage spells are OP), or a not-so-reliable damage effect with AoE potential.
No Trial: Overcosted Assassinate, but with the advantage of having a nice tempo swing potential, if you combo it with some weapon.
Saint Celestine: Saint Celestine is well known for returning from the dead thanks to her unrelenting faith. In this case, this shows up as her spirit inspires another minion in hand and aids in battle, turning it into another Living Saint. Really useful for that long fatigue matches where you stick with plenty of defensive minions with no pratical use against a hard control deck... but be careful if this dies while you have a very good minion in hand (or none at all), you can either lose her, or lose the really important minion when she triggers the deathrattle.
Naxx, GvG and BRM sets:
Red-hot poker, check. American punch, check. Battery and cables, check. Boybands clips, check.
Torture Tools: Expected some deathrattle minion (like Daemonic Host or something)? Not yet! This time Inquisitor has embraced the noble purpouse of purging the unclean, and with this cruel device they can safely defuse deathrattles such as Nerubian Egg or Haunted Creeper, while also providing an efficient weapon. However, bigger deathrattle minions might chip away too much health to make it safe to use this against them.
GvG:
There are two types of saints: the ones who spread light, hope and devotion with their mere pressence, and the one who breaks your legs.
Gothik forgot to add this fella to his deck.
Sanctity: Versatile card again, giving some further exploring to those hero mechanics (surely after these sets I'll make less for each expansion, as all I wanted was ensuring it had a solid base to start with in order to not feel forced to do too much prayer-fervor stuff).
Unrelenting Crusader: Big mech that provides board buff when fervored. Can help your midrange decks go further, specially in arena. Might be interesting addition for mech inquisitors.
Blessing a vehicle's plating often results in extra holy damage and resistance to light and dark sources of damage.
MrphmphMMMMRPHM!
A psychotic chainsaw wielding machine fueled by the pain of the heretics? The Imperium will never cease to amaze me.
Blessed Plating: So far I had no real mech synergy in the class, and every hearthstone class had at least one mech synergy card in GvG. So here comes a spell. Might be a bit hard to use (as it's much like Hand of Protection but healing and only on mechs), but it definitively has some uses on Mech decks as it can keep a fearsome board pressence.
Flamethrower: Massive AoE weapon, with the disadvantages opponent can play around it by good positioning and requiring you to hit minions to get profit. However, you can always use it to burn the enemy hero, and can actually avoid you hitting a fearsome minion by hitting something next to it.
Penitent Engine: Mechanical Gurubashi Berserker, but crazy. And maybe also crazy strong. Lack of self-damaging tools helps to keep it fair, but can turn scary with some Blessed Plating on it.
Did somebody called the exterminator?
Connecting your mind with the one of an inmensely powerful xeno can teach you a lot of things. Things like "do not connect your mind with the one of an inmensely powerful xeno".
What singer do Inquisitor likes best? Georgie Dan.
Purge the Wicked: Arcane Explosion at first sight, but crazy good AoE vs demons (this include yours). Keep in mind this actually hurts Jaraxxus for 2 damage (I just found it amusing).
Know your Enemy: I liked this picture, and wanted to give an appropiate card to it. One of the main purpouses of the Inquisition is to understand how their enemies work and think, to be able to eradicate them properly. In this case, you get a Mind Vision, wich in case you give yourself some more time to think (aka prayer), gets double.
Inquisitor Karamazov: Karamazov is one of the msot intransigent inquisitors of the Imperium, therefore, his card should involve purifying fire, lots of purifying fire. While being beefy itself, it can turn really dangerous to certain ecks, as they can situationally be completely shut down. Control decks, however, don't have to fear the 2 damage AoE that much, and decks that take benefit of self-damage can actually abuse this mechanic.
BRM set:
The most adequate answer to Noise Marines not letting you sleep at night!
Let's just say some people enjoyed the visit to the Molten Core a lot more than others.
Sister of Silence: Experimenting with a rather unexplored character of the Adepta Sororitas. In this case, you find a somewhat weird card, because it is not your typical "it gets better as long as minions keep dying, because to get the msot benefit you require her silence ability.
By Fire be Purged!: I just could not resist to do this. OP in a control deck with lots of 4+ cost cards, but drawing anything of 2 mana or lower will make this quite punishing to you. Also, you can't make it go face.
TGT and LoE sets:
Holy Spinachs would have given approximately the same ammount of iron.
Her mood is extremely contagious.
She's gonna need two Bolters for all these heresy!
Sanctfied Sword: Inspire weapon, you can potentially make it last forever (at least unless oozes or Harrisons make their entries), both aggro and controls can make good use of that. Remember too that, as Inquisition has two hero powers at the same turn, they can make more profit of the Inspire mechanic than practically any other.
Canonese: It's a very flexible drop for your board. You can either benefit your board to play around certain AoEs or to give your minions a needed push for trades. Also, fervor-prayer mechanics are pretty much related to hero power, so this actually fits nicely in the expansion's theme.
Seraphim Sister: Somewhat similar to Fire Elemental and Argent Commander. In one case, replaces 6 mana 6/5 for a 5 mana 3/3 charger, and in the other gets worse stats for its charge thing but the first 3 damage can ignore taunts and is 1 mana cheaper.
You'll need all the faith of this world when a horde of Daemons charge towards you.
She is not that lonely, the Emperor is with her! And six cats.
She did nothing wrong. That's what's wrong with her.
Bullwark of Faith: Very handy mitigation card in many situations, specially against those OTKs that always look after setting your health from 30 to 0.
Lonely Warden: Early game strong taunt, and also packs some big punch in case it gets silenced.
Sister Repentia: This is a pretty damn good drop (in fact, I might set the health lower) to compete at board, as it can push a nice bit of damage or make a 2+-1 trade.
Imperator Vult!
He really hates this game. In fact, he is only here to punish those who play it.
Prayer or Fervor? And why not both?!
Crusade: Most aggro decks would avoid playing 6 mana spells, but this could work in a midrange deck, as they can put enough minions for this to be profitable.
Imperial Punisher: Another way to fight off decks who avoid putting any pressure on board. Combo decks would have to save something for this guy if they don't want to meet a nasty surprise. However, in midrange/aggro/some control decks this is far from threatening, as the body is 5 mana and something big will make a quick work out of it. Also, even combo decks can ignore this if they have enough health.
Uriah Jacobus: Something that had to be done. In some cases the synergy is brutal (this + Purification). In cases like Holy Ascension, you get the best effect.
LoE
Your candle is heretic, you nasty rat.
According to her, Garrosh performs witchcraft.
