To Phase IV! Another round is over, and now we have whittled down all the original entries to just 10 competitors. If your name is on the list below, you have advanced another step closer to being crowned the Expansion Creation Champion! (NOTE: If your name does not appear on this list, you MAY NOT submit.)
Unlike our Weekly Card Design Competitions, this Expansion Creation Competition will be conducted over multiple Phases, each of which will have their own unique processes and submission requirements. Each Phase will conclude with our eliminating at least half of the competitors until only three or four finalists remain for Phase V.
Phase IV Submission and Early Voting (Starts NOW! Ends 20:00 UTC 13/08/2017) During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like!
Phase IV Final Poll (Starts 20:00 UTC 13/08/2017, Ends 20:00 UTC 16/08/2017) During this Phase, the Submission Topic will be locked, so no more entries may be submitted, and all 10 entries will be sorted into a final poll. From this point on, upvotes in the Submission Topic do not matter. The only thing they'll determine is where in the final poll your post appears.
See below for a general overview of the future competition phases:
Phase V: You're remaining classes are now presented, along with the rest of your expansion in your own topic. Each round (aside from the first) requires you to make 21 cards, so this final will showcase all 84 of your creations.
General Competition Rules
These are general competition rules that apply to all Phases of this competition and that many of you will already be familiar with if you've competed in our Weekly Card Design Competitions. Even if you're a veteran of our competitions, though, I recommend that you review the rules thoroughly just to be sure:
First, these are the rules about Posting:
You are allowed to submit only one entry.
You are allowed to post in this Submission Topic only once, only to submit your one entry.
You may not delete ANY posts you make in this Submission Topic, not even accidental ones you may make over your one allowed, such as by double-posting or by accidentally posting something here that you meant for the Discussion Topic. If you do accidentally post more than once, inform any of the Fan Creation Forum moderators via PM, and we will handle it.
Speaking of the Discussion Topic, that is where any discussion of this competition should go. This thread is for submissions only. If you want to discuss your card or ask questions about the competition rules or process, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
Once you have submitted your one entry, you are allowed to make only minor changes to it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
You may not create any topics on our forum for any competition entry. All competition material and discussion is restricted to the designated competition topics. This is to prevent the board from being flooded with competition topics. Nobody wants that.
These are the rules about your Entry:
We encourage you to create your entry material using Hearthcards.net, but please remember that, although HearthCards is awesome, you MUST host your card somewhere other than Hearthcards. Save it and upload it toImgur, Photobucket, or some other similar site. HearthCards has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the finals. We understand that there are some HearthCards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
You may not submit any Gold cards or any animated cards. (It's just a cheap attention grab tactic that makes it unnecessarily difficult to determine what class your card is for.)
Your entry must be a card of your own creation. We've been doing this for a while, so if you blatantly rip off somebody else's idea, we will know.
Fun and even humorous entries are perfectly allowed, but "troll" entries will be disqualified. If you're worried that your card may be misinterpreted as a troll card, contact a moderator before you submit.
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE IV - Class Cards (Part 2)
This phase is your first chance to show how each class will put it's own spin on your class mechanics. Your post will include:
A Quick Reminder of Your Set Mechanics - Just make sure we're up to speed with how your keywords work. 1 or 2 lines is fine for this (in addition to any tooltips), but any more explanation or balance should be behind a spoiler
Seven (7) Class Cards From Three (3) Classes - Once again, you will be making 21 cards. For each class you will make One (1) Legendary, One (1) Epic , Two (2) Rares, and Three (3) Commons. Which three classes you choose to present is up to you, although obviously you will present different classes than last round.
Six (6) Example Class Cards - You will show off six (6) cards, two (2) of each class. The other 15 cards must be included behind a spoiler
Formatting - Once again, your example cards can be no bigger than 250 x 345. Any tokens must be included in a spoiler, so as to prevent the topic from getting too cluttered. Tooltips are allowable as well, just keep them reasonably sized.
You may have, in the open for this phase, your six (6) example cards, a reasonably sized banner, and any keyword boxes. Any other graphics - dialogue boxes, additional token cards, whatever - may be included behind spoilers, along with your neutral cards and previously shown class cards if you wish to include them.
If you've gotten this far, you should have a pretty good handle on this, but if you have any questions just shoot one of the mods a message.
Some Quick Tips:
Classes often have a specific identity in expansions. It's a good idea to figure out which of your mechanics best fit with certain classes. What's more, your classes can have completely new mechanics not seen elsewhere in the set.
Unlike the class competitions, remember that your expansion should have several different mechanics at play. A narrow mechanical theme will leave you with little to work with in later phases, or make your later classes look very similar to one another. (Journey to Un'goro had Quests, Adapt, and new class mechanics for each class).
Rewards
In addition to truly epic bragging rights, ALL competitors that make it to the Phase V of the competition will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 6 competition themed around their winning expansion!
Q&A
Q: My submission didn't move on. Am I not allowed to participate any more for the rest of the competition? A: Of course you are! This many cards is going to be difficult to manage, so the contestants that move on will need all of the help and input they can get to get their Adventures just right. If you get knocked out of the competition, head over to the Discussion topic and support your favorite competitor that moved on!
Q: What if I already created an expansion and it already has its own topic on this forum? A: That's a tricky situation! But in the interest of fairness to all competitors, if you do decide to enter that into this competition, your topic will be locked. Not deleted, just locked, and it will be unlocked after the competition is over or after it gets knocked out. It would be weird of us to stop you from referencing or linking to that topic, but please don't abuse the privilege.
If anybody has any other question, please feel free to ask us over in the Discussion topic. Otherwise, get those creative juices flowing, and I'll look forward to your submissions.
The Arcane Art Assembly of Azeroth is the annual forum through which researchers of arcane arts and sciences present their discoveries and achievements to scholars all over Azeroth. The chair of the Arcane Art Assembly of Azeroth this year is the mighty Millhouse Manastorm.
Chair Millhouse (NEW MECHANIC):
The role Chair Millhouse plays in this expansion is similar to that of C'Thun in WOG. The card is given to players for free, and if you want to build a deck around it, you need several other cards that refer to Chair Millhouse by name.
Further Introduction:
Chair Millhouse hosts the whole conference with the assistance of other assembly staff. Whenever someone calls for help, Millhouse arrives at no time.
The speakers at the assembly are all elites in the field of arcane arts and sciences. Their experiments and predictions are accurate and precise, often down to the exact digit they desire.
Researchers specializing in other subjects, such as medical science and zoology, also come to the assembly, willing to conduct some interdisciplinary surveys with the attendees.
People who're not part of the academic circle are allowed in the assembly as well. These outsiders come here just to meet the most intelligent people of Azeroth and make friends.
The assembly welcomes anyone who's interested in arcane arts and sciences. Come and join us in the academic discussions at the Arcane Art Assembly of Azeroth!
Neutral
Chair Millhouse related cards:
Chair Millhouse
Cards that summon Millhouse
Cards that benefit from Millhouse shuffling into your deck
(For a more detailed list of Millhouse related cards, including CLASS CARDS, see Imgur Album)
Other neutral cards:
FAQ and balance concerns:
Q: Does playing Millificent Manastorm when Chair Millhouse is on board grant you card draw?
A: Yes. If you play a minion, Chair Millhouse's effect triggers after the minion enters the battlefield and before its battlecry. Thus, not only Millificent Manastorm's effect triggers, all those "Battlecry: If Chair Millhouse is shuffled into your deck" effects also trigger if you play these minions when Millhouse is on board.
Q:Wannabe Giant seems OP. How is it balanced?
A: The pool of 8/8 minions is not as good as it seems. Minions like Molten Giant and Nozdormu are quite bad, and there are also many deck-dependent minions like Bittertide Hydra and Mountain Giant. Also, the power level of this card is similar to Tortollan Forager, which seldom sees play. Basically it's a card designed for new players.
Q:Core seems underpowered. What kind of decks could run it?
A: I suppose Core could be playable in some aggro decks if there are lots of control decks in the meta. Some control decks don't run small minions, and Core is quite good when your opponent only plays big minions.
Q: How does Puzzlemaster Lo work?
A: It literally hides every digit on both players' screen, including stats of minions, cost of cards, health of heroes, the amount of damage a spell deals, and even the time on the clock, the number of spectators, etc.
Q: What happens if I choose, say a damaged 7/1 minion, with Shaper of Minds?
A: You will end up with nothing to discover. Also, if you choose a 4/12 minion for instance, you'll be offered with only two choices (Ysera and Malygos).
Q:Doomsaver can technically be immune if 2 of them are on the battlefield. Is that intended?
A: Yes. Immune minions can still be removed by cards like Deadly Shot, Brawl, Twisting Nether, Doomsayer, etc. As you can see, Chair Millhouse is an Immune minion which is central to my expansion; I think the meta would evolve into one that requires people to take these kinds of Immune-proof removal cards.
A: Firstly, Menagerie Warden's battlecry triggers and you get a copy of Bethekk. Secondly, both Bethekks get +3/+3 because Menagerie Warden is a 5/5 minion.
Q: What happens if I play Fen Strider when I have 8 Armor?
A: The effect would not trigger because Druid doesn't have any 8-cost spell.
Hunter
List of cards:
Notable synergies:
FAQ and balance concerns:
Q:Arcane Strafe seems a bit OP comparing to Hellfire. How is it balanced?
A: First of all, warlock spells are often worse than spells from other classes (see Darkbomb and Quick Shot for instance). And in the case where you don't control any minion, Arcane Strafe is worse than Hellfire.
Q: Summoning a 5 mana minion for 2 mana only? What the hell are you doing with Dinner Time?
A: Firstly, Starving Buzzard is an overnerfed minion. It is worth about 4 mana only. Secondly, Starving Buzzard summoned in your opponent's turn is merely a 3/2 beast without an effect. Your opponent can remove it easily without giving you extra card draw. Thirdly, the secret itself is quite situational. I suppose only quest hunter might run this card.
Q: Wolf Pack would give hunter infinite resources. How could such things exist?
A:Deathstalker Rexxar also gives hunter infinite resources. And I'm making this card because I want Grimy Goons hunter to be a thing.
Mage(NEW!)
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: How is Combustion supposed to work?
A: If you have Spell Damge +1, it gives a minoin +3/+3.
Q:Brightwing has significantly huge value when played with Meteor. Do you feel the need to nerf the card?
A: Frankly speaking, I'm also concerned about the balance. I've discussed the card with some other people; they told me that a 7 mana 16/16 that requires a 2-card combo is not broken since the minion summoned does not have charge. They compared the combo with Doppelgangster into Evolve, which creates approximately 13/13 value on average. The BrightwingMeteor combo is 1 mana higher, and the 16/16 minion can also be removed by single target removals. Nevertheless, I'm still not sure whether this card is OP. Perhaps a nerf is needed in later patches.
Q:Learning Craze seems OP. How is it balanced?
A: I compared it with Arcane Blast. When you don't have Spell Damage, both spells are worth 1 mana (and in this case Learning Craze is even worse than Power Word: Shield). When you have Spell Damage +1, Arcane Blast turns into a Shadow Bolt which is worth 3 mana, and Learning Craze turns into an Arcane Intellect which is also worth 3 mana. Moreover, the only Spell Damage minion played in current mage decks is Bloodmage Thalnos; if you want to make good use of the this card, you'll need to build some different decks. Again, I'm not pretty sure about whether it is indeed balanced. A nerf is probably needed in future patches.
Paladin(NEW!)
List of cards:
Notable synergies:
FAQ and balance concerns:
Q:Comcentration has incredibly broken synergy with Bolf Ramshield. Why on hell did you make that card?
A: First of all, Bolf Ramshield is a wild card, and wild aggro decks are relatively faster than standard decks; if you manage to survive until turn 9 as a paladin, it's most likely that you've already won the game. Secondly, control decks that can't kill you by turn 9 all have their own method to deal with an Immune Bolf Ramshield: Doomsayer, Twisting Nether, Brawl, Vanish, etc. The only deck that can't deal with this guy is Jade Druid; but Jade Druid does need some punishment since it auto-wins the match against control decks. Thus, I think this combo is acceptable.
Q: How does Unsung Hero work?
A: It silences the target first; then it gives the minion an effect identical to Blessing of Wisdom.
Shaman
List of cards:
Notable synergies:
FAQ and balance concerns:
Q:Farseer Nobundo seems pretty OP. Imagine that 2 mana 7/7 for instance. How is it balanced?
A: 4 mana 7/7 doesn't see any play nowadays because shamans don't like its overload. I estimate that in the current meta the drawback of overload might be of same value with spending mana directly.
Q: Does Voodoo Researcher give windfury to Chair Millhouse permanently?
A: No. The windfury gets removed after Millhouse is shuffled into your deck.
Warlock(NEW!)
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: How does Dark Acupuncturist work?
A: If your hero is killed by its battlecry, it revives your hero and sets its Health to 15. Like Alexstrasza, your health cap does not change.
Q: How does Mummification work?
A: If your target a minion, it's simply a "Deal 5 damage" spell. If you target a hero, the effect works in the same way with Dark Acupuncturist above.
Trolls. Voodoo. Blood Sacrifices. Canibalism. Death. Ancient Rituals. Dark Magic... All related to the powerful Loa, the gods workshiped by the trolls. Wild deities beyond good and evil. Etereal beings that can bless and curse their servitors. Are you one of those Servitors of the Loa?
The Loa
For Servitors of the Loa (SotL) I wanted the Loa to be my main legendary cards so I've created a full card cycle with one Loa for each class! The Loa are 7 mana - originally 9 mana - (not 10 because they're weaker than The Old Gods) legendary class minions, they are Beast because they are God avatars of the wild animals. Mechanically they have an ability that they shared with your minions when they die via Deathrattle and also a Battlecry with the improved Hero Power (remember Justicar Trueheart?) of their own class. But who are this powerfull and wild deities?
Phase IV Loa
Legba is a master of swift motion. Through him, the shadowhunter learns to move with great speed, and bestow great speed and grace to his allies.
Hakkar the Soulflayer, Blood God of the Gurubashi trolls, is a malevolent and destructive creature that controls the Gurubashi Empire's fallen capital of Zul'Gurub. He is an actual deity, and Wild God, known in the troll pantheon as the Loa of Blood.
Har'koa is one of the Loa goddesses of the Drakkari, taking the form of a great Snow leopard. Her mate is Loque'nahak, who wanders far from home. After the Drakkari turned on their gods Har'koa was the last of the gods to be subdued and the trolls were quick use her power in order to curse her children. After freeing her children Har'koa sends adventures to help other loa.
Phase III Loa
Tortolla is the turtle demigod and, much like Malorne and Goldrinn, an Ancient guardian. He is the patron ancient to all creatures who move effortlessly between land and sea. He is one of the oldest of the Ancients, having been alive since the time of the Titans. Due to that, he speaks in an old language that has been long forgotten.
Hethiss, the Snake, is one of the Primal Jungle Gods in the troll pantheon. Like the other Loa, Hethiss is held against his will. He is represented on Azeroth through a Champion of his choosing, a position currently held by High Priest Venoxis.
Halazzi is the lynx god of the Amani trolls. Is the only loa to not have adopted the name of his host. Instead, the host seemingly having adopted the loa's name (which might have been the case of the other Amani loa, as it would be an odd practice).
Phase V Loa
Pogeyan is a haunched mountain lion found west of the Tkashi Ruins in Northern Stranglethorn. Unlike her fellow spirits, Pogeyan is a ferocity pet that hunters can tame. The element he represents is Fire.
Shirvallah, the tiger, is one of the Primal Jungle Gods in the troll pantheon. Like the other Loa, Shirvallah is held against his will. He is represented on Azeroth through a champion of his choosing, a position formerly held by High Priest Thekal.
