This is an idea that I developed and modified from the Class Design competition (which unfortunately didn't enter the final round due to tough competition and being very much not polishing the finer details). This is very much a work in process and I will try to get you guys' opinion and balance smoothing out before adding a new block of cards.
Greatest thank to ThorOdinson for his/her feedback for this class's Basic and Expert Set in theClass Development thread as it helped me a lot in developing this class's core identity and another fellow user (whose name I unfortunately can't recall) who played a major role in a major change of direction in this class back in the Class Creation competition.
A waterspeaker is a title and a revered spiritual position among the jinyu of Pandaria. Years before the Sundering, the Jinyu have learned to commune with the waters of the river and listen for the future and news it would bring. These elders were respected by most races and earned their title of "Waterspeakers".
Shui Lee is a character of my own creation as per the condition of the Class Creation competition.
Shui Lee used to be a peaceful Waterspeaker who lived in harmony in the Pandaria's Vale of the Eternal Blossom. All of that changed forever when the True Horde led by Garrrosh Hellscream attacked and corrupted the Vale of the Eternal Blossom, killing many of his friends and family members in the process. While the people who were responsible are now swiftly punished, the trauma from this attack turn the formerly peaceful Waterspeaker into a vengeful creature who seeks out and attack every Horde members that stands in his way.
Class Flavor, Strength and Weakness
Generating and casting multiple Hydrolance and/or cheap spells to generating advantange
Expertly control the water to bend it to their will
Strong healing and sustain
Delayed effect for more power
Flexible cards that will adapt to the situation required but made up for this by inconsistency and the possibility of Flowed themselves at the wrong time.
Jinyu originated from the Murloc who achieved wisdom living near the Vale of the Eternal Blossom. Thus, many of their will have Murloc flavor but will gear more into control-oriented direction
A smooth curve with early game minions that will allow them to fend off aggressive deck
Lack of burst damage
Lack card cycling, so Gadgetzan Auctioneer will probably a staple for a lot of decks from this class
Most minions are weakly-stated for their cost in exchange for utility, so they will have to rely on Neutral card for more beef and ways to end the game.
VERY high skill cap and ceiling. One mistake / misplay can be the difference between victory and defeat. A lot of the class card reward understanding the opponent, the meta and careful planning for each match up, as well as knowledge of not only your own class card, but also cards from the other class (especially the Mage cards).
Deep Sea Murloc: An early game 1-drop. Flexible and can be played in control-oriented deck or aggro decks due to the Murloc synergy
Water Burst: One of the class's few source of burst damage. Can be doubled both as a removal and a burst damage tool.
River Crab: A well-stated early game minion to help fends off aggressive decks. One of the examples of the running theme in the class to generate the Hydrolance spell.
Whisper of Azshara: One of the early instance of the running theme in the class is delayed effect for more power. Cheaper but slower than Frost Nova.
Blessing of Water: One of the most important corner stone in the class since their board clear are so small and symmetrical and their playstyle is slow. Powerful for burst damage and control the board through board clear.
Water of Protection: One of the early instance of buff card in this card that isn't focusing on stats but on giving the minion resistance or extra utility. Use this card to protect your mid-range and late game minions from hard removal.
Seduction of Azshara: This class's hard removal. Another theme of delayed effect for more potent cards. Sometimes the downside is meaningless but sometimes there's a giant Taunt minion that you have to wait until the next turn to attack.
Unsettling Ocean: One of the class's few asymmetrical board clear. Compare with Consecration.
Naga Healer: One of an example of the class's excellent sustain. Also one of the early instance of a Naga.
Tsunami: A big board clear that is better when you are behind. Compare with Hellfire
Water of Purification: A strong and cheap silence effect and one of the few card cycle. Compare with Silence, Shiv and Flare.
Coldlight Waterspeaker: One of the early instance of minions that interact with your Hero Power and token spells. Easier to get out and trigger than Twilight Drake in exchange for less potency.
Jinyu Champion: A straightforward anti-aggro card.
Murl-volve: A flexible spell that can fit in an aggressive Murloc deck as a hard removal / finisher and control deck as a hard removal. Compare with Polymorph, Hex and Polymorph: Boar
Overflow: One of the few burst damage in the class. Good removal / finisher give you decent sustain. Compare with Forgotten Torch.
Shifting Elemental: A strong mid-range minion that can flexible dubbed as a 2-drop. But it can also screw you over if draw into turn 2.
Water Bubble: Another flexible card that can be dubbed as a removal or a buff. Compare with Hand of Protection
Water Cycle: One of the few cycle in this class. Compare with Loot Hoarder and Novice Engineer. Also an important piece in a N'Zoth deck since the minion summon technically counted as having a Deathrattle.