What? They might be Witch, Daemon and Xenos hunters, but they can still have a party every once in a while.
Auto of Faith: Inquisitors prefer to hunt witchcraft, demons and unholy creatures (xenos and stuff). That's why this focuses on taking down demons, spell damage stuff and deathrattles (more often than not, these are sign of unholy nature to Inquisition). For other is just an expensive silence, because even if you're "innocent", an Iinquisitorial trial is something you ahve to take seriously.
Inquisitorial Informer: On curve can fit decently, but her main use is to gain some pressence and draw against decks rich on spells (remember Inquisitor's class identity involvesa nice amount of "punishing cards").
Hunting Party: It's similar to Arcane Intellect, but you don't thin your deck, can't really control what you'll get, and will always be 2 copies of the same minion (hillarious moments discovering reno jackson in a reno deck are real, tho).
WotOG and Karazhan sets:
WotOG set:
Don't tell anyone, but it's actually a Shielded Minibot that escacped from the paladin set.
Use the force, Luke.
There are powers in this galaxy no one should be playing with. This is not a game after all.
The Passion: A push to the prayer mechanic, that is often somewhat lackluster as it often is purely defensive and requires to keep a "do nothing" hero power. This can help more midrange/aggressive inquisitors to have a push in case you have to give up your fervor hero power and enter a prayer situation.
Force Sword: This card itself is kind of weak, but keeping one or two spells casted each turn makes it far more threatening. Thought about making it a poisonous sword, but as I already took that concept for the Husk Blade from the Dark Eldar, thought I had to take another approach.
Unholy Artifact: 3 mana damage spell, plus an additional 1 mana discover card. The "from all classes" it's for the obvious reason of not having enough neutral demons for making any pool. Also, lorewise, summoning chaos demons from the Daemon Prince class is logical, and therefore should be enabled.
She needs only one more day to be fully rehabilitated.
The Imperials are crazy, I should have picked Stormcloaks instead.
Inside everybody lies a Jaraxxus waiting to take over.
Unauthorized Psyker: Every human with psychic abilities that hides this from the authorities is unauthorized. These people are easily tempted by chaos, and therefore perform evil witchcraft. When the Imperium catch one of those psykers, the fate is either death, or maybe penance, either as a Penitent Engine, or using their powers to help some Inquisitor. Of course, a radial Inquisitor can tranquily pick any hidden psyker to take advantage of their knowledge of the Warp. In terms of gameplay, this card is like a sort of "controlled-Yogg", as you can control wich spells you cast, but not where do they land. Also, the extra spell damage means you can achieve great things through your unauthorized psykers if you manage not to get your face (or minions) blown up.
Arco-Flagellant: If The Passion was meant to give aggressive players a more practical use of prayer, Arco-Flagellant is meant to give more defensive players a more practical use of fervor (besides that 2 damage ping). Idea behind this was to make Alpha Magnataur work, giving vanilla stats for the cost, but making the good part work only in a concrete situation.
Daemonic Host: Some radical Inquisitors chain Daemons to mortal bodies, in an attempt of achieving deeper understanding of their secrets, and also to use them as powerful weapons against their foes. This card can be a great addition to N'Zoth decks, as it can bring very strong bodies at its cost (although one could wonder how can Illidan get into so many prisons).
Do not talk to her about the Cult of the Damned.
Even chaos has patterns. Patterns wichcan be understood. Patterns wich I will understand.
He knows who has been a naughty boy.
Death Cult Assassin: Inmediate threat to whatever your opponent throws at the board. Might reduce health to 4 due to buffs, but before doing that I want to know opinions.
Radicalism: And, as the previous Unholy Artifact, this shows radical inquisitors using their dark foes power in an attempt to understand it, or just to unleash it upon the world.
Inquisitor Coteaz: Coteaz is famous for his huge ammount of informers, wich means once he looks for someone, he will surely find that one. In this case, it's a unique legendary, as it alloes you to see what is your opponent up to, letting you to predict when does it have a combo, or to play around AoE. Crazy good in arena.
Karazhan set:
She makes sure every piece of alien technology is in good hands. In her hands.
Inquisitors are so good at making friends every single one of them needs a bodyguard.
Because sometimes a servo-armor is just not enough.
Ordo Xenos Agent: Ordo Xenos are the Inquisitors that watch over people not using alien technology. In this case, she watches over enemies not using weapons against you. Perfect for defensive, and even offensive play in weapon metas.
Inquisitorial Bodyguard: 5 5/5 taunt is nice, and this one can also keep himself healthy if you cast some spells. It's more an arena card than constructed, but still nice after all.
The Emperor Protects: Can be used both for getting your minions back on line after winning a board fight, or to make them more resistant to AoE and removal in general.
Mean Streets of Gadgetzan (Golden Company and class cards):
Golden Company set:
Soldier, fetch! Good boy!
If a Golden Enforcer tells you to disband, by the Emperor you are going to disband!
Who's in chaaarge now?
Golden Retriever: Puns aside, this minion shows one of the main mechanics of the class, wich is filling your deck with copies of minions and spells and then draw and summon them for a continuous stream of threats that overwhelm the opponent. Practically a reverse reno mechanic, although this card can be played also in reno decks in order to fill in some duplicate you get rid of with this.
Golden Enforcer: Every gang has this kind of card. In this case I took advantage of Lotus Agents having assymetrical stats to give this same cost but symetrical stats.
Vincenzo Cresso: Idea of this is: Play a card, keep putting duplicates into your deck, then use this for a huge army of minions to appear out of nowhere. Also useful with smaller ammounts of minions to make a comeback or put pressure.
Class cards:
This is suppoused to be a library.
Do you know what 's the most popular beer in Gadgetzan? Desperados.
They rarely left me alone, but they don't understand. I am never alone. Never.
Classified Grimoire: The thing that makes Golden Company Inquisitors unique is how they like to combine both the minions effect and apply it to spells as well. This serves both as a way to neutralize a potentially dangerous minion and as a way to generate more spells you will combo with later.
Suppress: Kinda like Quick Shot, but you always draw this card (if there is still one in your deck). Combines well with Classified Grimoire and can be used for some sort of combo, as well as a handy removal tool.
Take and Hold: The better your minions are, the better this spell is (well, except it is legendary, then this does nothing most of the times). Can be used for a variety of things, from giving another twist to an unfortunate dirty rat to call in some protection from a high health minion your opponent left.
You thought it was a card, but it was Servo-skull all the time!
The name is misleading, as she always prefered silver over gold.
It's like the Groundhog's Day!