Shadra, also known as Elortha no Shadra, is a spider that is worshipped by the Witherbark trolls in the Hinterlands and by the Zandalari. The trolls use her venom as a powerful poison for their weapons. Shadra, the spider, is one of the Primal Jungle Gods in the troll pantheon. Like the other Loa, Shadra is held against her will. She is represented on Azeroth through a champion of her choosing, a position held by High Priestess Mar'li.
New Keyword: Voodoo
Voodoo is a dark and powerful form of magic practiced by the shadowhunters, hexxers, and witch doctors. The trolls' use of mojo in their voodoo magic has long been established. Drinking blood provides power, the darkest of voodoo. Shadowhunters are masters of voodoo magics who can use their spirit-powers to both heal their allies and place curses upon their hapless enemies.
Voodoo FAQ 🡳
The UI (user interface) when you play a card with Voodoo is like the Choose One cards UI. You pick one side and that's the effect you get. Some Voodoo add new effects and some replace the base effect (all ended in instead), you can see both examples under this lines (they're cards from Phase I).
Remember: you can die if you don't have enough Health and you activate the Voodoo side of the card!
I also used the non-official keyword Elusive. Elusive = Can't be targeted by spells or hero Powers. More information here.
Hunter
SotL Hunter Themes: Secrets & Beast.
Trapologist: Paladin has Hydrologist, Mage has Arcanologist and Hunter deserves his own 2 mana "logist" minion related to Secrets. Deathrattle instead of Battlecry because of the ton of Hunter interactions with Deathrattle thanks to cards like Terrorscale Stalker.
Legba's Herald: I really like simple cards (as you can see in Servitors of the Loa) and this one is one of my favourites for the use of Voodoo as a tool for limitating the problematic Charge keyword.
All Hunter cards 🡳
Shaman
SotL Themes: Windfury & Totems.
Totemic Hammer: Doomhammer's little brother. I really like how you can always have Windfury if you use before your Hero Power.
Hakkar's Fanatic: This one was difficult to balance. Shaman has the dreaded 2 Mana and Overload: (1) 3/4 Totem Golem and this one loses 1 Health point and wins the possibility of having Windfury. I like the 3 health because is in range of all the 2 Mana 3/2, not like the 3/4.
All Shaman cards 🡳
Mage
SotL Mage Themes - Spell Damage & Freeze.
Har'koa's High Prophet: This cards has the effect that I think Shatter should have. Perfect with all the new Knights of the Frozen Throne Freeze-related cards!
Gurubashi Warmage: High cost (4 + 2 Hero Power) because I was afraid of crazy combos with Coldarra Drake and low cost and strong Spell Damage cards like Bloodmage Thalnos or Fallen Hero. I preffer this one as a late game finisher or battlefield control tool.
While Hearthstone does have its more serious and darker moments, Hearthstone is in general, a lighthearted game that usually doesn't go too grim or too scary. Say goodbye to that, and welcome to the Invasion of the Void. Invasion of the Void is a much darker and grim card set than we usually see in HS, where you're see pure darkness around every corner. This expansion also introduces a mechanic in the game, Void Orbs.
Reminder of how the Void Orb mechanic works:
The Void Orb mechanic allows you to use Void Orbs as payment for additional effects with some cards.
Cards like Deathcaller, Spirit of Fear and Follower of Zivius will give you Void Orbs when you play them, where you will store them until you use them. Void Orbs are store beneath your Mana Crystals just Overload, and you are capped at 10 Void Orbs.
Other cards like Twilight Embracer, Dragon Knight and Zivius are what will allow you to actually use these Void Orbs to your advantage. When you play a card like this, you can choose how many Orbs you spend. A Discover-like interface will pop up giving you options of numbers up to the number of Void Orbs you have (including 0 if you don't wish to spend any). The more you spend, the larger the effect will be, but use your Void Orbs wisely because they don't regenerate after you use them. Once they're gone, you'll have to play more cards to build these back up again.
While this image isn't a perfect representation of how I planned it to work, it should at least give you a good grasp of how it works:
Druid
Even nature is at its darkest in this expansion as you'll encounter the deadly wilds and druids with their dark powers lurking these grim, haunted forests. Instead of fearing them and running for your life however, you have the ability to use their power and become yet another one to fear within the forests. Grimforest Guardian works as a flexible offense or defense tool allowing you to use your Void Orbs to gain Attack to take down enemies, or gain Armor to obtain more life to stay in the game. This isn't even mentioning the high, vanilla stats she has for the cost, allowing her to still keep a good fight and keep good value off of playing her card no matter which option you choose or how much of it you chose.
In World of Warcraft, Leyara serves as the Lieutenant for Fandral Staghelm and also possesses a hatred for the main Druid hero, Malfurion Stormrage. After this expansion, she however works for him allowing you to make use of her in your Druid deck.
Something some of you may not have noticed before is that we currently only have one card in the game with synergy specifically for Choose One cards and in fact is the only card in the game that mentions the Choose One keyword without being a Choose One card itself, which is the obvious - Fandral Staghelm. Being his Lieutenant, Feyara works well in conjunction with Fandral giving you two Choose One cards: One upon playing, and another upon Death. Both can be used for their own purpose and can also be useful to save and combo with Fandral for a large board impact. Druids in this set gain more Choose One synergistic cards in this set using space in the mechanic previously unused before.
Some Hunters just go in the Wild with their Beasts, ready to strike whatever/whenever they feel the need to, going no holds barred. Other Hunters however are about spying on their target, getting a good aim and scoring that perfect shot. Upon playing Hooded Sharpshooter, he will give you a random Shot card, giving you a way of dealing direct damage regardless of outcome (except Deadly Shot, but even that can be used to kill a large minion). This acts a nice way of getting an answer to deal with enemy threats and will give you a spell for spell synergies. Speaking of getting answers though...
... Hunters in this set get Maximillion, a pegasus (see what I did there?) that upon playing gives off a Wrathion effect and will keep drawing cards each time you keep drawing Beasts or Secrets. I think most of us can agree when I say Hunter's draw ability sucks, particularly with one of their best midrange cards, King's Elekk, rotated to Wild. Maximillion is here to save the day and give Hunters their good card draw. The reason Wrathion didn't work is because its draw was too unreliable and its stats were too low. Maximillion has none of those problems though, working with two things Hunters excel at, Beasts and Secrets.
Most Hunter decks tend to run a lot of Beasts anyway, so drawing 2 should often be reliable enough even without Secrets, but if you are running Secrets then this is just the icing on the cake. Perfectly curves with Savannah Highmane on turn 6, into this on turn 7 as well.
Hunters in general have a small Greek mythology theme in this set, allowing you summon fierce chimeras and deadly cerberuses to fight alongside you. Maximillion himself is a pegasus which also fits that theme.
Full list of Hunter cards:
Warrior
Warriors in this expansion get fierce, violent and bloody. Brute Fighter is not one to mess around, giving Warrior a cost-efficient and also very effective way of gaining Void Orbs, gaining you one whenever it's damaged (meaning no matter what, you're always guaranteed one). Warriors already have their own means and synergies around damaging their own minions and this expansion is no different. In this expansion, Warriors get a bunch of cards focused around self-damaging and self-damaging synergies. Using them to your advantage, Brute Fighter can single-handedly give you a bunch of Void Orbs to use with other cards. In addition to that, it's also a 3/6 for 4 meaning it has good stats for the cost even without the Void Orbs taken into account.
The Warrior Legendary in this set is arguably one of the more interesting ones. As seen in Knights of the Frozen Throne with cards like Gnomeferatu and Skulking Geist, Team 5 is now more willing to make hand and deck destruction for the opponent. Whether that's a good or bad thing remains to be seen. The new Warrior Legendary, Icaria, has some of that same aspect going for it.
When Icaria is played, all minions in each player's hands at the time will take 1 damage. This can allow you set up some sweet combo plays with damage synergy cards to help out your own damaged minions or to easily kill your opponent's. It can give you a free trigger for your Enrage minions, or weaken some of your opponent's minions making them less of a worry for you. Proper planning can really mess your opponent's game plan up while simultaneously advancing yours significantly.
Notes about Icaria:
Icaria will not trigger on-damage effects of cards like Acolyte of Pain or Grim Patron while they're in the hand.
If any minions reach 0 Health with Icaria's Battlecry, the minions will stay in their owner's hands but will instantly die upon being put out from the hand.
Enrage minions damaged will display their Attack buff and their red Enraged aura while in the hand. Spiteful Smith however will not buff your weapon's Attack while it's in your hand.
Full list of Warrior cards:
Tokens
Created by Ruby Scytheguard
Phase III Classes
Mage:
Tokens
Created by Flames of Fury
Created by Arithela
Created by The Dark One
Priest:
Rogue:
Tokens:
Created by Stern Inventor
Full list of Neutral cards:
Void Orb cards:
Will give you Void Orbs upon playing.
Will let you spend Void Orbs for effects.
Tokens:
Created by Skalvar the Wicked
Other Neutral cards:
Tokens:
Created by Queen Crawler
Created by Pheran the Shapeshfiter
Special Thanks
Livienna - Making the set banner, card balance and comments.
Cogito_Ergo_Sum - Card balance and comments, naming cards, making the image in the Void Orb explanation spoiler.
Goin' for that fancy avatar border, y'all! ;D Enjoy.
An unusual warmth has settled over the wintery landscapes of Azeroth... from Northrend to Winterspring, snow is melting, flowers are blooming, and dormant beings are awakening. The rumors are true: SPRING IS COMING.
"The Great Thaw" expansion is all about the clash of Winter and Spring. We have Frostsabers, Ice Elementals, and Avalanches, as well as Forest Spirits, Flowery Glades, and Woodland Creatures. Similar to Goblins vs. Gnomes, this expansion is not set at a certain place or event, but is instead a general theme that permeates all over. Pushing for more control-style decks, this expansion includes the Sherazin Dormant mechanic, more board control spells/weapons, and three new keywords (really two):
- About the Keywords -
Elusive - This is simply the Faerie Dragon effect. I know Ben Brode said they don't intend to make this a keyword as it would be too confusing for new players, but hey this competition is just for fun and I want it :D
Chill -Chilled minions have a shimmering light blue mist surrounding their token. The Chill takes place at the end of each player's turn. This mechanic encourages trading; it's not often that a Chilled minion will last long enough on board to accumulate a ton of damage from the Chill effect.
Warm - Examples of this currently in the game are Nerubian Prophet and Shifter Zerus. Like these cards, your opponent will not see the trigger take place. I should note that most Warm effects encourage you to hold cards in your hand, however some are still stuck in winter, and will lose value as they Warm.
The sun icon tracks the number of turns a card has Warmed. In this example, Blossoming Nymph has been kept in hand for 3 turns and is buffed to 4 health. The icon doesn't appear on a card until the Warm count is at 1 or more.
Huge shoutout to ZardozSpeaks for helping me with this graphic!!
Frost Whelpling is just learning his skills and can't control his Chilling frost breath (btw - see Frost Drake below for the grown-up version of this little guy!). This is also an example of the general push for control-style decks in this expansion... he's a strong 1-drop for decks that don't want to flood the board. Also, as the Elven Sharpshooter warms, her text would change in the way that text for spell damage does. So for example, after being in your hand for 2 turns, her battlecry text would read "Deal *3* damage to a minion."
Rares
Iceshard Elemental is an example of a minion that doesn't like to Warm in your hand. Play him as early as you can, or he'll melt altogether (if his health reaches 0, he can still be played - and would trigger things like Knife Juggler - but would die instantly).
Epics
The wording for Arboreal Giant was much debated, since the text could also read "Warm: Reduce the Cost of this card by (1)." However, I've chosen to keep it in line with the other giants, whose texts all begin with "Costs (1) less".
Legendaries
Mith'ra, Spirit of Spring and Lae'ra, Spirit of Winter are Sister Spirits that are said to be battling over control of Azeroth. Lae'ra's hold over Northrend and other snow-covered regions is waning, and Mith'ra has taken the opportunity to Warm the lands and Restore life. Lae'ra, meanwhile, is filled with vengeance and is taking it out on minions that can't handle her Chill. And the others, well... she'll justFreezethem where they stand. Also, I feel like I should address how these two cards interact xD The ruling is that Kalecgos cannot be made Elusive. This is one of those unspoken rules of Hearthstone, something DisguisedToast would make a video about upon release ;)
The Critters Carnival is an awesome event in which the greatest heroes of Azeroth can see the most exquisite creatures from all around the world! Spoopett, Carnival Master loves all types of creatures and wants everyone to see how incredible they are, that's why lots of Exhibits are organized during the Carnival. The most wonderful Beasts, Dragons and Murlocs are displayed on the Carnival, but they aren't the only ones being shown. Amazing Totem carving can be seen, and Goblins & Gnomes like to compete to see who can build the best Mechs. Of course, things don't usually calm down for the heroes of Azeroth. Some unexpected ruffians have found a way to get into the Carnival...
THE KEYWORD:
So, how does this mechanic work? Well, X is replaced with something, such as "Murloc" or "Secret". Let's suppose I play a Dragon with Dragon Exhibit, if I control no other dragon, the ability will activate. Unlike Battlecry, Exhibit triggers after the minion is played, so they can affect themselves. When you are holding an Exhibit card, it will have the Yellow Glow if the Exhibit can trigger.
THE CARDS:
Night Watcher is a creature of the night, the perfect early game tool to make your Hero Power more pro-active.
Shadowfang Drake is ready to serve its Shadow Priest master, being a powerful tool to deal with small prey.
Elder Demonologist is an expert on the demonic arts, being able to call Demons from the depths of your deck.
Tainted Claws is the healing tool Warlocks were craving for. It infuses their Demons with powerful vampiric abilities!
Drakoning Peacekeeper is a servant of the Holy Light, eager to protect its Dragon fellows.
Lightlord's Apprentice is strong early game card, but it still needs to learn how to properly use its healing powers.
Q: If I were to play Uncaged Felhound on turn 4. How many Mana Crystal will I have at the start of turn 5?
A: While it is on the board, you won't start a turn with more than 4 Mana Crystals. You also can't use The Coin to get Mana Crystals, as its effect would trigger and it would get +1 Attack. Only after it dies would you be able to get new Mana Crystals.
Q: What happens if my Hero Power is Mind Spike and I play Night Watcher? A: Since you were already in Shadowform, nothing would happen.
Q: Isn't the Exhibit mechanic a bit anti-synergetic? A: Yes! I want to see more decks mixing different types of minions than decks that choose one type to build around. Yet, some cards with Exhibit would still see play in decks with cards of the same type just because of how powerful they are. A card such as Southsea Spearman works better in decks without weapons, but it is also a Pirate, and many other Pirates benefit of weapons, so you might consider running it in a Pirate deck that runs weapons, as the other Pirates benefit of it.
Q: What types of Exhibit can be done? A: Beast, Demon, Dragon, Elemental, Mech, Murloc, Pirate, Secret, Totem, Quest and Weapon.
Q: How does Blazetail Mouse's Deathrattle work? A: Basically the enemy is in control of wheter this ability triggers or not. If I play an Elemental and then the enemy destroys Blazetail Mouse in the following turn, then the Blazetail Mouse can be revived.
Q: How many cards can have their cost reduced by Spoopett, Carnival Master? A: Up to three cards, a 2-Mana reduction to each minion type.
Q: How can I visualize Holyscale Drake effect? A: Glad you've asked! It works as Jadescale Drake and Stormborn Titan. Check the image below!
WERE YOU INTERESTED IN MY SET? CHECK MY OTHER CLASSES:
The Caverns of Time have started acting up, letting off bursts of mysterious energy, transforming the world around them and causing never-before-seen creatures and entities to slip through into the world, along with some forgotten members of other timelines.