Shore Guardian: A nifty and flexible card that can be double as a 3 drop or 4 drop.
Unstable Waterspeaker: A very powerful card that made up for by being unreliable of hitting the minion you need.
Frozen Lance: A powerful stalling tool. Compare with Frost Nova
Mistress of the Tide: The only value engine for this class. Her power level and good body is balanced by the variance of the spells quality you can get.
Lady Vashj: We love control class. But we also don't want those decks to keep going with absolutely no way to end the game (*glaring at the Priest Expert sets*). Vashj allows you to turn all of your seemingly harmless spells into devastating game ender. She can also be used against Aggro decks as a big board clear, albeit a little unreliable.
Curse of Naraxxmas:
Frost Aura: A niche card that is nevertheless very powerful when combined with Frozen Lance. I doubt it will see play over Unsettling Ocean and Tsunami.
Water Strike: More way for this class to end the game. Can be played alongside Lady Vashj as a burst damage while she can be a board control card. However, it will lose a lot of its value and intended purpose if drawn into during the early game.
Unstable Reflection: I really like this art on the Tyrande trailer and I have to use it for this card. An extremely powerful but conditional hard removal that, in the best case scenario, can snatch an opponent's Deathrattle like Sylvanas Windrunner. And yes, the token minion have Charge. Compare with Entomb, Shadow Madness and Potion of Madness.
King Gurboggle: A very powerful Transform effect but require follow up if you don't want his effect to go to waste. Since this class don't have a ping Hero Power effect, this is easier said than done.
Steam Rager: Since the devs wasted a perfectly good chance for this meme, I'm going to take up the slack.
Mutated Serpent: A card for the Dragon flavor of the expansion. Compare with Wyrmrest Agent
The Grand Tournament:
The Naga Champions:
Gilbin Saboteur: A card I wished has existed during this expansion. Compare with Saboteur
Water of Restoration: More deck cycling and minion healing. Compare with Ancestral Healing
Glory for Nazjatar: I really loved the Animal Companions mechanic of Hunter and really wished to spin it into something more control oriented but can't find a good spot for it in the Classic set. It was put into the Grand Tournament set as some way to let the set feel impactful on the other sets as I have the feeling the devs really want to erase this set from existence. These Naga Champions, for all intend and purposes, are counted as parts of the Classic Set for the Standard format. This card is an early example of this mechanic. Its cheap cost is offset by the inconsistency as the Naga Champions are very situational and cannot be transformed by Hydrolance.
Call of Azshara: Strong but also situational. Compare with Animal Companion. The consistency of the minion is offset by the returning effect.
Vashj's Swordbearer: A strong and effective value engine for the class if you can protect it. I know that it seems too strong compare with Nexus-Champion Saraad but the latter see almost no play, so...
Wave of Inspiration: This is a LOL spells. I don't know how balance compare with Vanish since that card isn't played anywhere else other than Quest Rogue but this class also don't have access to Preparation, so I think the tack on effect is fair. Plus, PUN!
Wise Mari: The big bad Legendary of this expansion. Straight forward anti-aggro tools.
Naga Healer used to be a 5/5. Too overpowered for a Basic card.
Water of Protection was swapped in place of Water of Empowerment due to the latter being a little bit too complicated for Basic set.
Murl-volve was originally in the Basic Set but was too complicated and out of place. Thus, it was bumped to the Expert set and swapped place with Unsettling Ocean.
Deep Sea Gilbin was originally in the Classic Set but I think the flavor is much more suitable for GvG. Shifting Elemental was swapped into its slot.
Water Cycle was originally named Water of Regeneration. The new name is much more suitable and punny. The old name was repurposed into a different card.
Water of Empowerment, Water of Purification, Water of Protection and Water Burst used to have different art.
Jinyu Champion and Overflow used to cost 1 mana less.
Murloc Breeding Ground, Lady Vashj and Deep Sea Gilbin were redesigned.
Thank you so much :D. Do you have any balance concern about the GvG and the Naxx set? I have worried that this class will dominate the game in GvG since it is the only class with a Mech and Anti-Mech synergy.
I remember agonizing about 2 whole days for the class's flavor and struggle to find a direction for it, especially after a fellow user in the Class Design Competition made an excellent point about how the old class Mechanic will not be very mobile friendly. When confident in my ability to balance and got interested in the idea again, it took about 1 day to come up with the class's core set. Finding art work took about 2-3 hours. After solidifying everything, it's pretty smooth sailing from there on for the Naxx and GvG set since a lot of the flavor is well-defined by the game devs.
Naga Summoner: Support for aggro Murlocspeaker. The effect is insane but the fact that she isn't a Murloc helps balance her out.
Nazj'ar's Handmaiden: Mostly a set filler. In this alternative world where the class is released, she is the sucky experimental version of Evolve.