Servo-skull: Might be one of the most annoying cards an Inquisitor can have. This means you can effectively deny draws from your opponent, wich make this card devastating in an attrition war (but also makes it harder to fatigue the enemy, as the draw is lost, not replaced).
Golden Purifier: Similar to Classified Grimoire, but you have to play the spell after the minion, can be affected by Brann and drops a body instead of silencing.
Golden Interrogator: Beefy and potentially very dangerous minion because she can make an almost unlimited supply of minions played. However, as you can't make it synergize with gadgetzan auctioneer like you do with Jade Idol, this can't be exploited so easily.
And then the Assassin jumped from the top of the Gadgetzan Zepelin station and landed in a pile of hay.
One does not simply wander alone in Gadgetzan.
Nobody knows what does she have against the number one.
Undercover Operation: Works similar to Thistle Tea, but cost is drastically reduced, gives more long-term value and a lot less inmediate impact. Best draw would possibly be Suppress for massive gunplay at later stages of the game.
Consecrate Retinue: Another way to drop your copies of minions, but with a far more aggressive approach than Take and Hold (at worst you can play it to give +2/+2 too). Keep in mind the limited ways Inquisitor has to drop many minions at a time.
Severa Alba: I swear I made this card before Un'Goro cards were released, I did'nt copy Tortollan Primalist! Besides that, this card can offer a great punch, but keep in mind the limitation, you have to have 2 copies of a spell in the deck to make it "discoverable".
Un'Goro set:
Drawing Molten Giant will instantly put you back in the game, although you might never see your molten little buddy again.
His friends "Human Calculator", "Book Worm" and "Hackerman" are'nt doing that well in business.
A tooth of Sebastian Thor is indistinguishable from any other people's tooth. But she won't give up that easily.
Epiphany: While Inquisitor had pretty good defensive tools, I felt he could use something that really encouraged having a deck with plenty of high cost cards. The fact that even the greediest decks have to rely on having enough early game or cheap spells helps balancing this. Also, you could possibly make a giant Inquisitor!
Calculus Logi: Will gain you great advantage if you know when to play it and against what. Potentially might be setting up worse stats or make it beefier at the expense of nerfing the ability.
Seeker of Relics: More offesive version of Ivory Knight. You can either aim for the biggest spell possible to have a big health minion early, or to discover a spell you really need, even if that means a smaller minion. Might be nerfed as well.
Because sometimes refusing to die is just enough to cheat death.
Proudly invented by Eva "Buffy" Starion.
Warning: Fervor might be suspiciously similar to masochism.
Unbreakable Devotion: Remember Commanding Shout? I somewhat do. You won't be using this for stealing nor for full-board advantage, but it's definitively a lot better to make that concrete minion to survive as long as you need to (unless silences, hard removal, or just some turns).
Condemnor Bolter: Another step in the path of punisher Inquisitors. Very good against N'Zoth decks, at least if you also add some nice heals to this.
Fervorous Penitent: Another card heavily inspired by other, in this case Bolf Ramshield, in a way it could actually be competitive (you either get a big vanilla minion on board, or you use some Bolf that also protects minions. WARNING: This DOES interact with Unbreakable Devotion, that means you can potentially have an immortal board by adding those cards. In case of it being too OP, the answer would be making it not take hits after having Health reduced to 1.
They might be just 100 men and women, but they are'nt going anywhere until the Tortollans love and worship the God Emperor.
What would the Emperor do?
To have mercy is an awful sin in the grim dark of the 41th millenium. That's why she has clemency instead.
Imperial Mission: I really wanted to add more shuffle things, and remembered this picture I used to announce all my hearthstone projects (see below).
The Emperor's Judgement: Very versatile card, is a draw engine and a sort of Blessing of Kings (or empowered Shadow Bolt).
Sister Clemency: Heal themed Inquisitors? And why not? Get your board back after hitting stuff, and possibly synergyze.
Deathrattle: Add a Spectral Hunt to your opponent's hand.
Unrelenting Hunt: So you might be wondering at this time. Wait, where are the Officio Assessinorum, the elite assassins of the Imperium of Man?
Well, here they are. You have to play some sort of control and be patient, tho. But the reward is worth it, as you can choose one of these:
One is in case of you needing to finish the opponent when at low health... or with the help of some buffs.
Another one is in case you need to fuck up some decks like Exodia Mage, or make other like jade druid weaker.
The Vindicare is to counter heavy minion based decks, or at least diminish their strength, like token decks.
And the Eversor is made for risky extreme plays (like "I really need to get this druid down on health, maybe this will one-shot the druid).
Frozen Throne:
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. It has been long, but finally Eisenhorn fell as well, becoming:
EISENHORN THE HAUNTED:
It was rumoured Eisenhorn was killed by cultists. While those rumours turned out to be true, they were not the whole truth. As the radical Inquisitor succumbed to his wounds, the Daemon Cherubael took over his mortal remains, controlling his body and actions like a puppeteer. Soon the fallen inquisitor formed an entire cult around it, formed of equally corrupted worshippers and agents. The goals of the Daemon, however, remain yet unclear.
And without further ado, let's go to the cards:
Death? No, not yet.
She no longer has to hide behind a cover of innocence. This is her real 'She'.
Drink, minion, claim your destiny.
Psychic Torment: Massive AoE with the drawback of being effectively unable to kill anything by itself. Might make it damage all minions in case I get to the conclussion of the spell being excessive (think stuff like Wild Pyromancer).
Sister of Chaos: Not very solid, but still dangerous minion that can push for a big punch of damage or get you some nice heal. Nothing too fancy anyways, but reliable.
The Evil Within: Another tool for our demon-loving borderline (if not completely) heretic inquisitors out there. It's a bit of a gamble, but combined with other similar effects (like Daemon Host) is specially effective as it ensures to have some massive demons on the field on a reliable basis.
He thinks victory smells like holy Bolters.
What's more deadly, 100 wisp-sized Deathwings, or a Deahtwing-sized Wisp?
If it were'nt for Thrall being already green, he'd be right now of envy.
Fallen Witch Hunter: Remember the Golden Company Inquisitors? They were highly reliant on unleashing a volley of spells in order to either finish the enemy or get the high ground. This card is intended to buff that concept by giving you a nice discount on those spells so you can combo them more efficiently.
Abyssal Inquisitor: This one is a bit like the opposite. It's a bit hard to use (besides Keleseth decks, maybe) because of the low stats and fairly high cost, but provides lot of value either from copying some low cost minions like Firefly or from getting double of great minions like The Lich King.
Grim Resolve: Simple spell in terms of use. Simply says "fuck your AoE and/or board", although it does little else for you if you can't keep some minions to start with.