While Nozdormu seems content to leave it be, saying it'll be fixed in 1 or 2 working days (he has experience, apparently), the rest of the world is eager to explore this destabilised zone. Join them to find what lurks in the Sands of Time, what creeps around the Forgotten Caves and what stumbles through the Lost Woods (no relation, pls don't sue).
For a reminder of Phase I, go back in time by clicking here. For a reminder of Phase II, go back in time by clicking here. For a reminder of Phase III, go back in time by clicking here.In this Phase, we take a look at the next three classes for the Collapse of the Caverns - Druid, Priest and Warrior. In addition to the reintroduction of Dragon Synergy and the brand new keywords Echo and Revert (explained again in the spoiler below) each class has gotten mixed up in the timestream, and features a common card with a mechanic more familiar in a different class. For simplicity's sake, these are just the class alphabetically before - so Druid -> Warrior, Priest -> Paladin and Warrior -> Warlock.
Echo is pretty self-explanatory - the counterpart to Reno decks, this mechanic encourages including duplicates to gain bonus effects, or even entirely different ones.
Revert is a little more complicated. When a transformation is removed, the minion returns to what it began as - Shifter Zerus becomes a 1/1 again, Druid of the Claw becomes an un-Taunted 4/4. We will presume this would be tracked correctly. Enchantments are those little pieces of text that show under a card when its been buffed or debuffed - the +1/+1 from Shattered Sun Cleric, the reduction to 1 Attack by Humility, they all have names and they would all be removed. I'm also going to include Silence as an Enchantment, because I want to, and I think this is a perfect way of introducing 'un-Silencing' without breaking things. This wouldn't restore Health, but if your minion's damaged Health was above its starting Health, then it'll Revert to full Health, because that's how it works when an Aura is removed or an effect Silenced. Get all that? It's much simpler in practice, I promise.
Druid
Uncovered by the collapse, a hidden passageway leads the daring adventurer who travels it to a secret offshoot from the Caverns - a mist-ridden Woods, where you can wander forever and yet make it out before you went in. Here, in these Lost Woods, an ancient race of Elves and Dryads work alongside each other, keeping the foliage alive and distracting and hindering untrustworthy travelers. In the choking mist, you can never tell if what you just heard was real, or an Echo of something long-since gone...
A curious little flower that grows low to the ground within the Lost Woods, providing a light by which to travel. Infused with eons of nature magic, the Forget-me-not pops up anywhere the mist of the forest reaches, seemingly without need for seeds or any pollination - in fact, it's almost as though each flower is a copy of any other.
Druids have learned to tap into its natural properties, calling forth visions of cards with time-bending abilities themselves.
The most proficient user of the mists of the Woods, nobody really knows how old Irial, Seasonkeeper is, or if she was ever truly alive - as far as anyone knows, she has existed for all of time, watching over all denizens of the Woods, never aging, eternal.
All Druid Cards
Flavour Text
Forget-me-not: Other Lost Woods plants include the Begon-and-onia and the Timer Lily.
Guardian of the Grove: Groves, Galaxies, it's all the same to a tree.
Lost Woods Dryad: A Dryads favourite drink? Rootbeer.
Accelerated Growth: Puberty for Druids happens on Turn 2.
Lost Woods Shrine: If you get lost, you'll always find your way back here. Locals have observed travelers calling it 'That Fucking Checkpoint' instead.
Ancient of Wispers: Best friends with Darkshire Librarian.
Irial, Seasonkeeper: Nobody knows where she keeps them, but she keeps threatening not to give them back.
Priest
With ripples in time comes great opportunity for those less morally rigid members of the Priesthood to look into ways of bringing back those who could not be saved in time. Slipping through from an alternate reality, many welcomed the long-dead High Clerist Mara with open arms; this would prove to be a mistake, when she revealed herself to be less caring of those in need of healing, and more interested in bringing back those she deems worthy from the grave.
An unusual concoction created by the High Clerist herself, this potion invigorates the drinker and allows them to cheat death, for a while.
Many of those who take it report an overwhelming urge to recklessly throw themselves into battle, lest they waste the great gift bestowed upon them.
An exact double of this timeline's for High Clerist Mara in visage only, this seemingly benevolent woman may have had her mind twisted by the void as she fell through the cracks in time; or perhaps she was always this way.
Either way, she uses her newfound knowledge of the tricks of the timestream to return those who have died before her to fight again in her name.
All Priest Cards
Flavour Text
Argent Cleric: A shield for the healed, how poetic.
Holy Touch: Not as sinister as it sounds.
Lightsurge Healer: Fixes your lightbulbs, free of charge.
Memory of Mourning: "I? I see myself holding a pair of Wild Pyromancers."
Night Knight: Don't let the minions bite!
Mara's Mixture: Ingredients: Lost Woods Mist; Bloodletter Blood; and a Pinch of Paprika.
High Clerist Mara: Clerist is a real job, she didn't just make it up to sound fancier, promise.
Warrior
Deep within the Caverns, a small contingent of Dwarves watches over the Dragons that reside there, kept alive for thousands of years by the magic of the creatures they protect. These Dragonsguard don't take kindly to the newcomers that have been popping up since the instability, and are ready to fiercely defend both themselves and the Dragons of the Caverns to their last breath.
Ready to fight at a moment's notice, the Dragonsguard take to any conflict as though it will be their last, returning to strike their enemies over and over until they are defeated.
Play carefully with this card and it can be an infinite source of damage, helping you control the board with unparalleled precision.
Imbued with the ancient magic of the Dragons it is designed to protect, this weapon becomes significantly stronger when it senses something it needs to defend.
It is an honourable weapon, however; any attacks it makes will never strike face, for that would be ungentlemanly. War doesn't have to be uncivilised, after all.
All Warrior Cards
Flavour Text
Blood Rites: An interesting choice of ink, but they'll accept the exam paper anyway.
Dusty Brawler: He can never remember is he's on offence or defence, so he just does both.
Dwarven Dragonsguard: A little on-the-nose, don't you think?
Abyssal Hydragon: Stare into the Abyss, and it stares back twice as hard.
Final Advance: You said that about the last advance, too!
Dragonsguard Mallet: For when you want your Dragonsguard nice and tender.
Apollo, Lord of Dawn: I don't blame the guy, being up that early every day would make anyone hot-headed.
Prepare yourselves, the bells have tolled! Shelter your weak, your young and your old! Each of you shall pay the final sum! Cry for mercy, the reckoning has come!
There is a festival that occurs in the autumn months. It is a time of celebration, of costumed children and masked matrons passing out candy. When farmers light bonfires to celebrate the harvest. But as villages the world over gather together, the guards must stay vigilant. For with the waning daylight comes things that prowl and skitter and groan and howl. Rotten crops and corpses rise as the cursed Horseman rides. So gather around your family and toss an offering to the Wickerman, so that you may be safe during...
Hallow's End - A Custom Hearthstone Expansion
The Fear Keyword
It wouldn't be a proper Hallow's End without a heaping dose of terror! Fear is the set's new keyword that temporarily reduces a minion's Attack. Like Freeze, it expires at the end of the turn after which that minion could make an attack. So apply Fear to an enemy on your turn, it goes away at the end of your opponent's next turn. This effect can help slow down an aggressive opponent, or take the teeth out of a larger threat!
Things that go bump in the night...
Last time, it was mentioned that Hunters patrol the villages, protecting them from the monsters of the night. One source of such monsters are the Druids. Dark omens portend the proud Gilneans loosing control over their curse. And in the shadows the Alpha Prime, the first Druid of the Pack, urges them to overthrow their rationality and embrace the beast within.
Whispers of power...
Elsewhere, the magic of the Horseman draw those who seek the darkest of paths. Fear is a powerful weapon, one that Warlocks know well. For it was demons that corrupted a once pure soul into the dreaded Headless Horseman. Power always come at a price... one that Warlocks will readily pay.
Savage Protection
With their brethren falling to madness, and under attack by the Forsaken and the Headless Horseman, the citizens of Gilneas rally around their leader. Their newfound curse grants them formidable might... and an endless rage. Their struggle is to control the beast and unleash it against their many enemies!
Enchant: When you play a card with Enchant, it will immediately give the next minion you DRAW (not summon nor play) a little bonus! Careful though! You may not draw the card you want to Enchant, so build your deck wisely!
Stabilize: Since Battlecries occur WHEN minions are played (not after), Battlecries will occur even if you can't pay the Stabilize cost (the same goes for Enchant). Note that Elementals with Stabilize will trigger "If you played an Elemental last turn" effects EVEN if you didn't pay the Stabilize cost because you technically did play the Elemental!
Stabilize is all about playing with your mana expenditure in order to get the optimial result! Sometimes you need to force yourself to pay the Stabilize cost to get the minion's body, but sometimes you don't want to pay it in order to just get the Battlecry/Deathrattle effect for the cheapest cost in order to play other important cards as well. This can open up for a lot of skilled plays as the usual ordering of cards is largely tampered by creating the optimal result from Stabilize cards.
Note: Cards that summon random minions (e.g. Evolve and Devolve) cannot summon minions with Stabilize, similar to how Quests can't be produced randomly. This is for obvious balancing reasons.
Flavour:
Enchant: Dalaran houses some of the most skilled sorcerers in Azeroth. Some of these guys specialize in Enchanting items and even people, making them stronger (and more stylish) than ever before!
Stabilize: While Enchanting minions are quite adept in their studies, some disciples of Dalaran are quite...inexperienced with handling spells. Sometimes, these foolish beings try to attempt the most powerful spells with little mana, and they end up injuring themselves after they fail to Stabilize their spells.
The Story So Far... After facing the deadly Secret forces of the possessed Vargoth, corrupted Karlain, and the power-hungry Aethas Sunreaver, you decide that you could a break. Maybe you'll wander through the more natural parts of Dalaran like Margoss's Retreat! Or maybe you're feeling bold and would like to visit the Violet Hold, a magical prison! Or perhaps you would like to travel to the other small levitating islands around Dalaran. Anywhere that is calm will do...but this is Dalaran! And within every corner, there is a treasure of Secrets...waiting to be found.
Druid's Themes
Stabilize
Battlecry/Deathrattle synergies (which works well with Stabilize!)
Druid's Lore
Feeling exhausted by the many tribulations you have faced, you decide to take a stroll around the natural parts of Dalaran. The Dalaran Visitor Centre has claimed that one of the most popular things to do in Dalaran is exploring the little magical charms and secrets found in the small natural locations scattered around Dalaran. You head towards one of these places: Margoss's Retreat, a small pond surrounded by a couple of trees. You begin to look for a local visitor to talk to.
Some of the visitors of these natural spots include some shopkeepers who just like to sit outside for peace while developing their arcane arts. Other vistors include the mana-infused natural beings that came from Crystalsong Forest, a magical forest that Dalaran used to float nearby. However, the primary visitors of these parts are Druids/Mages who like to use these clam places to practice their Balance/Astral and Spiritual magic, which are a type of Arcane magic!
One of the more famous people who come to these natural wonders often include Archmage Modera, one of the members of the Council of Six (Dalaran's governing body). She's one of the oldest members of Dalaran and the Kirin Tor. It's presumed that she was alive as an adult WAY back in Warcraft III. You've always wondered why she is still alive. Magic? Well if you want to follow dark magic, but that's not her style. So how else could she live so long?
As you pondered the thought, you see a glowing spirit drift through the small forest. You instinctively hide behind the tree; it's disrespectful to intervene with the dead after all. You peer around the tree to look at the bright radiance, and as your vision begins to focus, you realize that the light is beginning to form a humanoid shape. A female humanoid shape. As the glow begins to die down, your jaw drops as Archmage Modera herself appears in front of you.
Choose One Options
With the whole Stabilize theme going on in Druid to support the Ramp Druid archetype, there's bound of be lots of Battlecry and Deathrattle cards.
So, what's a better way to support these Stabilize cards than a Battlecry/Deathrattle-synergistic spell? Behold! Blessing of the Ancients! It's a nice little Choose One card that can create some devastating combos with Stabilize or other Battlecry/Deathrattle cards! Imagine a double Battlecry N'Zoth, the Corruptor, a double Deathrattle Fatespinner, or if you're feeling really ballsy, how about a double Battlecry Yogg-Saron, Hope's End!
Blessing of the Ancients is based off of the Balance (Astral) Druid spell in WoW with the same name. The "Ancients" refer to 2 ancient astral gods in WoW lore. One of them is An'she, the Tauren god of the sun, and the other is Elune, the Night Elven goddess of the moon. Each Choose One option is named after an Ancient!
Speaking of Stabilize cards, how about we look at one right now? Do you like Malygos Druid? I like Malygos Druid! So, how about we introduce a Stabilize card that gives you Moonfire spells AND Spell Damage?
I present to you, Margoss Wanderer! She can be used cheaply as a split Arcane Shot, or you unleash her full potential with Stabilize by creating a Spell Damage minion that both synergizes with her Moonfire spells AND can boost your other spells!
The best part? You control where these Moonfires go, so you can make some interesting tactical plays!
You feel a bit adventurous, so you decide to visit the Violet Hold. The Violet Hold is a prison for maleficent Mages such as Blood-Princess Thal'ena, Millificent Manastorm, and the Criminal Casters, an evil gang of Mages and Warriors! However, surrounding this penitentiary, there are stalwart, strong Warrior and Mages devoted to keeping the safety of Dalaran's inhabitants. They guard the Violet Hold to make sure no one goes in or out (alive, that is).
Curiously, despite the fact that these guards have wandered in the open outside the Violet Hold, no one has really managed to get a close glimpse of them. Is it magic? Well yeah, duh, we're in Dalaran. But who are these people? There are rumors that are part of an old group called the Council of Tirisfal, an order of mages founded by High Elves; the organization's purpose was to search and destroy dark magical beings within Azeroth, namely Demons. But the the Tirisfal Council has disbanded centuries ago! All of the Trisfalen are dead except Medivh. There is no way that any of them are still alive...right?
Regardless, the citizens of Dalaran just remain happy to know that there are those willing to risk their life for their own. They praise the guards' efforts and thank each and every one of them, including General Dotinasanwho is hailed as one of the best Warriors and Mages of their time. He looks a bit familiar though...
Be careful as you wander around the Violet Hold (Dalaran's prison) as there are mischievous, maniacal miscreants who are Armed and Dangerous!
The Warrior set is going back to Warrior's roots with Armor and Enrage synergistic cards! Take Armed for example. It's a solid, strong Armor gaining card that can produce a ton of Armor if you can manage to have a damaged minion. It works quite well with Warrior's multitude of Enraging/Deal 1 damage cards. Control Warrior is back baby!
Do you need a damaging spell to help your Control, Hydrangea, or Tempo Warrior deal with an aggressive early game or control the board? Want some Whirlwind effects to trigger your Enrage cards and clear those mini-Tokens? Well look no further than Dangerous!
That's right folks! There's going to be some Armor-synergy cards in this set. After all, there's only one in the entire game so far (Shield Slam), and I thought it could use some love.
Here are some neat flavour tidbits about the Armed and Dangerous pair! These cards are based off of the saying "Armed and Dangerous" as in "This criminal is armed and dangerous." They both have the same Cost, Rarity, and Art. Also, they both do something extra if you fulfill a requirement. Finally, they synergize with each other, but they best synergize when you play Armed, then Dangerous.
All Warrior Cards
Some Quick Clarifications:
General Dotinasan: His name ("Dotinasan") is an anagram. I'll give you a hint. Look at his stats.
Elemental synergy ("If you DIDN'T play an Elemental last turn...")