Whisper of the Old Gods:
Sha of Violence: An interesting card that can be put in N'Zoth decks and is good for decks that run Y'Shaarj, Rage Unbound. The general idea is that these Sha give you initial drawback and a Deathrattle for later pay off, aka a quest to kill these Shas as soon as possible. Compare with Earthen Ring Farseer
Sha of Vanity: Continue with the Sha theme that was criminally unused in this expansion. Good synergy with N'Zoth and YShaarj.
Corrupted Waterspeaker: Corrupted version of Coldlight Waterspeaker. Compare with Fire Plume Phoenix.
Azshara's Indoctrination: A very interesting Silence effect that has the flexibility both as a Silence and a Spell Damage giver.
Twisted Guardian: Continuing the theme of corrupting an old minion. But, unlike living creatures, elementals can recover to their original states, hence the Flow effect.
Forbidden Awakening: Forbidden flavor spell for the class. Compare with Twisting Nether and is a good tool for handing mid-range decks. This card is very flexible with careful mana manipulation through casting the Hydrolance spells.
Gathering of Azshara: The queen called for the gathering of all her champions! Compare with Call of the Wild
Queen Azshara: The big bad queen herself! Straight forward value engine and good when paired with her master N'Zoth. Compare with Tirion Fordring
Side Note: This class is so sad when Yogg-Saron, Hope's End is nerfed since he will be played in every single deck in this class.
One Night in Karazhan:
Underwater Portal: The Portal flavor for this class. I noticed that none of the portal has a single target removal effect, so this will fill the void nicely. Compare with Shadow Word: Pain
Cloud Serpent: The Dragon flavor and more minion healing for the class.
Mean Streets of Gadgetzan:
Note: For this expansion, the class will join the Jade Lotus faction.
Jade Enthusiast: The Jade flavor of the class this expansion. More healing for the class. Compare with Jade Claws
Jade Fountain: This card enable the class to burst summon multiple Jade Golems in the same turn, but only if they hoard the Hydrolance spells or risk casting two of these and receive significantly less values.
Minor Sha-ling: Mostly a pack filler. More value for Sha-centric decks.
Curse of the Lotus: Hard removal for the class and Jade decks. Compare with Polymorph.
Lotus Serpent: Something for the Dragonspeaker decks. Compare with Drakonid Operative, which trade 2 Health for more consistency.
Curse of Azshara: More hard removal for the class, but this one can also be used more flexibly as a bounce effect.
Curse of Water: More board clear for the class, but only if you can kill atleast one opponent minions. Compare with Consecration
Lei Inkgill, Escape Artist: Inkgill is a long-time loyal servant of Aya, now her main contact between the faction with the rest of its members as well as in charge of diversion and theft for the faction. He accomplish this through an extremely unconventional (and most likely illegal) use of Water Magic that was disapprove by the rest of his kin. Compare him to Emperor Thaurissan
Journey to Un'Goro:
Primalfin Riverwarden: Simple and versatile card that can be used for both Murloc and Quest Waterspeaker.
Ice Volley: This class's version of Razorpetal Volley. Not sure how strong it will be due to the former suck.
Ice Revenant: This class's version of Razorpetal Lasher but need more set up than it to get value.
Sha of Doubt: This class's Elemental support. Don't foresee it will see play due to the high downside.
Sea Elemental: Pack filler and is created specifically to nerf Primordial Spirit. A reverse of the Wild Pyromancer effect. Won't likely make it in constructed decks but will likely a highly value card in Arena.
Primordial Spirit: The spell engine for the Questspeaker but is highly unstable in your hand due to its highly unstable Flow effect.
Primordial Water: This class's version of Primordial Glyph. Lower on the Discount side but more consistency to fish out what you want.
Primordial Ice: A really strong but very situational board clear that can only be combo with Frozen Lance and Whisper of Azshara. Compare with Ice Lance and Shatter.
Favor of the Frost Lord: The class's Quest flavor! Since rotating out Water Strike, the class really need more burst damage and ways to finish the game, which is what this Quest offer. Casting 7 Hydrolance is harder than it sound since the spells disrupt your Flow card and do nothing to impact the board.
Finley the Murloc Uniter: Something for the Murlocspeaker. I don't know how balance he is but I really like the flavor.
Knights of the Frozen Throne:
Note: Since Hearthcards doesn't have the Heroes card type with the old border, The DK hero for this class will have the Hunter border.
Looming Presence: A more balance version of the original spell. Nice card draw for the class and be flexible as a burst damage.
Blood of the Darkfallen: Pack filler. Mostly to interact and fill in the gap of the Lifesteal mechanic. Doubt that it will see play due to the amount of healing this class has.