Chaos is a pathway to many abilities some would consider to be unnatural. Like fixing a bad starting hand.
Being an Inquisitor was a lot more boring before the Exterminatus button was invented.
No matter how many heretics he kill, there seem to be more waiting!
Heretic Studies: Main use: Fix a bad starting hand, and maybe trying to keep deck dependant effects working. However, I might make it draw one more card in case I find it to be really low.
Beyond Good and Evil: Does nothing on your turn, but works aomewhat like an unkillable Doomsayer, wich puts it in a very ahrd removal, but locking your board as well for a while in order to make it more fair.
Castellan Crowe: This legendary warrior from the Grey Knights wields a daemonic weapon with great power. Although he uses it for good (aka "killing with extremely strong daemons"), the sword seems to have an evil conscience, as it not only tries to control Crowe's mind, also calls for servants of the Ruinous Powers to kill the rey Knight. This particular handicap is showcased in his ability to instantly being able to pull the nastiest thing in existence from your opponent's hand. Then again, Dirty Rat taught us that this ability could be an advantage in cases like undermining jades, Razakus, quest mages and such.
"There is no point in fighting the daemons lurking among you, mortals. In the end, they'll claim their price, each and every of them."
Eisenhorn the Haunted: Works nice as a reactive tool, and also can greatly hurt minion based decks with his random daemon summonings. The little buff to your opponent's minions is intended to make it a bit more fair, although might be unnecessary and thus I could take it out.
Who knows when I can bring more secrets of our new friend Eisenhorn here, but feel ready to comment if you want to.
After thinking of it carefully, I decided you start the game with the hero power that deals 2 damage, in order to make early game easier to handle, and the hero power as a whole slightly faster.
Seems fun, its hard to judge an entire class in terms of balance, but at first glance it looks like nomad_ninga is on crack: the cards are not overpowered.
That being said, maybe punish should be restricted to minions only to prevent a huge advantage in late game top deck situations
Hunting party should cost at least 3, it generates 2 cards, so mana wise it should at least cost what Arcane Intellect does
Made WotOG and Karazhan sets for Inquisitor. I'm still very busy, but I'll try to catch up as soon as possible to publish the rest of my MSoG sets and get to work with Un'Goro.
WARNING: READING THIS MEANS TO REACH EXTREMELY SENSIBLE INFORMATION OF THE IMPERIUM OF MAN. ANY MISUSE OF THIS INFORMATION WILL LEAD TO EXECUTION. BY CONTINUE READING YOU ACCEPT TO BE THE ONLY ONE RESPONSIBLE OF ANY MISCARRIAGE OF THIS CONTENT.
Hello and welcome to what probably is my last w40k class:
"The trial begins". - Eisenhorn starting quote.
Eisesnhorn has sworn to hunt all witchcraft, disapproved xenos and heresy of the galaxy and beyond. Yes, that includes Anduin Wrynn and Jaina Proudmore.
Inquisitor class in practice is a mix of Inquisition and Eclesiarchy, and one of the things that proves it is the hero power::
and their upgraded versions:
Note you can only use both hero powers once per turn, this is made in order to avoid just spamming this hero power in late game. Your hero will start the game with the 'Accuse' hero power, so although it is meant to be slow to strictly play the most of your hero power, it also can be used to react at things on the early game.
Many minions and spells wil be focused on this two hero powers. Later I will introduce cards that show what I mean.
Added keywords prayer and fervor. They are related to the original inquisitor hero power (where Silent Prayer goes to prayer and Acuse to fervor). As long as the hero is in one of these situations, all effects with adequate keyword will take effect. Changing hero power (via things like Shadowform or Sir Finley Mrrglton) will fixate your hero into prayer or fervor (depending on what you were in). Other classes won't have this effect unless they get it from Inquisitor class cards or hero power. Cards that change stance will also change hero power in case it is the Inquisitor's one.
Until then, this is the basic set of the Inqusitor:
Basic set:
Faith moves mountains. A huge ammount of dynamite moves it faster, tho.
It's actually a Screw Pistol, but the one who named this was no mechanic or engineer so...
He's hiding from the public television.
Zeal: So far the cheapest spell of the Inquisitor. While might be used to deal with early threats, might find same fate as Heroic Strike and turn a basic SMOrc tool.
Bolt Gun: Subpar 1 mana weapon that also deals 1 damage, wich makes this useful to deal with small tokens
Missionary: Early reliable drop wich can actually help your minions to last longer, giving you advantage in the trading game.
If she weighs as much as a duck, then she is made of wood. And therefore, she's a witch!
In comparison, the Scarlet Crusade is a bunch of self-questioning rationalists.
Specially good against vampires.
Not really, he got it in a street market for a bargain.
Burn the Witch!: One of the focuses of an Inquisitor is their ability to counter a wide sort of threats. Playing this card at the right time allows them to stop a combo deck from using it for one turn, or avoiding certain comebacks.
Fanatism: The Imperium of Man is not exactl known for its use of reason. Eclesiarchy can use that in your favor inspiring your men to recover from blows and then counterattack stronger than before. Keep in mind this only works for injured minions, so it can't be used as a Savage Roar unless you find ways to injure your minions (Wild Pyromancer, for example).
Blessed Ammo: Strictly made for clearing minions and push further yours, otherwise Zeal would do the work much better, although it can still go face in case you really need to scratch some damage.
Relic Sword: Just a thing I wanted to try. Use the combination that suits your needs the most.
THE EMPEROR LOVES YOU!
Still trying to catch Carmen Sandiego?
Flames of Devotion make a lot of sweat, so after using them a Shower of Faith is needed.
Emperor's Blessing: Strong heal (not as strong as priest, but hey, priest is the king of heals) wich will help you recover if you find a really aggressive deck. Also usable to help your smaller minions, although it's more overkill than anything at that point.
Pursuit: Your Nourish, but costs less and the enemy draws a bit (you are pursuing it for being a bad person, after all). Not much likely to have mill uses, as I don't think I'm giving the Inquisition the power to mill.
Flames of Devotion: Put a slightly worse Consecration and a slightly worse Holy Light together in a card, and make it cost 5. Clearly on the strong side, but a class that tries to fight in this game without good AoE is either full aggro, full combo, or dead. And whereas aggro Inquisitor should be a thing, I don't think it should be THE thing.
Vanilla set:
The Emperor must keep connected to a golden throne to stay alive, but that's no reason to not lend a helping hand sometimes.
Possibly the most wanted girls in the galaxy. Also the most taken ones (by the Emperor).