Shaman's Lore
You decide to take to the skies and visit the other leviatating islands and towns around Dalaran. Be careful though! Naturally, some of the more private islands have Sentry totems that blast you out of the sky if you get even close to them! Some are animated by special Enchanters called Totem Animators!
You decide to take a relaxing l fly in the sky on your Gryphon mount. It wasn't long before you got lost...again (you really have a knack for that don't you?). You land at a random island called Krasustrasz's Land. You give a little chuckle as you realise that Krasustrasz is a combination of Krasus and Korialstrasz's name.
Krasus is a Dragon who was flung back in time and met his past self, who was named Korialstrasz. The duo (or uno?) did a multitude of things during their lifetime such as receiving the Heart of Magic after Malygos was killed and having a flight landing spot in Dalaran built and named in his honor. Unfortunately, he met his fatal end when he sacrificed himself to obliterate a sanctum of corrupted Dragon eggs that turned into Chromatic dragons. There are stories that there was a version of Krasus who was sent to the future, but most believe it as fiction.
Anyways, as you ask the inhabitants of the island for directions, you learn that this island is where some Shamans are training to become Ascendants, mortals who have ascended to become Elementals. They are taught by a Dragon-shaped Elemental who is an absolute master at manipulating Elemental magic! He seems to be a Dragon Ascendant! He almost looks like...
One of the most strategical parts of Hearthstone is the positioning of minions. Unfortunately, this mechanic isn't really explored, and it's a shame because it could open up some intriguing turns. Of course, we could add some more adjacency effects, but that's been done already. So why not create some OPPOSITE positioning effects like the chess pieces in One Night in Karazhan? Why not introduce a card like Earthquake?
It's a cheap spell with a strong Overload to help you control the board and create some Overload synergies. Positioning is key here as you can deal a tremendous amount of damage to TWO enemy minions by targeting one of your own minions! And it just so happens that Shaman's Hero Power (Totemic Call) helps you align the board for optimal positioning! Try to use your basic/Hero Power totems as a target for this spell, so that you don't lose anything too precious.
One of Shaman's weaknesses is that it lacks some good card draw, and it's one of the reasons why Elemental Shaman isn't really good at the moment. So let's give that Elemental Shaman a boost shall we?
Let's take a look at Gust of Wind! It's a potent yet simple draw card with a Overload effect to boot. Cool, right? Well, that's not all ladies and gentleman! We've always had Elemental synergies that trigger if you played an Elemental last turn. But how about drawbacks that occurred if you DIDN'T play an Elemental last turn?
Currently, it's just a worse Nourish, BUT if you were to play an Elemental last turn, it would becomes a Nourish for only 4 mana! Feel the power of the Elements!
All Shaman Cards
Some Quick Clarifications:
"Opposite" means exactly what "opposite" on Karazhan's chess pieces' wording means.
Krasustrasz, Reborn's effect does NOT Overload you.
Rest of the Expansion
Warlock
Warlock's Themes
Discarding spells
Healing in unorthodox ways
Some Quick Clarifications
If you discard a non-targetable spell that can't target an enemy while you control Vargoth, Demon's Vessel (e.g. Sense Demons), Vargoth WILL cast it.
However, if you discard a targetable spell that can't target an enemy (e.g. Shadowflame), Vargoth, Demon's Vessel will NOT cast it.
If you discard a spell with a "When you discard this" effect while you control Vargoth, Demon's Vessel, the spell's effect will trigger twice: once as if it was discarded (normal effect) and once as if it was played (Vargoth, Demon's Vessel's effect). For example, if you were to discard Rain of Fire while Vargoth, Demon's Vessel was on the battlefield, Rain of Fire would add 2 copies of it to your hand as normal AND Vargoth, Demon's Vessel would deal 2 damage to a random enemy minion.
Paladin
Paladin's Themes
Enchant/Buffing
Elementals
Some Quick Clarifications:
The copy of the spell cast on Prism Phoenix WILL NOT trigger Prism Phoenix's effect. Otherwise, infinite shenanigans will occur.
Note that Paladin's Anthology says "TARGETING" spells. So, if you Discover a buff spell, well obviously the next minion you draw gets the buff. If you Discover a healing spell, then nothing happens to the next minion. However, if you DiscoverLay on Hands, then you would draw 3 cards when you draw a minion. If you Discover a damaging spell, then the next minion you draw would lose Health. If that minion takes fatal damage from this, then it would be discarded.
Priest
Priest's Themes
Shadow Priest (If your hero has less Health than the enemy's...)
Stealing/Toying with your opponent's cards
Light/Shadow Parallelism i.e. Restoring Health and Dealing the same amount of damage in one card.
Some Quick Clarifications:
If Twist of Fate Enchants an enemy minion with 3 or less Health, your opponent will discard it.
Clumsy Potionbrewer will damage herself and heal herself in the Battlecry process. So you will heal at least one character regardless of whether you payed the Stabilize cost or not.
Minions that take fatal damage from Clumsy Potionbrewer's "deal 2 damage to all minions" effect will get destroyed i.e. will not get healed back up to above zero Health by the "restore 2 Health to all minions" effect.
If Purloining Telepath is on the board and your opponent adds a card to their hand in any other fashion besides drawing (e.g. Discover, Babbling Book, Shadowstep), YOU get it instead.
If your opponent has a Purloining Telepath that adds a card to their hand while YOU have a Purloining Telepath, your Purloining Telepath will NOT steal that card. Otherwise, there would be an infinite loop like Lifesteal and Auchenai Soulpriest before it was fixed.
Neutral Commons
Some Quick Clarifications:
This is the rule of how Freeze works: After a player ends their turn, un-Freeze all friendly characters that have NOT attacked that turn. What does this mean? That means that all minions that have attacked Frost Bomb and destroyed it WILL NOT unfreeze at the end of the attacker's turn ("un-Freeze all friendly characters that have NOT attacked that turn"). They will remain frozen until the end of that player's NEXT TURN. Cool, eh? Really chills the aggro decks.
Violet Gate Archmage's effect stacks with Stabilize. So, if you have a Fire Ascendantin your hand while Violet Gate Archmage is out, Fire Ascendant would cost 2 mana and have Stabilize: (5).
Neutral Rares
Some Quick Clarifications:
Sunreaver Bankerexists in case Mage gets a little too trigger happy with Ice Block due to the "Spells you've cast this game" theme
Sunreaver Duplicatormakes you draw a duplicate of the Enchanted card, not herself. (e.g. If she Enchants a Wisp, and you play the Wisp, you will draw another Wisp in your deck if you have one.)
Neutral Epics
Some Quick Clarifications:
The Guardssummoned by Sunreaver General will be summoned adjacent to Sunreaver General like the Boom Bots summoned adjacent to Dr. Boom
Vereesa Windrunner: You Discover a Paladin Secret, then a Hunter Secret, then a Mage Secret, and you put all 3 of them into the battlefield. And yes, she costs 6 mana like her sister, Sylvanas Windrunner.
Kael'thas Sunstrider: The copies of the spells will not have the Enchantment (i.e.Playing a copy of a spell (produced by Kael'thas's effect) will not give you another copy of that spell).
Rhonin, Theramore's Last: Basically, all minions can now use their Battlecries/Deathrattles FOR FREE. Stabilize effects will stack; so a 2-cost card with Stabilize: (3) will now have Stabilize: (5).
Khadgar, Supreme Archmage: Yes, Khadgar has Medivh, the Guardian's stats because Khadgar is Medivh's apprentice.
Flavour Text:
Druid Charmed Couturier: She's going to finish making that Robe darn it! Even if it kills her! Ancient of Wonders: Prefers the name "Experienced of Wonders". Mega-Wisp: Wisps > Ragers Margoss Wanderer: Does she wander over yonder? Blessing of the Ancients: "Bless you." Druid's Anthology: One Thousand and One Elven Nights by Elune. Spirit Modera: "That's the Spirit! Mod-ify your Stabilize cards. This is the the golden Era!" It's clear that her sense of humour didn't age well.
Warrior Irascible Stallion: He swears that if you tell it to stop "horsing around" one more time, you'll be kicked all the way to Draenor. Armed: The Evil Mages' first motto is "Evil, a sin, is alive!" Dangerous: The Criminal Caster's second motto is the first motto spelled backwards. Tirisfal Sentinel: Comes after the Tirispride Sentinel. Warrior's Anthology: The Arcane Art of War by Dawn Tzu. Rolfsen's Ripper: Rolfsen named this sword "Jack". General Dotinasan: Connect the Dot...this is an anagram.
Shaman: Totem Animator: She does her job so well that they all run at 60fps. Fire Nova Sentry: I'm different... Gust of Wind: All Shamans that use this spell are blowhards...wait a minute. Earthquake: Don't you mean "Azerothquake"? Shaman's Anthology: The Problem of Increasing Elemental Energy by Nick Testa Tidal Ascendant: Costs 2 mana. Has 2 Attack. Has 2 Health. Has Stabilize: (2). AND YET SOME IDIOT MADE HIM DEAL 3 DAMAGE. Krasustrasz, Reborn: The 4th version of Krasus wears a coloured scarf.
Warlock Empyrean Magician: And for his next trick, he'll cut you in half! No seriously. Run. Warlock's Anthology: A Wrinkle in the Void by Madeleine L'Demon. Dark Regeneration: You can never regenerate ginger hair. This is definitely the darkest regeneration. Nightborne Healthstone: Nightborne Healthstick and this will break your bones. Ritual of Summoning: To perform this, you need to chant the unholy words of Felizar, raise your hands in the air, shake them side to side, wear a strange mask, and stay still as I try to record you. Rain of Fire: INJUSTICE RAINS FROM ABOVE! Vargoth, Demon's Vessel: First, Medivh; now, him? Dalaran really needs to get some Demon Repellent. It would certainly be more useful than the Bat-Shark Repellent they just ordered.
Paladin Sanctity Aura: The Sunreavers built this Sanctity out of rock and roll. Divine Bell: The Sunreavers really like this relic's name! It has a nice ring to it. Prism Phoenix: Has a really colourful personality. Son of the Light: Child of Light. Beware the Night. Sunreaver Lightbringer: A quest to bring Light? Bring it on! Paladin's Anthology: King Arthas and His Knights of the Round Table by Roger Lancing Gold Aethas Sunreaver: What the heck did the Sun ever do to him?
Priest Priest's Anthology: 50 Shadows of Grey by E. Light-hearted Names Twist of Fate: Days without a hero turning into a villain: 0 Shadow Mend: People make a big deal about being in this spell's blast, but in the Mend, nothing really matters. Clumsy Potionbrewer: Although she is a klutz, she started her successful career after her infamous first Volcanic Potion: Rhubarb Pie. Kirin Tor Shadow Priest: Always overshadows the competition. Purloining Telepath: This pun is Telepathetic. Shadowchemist Karlain: Tried to turn metal into gold. Turned himself into a golden hammer. Nailed it.
Neutral Commons Krasus's Landing Escort: Funny enough, he hates escort missions. Don't we all? Violet Hold Guard: Easily distracted by the sound of dropped coins, but is completely fine with intruders just out of line of sight. Crystalsong Drake: Him and Crystaldance Eminem once had the best rap battle to date. Underbelly Duelist: It's time to d-d-duel! Silver Covenant Librarian: She checks out the books AND the boys. Magus Commerce Dealer: How he managed to have Jaraxxus and Deathwing available for purchase is beyond me, but there's a 50% sale on the Twisting Nether so I'm not questioning it. Violet Gate Archmage: Opened a portal to the moon once in order to punish a guy who talked too much about space. She kind of regrets it, but she still Wants Him Gone. (He's probably Still Alive). Frost Bomb: Leaves those caught in the blast frozen in fear. And ice. Mostly ice.
Neutral Rares Kirin Tor Pedagogue: She always asks her students to find X in her numerology classes. It's obviously 10. Sunreaver Banker: You think you can hide Secret debts from her? Don't bank on it. Sunreaver Duplicator: Sunreaver Duplicator: Fire Ascendant: His personal profile: 3rd Degree Burns, 2nd Degree in Pyromancy, and 1st Degree MURDER. Water Revanant: Because drowning people is definitely the best way to save their life.
Neutral Epics Eventide Fountain: Ironically, Oddtide Fountain gives you Spell Damage +2. Tirisgarde Sorcerer: He doesn't have a Battlecry, but if he did, it would be "En Trisgarde!" Silver Covenant General: "The best offense is a good defense." And by that, he means using the Guards as a meat shield. Kirin Tor Oracle: "You're going to die. That'll be 30 Gold."
Neutral Legendaries Vereesa Windrunner: As an expert huntress and leader of the Silver Covenant, she specializes in all sorts of traps. From magical Counterspells to exploding traps to...throwing a guy at the enemy and calling it a Noble Sacrifice? Kael'thas Sunstrider: Currently filing a public copyright strike against Zenyatta's balls. Wow, he's got balls. Rhonin, Theramore's Last: "Theramore is the bomb!" -Rhonin's poorest choice of words. Khadgar, Supreme Archmage: Unfortunately, the title of Supreme Sorcerer was already taken by someone who used to be a Doctor. He was kind of Strange.
Expansion's Lore
Neutral Common's Lore
After being accepted as a student in one of Dalaran's many schools of the arcane arts, you are filled with joy, for you are about to study at the city which is considered by many mages as the capital of magic. Courtesy of Dalaran, a Dragon escort is sent to pick you up and take you to Dalaran. On the day of your journey, a large blue Dragon swoops down on your doorstep ready to fly you to Dalaran. You carefully mount the creature before you are wisked away into the sky. After several hours of flight, you begin to see magnificent sights like no other. Those awe-inspiring towers and unique infrastructure can mean only one thing: you have arrived at Dalaran. As you land at Krasus's Landing, you are immediately greeted with thousands of mystical sights to see.
Neutral Rare's Lore
You have some free time before your first class begins, so you begin to wonder around the many streets and alleys in Dalaran. You discover many intriguing figures and singular faces. Some are mortals who have become Elementals, called Ascendants. Others are members of the Sunreavers, the Horde faction within Dalaran (as opposed to the Silver Covenant, the Alliance faction within Dalaran). You wander around Dalaran, peering through at shops' windows, gawking at spells you've never seen, and walking deeper within the alleyways...
Neutral Epic's Lore
It wasn't long before you got lost in Dalaran's maze of corners and avenues. You begin to worry when suddenly a light flashes before you. Knowing the dangerous of magic, you carefully approach the luminous source. You gasp at the sight. It can't possibly be! People said it was just a rumor! Were you supposed to see this?! You stand still as you look at the Epic spectacle. Little did you know that this wouldn't be the first Secret you would find in Dalaran...nor the biggest.
Neutral Legendary's Lore
Suddenly, a hand is placed on your shoulder; you let out a silent scream. You turn around and face a smiling famaliar face. It is no other than Khadgar, the leader of the Council of Six (the governing body of Dalaran)! Instead of an expected Pyroblast, he warms you with a kind smile instead. He explains that you remind him of other mishevious mages and personalities that he has met when he was younger. A young, nostalgic twinkle appears in his eyes. He says he could use a curious, bright fellow like yourself. He explains that he's recruiting some Mages to look into some strange occurances that have begun to pop-up around Dalaran. Do you accept?
Warlock's Lore
You begin to look into the rumors surrounding Vargoth, a mage and a member of the Council of Six. Apparently, sources tell you that he belongs to a secret society called the Empyrean Society. Rumors has it that they study forbidden Fel magic that can have great effects if sacrifices are made. One of the most surprising things you've heard is that Vargoth has been possessed by a demon! Vargoth isn't controlled by a Demon! That's impossible; that would never happen in Dalaran...well, okay it happened with Medivh, but come on. Lightning doesn't strike twice...but you decide to explore Vargoth's retreat just in case. And wouldn't you know it, there happens to be a secret passage behind the bookshelf...