Valithria's Protection: I found it incredibly bizarre that the Deathwhisper encounter has no presence in the set, so I make up for it with this card set. This reference the Valithria Dreamwalker minion in the encounter. More minion healing and card draw for the class.
Death's Call: Interact with the DK mechanic. Is an extremely powerful card but seems balance by the fact that most good DK cards don't create board presence and this class's minions are too Battlecry dependent to use Army of the Death.
Frost Drake: More support for Freeze Waterspeaker.
Frost Wyrm: A buff up version of Violet Teacher. The token it summons will more likely to survive and allows for better trade and ping the annoying 1 health minions.
Servant of Deathwhisper: More reference to the encounter. This reference her HP. More tool for this class to deal with big minions.
Soul Shriek: Tools for this class to deal with the Druid infestation. This card will allow this class to deal with the scarabs and spiders spawn from Spreading Plague, Druid of the Swarm and Malfurion the Pestilent and allow this class to save their precious Forbidden Awakening for the Jades.
Lady Deathwhisper: The big lady herself. I decided to took this card in a different direction since I don't want her effect to overlap with Equality while still preserving the identity of the class. Her value is balanced by the weak body for an 8 drop and set up requirement.
Shui Lee, Deathspeaker: Yes, obvious name is obvious. In this universe, the DK magic corrupt the Vale of the Eternal Blossom, poisoning it to the point that all the Waterspeaker inside are killed and reverted to their Murloc forms but still retain their intelligent. Those who do are raised as commander of the Murloc army to terrorize the ladder. A push for the aggro Murloc decks and is the equivalent of the Shaman Quest for them as it helps the deck to not run out of gas.
Forbidden Awakening was swapped in the Old Gods set instead of another card. I feel Forbidden Awakening is much more suitable for this set.
Naga Summoner was swapped into the League of Explorers set instead of the Expert set. I feel that the Murloc playstyle isn't a good representative of the class and the class need more Flow card from the Expert set.
Azshara's Indoctrination has its cost decrease by 1 as per Brooknt's suggestion
Naga Worshipper has been redesigned. It lost Stealth and now gain +1 Attack whenever you cast a spell.
Hello! Congrats for the class, it really looks awesome! I got some comments about the cards (i'm on the mobile so I cannot format everything as clear as I want):
1. Blessing of water - should cost 2 i think. The effect is not strong enough for a 3 cost.
2. Water of protection - should cost 4.
3. Tsunami + Unsettling ocean - i think the costs are a bit off (compare flamestrike + unstable potion), especially with an overpriced blessing of water. Is this the intent?
4. I could not find the river crab token.
5. Gnomish submarine - could maybe have its cost increased to 3 and make it a 3/2 or 2/4.
6. Water of regeneration - thr effect seems strange. There seems to be no synergy with the discard, like the cards that followed. Could've been worded like "add 2 hydrolances to your hand". Or am I missing something?
7. Water of restoration - should cost at least 3 i think. Maybe 4 (like that minion, can't remember the name).
8. Naga worshipper - seems overpowered because of the stealth. There is no other c'thun related minion with such potential to increase its stats and stay mostly unchallenged on the board.
As a followup i think you should add more synergy between the water spells. They are kind of independent now. Even expensive card draw could be nice (with some interesting water effects) ;)
1. Blessing of Water cost 3 is because I don't want any stupid interaction with Stealth minions. And the class supposed to have weak burn that doesn't involving casting spells or discard the Hydrolance spells.
2. Water of Protection cost 3 to help the class out with its minions issues (namely most of them are very small and unprotected).
3. Yes. Both board clear were made a little bit cheaper to compensate for the interaction Blessing of Water.
4. What do you mean? The River Crab is supposed to just give you a Hydrolance spell.
So, no balance update yet, but I want to thank everyone who have contributed to this thread. If you like this thread, please check out and upvote my entry for Phase 2 of the Custom Expansion creationRebuilding the Outland. The entry re-used a few of the old idea for this custom class and I'm sure you'd enjoy it if you enjoy this class's idea and playstyle.
I do have some work with my new class and I also probably need to redesign Caverns of Time for the sake of the new expansion with an eventual new expansion, but I though of a deck for this class that I think it could be very strong if played properly. Yes, it's Quest Miracle Waterspeaker.
Good list, but I'll probably replace Red Mana Wyrm for something like Questing Adventurer since the Wyrm is more vulnerable to hard removal in control matchup, which is the entire purpose of added the Wyrm in the first place. I also don't like Mana Addict since you already put in Naga Worshipper. Maybe more stalling tools like another copy Unsettling Ocean or more drawing tools like Loot Hoarder?
On an unrelated note, I really appreciate the fact that 23 cards in your deck are class cards and have a healthy contribution across all expansions. This means that I'm succeed in spreading the power level and utility across all expansions.