He's not doing his job very well, there are Ordo Malleus everywhere!
"Operation complete! Now where did I leave my watch?"
Is it fervor, or you are getting charged by your own weapon?
Our Emperor beats your Light, paladin!
Emperor's Strength: First you see Zeal, but there is also a special point this spell has, and it's how it can protect from a wide range of things, from hitting 2-Attack minions to ignoring Explosive Traps, Leper Gnomes and such things. Might have crazy value with the right cards in hand.
Adepta Sororitas: First example of a prayer/fervor card. Depending on what you want, you'll have to plan your hero power (and other stance changing stuff). If you want to play defensive, you'll want to stick to prayer ang let her tank the damage. In case you want a beefy charger, go fervor, and then switch to prayer when she has done the job.
Ordo Malleus Hunter: Another example of this mechanic, this minion is very versatile (it can be a strong trader, or an aggressive pusher as will), but as you can't retain the buffs, balanced.
Hospitaller Surgeon: Not all cards will have benefits from both stances. In this case, if you want her to heal something you'll have to stick to prayer (wich has a relatively negative impact as you can't rely on hero power to help you much by itself), but can provide a nice survivance tool, or a trading one.
Power Spear: Sometimes you'll find a card that fixates your stance as long as remains. In this case, you find a decent 4 mana weapon, but also lets you use more often your best hero power, and hold on fervor synergy. Breaking this weapon will keep your ero in fervor, but in case you use hero power, then you'll switch to prayer.
Holy Ascension: Either an overcosted Blessing of Kings, or a 5/6 buff (because a 6/6 buff would have been maybe too much). Turns anything into something to be removed.
Serve the Emperor today, tomorrow you might be dead.
Her fault was putting ketchup on spaghetti.
That enemy minion's soul is clearly wanting to be freed.
She joined this job mainly for the stylish hats.
Even an ape knows how to make stuff better than Orks.
Faithful: Being 0 mana it can't do much by itself (healing for 3 is not that bad, tho), so it's a card you want to use for getting quickly to a prayer synergy. Also can have some heal and spell synergy.
Pious Penitent: Very strong for a 1 mana drop, but shuts down your Hero Power from working, and so your fervor synergy. More than anything is a defensive tool and a way to catch up early in the game while setting up bigger threats.
Fervorous Strike: It's like using Silent Prayer, but with an additional 2 damage with spell damage synergy. Useful for quickly recharging your hero pwoer with some additional value with it.
Witch Huntress: Ideal for attacking exactly what you want, no matter if it's the enemy hero or annoying targets hiding behind taunts, or even for triggering stuff like The Black Knight. Also a good standalone drop.
Jokaero: This can prove insanely powerful for any situation, at least as long as you keep a weapon on your hero. Otherwise is a terrible body.
Ctrl+Z.
If you can't cleanse the mutant with detergent, then cleanse it with fire!
"A plea of innocence is guilty of wasting my time. Guilty." -Inquisitor Karamazov.
Heroes never die... for a price.
Navigator: Interesting concept I wanted to try. This serves in a wide variety of ways, as it can: Silence buffs/debuffs, restore silenced minions effects, and heal.
Purification: Depending on you being in fervor or in prayer this is a highly reliable direct damage effect (despite being a 5 mana Fireball, but well, mage spells are OP), or a not-so-reliable damage effect with AoE potential.
No Trial: Overcosted Assassinate, but with the advantage of having a nice tempo swing potential, if you combo it with some weapon.
Saint Celestine: Saint Celestine is well known for returning from the dead thanks to her unrelenting faith. In this case, this shows up as her spirit inspires another minion in hand and aids in battle, turning it into another Living Saint. Really useful for that long fatigue matches where you stick with plenty of defensive minions with no pratical use against a hard control deck... but be careful if this dies while you have a very good minion in hand (or none at all), you can either lose her, or lose the really important minion when she triggers the deathrattle.
Naxx, GvG and BRM sets:
Red-hot poker, check. American punch, check. Battery and cables, check. Boybands clips, check.
Torture Tools: Expected some deathrattle minion (like Daemonic Host or something)? Not yet! This time Inquisitor has embraced the noble purpouse of purging the unclean, and with this cruel device they can safely defuse deathrattles such as Nerubian Egg or Haunted Creeper, while also providing an efficient weapon. However, bigger deathrattle minions might chip away too much health to make it safe to use this against them.
GvG:
There are two types of saints: the ones who spread light, hope and devotion with their mere pressence, and the one who breaks your legs.
Gothik forgot to add this fella to his deck.
Sanctity: Versatile card again, giving some further exploring to those hero mechanics (surely after these sets I'll make less for each expansion, as all I wanted was ensuring it had a solid base to start with in order to not feel forced to do too much prayer-fervor stuff).
Unrelenting Crusader: Big mech that provides board buff when fervored. Can help your midrange decks go further, specially in arena. Might be interesting addition for mech inquisitors.
Blessing a vehicle's plating often results in extra holy damage and resistance to light and dark sources of damage.
MrphmphMMMMRPHM!
A psychotic chainsaw wielding machine fueled by the pain of the heretics? The Imperium will never cease to amaze me.
Blessed Plating: So far I had no real mech synergy in the class, and every hearthstone class had at least one mech synergy card in GvG. So here comes a spell. Might be a bit hard to use (as it's much like Hand of Protection but healing and only on mechs), but it definitively has some uses on Mech decks as it can keep a fearsome board pressence.
Flamethrower: Massive AoE weapon, with the disadvantages opponent can play around it by good positioning and requiring you to hit minions to get profit. However, you can always use it to burn the enemy hero, and can actually avoid you hitting a fearsome minion by hitting something next to it.
Penitent Engine: Mechanical Gurubashi Berserker, but crazy. And maybe also crazy strong. Lack of self-damaging tools helps to keep it fair, but can turn scary with some Blessed Plating on it.
Did somebody called the exterminator?
Connecting your mind with the one of an inmensely powerful xeno can teach you a lot of things. Things like "do not connect your mind with the one of an inmensely powerful xeno".
What singer do Inquisitor likes best? Georgie Dan.
Purge the Wicked: Arcane Explosion at first sight, but crazy good AoE vs demons (this include yours). Keep in mind this actually hurts Jaraxxus for 2 damage (I just found it amusing).
Know your Enemy: I liked this picture, and wanted to give an appropiate card to it. One of the main purpouses of the Inquisition is to understand how their enemies work and think, to be able to eradicate them properly. In this case, you get a Mind Vision, wich in case you give yourself some more time to think (aka prayer), gets double.