Paladin's Lore
The Sunreavers are the Horde faction within Dalaran; their main goal is to find the "Divine Bell" which is a sacred object with mystical powers. They have recently taken accepted Elementals into their community who have mastered manipulating the Light and using buff spells to their advantage. Some Sunreaver Paladins have learned the ways of the Light Elementals and have ascended to become humanoid Elementals called Ascendants (real original name there guys). However, it seems that Aethas Sunreaver has been seen in public less often. Those who have seen him claim that his armor was stained in blood and seemed to radiate some sort of Light energy. Curiously, there have also been reports of Ascendants missing...you wonder if Sunreaver has been siphoning the energy of these beings. Well, there's only one way to find out.
Priest's Lore
The Kirin Tor has gained the attention of the Black Temple as it now floats over the Broken Shore. There have been stories of members of the Black Temple recruiting Kirin Tor ex-Mages, alchemists, and shadowy psychics. It is rumored that Alchemist Karlain was one of the recruited. Karlain is another member of the Council of Six and an expert Chemist who has sworn off succumbing to his rage, sadness, and emotions after accidentally killing his wife when she was attacked by his apprentice. He claims that he is now composed and that his rationality overpowers his feelings. Unfortunately, like the Shadow Priests, everything has a dark side...and Twists of Fate can occur at any time. You must confront Karlain at Eventide as he seems to be planning concocting some private "potions" there for some "guests" tonight. Hopefully, he will be as composed as he has ever been.
Druid's Lore
Feeling exhausted by the many tribulations you have faced, you decide to take a stroll around the natural parts of Dalaran. The Dalaran Visitor Centre has claimed that one of the most popular things to do in Dalaran is exploring the little magical charms and secrets found in the small natural locations scattered around Dalaran. You head towards one of these places: Margoss's Retreat, a small pond surrounded by a couple of trees. You begin to look for a local visitor to talk to.
Some of the visitors of these natural spots include some shopkeepers who just like to sit outside for peace while developing their arcane arts. Other vistors include the mana-infused natural beings that came from Crystalsong Forest, a magical forest that Dalaran used to float nearby. However, the primary visitors of these parts are Druids/Mages who like to use these clam places to practice their Balance/Astral and Spiritual magic, which are a type of Arcane magic!
One of the more famous people who come to these natural wonders often include Archmage Modera, one of the members of the Council of Six (Dalaran's governing body). She's one of the oldest members of Dalaran and the Kirin Tor. It's presumed that she was alive as an adult WAY back in Warcraft III. You've always wondered why she is still alive. Magic? Well if you want to follow dark magic, but that's not her style. So how else could she live so long?
As you pondered the thought, you see a glowing spirit drift through the small forest. You instinctively hide behind the tree; it's disrespectful to intervene with the dead after all. You peer around the tree to look at the bright radiance, and as your vision begins to focus, you realize that the light is beginning to form a humanoid shape. A female humanoid shape. As the glow begins to die down, your jaw drops as Archmage Modera herself appears in front of you.
Warrior's Lore
You feel a bit adventurous, so you decide to visit the Violet Hold. The Violet Hold is a prison for maleficent Mages such as Blood-Princess Thal'ena, Millificent Manastorm, and the Criminal Casters, an evil gang of Mages and Warriors! However, surrounding this penitentiary, there are stalwart, strong Warrior and Mages devoted to keeping the safety of Dalaran's inhabitants. They guard the Violet Hold to make sure no one goes in or out (alive, that is).
Curiously, despite the fact that these guards have wandered in the open outside the Violet Hold, no one has really managed to get a close glimpse of them. Is it magic? Well yeah, duh, we're in Dalaran. But who are these people? There are rumors that are part of an old group called the Council of Tirisfal, an order of mages founded by High Elves; the organization's purpose was to search and destroy dark magical beings within Azeroth, namely Demons. But the the Tirisfal Council has disbanded centuries ago! All of the Trisfalen are dead except Medivh. There is no way that any of them are still alive...right?
Regardless, the citizens of Dalaran just remain happy to know that there are those willing to risk their life for their own. They praise the guards' efforts and thank each and every one of them, including General Dotinasan who is hailed as one of the best Warriors and Mages of their time. He looks a bit familiar though...
Shaman's Lore
You decide to take to the skies and visit the other leviatating islands and towns around Dalaran. Be careful though! Naturally, some of the more private islands have Sentry totems that blast you out of the sky if you get even close to them! Some are animated by special Enchanters called Totem Animators!
You decide to take a relaxing l fly in the sky on your Gryphon mount. It wasn't long before you got lost...again (you really have a knack for that don't you?). You land at a random island called Krasustrasz's Land. You give a little chuckle as you realise that Krasustrasz is a combination of Krasus and Korialstrasz's name.
Krasus is a Dragon who was flung back in time and met his past self, who was named Korialstrasz. The duo (or uno?) did a multitude of things during their lifetime such as receiving the Heart of Magic after Malygos was killed and having a flight landing spot in Dalaran built and named in his honor. Unfortunately, he met his fatal end when he sacrificed himself to obliterate a sanctum of corrupted Dragon eggs that turned into Chromatic dragons. There are stories that there was a version of Krasus who was sent to the future, but most believe it as fiction.
Anyways, as you ask the inhabitants of the island for directions, you learn that this island is where some Shamans are training to become Ascendants, mortals who have ascended to become Elementals. They are taught by a Dragon-shaped Elemental who is an absolute master at manipulating Elemental magic! He seems to be a Dragon Ascendant! He almost looks like...
This time around is the 3 Watcher classes of Draenor, their influence is limited, and they view of the future is to be decided. They watch the major conflict of Landro and his men, fighting the A.F.C.
Druid is all about Hero Attacking, utilizing it as removal, hard removal and as a board clear.
Mage is all about fetching your low cost spells, and blow them all out in one turn, gaining major tempo and value advantages.
Priest is all about the Arrakoa of Arak, and their sileneing magic. But this time around they it isen't only focused on Silenceing your own minions, but also your opponent's
To make Hero attacking relevant, the class will have to have cards that let them utilize it in different ways, Forest Frenzy allows you to kill all your opponent's minions for the price of Health and Armor. The only difference that your Hero Attack value makes is of how much health you have to spend to kill everything.
Also to synergise with Forest Frenzy, you will have to have some cards that bump up your Hero Attack. Spirit of the Badger allows you to gain 5 Hero Attack with your Hero Power (1 usually + 4 with the Empower effect).
This might seem broken, as the average discovered card will be stronger than most other Discover effects, but the catch is that you have to have had a minion be silenced to even use this card. Many of the 1 mana discover cards are often used during your first turn, which this dosen't allow.
But to actually activate your Silence synergies, you will have to have some strong Silence cards. Shadow-Sage Iskar allows you to fully utilize this. You can Silence both your own cards like Ancient Watcher, but it also prevents some of the chaos your opponent could play.
A Helpful Assistant that helps you fetch you combo pieces, but also serves as a cheap Spell Damage minion.
And when you have finally fetched a bunch of cheap spells, you can wreack Havoc with the new Mage Legendary. The targets remain the same for your spells. But with a Sorceres Apperentice, then you can really get a lot of value out of this card.
Welcome, Fellow Card Creators!
To Phase IV! Another round is over, and now we have whittled down all the original entries to just 10 competitors. If your name is on the list below, you have advanced another step closer to being crowned the Expansion Creation Champion!
(NOTE: If your name does not appear on this list, you MAY NOT submit.)
This is the Submission Topic. The Discussion Topic is here.
Competition Overview
Unlike our Weekly Card Design Competitions, this Expansion Creation Competition will be conducted over multiple Phases, each of which will have their own unique processes and submission requirements. Each Phase will conclude with our eliminating at least half of the competitors until only three or four finalists remain for Phase V.
During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like!
During this Phase, the Submission Topic will be locked, so no more entries may be submitted, and all 10 entries will be sorted into a final poll. From this point on, upvotes in the Submission Topic do not matter. The only thing they'll determine is where in the final poll your post appears.
See below for a general overview of the future competition phases:
Phase V: You're remaining classes are now presented, along with the rest of your expansion in your own topic. Each round (aside from the first) requires you to make 21 cards, so this final will showcase all 84 of your creations.
General Competition Rules
These are general competition rules that apply to all Phases of this competition and that many of you will already be familiar with if you've competed in our Weekly Card Design Competitions. Even if you're a veteran of our competitions, though, I recommend that you review the rules thoroughly just to be sure:
First, these are the rules about Posting:
These are the rules about your Entry:
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE IV - Class Cards (Part 2)
This phase is your first chance to show how each class will put it's own spin on your class mechanics. Your post will include:
If you've gotten this far, you should have a pretty good handle on this, but if you have any questions just shoot one of the mods a message.
Some Quick Tips:
Rewards
In addition to truly epic bragging rights, ALL competitors that make it to the Phase V of the competition will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 6 competition themed around their winning expansion!
Q&A
Q: My submission didn't move on. Am I not allowed to participate any more for the rest of the competition?
A: Of course you are! This many cards is going to be difficult to manage, so the contestants that move on will need all of the help and input they can get to get their Adventures just right. If you get knocked out of the competition, head over to the Discussion topic and support your favorite competitor that moved on!
Q: What if I already created an expansion and it already has its own topic on this forum?
A: That's a tricky situation! But in the interest of fairness to all competitors, if you do decide to enter that into this competition, your topic will be locked. Not deleted, just locked, and it will be unlocked after the competition is over or after it gets knocked out. It would be weird of us to stop you from referencing or linking to that topic, but please don't abuse the privilege.
If anybody has any other question, please feel free to ask us over in the Discussion topic. Otherwise, get those creative juices flowing, and I'll look forward to your submissions.
Oh, and one more thing:
Have fun! ^_^
You can find me here! Good luck everyone!
The Arcane Art Assembly of Azeroth is the annual forum through which researchers of arcane arts and sciences present their discoveries and achievements to scholars all over Azeroth. The chair of the Arcane Art Assembly of Azeroth this year is the mighty Millhouse Manastorm.
Chair Millhouse (NEW MECHANIC):
Further Introduction:
Neutral
Chair Millhouse related cards:
Chair Millhouse
Cards that summon Millhouse
Cards that benefit from Millhouse shuffling into your deck
(For a more detailed list of Millhouse related cards, including CLASS CARDS, see Imgur Album)
Other neutral cards:
FAQ and balance concerns:
Q: Does playing Millificent Manastorm when Chair Millhouse is on board grant you card draw?
A: Yes. If you play a minion, Chair Millhouse's effect triggers after the minion enters the battlefield and before its battlecry. Thus, not only Millificent Manastorm's effect triggers, all those "Battlecry: If Chair Millhouse is shuffled into your deck" effects also trigger if you play these minions when Millhouse is on board.
Q: Wannabe Giant seems OP. How is it balanced?
A: The pool of 8/8 minions is not as good as it seems. Minions like Molten Giant and Nozdormu are quite bad, and there are also many deck-dependent minions like Bittertide Hydra and Mountain Giant. Also, the power level of this card is similar to Tortollan Forager, which seldom sees play. Basically it's a card designed for new players.
Q: Core seems underpowered. What kind of decks could run it?
A: I suppose Core could be playable in some aggro decks if there are lots of control decks in the meta. Some control decks don't run small minions, and Core is quite good when your opponent only plays big minions.
Q: How does Puzzlemaster Lo work?
A: It literally hides every digit on both players' screen, including stats of minions, cost of cards, health of heroes, the amount of damage a spell deals, and even the time on the clock, the number of spectators, etc.
Q: What happens if I choose, say a damaged 7/1 minion, with Shaper of Minds?
A: You will end up with nothing to discover. Also, if you choose a 4/12 minion for instance, you'll be offered with only two choices (Ysera and Malygos).
Q: Doomsaver can technically be immune if 2 of them are on the battlefield. Is that intended?
A: Yes. Immune minions can still be removed by cards like Deadly Shot, Brawl, Twisting Nether, Doomsayer, etc. As you can see, Chair Millhouse is an Immune minion which is central to my expansion; I think the meta would evolve into one that requires people to take these kinds of Immune-proof removal cards.
Druid
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: What happens if you play Menagerie Warden on Bethekk?
A: Firstly, Menagerie Warden's battlecry triggers and you get a copy of Bethekk. Secondly, both Bethekks get +3/+3 because Menagerie Warden is a 5/5 minion.
Q: What happens if I play Fen Strider when I have 8 Armor?
A: The effect would not trigger because Druid doesn't have any 8-cost spell.
Hunter
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: Arcane Strafe seems a bit OP comparing to Hellfire. How is it balanced?
A: First of all, warlock spells are often worse than spells from other classes (see Darkbomb and Quick Shot for instance). And in the case where you don't control any minion, Arcane Strafe is worse than Hellfire.
Q: Summoning a 5 mana minion for 2 mana only? What the hell are you doing with Dinner Time?
A: Firstly, Starving Buzzard is an overnerfed minion. It is worth about 4 mana only. Secondly, Starving Buzzard summoned in your opponent's turn is merely a 3/2 beast without an effect. Your opponent can remove it easily without giving you extra card draw. Thirdly, the secret itself is quite situational. I suppose only quest hunter might run this card.
Q: Wolf Pack would give hunter infinite resources. How could such things exist?
A: Deathstalker Rexxar also gives hunter infinite resources. And I'm making this card because I want Grimy Goons hunter to be a thing.
Mage(NEW!)
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: How is Combustion supposed to work?
A: If you have Spell Damge +1, it gives a minoin +3/+3.
Q: Brightwing has significantly huge value when played with Meteor. Do you feel the need to nerf the card?
A: Frankly speaking, I'm also concerned about the balance. I've discussed the card with some other people; they told me that a 7 mana 16/16 that requires a 2-card combo is not broken since the minion summoned does not have charge. They compared the combo with Doppelgangster into Evolve, which creates approximately 13/13 value on average. The Brightwing Meteor combo is 1 mana higher, and the 16/16 minion can also be removed by single target removals. Nevertheless, I'm still not sure whether this card is OP. Perhaps a nerf is needed in later patches.
Q: Learning Craze seems OP. How is it balanced?
A: I compared it with Arcane Blast. When you don't have Spell Damage, both spells are worth 1 mana (and in this case Learning Craze is even worse than Power Word: Shield). When you have Spell Damage +1, Arcane Blast turns into a Shadow Bolt which is worth 3 mana, and Learning Craze turns into an Arcane Intellect which is also worth 3 mana. Moreover, the only Spell Damage minion played in current mage decks is Bloodmage Thalnos; if you want to make good use of the this card, you'll need to build some different decks. Again, I'm not pretty sure about whether it is indeed balanced. A nerf is probably needed in future patches.
Paladin(NEW!)
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: Comcentration has incredibly broken synergy with Bolf Ramshield. Why on hell did you make that card?
A: First of all, Bolf Ramshield is a wild card, and wild aggro decks are relatively faster than standard decks; if you manage to survive until turn 9 as a paladin, it's most likely that you've already won the game. Secondly, control decks that can't kill you by turn 9 all have their own method to deal with an Immune Bolf Ramshield: Doomsayer, Twisting Nether, Brawl, Vanish, etc. The only deck that can't deal with this guy is Jade Druid; but Jade Druid does need some punishment since it auto-wins the match against control decks. Thus, I think this combo is acceptable.
Q: How does Unsung Hero work?
A: It silences the target first; then it gives the minion an effect identical to Blessing of Wisdom.
Shaman
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: Farseer Nobundo seems pretty OP. Imagine that 2 mana 7/7 for instance. How is it balanced?