Inquisitor Karamazov: Karamazov is one of the msot intransigent inquisitors of the Imperium, therefore, his card should involve purifying fire, lots of purifying fire. While being beefy itself, it can turn really dangerous to certain ecks, as they can situationally be completely shut down. Control decks, however, don't have to fear the 2 damage AoE that much, and decks that take benefit of self-damage can actually abuse this mechanic.
BRM set:
The most adequate answer to Noise Marines not letting you sleep at night!
Let's just say some people enjoyed the visit to the Molten Core a lot more than others.
Sister of Silence: Experimenting with a rather unexplored character of the Adepta Sororitas. In this case, you find a somewhat weird card, because it is not your typical "it gets better as long as minions keep dying, because to get the msot benefit you require her silence ability.
By Fire be Purged!: I just could not resist to do this. OP in a control deck with lots of 4+ cost cards, but drawing anything of 2 mana or lower will make this quite punishing to you. Also, you can't make it go face.
TGT and LoE sets:
Holy Spinachs would have given approximately the same ammount of iron.
Her mood is extremely contagious.
She's gonna need two Bolters for all these heresy!
Sanctfied Sword: Inspire weapon, you can potentially make it last forever (at least unless oozes or Harrisons make their entries), both aggro and controls can make good use of that. Remember too that, as Inquisition has two hero powers at the same turn, they can make more profit of the Inspire mechanic than practically any other.
Canonese: It's a very flexible drop for your board. You can either benefit your board to play around certain AoEs or to give your minions a needed push for trades. Also, fervor-prayer mechanics are pretty much related to hero power, so this actually fits nicely in the expansion's theme.
Seraphim Sister: Somewhat similar to Fire Elemental and Argent Commander. In one case, replaces 6 mana 6/5 for a 5 mana 3/3 charger, and in the other gets worse stats for its charge thing but the first 3 damage can ignore taunts and is 1 mana cheaper.
You'll need all the faith of this world when a horde of Daemons charge towards you.
She is not that lonely, the Emperor is with her! And six cats.
She did nothing wrong. That's what's wrong with her.
Bullwark of Faith: Very handy mitigation card in many situations, specially against those OTKs that always look after setting your health from 30 to 0.
Lonely Warden: Early game strong taunt, and also packs some big punch in case it gets silenced.
Sister Repentia: This is a pretty damn good drop (in fact, I might set the health lower) to compete at board, as it can push a nice bit of damage or make a 2+-1 trade.
Imperator Vult!
He really hates this game. In fact, he is only here to punish those who play it.
Prayer or Fervor? And why not both?!
Crusade: Most aggro decks would avoid playing 6 mana spells, but this could work in a midrange deck, as they can put enough minions for this to be profitable.
Imperial Punisher: Another way to fight off decks who avoid putting any pressure on board. Combo decks would have to save something for this guy if they don't want to meet a nasty surprise. However, in midrange/aggro/some control decks this is far from threatening, as the body is 5 mana and something big will make a quick work out of it. Also, even combo decks can ignore this if they have enough health.
Uriah Jacobus: Something that had to be done. In some cases the synergy is brutal (this + Purification). In cases like Holy Ascension, you get the best effect.
LoE
Your candle is heretic, you nasty rat.
According to her, Garrosh performs witchcraft.
What? They might be Witch, Daemon and Xenos hunters, but they can still have a party every once in a while.
Auto of Faith: Inquisitors prefer to hunt witchcraft, demons and unholy creatures (xenos and stuff). That's why this focuses on taking down demons, spell damage stuff and deathrattles (more often than not, these are sign of unholy nature to Inquisition). For other is just an expensive silence, because even if you're "innocent", an Iinquisitorial trial is something you ahve to take seriously.
Inquisitorial Informer: On curve can fit decently, but her main use is to gain some pressence and draw against decks rich on spells (remember Inquisitor's class identity involvesa nice amount of "punishing cards").
Hunting Party: It's similar to Arcane Intellect, but you don't thin your deck, can't really control what you'll get, and will always be 2 copies of the same minion (hillarious moments discovering reno jackson in a reno deck are real, tho).
WotOG and Karazhan sets:
WotOG set:
Don't tell anyone, but it's actually a Shielded Minibot that escacped from the paladin set.
Use the force, Luke.
There are powers in this galaxy no one should be playing with. This is not a game after all.
The Passion: A push to the prayer mechanic, that is often somewhat lackluster as it often is purely defensive and requires to keep a "do nothing" hero power. This can help more midrange/aggressive inquisitors to have a push in case you have to give up your fervor hero power and enter a prayer situation.
Force Sword: This card itself is kind of weak, but keeping one or two spells casted each turn makes it far more threatening. Thought about making it a poisonous sword, but as I already took that concept for the Husk Blade from the Dark Eldar, thought I had to take another approach.
Unholy Artifact: 3 mana damage spell, plus an additional 1 mana discover card. The "from all classes" it's for the obvious reason of not having enough neutral demons for making any pool. Also, lorewise, summoning chaos demons from the Daemon Prince class is logical, and therefore should be enabled.
She needs only one more day to be fully rehabilitated.
The Imperials are crazy, I should have picked Stormcloaks instead.
Inside everybody lies a Jaraxxus waiting to take over.
Unauthorized Psyker: Every human with psychic abilities that hides this from the authorities is unauthorized. These people are easily tempted by chaos, and therefore perform evil witchcraft. When the Imperium catch one of those psykers, the fate is either death, or maybe penance, either as a Penitent Engine, or using their powers to help some Inquisitor. Of course, a radial Inquisitor can tranquily pick any hidden psyker to take advantage of their knowledge of the Warp. In terms of gameplay, this card is like a sort of "controlled-Yogg", as you can control wich spells you cast, but not where do they land. Also, the extra spell damage means you can achieve great things through your unauthorized psykers if you manage not to get your face (or minions) blown up.
Arco-Flagellant: If The Passion was meant to give aggressive players a more practical use of prayer, Arco-Flagellant is meant to give more defensive players a more practical use of fervor (besides that 2 damage ping). Idea behind this was to make Alpha Magnataur work, giving vanilla stats for the cost, but making the good part work only in a concrete situation.
Daemonic Host: Some radical Inquisitors chain Daemons to mortal bodies, in an attempt of achieving deeper understanding of their secrets, and also to use them as powerful weapons against their foes. This card can be a great addition to N'Zoth decks, as it can bring very strong bodies at its cost (although one could wonder how can Illidan get into so many prisons).
Do not talk to her about the Cult of the Damned.
Even chaos has patterns. Patterns wichcan be understood. Patterns wich I will understand.
He knows who has been a naughty boy.
Death Cult Assassin: Inmediate threat to whatever your opponent throws at the board. Might reduce health to 4 due to buffs, but before doing that I want to know opinions.
Radicalism: And, as the previous Unholy Artifact, this shows radical inquisitors using their dark foes power in an attempt to understand it, or just to unleash it upon the world.
Inquisitor Coteaz: Coteaz is famous for his huge ammount of informers, wich means once he looks for someone, he will surely find that one. In this case, it's a unique legendary, as it alloes you to see what is your opponent up to, letting you to predict when does it have a combo, or to play around AoE. Crazy good in arena.
Karazhan set:
She makes sure every piece of alien technology is in good hands. In her hands.
Inquisitors are so good at making friends every single one of them needs a bodyguard.
Because sometimes a servo-armor is just not enough.
Ordo Xenos Agent: Ordo Xenos are the Inquisitors that watch over people not using alien technology. In this case, she watches over enemies not using weapons against you. Perfect for defensive, and even offensive play in weapon metas.
Inquisitorial Bodyguard: 5 5/5 taunt is nice, and this one can also keep himself healthy if you cast some spells. It's more an arena card than constructed, but still nice after all.
The Emperor Protects: Can be used both for getting your minions back on line after winning a board fight, or to make them more resistant to AoE and removal in general.
Mean Streets of Gadgetzan (Golden Company and class cards):
Golden Company set:
Soldier, fetch! Good boy!
If a Golden Enforcer tells you to disband, by the Emperor you are going to disband!
Who's in chaaarge now?
Golden Retriever: Puns aside, this minion shows one of the main mechanics of the class, wich is filling your deck with copies of minions and spells and then draw and summon them for a continuous stream of threats that overwhelm the opponent. Practically a reverse reno mechanic, although this card can be played also in reno decks in order to fill in some duplicate you get rid of with this.
Golden Enforcer: Every gang has this kind of card. In this case I took advantage of Lotus Agents having assymetrical stats to give this same cost but symetrical stats.
Vincenzo Cresso: Idea of this is: Play a card, keep putting duplicates into your deck, then use this for a huge army of minions to appear out of nowhere. Also useful with smaller ammounts of minions to make a comeback or put pressure.
Class cards:
This is suppoused to be a library.
Do you know what 's the most popular beer in Gadgetzan? Desperados.
They rarely left me alone, but they don't understand. I am never alone. Never.
Classified Grimoire: The thing that makes Golden Company Inquisitors unique is how they like to combine both the minions effect and apply it to spells as well. This serves both as a way to neutralize a potentially dangerous minion and as a way to generate more spells you will combo with later.
Suppress: Kinda like Quick Shot, but you always draw this card (if there is still one in your deck). Combines well with Classified Grimoire and can be used for some sort of combo, as well as a handy removal tool.
Take and Hold: The better your minions are, the better this spell is (well, except it is legendary, then this does nothing most of the times). Can be used for a variety of things, from giving another twist to an unfortunate dirty rat to call in some protection from a high health minion your opponent left.
You thought it was a card, but it was Servo-skull all the time!
The name is misleading, as she always prefered silver over gold.
It's like the Groundhog's Day!
Servo-skull: Might be one of the most annoying cards an Inquisitor can have. This means you can effectively deny draws from your opponent, wich make this card devastating in an attrition war (but also makes it harder to fatigue the enemy, as the draw is lost, not replaced).
Golden Purifier: Similar to Classified Grimoire, but you have to play the spell after the minion, can be affected by Brann and drops a body instead of silencing.
Golden Interrogator: Beefy and potentially very dangerous minion because she can make an almost unlimited supply of minions played. However, as you can't make it synergize with gadgetzan auctioneer like you do with Jade Idol, this can't be exploited so easily.
And then the Assassin jumped from the top of the Gadgetzan Zepelin station and landed in a pile of hay.
One does not simply wander alone in Gadgetzan.
Nobody knows what does she have against the number one.
Undercover Operation: Works similar to Thistle Tea, but cost is drastically reduced, gives more long-term value and a lot less inmediate impact. Best draw would possibly be Suppress for massive gunplay at later stages of the game.
Consecrate Retinue: Another way to drop your copies of minions, but with a far more aggressive approach than Take and Hold (at worst you can play it to give +2/+2 too). Keep in mind the limited ways Inquisitor has to drop many minions at a time.
Severa Alba: I swear I made this card before Un'Goro cards were released, I did'nt copy Tortollan Primalist! Besides that, this card can offer a great punch, but keep in mind the limitation, you have to have 2 copies of a spell in the deck to make it "discoverable".
Un'Goro set:
Drawing Molten Giant will instantly put you back in the game, although you might never see your molten little buddy again.
His friends "Human Calculator", "Book Worm" and "Hackerman" are'nt doing that well in business.
A tooth of Sebastian Thor is indistinguishable from any other people's tooth. But she won't give up that easily.
Epiphany: While Inquisitor had pretty good defensive tools, I felt he could use something that really encouraged having a deck with plenty of high cost cards. The fact that even the greediest decks have to rely on having enough early game or cheap spells helps balancing this. Also, you could possibly make a giant Inquisitor!
Calculus Logi: Will gain you great advantage if you know when to play it and against what. Potentially might be setting up worse stats or make it beefier at the expense of nerfing the ability.
Seeker of Relics: More offesive version of Ivory Knight. You can either aim for the biggest spell possible to have a big health minion early, or to discover a spell you really need, even if that means a smaller minion. Might be nerfed as well.
Because sometimes refusing to die is just enough to cheat death.
Proudly invented by Eva "Buffy" Starion.
Warning: Fervor might be suspiciously similar to masochism.
Unbreakable Devotion: Remember Commanding Shout? I somewhat do. You won't be using this for stealing nor for full-board advantage, but it's definitively a lot better to make that concrete minion to survive as long as you need to (unless silences, hard removal, or just some turns).
Condemnor Bolter: Another step in the path of punisher Inquisitors. Very good against N'Zoth decks, at least if you also add some nice heals to this.
Fervorous Penitent: Another card heavily inspired by other, in this case Bolf Ramshield, in a way it could actually be competitive (you either get a big vanilla minion on board, or you use some Bolf that also protects minions. WARNING: This DOES interact with Unbreakable Devotion, that means you can potentially have an immortal board by adding those cards. In case of it being too OP, the answer would be making it not take hits after having Health reduced to 1.
They might be just 100 men and women, but they are'nt going anywhere until the Tortollans love and worship the God Emperor.
What would the Emperor do?