A: 4 mana 7/7 doesn't see any play nowadays because shamans don't like its overload. I estimate that in the current meta the drawback of overload might be of same value with spending mana directly.
Q: Does Voodoo Researcher give windfury to Chair Millhouse permanently?
A: No. The windfury gets removed after Millhouse is shuffled into your deck.
Warlock(NEW!)
List of cards:
Notable synergies:
FAQ and balance concerns:
Q: How does Dark Acupuncturist work?
A: If your hero is killed by its battlecry, it revives your hero and sets its Health to 15. Like Alexstrasza, your health cap does not change.
Q: How does Mummification work?
A: If your target a minion, it's simply a "Deal 5 damage" spell. If you target a hero, the effect works in the same way with Dark Acupuncturist above.
THERE IS NO GAME.
Servitors of the Loa
Trolls. Voodoo. Blood Sacrifices. Canibalism. Death. Ancient Rituals. Dark Magic... All related to the powerful Loa, the gods workshiped by the trolls. Wild deities beyond good and evil. Etereal beings that can bless and curse their servitors. Are you one of those Servitors of the Loa?
The Loa
For Servitors of the Loa (SotL) I wanted the Loa to be my main legendary cards so I've created a full card cycle with one Loa for each class! The Loa are 7 mana - originally 9 mana - (not 10 because they're weaker than The Old Gods) legendary class minions, they are Beast because they are God avatars of the wild animals. Mechanically they have an ability that they shared with your minions when they die via Deathrattle and also a Battlecry with the improved Hero Power (remember Justicar Trueheart?) of their own class. But who are this powerfull and wild deities?
Phase IV Loa
Phase III Loa
Phase V Loa
New Keyword: Voodoo
Voodoo is a dark and powerful form of magic practiced by the shadowhunters, hexxers, and witch doctors. The trolls' use of mojo in their voodoo magic has long been established. Drinking blood provides power, the darkest of voodoo. Shadowhunters are masters of voodoo magics who can use their spirit-powers to both heal their allies and place curses upon their hapless enemies.
Voodoo FAQ 🡳
The UI (user interface) when you play a card with Voodoo is like the Choose One cards UI. You pick one side and that's the effect you get. Some Voodoo add new effects and some replace the base effect (all ended in instead), you can see both examples under this lines (they're cards from Phase I).
Remember: you can die if you don't have enough Health and you activate the Voodoo side of the card!
I also used the non-official keyword Elusive. Elusive = Can't be targeted by spells or hero Powers. More information here.
Hunter
SotL Hunter Themes: Secrets & Beast.
All Hunter cards 🡳
Shaman
SotL Themes: Windfury & Totems.
All Shaman cards 🡳
Mage
SotL Mage Themes - Spell Damage & Freeze.
All Mage cards 🡳
All Warrior cards - Themes: Enrage & Taunt 🡳
All Rogue cards - Themes: Weapons & Poisonous 🡳
All Priest cards - Themes: Silence & Shadowform 🡳
All Neutral cards - Themes: Sacrifice & Enrage 🡳
Expansion Creation Competition
Special thanks to:
TrappedInLimbo - For the awesome Troll theme idea!
Cogito_Ergo_Sum
SnorlaxBR
Shatterstar1998
Demonxz95
All the people who voted my Expansion!
I hope you liked my cards! \[T]/
INVASION OF THE VOID
While Hearthstone does have its more serious and darker moments, Hearthstone is in general, a lighthearted game that usually doesn't go too grim or too scary. Say goodbye to that, and welcome to the Invasion of the Void. Invasion of the Void is a much darker and grim card set than we usually see in HS, where you're see pure darkness around every corner. This expansion also introduces a mechanic in the game, Void Orbs.
Reminder of how the Void Orb mechanic works:
The Void Orb mechanic allows you to use Void Orbs as payment for additional effects with some cards.
Cards like Deathcaller, Spirit of Fear and Follower of Zivius will give you Void Orbs when you play them, where you will store them until you use them. Void Orbs are store beneath your Mana Crystals just Overload, and you are capped at 10 Void Orbs.
Other cards like Twilight Embracer, Dragon Knight and Zivius are what will allow you to actually use these Void Orbs to your advantage. When you play a card like this, you can choose how many Orbs you spend. A Discover-like interface will pop up giving you options of numbers up to the number of Void Orbs you have (including 0 if you don't wish to spend any). The more you spend, the larger the effect will be, but use your Void Orbs wisely because they don't regenerate after you use them. Once they're gone, you'll have to play more cards to build these back up again.
While this image isn't a perfect representation of how I planned it to work, it should at least give you a good grasp of how it works:
Druid
Even nature is at its darkest in this expansion as you'll encounter the deadly wilds and druids with their dark powers lurking these grim, haunted forests. Instead of fearing them and running for your life however, you have the ability to use their power and become yet another one to fear within the forests. Grimforest Guardian works as a flexible offense or defense tool allowing you to use your Void Orbs to gain Attack to take down enemies, or gain Armor to obtain more life to stay in the game. This isn't even mentioning the high, vanilla stats she has for the cost, allowing her to still keep a good fight and keep good value off of playing her card no matter which option you choose or how much of it you chose.
In World of Warcraft, Leyara serves as the Lieutenant for Fandral Staghelm and also possesses a hatred for the main Druid hero, Malfurion Stormrage. After this expansion, she however works for him allowing you to make use of her in your Druid deck.
Something some of you may not have noticed before is that we currently only have one card in the game with synergy specifically for Choose One cards and in fact is the only card in the game that mentions the Choose One keyword without being a Choose One card itself, which is the obvious - Fandral Staghelm. Being his Lieutenant, Feyara works well in conjunction with Fandral giving you two Choose One cards: One upon playing, and another upon Death. Both can be used for their own purpose and can also be useful to save and combo with Fandral for a large board impact. Druids in this set gain more Choose One synergistic cards in this set using space in the mechanic previously unused before.
Full list of Druid cards:
Choice Cards:
Choice cards for Eerie Wispers
Choice cards for Grimforest Guardian
Tokens
Created by Haunted Forest
Created by Nightcaller
Hunter
List of Shot cards:
Some Hunters just go in the Wild with their Beasts, ready to strike whatever/whenever they feel the need to, going no holds barred. Other Hunters however are about spying on their target, getting a good aim and scoring that perfect shot. Upon playing Hooded Sharpshooter, he will give you a random Shot card, giving you a way of dealing direct damage regardless of outcome (except Deadly Shot, but even that can be used to kill a large minion). This acts a nice way of getting an answer to deal with enemy threats and will give you a spell for spell synergies. Speaking of getting answers though...
... Hunters in this set get Maximillion, a pegasus (see what I did there?) that upon playing gives off a Wrathion effect and will keep drawing cards each time you keep drawing Beasts or Secrets. I think most of us can agree when I say Hunter's draw ability sucks, particularly with one of their best midrange cards, King's Elekk, rotated to Wild. Maximillion is here to save the day and give Hunters their good card draw. The reason Wrathion didn't work is because its draw was too unreliable and its stats were too low. Maximillion has none of those problems though, working with two things Hunters excel at, Beasts and Secrets.
Most Hunter decks tend to run a lot of Beasts anyway, so drawing 2 should often be reliable enough even without Secrets, but if you are running Secrets then this is just the icing on the cake. Perfectly curves with Savannah Highmane on turn 6, into this on turn 7 as well.
Hunters in general have a small Greek mythology theme in this set, allowing you summon fierce chimeras and deadly cerberuses to fight alongside you. Maximillion himself is a pegasus which also fits that theme.
Full list of Hunter cards:
Warrior
Warriors in this expansion get fierce, violent and bloody. Brute Fighter is not one to mess around, giving Warrior a cost-efficient and also very effective way of gaining Void Orbs, gaining you one whenever it's damaged (meaning no matter what, you're always guaranteed one). Warriors already have their own means and synergies around damaging their own minions and this expansion is no different. In this expansion, Warriors get a bunch of cards focused around self-damaging and self-damaging synergies. Using them to your advantage, Brute Fighter can single-handedly give you a bunch of Void Orbs to use with other cards. In addition to that, it's also a 3/6 for 4 meaning it has good stats for the cost even without the Void Orbs taken into account.
The Warrior Legendary in this set is arguably one of the more interesting ones. As seen in Knights of the Frozen Throne with cards like Gnomeferatu and Skulking Geist, Team 5 is now more willing to make hand and deck destruction for the opponent. Whether that's a good or bad thing remains to be seen. The new Warrior Legendary, Icaria, has some of that same aspect going for it.
When Icaria is played, all minions in each player's hands at the time will take 1 damage. This can allow you set up some sweet combo plays with damage synergy cards to help out your own damaged minions or to easily kill your opponent's. It can give you a free trigger for your Enrage minions, or weaken some of your opponent's minions making them less of a worry for you. Proper planning can really mess your opponent's game plan up while simultaneously advancing yours significantly.
Notes about Icaria:
Full list of Warrior cards:
Tokens
Created by Ruby Scytheguard
Phase III Classes
Mage:
Tokens
Created by Flames of Fury
Created by Arithela
Created by The Dark One
Priest:
Rogue:
Tokens:
Created by Stern Inventor
Full list of Neutral cards:
Void Orb cards:
Will give you Void Orbs upon playing.
Will let you spend Void Orbs for effects.
Tokens:
Created by Skalvar the Wicked
Other Neutral cards:
Tokens:
Created by Queen Crawler
Created by Pheran the Shapeshfiter
Special Thanks
Sorry if I missed you and you helped out.
Click the image to go to my custom Time Traveler class.
Goin' for that fancy avatar border, y'all! ;D Enjoy.
An unusual warmth has settled over the wintery landscapes of Azeroth... from Northrend to Winterspring, snow is melting, flowers are blooming, and dormant beings are awakening. The rumors are true: SPRING IS COMING.
"The Great Thaw" expansion is all about the clash of Winter and Spring. We have Frostsabers, Ice Elementals, and Avalanches, as well as Forest Spirits, Flowery Glades, and Woodland Creatures. Similar to Goblins vs. Gnomes, this expansion is not set at a certain place or event, but is instead a general theme that permeates all over. Pushing for more control-style decks, this expansion includes the Sherazin Dormant mechanic, more board control spells/weapons, and three new keywords (really two):
- About the Keywords -
Elusive - This is simply the Faerie Dragon effect. I know Ben Brode said they don't intend to make this a keyword as it would be too confusing for new players, but hey this competition is just for fun and I want it :D
Chill - Chilled minions have a shimmering light blue mist surrounding their token. The Chill takes place at the end of each player's turn. This mechanic encourages trading; it's not often that a Chilled minion will last long enough on board to accumulate a ton of damage from the Chill effect.
Warm - Examples of this currently in the game are Nerubian Prophet and Shifter Zerus. Like these cards, your opponent will not see the trigger take place. I should note that most Warm effects encourage you to hold cards in your hand, however some are still stuck in winter, and will lose value as they Warm.
Here's how Nerubian Prophet looks with the new keyword text:
The sun icon tracks the number of turns a card has Warmed. In this example, Blossoming Nymph has been kept in hand for 3 turns and is buffed to 4 health. The icon doesn't appear on a card until the Warm count is at 1 or more.
Huge shoutout to ZardozSpeaks for helping me with this graphic!!
- Phase IV Cards -
Priest
Warlock
Flame Imp
Mage
- Cards From Previous Phases -
Rogue
Druid
Shaman
Neutrals
Commons
Frost Whelpling is just learning his skills and can't control his Chilling frost breath (btw - see Frost Drake below for the grown-up version of this little guy!). This is also an example of the general push for control-style decks in this expansion... he's a strong 1-drop for decks that don't want to flood the board. Also, as the Elven Sharpshooter warms, her text would change in the way that text for spell damage does. So for example, after being in your hand for 2 turns, her battlecry text would read "Deal *3* damage to a minion."
Rares
Iceshard Elemental is an example of a minion that doesn't like to Warm in your hand. Play him as early as you can, or he'll melt altogether (if his health reaches 0, he can still be played - and would trigger things like Knife Juggler - but would die instantly).
Epics
The wording for Arboreal Giant was much debated, since the text could also read "Warm: Reduce the Cost of this card by (1)." However, I've chosen to keep it in line with the other giants, whose texts all begin with "Costs (1) less".
Legendaries
Mith'ra, Spirit of Spring and Lae'ra, Spirit of Winter are Sister Spirits that are said to be battling over control of Azeroth. Lae'ra's hold over Northrend and other snow-covered regions is waning, and Mith'ra has taken the opportunity to Warm the lands and Restore life. Lae'ra, meanwhile, is filled with vengeance and is taking it out on minions that can't handle her Chill. And the others, well... she'll just Freeze them where they stand. Also, I feel like I should address how these two cards interact xD The ruling is that Kalecgos cannot be made Elusive. This is one of those unspoken rules of Hearthstone, something DisguisedToast would make a video about upon release ;)
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Lore:
The Critters Carnival is an awesome event in which the greatest heroes of Azeroth can see the most exquisite creatures from all around the world! Spoopett, Carnival Master loves all types of creatures and wants everyone to see how incredible they are, that's why lots of Exhibits are organized during the Carnival. The most wonderful Beasts, Dragons and Murlocs are displayed on the Carnival, but they aren't the only ones being shown. Amazing Totem carving can be seen, and Goblins & Gnomes like to compete to see who can build the best Mechs. Of course, things don't usually calm down for the heroes of Azeroth. Some unexpected ruffians have found a way to get into the Carnival...
THE KEYWORD:
So, how does this mechanic work? Well, X is replaced with something, such as "Murloc" or "Secret". Let's suppose I play a Dragon with Dragon Exhibit, if I control no other dragon, the ability will activate. Unlike Battlecry, Exhibit triggers after the minion is played, so they can affect themselves. When you are holding an Exhibit card, it will have the Yellow Glow if the Exhibit can trigger.
THE CARDS:
PRIEST:
WARLOCK:
TOKENS:
PALADIN:
NEUTRAL CARDS:
TOKENS:
Q & A:
A: Since you were already in Shadowform, nothing would happen.
A: Yes! I want to see more decks mixing different types of minions than decks that choose one type to build around. Yet, some cards with Exhibit would still see play in decks with cards of the same type just because of how powerful they are. A card such as Southsea Spearman works better in decks without weapons, but it is also a Pirate, and many other Pirates benefit of weapons, so you might consider running it in a Pirate deck that runs weapons, as the other Pirates benefit of it.
A: Beast, Demon, Dragon, Elemental, Mech, Murloc, Pirate, Secret, Totem, Quest and Weapon.
A: Basically the enemy is in control of wheter this ability triggers or not. If I play an Elemental and then the enemy destroys Blazetail Mouse in the following turn, then the Blazetail Mouse can be revived.
A: Up to three cards, a 2-Mana reduction to each minion type.
A: Glad you've asked! It works as Jadescale Drake and Stormborn Titan. Check the image below!
WERE YOU INTERESTED IN MY SET? CHECK MY OTHER CLASSES:
TOKENS:
For a reminder of Phase II, go back in time by clicking here.
For a reminder of Phase III, go back in time by clicking here.
In this Phase, we take a look at the next three classes for the Collapse of the Caverns - Druid, Priest and Warrior. In addition to the reintroduction of Dragon Synergy and the brand new keywords Echo and Revert (explained again in the spoiler below) each class has gotten mixed up in the timestream, and features a common card with a mechanic more familiar in a different class. For simplicity's sake, these are just the class alphabetically before - so Druid -> Warrior, Priest -> Paladin and Warrior -> Warlock.