To have mercy is an awful sin in the grim dark of the 41th millenium. That's why she has clemency instead.
Imperial Mission: I really wanted to add more shuffle things, and remembered this picture I used to announce all my hearthstone projects (see below).
The Emperor's Judgement: Very versatile card, is a draw engine and a sort of Blessing of Kings (or empowered Shadow Bolt).
Sister Clemency: Heal themed Inquisitors? And why not? Get your board back after hitting stuff, and possibly synergyze.
Deathrattle: Add a Spectral Hunt to your opponent's hand.
Unrelenting Hunt: So you might be wondering at this time. Wait, where are the Officio Assessinorum, the elite assassins of the Imperium of Man?
Well, here they are. You have to play some sort of control and be patient, tho. But the reward is worth it, as you can choose one of these:
One is in case of you needing to finish the opponent when at low health... or with the help of some buffs.
Another one is in case you need to fuck up some decks like Exodia Mage, or make other like jade druid weaker.
The Vindicare is to counter heavy minion based decks, or at least diminish their strength, like token decks.
And the Eversor is made for risky extreme plays (like "I really need to get this druid down on health, maybe this will one-shot the druid).
Frozen Throne:
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. It has been long, but finally Eisenhorn fell as well, becoming:
EISENHORN THE HAUNTED:
It was rumoured Eisenhorn was killed by cultists. While those rumours turned out to be true, they were not the whole truth. As the radical Inquisitor succumbed to his wounds, the Daemon Cherubael took over his mortal remains, controlling his body and actions like a puppeteer. Soon the fallen inquisitor formed an entire cult around it, formed of equally corrupted worshippers and agents. The goals of the Daemon, however, remain yet unclear.
And without further ado, let's go to the cards:
Death? No, not yet.
She no longer has to hide behind a cover of innocence. This is her real 'She'.
Drink, minion, claim your destiny.
Psychic Torment: Massive AoE with the drawback of being effectively unable to kill anything by itself. Might make it damage all minions in case I get to the conclussion of the spell being excessive (think stuff like Wild Pyromancer).
Sister of Chaos: Not very solid, but still dangerous minion that can push for a big punch of damage or get you some nice heal. Nothing too fancy anyways, but reliable.
The Evil Within: Another tool for our demon-loving borderline (if not completely) heretic inquisitors out there. It's a bit of a gamble, but combined with other similar effects (like Daemon Host) is specially effective as it ensures to have some massive demons on the field on a reliable basis.
He thinks victory smells like holy Bolters.
What's more deadly, 100 wisp-sized Deathwings, or a Deahtwing-sized Wisp?
If it were'nt for Thrall being already green, he'd be right now of envy.
Fallen Witch Hunter: Remember the Golden Company Inquisitors? They were highly reliant on unleashing a volley of spells in order to either finish the enemy or get the high ground. This card is intended to buff that concept by giving you a nice discount on those spells so you can combo them more efficiently.
Abyssal Inquisitor: This one is a bit like the opposite. It's a bit hard to use (besides Keleseth decks, maybe) because of the low stats and fairly high cost, but provides lot of value either from copying some low cost minions like Firefly or from getting double of great minions like The Lich King.
Grim Resolve: Simple spell in terms of use. Simply says "fuck your AoE and/or board", although it does little else for you if you can't keep some minions to start with.
Chaos is a pathway to many abilities some would consider to be unnatural. Like fixing a bad starting hand.
Being an Inquisitor was a lot more boring before the Exterminatus button was invented.
No matter how many heretics he kill, there seem to be more waiting!
Heretic Studies: Main use: Fix a bad starting hand, and maybe trying to keep deck dependant effects working. However, I might make it draw one more card in case I find it to be really low.
Beyond Good and Evil: Does nothing on your turn, but works aomewhat like an unkillable Doomsayer, wich puts it in a very ahrd removal, but locking your board as well for a while in order to make it more fair.
Castellan Crowe: This legendary warrior from the Grey Knights wields a daemonic weapon with great power. Although he uses it for good (aka "killing with extremely strong daemons"), the sword seems to have an evil conscience, as it not only tries to control Crowe's mind, also calls for servants of the Ruinous Powers to kill the rey Knight. This particular handicap is showcased in his ability to instantly being able to pull the nastiest thing in existence from your opponent's hand. Then again, Dirty Rat taught us that this ability could be an advantage in cases like undermining jades, Razakus, quest mages and such.
"There is no point in fighting the daemons lurking among you, mortals. In the end, they'll claim their price, each and every of them."
Eisenhorn the Haunted: Works nice as a reactive tool, and also can greatly hurt minion based decks with his random daemon summonings. The little buff to your opponent's minions is intended to make it a bit more fair, although might be unnecessary and thus I could take it out.
Who knows when I can bring more secrets of our new friend Eisenhorn here, but feel ready to comment if you want to.
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cards are op, hero power just sucks.
playing wild
~nomad
Vanilla set released.
Keywords "prayer" and "fervor" added.
For further explanations, read the first comment.
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to many of the cards are bassed of the hearo power mechanic, and the caps text at the top makes no secne
playing wild
~nomad
What? If you know nothing about Warhammer 40K, please don't say anything.
I really liked it, good job! Maybe accuse could deal 3 damage, because it's really slow as it is right now.
Naxx, GvG and BRM sets released.
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TGT and LoE sets released.
Upgraded hero power released,
After thinking of it carefully, I decided you start the game with the hero power that deals 2 damage, in order to make early game easier to handle, and the hero power as a whole slightly faster.
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Seems fun, its hard to judge an entire class in terms of balance, but at first glance it looks like nomad_ninga is on crack: the cards are not overpowered.
That being said, maybe punish should be restricted to minions only to prevent a huge advantage in late game top deck situations
Hunting party should cost at least 3, it generates 2 cards, so mana wise it should at least cost what Arcane Intellect does
I approve of this post.
Made WotOG and Karazhan sets for Inquisitor. I'm still very busy, but I'll try to catch up as soon as possible to publish the rest of my MSoG sets and get to work with Un'Goro.
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Gadgetzan set for Inquisitor released, wich means all I have to do is keep all classes with Un'Goro (and whatever that comes next).
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Last Un'Goro set released.
Now I'm getting ready to KotFT.
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The flavor text was pretty funny
GENERATION 40: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a social experiment.
Finally! My last Frozen Throne concept released!
No I can try and get the KaC sets done soon, I don't want to constantly be one expansion behind.
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Upon encountering a mirror match, he should say
Inquisitor #1: What can I learn from this new reality?
Inquisitor #2: An imposter! Seize him!
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