Druid
Uncovered by the collapse, a hidden passageway leads the daring adventurer who travels it to a secret offshoot from the Caverns - a mist-ridden Woods, where you can wander forever and yet make it out before you went in. Here, in these Lost Woods, an ancient race of Elves and Dryads work alongside each other, keeping the foliage alive and distracting and hindering untrustworthy travelers. In the choking mist, you can never tell if what you just heard was real, or an Echo of something long-since gone...
A curious little flower that grows low to the ground within the Lost Woods, providing a light by which to travel. Infused with eons of nature magic, the Forget-me-not pops up anywhere the mist of the forest reaches, seemingly without need for seeds or any pollination - in fact, it's almost as though each flower is a copy of any other.
Druids have learned to tap into its natural properties, calling forth visions of cards with time-bending abilities themselves.
The most proficient user of the mists of the Woods, nobody really knows how old Irial, Seasonkeeper is, or if she was ever truly alive - as far as anyone knows, she has existed for all of time, watching over all denizens of the Woods, never aging, eternal.
All Druid Cards
Flavour Text
Priest
With ripples in time comes great opportunity for those less morally rigid members of the Priesthood to look into ways of bringing back those who could not be saved in time. Slipping through from an alternate reality, many welcomed the long-dead High Clerist Mara with open arms; this would prove to be a mistake, when she revealed herself to be less caring of those in need of healing, and more interested in bringing back those she deems worthy from the grave.
An unusual concoction created by the High Clerist herself, this potion invigorates the drinker and allows them to cheat death, for a while.
Many of those who take it report an overwhelming urge to recklessly throw themselves into battle, lest they waste the great gift bestowed upon them.
An exact double of this timeline's for High Clerist Mara in visage only, this seemingly benevolent woman may have had her mind twisted by the void as she fell through the cracks in time; or perhaps she was always this way.
Either way, she uses her newfound knowledge of the tricks of the timestream to return those who have died before her to fight again in her name.
All Priest Cards
Flavour Text
Warrior
Deep within the Caverns, a small contingent of Dwarves watches over the Dragons that reside there, kept alive for thousands of years by the magic of the creatures they protect. These Dragonsguard don't take kindly to the newcomers that have been popping up since the instability, and are ready to fiercely defend both themselves and the Dragons of the Caverns to their last breath.
Ready to fight at a moment's notice, the Dragonsguard take to any conflict as though it will be their last, returning to strike their enemies over and over until they are defeated.
Play carefully with this card and it can be an infinite source of damage, helping you control the board with unparalleled precision.
Imbued with the ancient magic of the Dragons it is designed to protect, this weapon becomes significantly stronger when it senses something it needs to defend.
It is an honourable weapon, however; any attacks it makes will never strike face, for that would be ungentlemanly. War doesn't have to be uncivilised, after all.
All Warrior Cards
Flavour Text
All Neutral Cards
All Previous Class Cards
You can find me here! Good luck everyone!
Lore
Prepare yourselves, the bells have tolled!
Shelter your weak, your young and your old!
Each of you shall pay the final sum!
Cry for mercy, the reckoning has come!
There is a festival that occurs in the autumn months. It is a time of celebration, of costumed children and masked matrons passing out candy. When farmers light bonfires to celebrate the harvest. But as villages the world over gather together, the guards must stay vigilant. For with the waning daylight comes things that prowl and skitter and groan and howl. Rotten crops and corpses rise as the cursed Horseman rides. So gather around your family and toss an offering to the Wickerman, so that you may be safe during...
Hallow's End - A Custom Hearthstone Expansion
The Fear Keyword
It wouldn't be a proper Hallow's End without a heaping dose of terror! Fear is the set's new keyword that temporarily reduces a minion's Attack. Like Freeze, it expires at the end of the turn after which that minion could make an attack. So apply Fear to an enemy on your turn, it goes away at the end of your opponent's next turn. This effect can help slow down an aggressive opponent, or take the teeth out of a larger threat!
Things that go bump in the night...
Last time, it was mentioned that Hunters patrol the villages, protecting them from the monsters of the night. One source of such monsters are the Druids. Dark omens portend the proud Gilneans loosing control over their curse. And in the shadows the Alpha Prime, the first Druid of the Pack, urges them to overthrow their rationality and embrace the beast within.
Whispers of power...
Elsewhere, the magic of the Horseman draw those who seek the darkest of paths. Fear is a powerful weapon, one that Warlocks know well. For it was demons that corrupted a once pure soul into the dreaded Headless Horseman. Power always come at a price... one that Warlocks will readily pay.Savage Protection
With their brethren falling to madness, and under attack by the Forsaken and the Headless Horseman, the citizens of Gilneas rally around their leader. Their newfound curse grants them formidable might... and an endless rage. Their struggle is to control the beast and unleash it against their many enemies!
Druid Cards - *NEW*
Druid of the Pack - Choice Cards
Warlock Cards - *NEW*
Warrior Cards - *NEW*
Hunter Cards
Priest Cards
Rogue Cards
Neutral Cards
Commons
Rares
Epics
Legendaries
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Keywords (Details in Spoiler)
Mechanics:
Enchant: When you play a card with Enchant, it will immediately give the next minion you DRAW (not summon nor play) a little bonus! Careful though! You may not draw the card you want to Enchant, so build your deck wisely!
Stabilize: Since Battlecries occur WHEN minions are played (not after), Battlecries will occur even if you can't pay the Stabilize cost (the same goes for Enchant). Note that Elementals with Stabilize will trigger "If you played an Elemental last turn" effects EVEN if you didn't pay the Stabilize cost because you technically did play the Elemental!
Stabilize is all about playing with your mana expenditure in order to get the optimial result! Sometimes you need to force yourself to pay the Stabilize cost to get the minion's body, but sometimes you don't want to pay it in order to just get the Battlecry/Deathrattle effect for the cheapest cost in order to play other important cards as well. This can open up for a lot of skilled plays as the usual ordering of cards is largely tampered by creating the optimal result from Stabilize cards.
Note: Cards that summon random minions (e.g. Evolve and Devolve) cannot summon minions with Stabilize, similar to how Quests can't be produced randomly. This is for obvious balancing reasons.
Flavour:
Enchant: Dalaran houses some of the most skilled sorcerers in Azeroth. Some of these guys specialize in Enchanting items and even people, making them stronger (and more stylish) than ever before!
Stabilize: While Enchanting minions are quite adept in their studies, some disciples of Dalaran are quite...inexperienced with handling spells. Sometimes, these foolish beings try to attempt the most powerful spells with little mana, and they end up injuring themselves after they fail to Stabilize their spells.
The Story So Far...
After facing the deadly Secret forces of the possessed Vargoth, corrupted Karlain, and the power-hungry Aethas Sunreaver, you decide that you could a break. Maybe you'll wander through the more natural parts of Dalaran like Margoss's Retreat! Or maybe you're feeling bold and would like to visit the Violet Hold, a magical prison! Or perhaps you would like to travel to the other small levitating islands around Dalaran. Anywhere that is calm will do...but this is Dalaran! And within every corner, there is a treasure of Secrets...waiting to be found.
Druid's Themes
Druid's Lore
Feeling exhausted by the many tribulations you have faced, you decide to take a stroll around the natural parts of Dalaran. The Dalaran Visitor Centre has claimed that one of the most popular things to do in Dalaran is exploring the little magical charms and secrets found in the small natural locations scattered around Dalaran. You head towards one of these places: Margoss's Retreat, a small pond surrounded by a couple of trees. You begin to look for a local visitor to talk to.
Some of the visitors of these natural spots include some shopkeepers who just like to sit outside for peace while developing their arcane arts. Other vistors include the mana-infused natural beings that came from Crystalsong Forest, a magical forest that Dalaran used to float nearby. However, the primary visitors of these parts are Druids/Mages who like to use these clam places to practice their Balance/Astral and Spiritual magic, which are a type of Arcane magic!
One of the more famous people who come to these natural wonders often include Archmage Modera, one of the members of the Council of Six (Dalaran's governing body). She's one of the oldest members of Dalaran and the Kirin Tor. It's presumed that she was alive as an adult WAY back in Warcraft III. You've always wondered why she is still alive. Magic? Well if you want to follow dark magic, but that's not her style. So how else could she live so long?
As you pondered the thought, you see a glowing spirit drift through the small forest. You instinctively hide behind the tree; it's disrespectful to intervene with the dead after all. You peer around the tree to look at the bright radiance, and as your vision begins to focus, you realize that the light is beginning to form a humanoid shape. A female humanoid shape. As the glow begins to die down, your jaw drops as Archmage Modera herself appears in front of you.
Choose One Options
With the whole Stabilize theme going on in Druid to support the Ramp Druid archetype, there's bound of be lots of Battlecry and Deathrattle cards.
So, what's a better way to support these Stabilize cards than a Battlecry/Deathrattle-synergistic spell? Behold! Blessing of the Ancients! It's a nice little Choose One card that can create some devastating combos with Stabilize or other Battlecry/Deathrattle cards! Imagine a double Battlecry N'Zoth, the Corruptor, a double Deathrattle Fatespinner, or if you're feeling really ballsy, how about a double Battlecry Yogg-Saron, Hope's End!
Blessing of the Ancients is based off of the Balance (Astral) Druid spell in WoW with the same name. The "Ancients" refer to 2 ancient astral gods in WoW lore. One of them is An'she, the Tauren god of the sun, and the other is Elune, the Night Elven goddess of the moon. Each Choose One option is named after an Ancient!
Speaking of Stabilize cards, how about we look at one right now? Do you like Malygos Druid? I like Malygos Druid! So, how about we introduce a Stabilize card that gives you Moonfire spells AND Spell Damage?
I present to you, Margoss Wanderer! She can be used cheaply as a split Arcane Shot, or you unleash her full potential with Stabilize by creating a Spell Damage minion that both synergizes with her Moonfire spells AND can boost your other spells!
The best part? You control where these Moonfires go, so you can make some interesting tactical plays!
All Druid Cards
Some Quick Clarifications
Warrior's Themes
Warrior's Lore
You feel a bit adventurous, so you decide to visit the Violet Hold. The Violet Hold is a prison for maleficent Mages such as Blood-Princess Thal'ena, Millificent Manastorm, and the Criminal Casters, an evil gang of Mages and Warriors! However, surrounding this penitentiary, there are stalwart, strong Warrior and Mages devoted to keeping the safety of Dalaran's inhabitants. They guard the Violet Hold to make sure no one goes in or out (alive, that is).
Curiously, despite the fact that these guards have wandered in the open outside the Violet Hold, no one has really managed to get a close glimpse of them. Is it magic? Well yeah, duh, we're in Dalaran. But who are these people? There are rumors that are part of an old group called the Council of Tirisfal, an order of mages founded by High Elves; the organization's purpose was to search and destroy dark magical beings within Azeroth, namely Demons. But the the Tirisfal Council has disbanded centuries ago! All of the Trisfalen are dead except Medivh. There is no way that any of them are still alive...right?
Regardless, the citizens of Dalaran just remain happy to know that there are those willing to risk their life for their own. They praise the guards' efforts and thank each and every one of them, including General Dotinasanwho is hailed as one of the best Warriors and Mages of their time. He looks a bit familiar though...
Be careful as you wander around the Violet Hold (Dalaran's prison) as there are mischievous, maniacal miscreants who are Armed and Dangerous!
The Warrior set is going back to Warrior's roots with Armor and Enrage synergistic cards! Take Armed for example. It's a solid, strong Armor gaining card that can produce a ton of Armor if you can manage to have a damaged minion. It works quite well with Warrior's multitude of Enraging/Deal 1 damage cards. Control Warrior is back baby!
Do you need a damaging spell to help your Control, Hydrangea, or Tempo Warrior deal with an aggressive early game or control the board? Want some Whirlwind effects to trigger your Enrage cards and clear those mini-Tokens? Well look no further than Dangerous!
That's right folks! There's going to be some Armor-synergy cards in this set. After all, there's only one in the entire game so far (Shield Slam), and I thought it could use some love.
Here are some neat flavour tidbits about the Armed and Dangerous pair! These cards are based off of the saying "Armed and Dangerous" as in "This criminal is armed and dangerous." They both have the same Cost, Rarity, and Art. Also, they both do something extra if you fulfill a requirement. Finally, they synergize with each other, but they best synergize when you play Armed, then Dangerous.
All Warrior Cards
Some Quick Clarifications:
Shaman's Themes
Shaman's Lore
You decide to take to the skies and visit the other leviatating islands and towns around Dalaran. Be careful though! Naturally, some of the more private islands have Sentry totems that blast you out of the sky if you get even close to them! Some are animated by special Enchanters called Totem Animators!
You decide to take a relaxing l fly in the sky on your Gryphon mount. It wasn't long before you got lost...again (you really have a knack for that don't you?). You land at a random island called Krasustrasz's Land. You give a little chuckle as you realise that Krasustrasz is a combination of Krasus and Korialstrasz's name.
Krasus is a Dragon who was flung back in time and met his past self, who was named Korialstrasz. The duo (or uno?) did a multitude of things during their lifetime such as receiving the Heart of Magic after Malygos was killed and having a flight landing spot in Dalaran built and named in his honor. Unfortunately, he met his fatal end when he sacrificed himself to obliterate a sanctum of corrupted Dragon eggs that turned into Chromatic dragons. There are stories that there was a version of Krasus who was sent to the future, but most believe it as fiction.
Anyways, as you ask the inhabitants of the island for directions, you learn that this island is where some Shamans are training to become Ascendants, mortals who have ascended to become Elementals. They are taught by a Dragon-shaped Elemental who is an absolute master at manipulating Elemental magic! He seems to be a Dragon Ascendant! He almost looks like...
One of the most strategical parts of Hearthstone is the positioning of minions. Unfortunately, this mechanic isn't really explored, and it's a shame because it could open up some intriguing turns. Of course, we could add some more adjacency effects, but that's been done already. So why not create some OPPOSITE positioning effects like the chess pieces in One Night in Karazhan? Why not introduce a card like Earthquake?
It's a cheap spell with a strong Overload to help you control the board and create some Overload synergies. Positioning is key here as you can deal a tremendous amount of damage to TWO enemy minions by targeting one of your own minions! And it just so happens that Shaman's Hero Power (Totemic Call) helps you align the board for optimal positioning! Try to use your basic/Hero Power totems as a target for this spell, so that you don't lose anything too precious.
One of Shaman's weaknesses is that it lacks some good card draw, and it's one of the reasons why Elemental Shaman isn't really good at the moment. So let's give that Elemental Shaman a boost shall we?
Let's take a look at Gust of Wind! It's a potent yet simple draw card with a Overload effect to boot. Cool, right? Well, that's not all ladies and gentleman! We've always had Elemental synergies that trigger if you played an Elemental last turn. But how about drawbacks that occurred if you DIDN'T play an Elemental last turn?
Currently, it's just a worse Nourish, BUT if you were to play an Elemental last turn, it would becomes a Nourish for only 4 mana! Feel the power of the Elements!
All Shaman Cards
Some Quick Clarifications:
Rest of the Expansion
Warlock
Warlock's Themes
Some Quick Clarifications
Paladin
Paladin's Themes
Some Quick Clarifications:
Priest
Priest's Themes
Some Quick Clarifications:
Neutral Commons
Some Quick Clarifications:
Neutral Rares
Some Quick Clarifications:
Neutral Epics
Some Quick Clarifications:
Neutral Legendaries
The Pillars of Creation
Some Quick Clarifications:
Flavour Text:
Druid
Charmed Couturier: She's going to finish making that Robe darn it! Even if it kills her!
Ancient of Wonders: Prefers the name "Experienced of Wonders".
Mega-Wisp: Wisps > Ragers
Margoss Wanderer: Does she wander over yonder?
Blessing of the Ancients: "Bless you."
Druid's Anthology: One Thousand and One Elven Nights by Elune.
Spirit Modera: "That's the Spirit! Mod-ify your Stabilize cards. This is the the golden Era!" It's clear that her sense of humour didn't age well.
Warrior
Irascible Stallion: He swears that if you tell it to stop "horsing around" one more time, you'll be kicked all the way to Draenor.
Armed: The Evil Mages' first motto is "Evil, a sin, is alive!"
Dangerous: The Criminal Caster's second motto is the first motto spelled backwards.
Tirisfal Sentinel: Comes after the Tirispride Sentinel.
Warrior's Anthology: The Arcane Art of War by Dawn Tzu.
Rolfsen's Ripper: Rolfsen named this sword "Jack".
General Dotinasan: Connect the Dot...this is an anagram.
Shaman:
Totem Animator: She does her job so well that they all run at 60fps.
Fire Nova Sentry: I'm different...
Gust of Wind: All Shamans that use this spell are blowhards...wait a minute.
Earthquake: Don't you mean "Azerothquake"?
Shaman's Anthology: The Problem of Increasing Elemental Energy by Nick Testa
Tidal Ascendant: Costs 2 mana. Has 2 Attack. Has 2 Health. Has Stabilize: (2). AND YET SOME IDIOT MADE HIM DEAL 3 DAMAGE.
Krasustrasz, Reborn: The 4th version of Krasus wears a coloured scarf.
Warlock
Empyrean Magician: And for his next trick, he'll cut you in half! No seriously. Run.
Warlock's Anthology: A Wrinkle in the Void by Madeleine L'Demon.
Dark Regeneration: You can never regenerate ginger hair. This is definitely the darkest regeneration.
Nightborne Healthstone: Nightborne Healthstick and this will break your bones.
Ritual of Summoning: To perform this, you need to chant the unholy words of Felizar, raise your hands in the air, shake them side to side, wear a strange mask, and stay still as I try to record you.
Rain of Fire: INJUSTICE RAINS FROM ABOVE!
Vargoth, Demon's Vessel: First, Medivh; now, him? Dalaran really needs to get some Demon Repellent. It would certainly be more useful than the Bat-Shark Repellent they just ordered.
Paladin
Sanctity Aura: The Sunreavers built this Sanctity out of rock and roll.
Divine Bell: The Sunreavers really like this relic's name! It has a nice ring to it.
Prism Phoenix: Has a really colourful personality.
Son of the Light: Child of Light. Beware the Night.
Sunreaver Lightbringer: A quest to bring Light? Bring it on!
Paladin's Anthology: King Arthas and His Knights of the Round Table by Roger Lancing Gold
Aethas Sunreaver: What the heck did the Sun ever do to him?
Priest
Priest's Anthology: 50 Shadows of Grey by E. Light-hearted Names
Twist of Fate: Days without a hero turning into a villain: 0
Shadow Mend: People make a big deal about being in this spell's blast, but in the Mend, nothing really matters.
Clumsy Potionbrewer: Although she is a klutz, she started her successful career after her infamous first Volcanic Potion: Rhubarb Pie.
Kirin Tor Shadow Priest: Always overshadows the competition.
Purloining Telepath: This pun is Telepathetic.
Shadowchemist Karlain: Tried to turn metal into gold. Turned himself into a golden hammer. Nailed it.
Neutral Commons
Krasus's Landing Escort: Funny enough, he hates escort missions. Don't we all?
Violet Hold Guard: Easily distracted by the sound of dropped coins, but is completely fine with intruders just out of line of sight.
Crystalsong Drake: Him and Crystaldance Eminem once had the best rap battle to date.
Underbelly Duelist: It's time to d-d-duel!
Silver Covenant Librarian: She checks out the books AND the boys.
Magus Commerce Dealer: How he managed to have Jaraxxus and Deathwing available for purchase is beyond me, but there's a 50% sale on the Twisting Nether so I'm not questioning it.
Violet Gate Archmage: Opened a portal to the moon once in order to punish a guy who talked too much about space. She kind of regrets it, but she still Wants Him Gone. (He's probably Still Alive).
Frost Bomb: Leaves those caught in the blast frozen in fear. And ice. Mostly ice.
Neutral Rares
Kirin Tor Pedagogue: She always asks her students to find X in her numerology classes. It's obviously 10.
Sunreaver Banker: You think you can hide Secret debts from her? Don't bank on it.
Sunreaver Duplicator: Sunreaver Duplicator:
Fire Ascendant: His personal profile: 3rd Degree Burns, 2nd Degree in Pyromancy, and 1st Degree MURDER.
Water Revanant: Because drowning people is definitely the best way to save their life.
Neutral Epics
Eventide Fountain: Ironically, Oddtide Fountain gives you Spell Damage +2.
Tirisgarde Sorcerer: He doesn't have a Battlecry, but if he did, it would be "En Trisgarde!"
Silver Covenant General: "The best offense is a good defense." And by that, he means using the Guards as a meat shield.
Kirin Tor Oracle: "You're going to die. That'll be 30 Gold."
Neutral Legendaries
Vereesa Windrunner: As an expert huntress and leader of the Silver Covenant, she specializes in all sorts of traps. From magical Counterspells to exploding traps to...throwing a guy at the enemy and calling it a Noble Sacrifice?
Kael'thas Sunstrider: Currently filing a public copyright strike against Zenyatta's balls. Wow, he's got balls.
Rhonin, Theramore's Last: "Theramore is the bomb!" -Rhonin's poorest choice of words.
Khadgar, Supreme Archmage: Unfortunately, the title of Supreme Sorcerer was already taken by someone who used to be a Doctor. He was kind of Strange.
Expansion's Lore
Neutral Common's Lore
After being accepted as a student in one of Dalaran's many schools of the arcane arts, you are filled with joy, for you are about to study at the city which is considered by many mages as the capital of magic. Courtesy of Dalaran, a Dragon escort is sent to pick you up and take you to Dalaran. On the day of your journey, a large blue Dragon swoops down on your doorstep ready to fly you to Dalaran. You carefully mount the creature before you are wisked away into the sky. After several hours of flight, you begin to see magnificent sights like no other. Those awe-inspiring towers and unique infrastructure can mean only one thing: you have arrived at Dalaran. As you land at Krasus's Landing, you are immediately greeted with thousands of mystical sights to see.
Neutral Rare's Lore
You have some free time before your first class begins, so you begin to wonder around the many streets and alleys in Dalaran. You discover many intriguing figures and singular faces. Some are mortals who have become Elementals, called Ascendants. Others are members of the Sunreavers, the Horde faction within Dalaran (as opposed to the Silver Covenant, the Alliance faction within Dalaran). You wander around Dalaran, peering through at shops' windows, gawking at spells you've never seen, and walking deeper within the alleyways...
Neutral Epic's Lore
It wasn't long before you got lost in Dalaran's maze of corners and avenues. You begin to worry when suddenly a light flashes before you. Knowing the dangerous of magic, you carefully approach the luminous source. You gasp at the sight. It can't possibly be! People said it was just a rumor! Were you supposed to see this?! You stand still as you look at the Epic spectacle. Little did you know that this wouldn't be the first Secret you would find in Dalaran...nor the biggest.
Neutral Legendary's Lore
Suddenly, a hand is placed on your shoulder; you let out a silent scream. You turn around and face a smiling famaliar face. It is no other than Khadgar, the leader of the Council of Six (the governing body of Dalaran)! Instead of an expected Pyroblast, he warms you with a kind smile instead. He explains that you remind him of other mishevious mages and personalities that he has met when he was younger. A young, nostalgic twinkle appears in his eyes. He says he could use a curious, bright fellow like yourself. He explains that he's recruiting some Mages to look into some strange occurances that have begun to pop-up around Dalaran. Do you accept?
Warlock's Lore
You begin to look into the rumors surrounding Vargoth, a mage and a member of the Council of Six. Apparently, sources tell you that he belongs to a secret society called the Empyrean Society. Rumors has it that they study forbidden Fel magic that can have great effects if sacrifices are made. One of the most surprising things you've heard is that Vargoth has been possessed by a demon! Vargoth isn't controlled by a Demon! That's impossible; that would never happen in Dalaran...well, okay it happened with Medivh, but come on. Lightning doesn't strike twice...but you decide to explore Vargoth's retreat just in case. And wouldn't you know it, there happens to be a secret passage behind the bookshelf...
Paladin's Lore
The Sunreavers are the Horde faction within Dalaran; their main goal is to find the "Divine Bell" which is a sacred object with mystical powers. They have recently taken accepted Elementals into their community who have mastered manipulating the Light and using buff spells to their advantage. Some Sunreaver Paladins have learned the ways of the Light Elementals and have ascended to become humanoid Elementals called Ascendants (real original name there guys). However, it seems that Aethas Sunreaver has been seen in public less often. Those who have seen him claim that his armor was stained in blood and seemed to radiate some sort of Light energy. Curiously, there have also been reports of Ascendants missing...you wonder if Sunreaver has been siphoning the energy of these beings. Well, there's only one way to find out.
Priest's Lore
The Kirin Tor has gained the attention of the Black Temple as it now floats over the Broken Shore. There have been stories of members of the Black Temple recruiting Kirin Tor ex-Mages, alchemists, and shadowy psychics. It is rumored that Alchemist Karlain was one of the recruited. Karlain is another member of the Council of Six and an expert Chemist who has sworn off succumbing to his rage, sadness, and emotions after accidentally killing his wife when she was attacked by his apprentice. He claims that he is now composed and that his rationality overpowers his feelings. Unfortunately, like the Shadow Priests, everything has a dark side...and Twists of Fate can occur at any time. You must confront Karlain at Eventide as he seems to be planning concocting some private "potions" there for some "guests" tonight. Hopefully, he will be as composed as he has ever been.
Druid's Lore
Feeling exhausted by the many tribulations you have faced, you decide to take a stroll around the natural parts of Dalaran. The Dalaran Visitor Centre has claimed that one of the most popular things to do in Dalaran is exploring the little magical charms and secrets found in the small natural locations scattered around Dalaran. You head towards one of these places: Margoss's Retreat, a small pond surrounded by a couple of trees. You begin to look for a local visitor to talk to.
Some of the visitors of these natural spots include some shopkeepers who just like to sit outside for peace while developing their arcane arts. Other vistors include the mana-infused natural beings that came from Crystalsong Forest, a magical forest that Dalaran used to float nearby. However, the primary visitors of these parts are Druids/Mages who like to use these clam places to practice their Balance/Astral and Spiritual magic, which are a type of Arcane magic!
One of the more famous people who come to these natural wonders often include Archmage Modera, one of the members of the Council of Six (Dalaran's governing body). She's one of the oldest members of Dalaran and the Kirin Tor. It's presumed that she was alive as an adult WAY back in Warcraft III. You've always wondered why she is still alive. Magic? Well if you want to follow dark magic, but that's not her style. So how else could she live so long?
As you pondered the thought, you see a glowing spirit drift through the small forest. You instinctively hide behind the tree; it's disrespectful to intervene with the dead after all. You peer around the tree to look at the bright radiance, and as your vision begins to focus, you realize that the light is beginning to form a humanoid shape. A female humanoid shape. As the glow begins to die down, your jaw drops as Archmage Modera herself appears in front of you.
Warrior's Lore
You feel a bit adventurous, so you decide to visit the Violet Hold. The Violet Hold is a prison for maleficent Mages such as Blood-Princess Thal'ena, Millificent Manastorm, and the Criminal Casters, an evil gang of Mages and Warriors! However, surrounding this penitentiary, there are stalwart, strong Warrior and Mages devoted to keeping the safety of Dalaran's inhabitants. They guard the Violet Hold to make sure no one goes in or out (alive, that is).
Curiously, despite the fact that these guards have wandered in the open outside the Violet Hold, no one has really managed to get a close glimpse of them. Is it magic? Well yeah, duh, we're in Dalaran. But who are these people? There are rumors that are part of an old group called the Council of Tirisfal, an order of mages founded by High Elves; the organization's purpose was to search and destroy dark magical beings within Azeroth, namely Demons. But the the Tirisfal Council has disbanded centuries ago! All of the Trisfalen are dead except Medivh. There is no way that any of them are still alive...right?
Regardless, the citizens of Dalaran just remain happy to know that there are those willing to risk their life for their own. They praise the guards' efforts and thank each and every one of them, including General Dotinasan who is hailed as one of the best Warriors and Mages of their time. He looks a bit familiar though...
Shaman's Lore
You decide to take to the skies and visit the other leviatating islands and towns around Dalaran. Be careful though! Naturally, some of the more private islands have Sentry totems that blast you out of the sky if you get even close to them! Some are animated by special Enchanters called Totem Animators!
You decide to take a relaxing l fly in the sky on your Gryphon mount. It wasn't long before you got lost...again (you really have a knack for that don't you?). You land at a random island called Krasustrasz's Land. You give a little chuckle as you realise that Krasustrasz is a combination of Krasus and Korialstrasz's name.
Krasus is a Dragon who was flung back in time and met his past self, who was named Korialstrasz. The duo (or uno?) did a multitude of things during their lifetime such as receiving the Heart of Magic after Malygos was killed and having a flight landing spot in Dalaran built and named in his honor. Unfortunately, he met his fatal end when he sacrificed himself to obliterate a sanctum of corrupted Dragon eggs that turned into Chromatic dragons. There are stories that there was a version of Krasus who was sent to the future, but most believe it as fiction.
Anyways, as you ask the inhabitants of the island for directions, you learn that this island is where some Shamans are training to become Ascendants, mortals who have ascended to become Elementals. They are taught by a Dragon-shaped Elemental who is an absolute master at manipulating Elemental magic! He seems to be a Dragon Ascendant! He almost looks like...
A Special Thanks To...
The Destination Is Draenor!
This time around is the 3 Watcher classes of Draenor, their influence is limited, and they view of the future is to be decided. They watch the major conflict of Landro and his men, fighting the A.F.C.
Druid is all about Hero Attacking, utilizing it as removal, hard removal and as a board clear.
Mage is all about fetching your low cost spells, and blow them all out in one turn, gaining major tempo and value advantages.
Priest is all about the Arrakoa of Arak, and their sileneing magic. But this time around they it isen't only focused on Silenceing your own minions, but also your opponent's
To make Hero attacking relevant, the class will have to have cards that let them utilize it in different ways, Forest Frenzy allows you to kill all your opponent's minions for the price of Health and Armor. The only difference that your Hero Attack value makes is of how much health you have to spend to kill everything.
Also to synergise with Forest Frenzy, you will have to have some cards that bump up your Hero Attack. Spirit of the Badger allows you to gain 5 Hero Attack with your Hero Power (1 usually + 4 with the Empower effect).
This might seem broken, as the average discovered card will be stronger than most other Discover effects, but the catch is that you have to have had a minion be silenced to even use this card. Many of the 1 mana discover cards are often used during your first turn, which this dosen't allow.
But to actually activate your Silence synergies, you will have to have some strong Silence cards. Shadow-Sage Iskar allows you to fully utilize this. You can Silence both your own cards like Ancient Watcher, but it also prevents some of the chaos your opponent could play.
A Helpful Assistant that helps you fetch you combo pieces, but also serves as a cheap Spell Damage minion.
And when you have finally fetched a bunch of cheap spells, you can wreack Havoc with the new Mage Legendary. The targets remain the same for your spells. But with a Sorceres Apperentice, then you can really get a lot of value out of this card.
Remaining Druid Cards
Remaining Mage Cards
Remaining Priest Cards
Neutral Cards
Hunter Cards
Violas token
Paladin Cards
Rogue Cards
I want a new title, but Flux won't let me have one,