Horatio Snailbrain has a history of teaching alchemy. He counts such illustrious names as The Half-Elf Prince, Kazakus, and The Boy Who Didn't Die among his favorite students.
And for those who need a reminder for the list of Potions:
Inspired by
Il'gynoth
from Season 5 Week 7. A guaranteed hero power swap at the start of game, that hopefully make control hunter a thing since they can now generate board presence, and won't be banging their head on the wall since RNG decides the hero power swap is the last card in their deck.
Synergy with high health minions like
Tar Creeper
. Can be used on your opponent's minions to make favorable trades, or even your own. This can also set up some OTKs with
Divine Spirit
.
You will get an OP hero power but you lose it after 1-4 (at random) uses. The amount of uses will be determined at the moment when Doctor BOOOOM is played. You won't get your original hero power back.
When
Justicar Trueheart
first came out, this is what I thought her Shaman buff was going to be. I wasn't necessarily disappointed in what
Totemic Slam
actually did, but I was looking forward to advanced Totems. We've had so many totems in WoW and only a few of them are actually represented in Hearthstone. HS needs a 2v2 variant, where Shamans can gain some Teammate support.
Anyway, the Advanced Totems it summons are based on various effects from original WoW and the WoW TCG. The purpose of this spell is NOT to
upgrade
the basic totems but just straight up change them. These new totems are more impactful but do not provide any
Healing
,
Taunt
, or
Spell Damage
. If you're interested in keeping the original totems, then this card isn't an auto-include in your deck.
Spirit Claws
wouldn't work with any of the new totems. This allows players to think about when they want to enable their new totems, and won't force all shaman paths on the Upgrade Totem decktype. This is also why it is not a Hero Card, as I'd rather give the players a weaker card to run in the deck instead of something over-the-top and always strong that it must be included because it exists.
Here is what they are:
Calming Totem
The
Calming Totem
replaces
Healing Totem
as the reactive utility. Healing totem would mitigate damage on living minions, allowing them to essentially tank hitpoints. Trading into 1 powered minions would be less punished, and the
Calming Totem
does it in a different way.
Having 4 health since it is upgraded, along with the -1 power on all enemy minions, provides this totem to be one of the longer lasting Totems from the hero power. It's designed to be a magnet for non-minion removal, as it's weak to Weapons and Spells, opposite of the
Grounding Totem
(shown next). This Totem doesn't trade very well, but it enables the rest of your board to trade nicely, while also stalling out a deck deciding to go wide (lots of minions).
Grounding Totem
The
Grounding Totem
is designed to be the upgrade of
Stoneclaw Totem
, transitioning from minion-based
Taunt
to non-minion based
Taunt
. Keep in mind that this protects ALL characters, including your opponent's minions and the opponent themself, AND it only prevents opponent's actions, not your own. You have free reign to do whatever you please.
While this does sound fairly strong, as it can steal opponent's buffs, removal spells, and mitigate Mage or Priest's Hero Power, it still dies to any medium sized minion. It can act like a pseudo-taunt if your opponents have minions, and it doesn't prevent spells that don't declare a target (like
Defile
), but it can also steal the opponent's
Molten Reflection
. Like the
Calming Totem
being weak to spells and weapons, this one is weak to weapons and minions.
Totem of Decay
The
Totem of Decay
is an upgrade from
Searing Totem
, as it transitions to a 2/2. It's effect assists with any Totem Tribal deck that may come out with this card in an expansion, re-enabling an old wild build. It has a challenging benefit, as it depends on having multiple Totems out, but it also triggers on its own death too, acting like a mediocre
Swipe
.
Don't get me wrong, Swipe is good, but this can be played around and while Swipe can deal 4 to the face, the
Totem of Decay
cannot. It does enable unique Totem strategy; but it also dies quickly at 2 health. Dealing 1 damage to the board every now and then is useful, but could be irrelevant. Unlike the previous two, he is neither weak or strong to any card type. He can hurt minions, but he could also not do enough damage to matter.
Freezing Totem
The
Freezing Totem
is not really an upgrade to the
Wrath of Air Totem
. Kind of doing his own thing. His purpose is to discourage attacks, and potentially stop lethal damage while also adding in Shaman
Freeze
Strategies (Time to wipe that dust off
Moorabi
!). If your opponent ignores this minion, as he attacks, half of his board will randomly
freeze
.
The
Freezing Totem
has the most noticeable effect. Its ability will act as a pseudo-taunt, as it can no longer activate after it dies, but it'll also
freeze
another enemy character in the process. He should be programmed similarly to
Demented Frostcaller
, so he won't be freezing the same minion multiple times. Paired with the
Calming Totem
or a
Taunt
of your own, the opponent must rely on Spells to take care of this one. Notice that he can freeze the opponent directly, preventing weapon Shenanigans.
This would replace both player's Hero Power with the
Polymorph
spell. It felt way too powerful if it only gave the power to its owner, plus this could also be used to screw with Hero Power based
combo
decks, like Raza Priest and Exodia Paladin.
Designed to create a new archetype where you try to get to Fatigue as fast as possible, while using card advantage to keep your opponent at bay. Your hero power becomes your win condition once you've run out of cards to draw.
This card is super aggro, but can radically go in the other direction if it dies. Would be really interesting to see how a Beast deck would be piloted when it's minions no longer are as effective and the loss of the basic Hunter Hero Power leaves fewer win conditions.
Flavor Text:
"His second death was even more STAG-gering"
Flavor Text: "Sometimes is a little bit overprotective"
You can target minions with your hero power to trade eficiently, o prevent them to be damaged and removed from your board. Funny anti-sinergy, if you get an Ice Walker you can freeze your own board
Horatio Snailbrain has a history of teaching alchemy. He counts such illustrious names as The Half-Elf Prince, Kazakus, and The Boy Who Didn't Die among his favorite students.
And for those who need a reminder for the list of Potions:
- Freezing Potion
- Potion of Polymorph
- Volcanic Potion
- Potion of Madness
- Pint-Sized Potion
- Greater Healing Potion
- Dragonfire Potion
- Bloodfury Potion
- Blastcrystal Potion
- Felfire Potion
Inspired by Il'gynoth from Season 5 Week 7. A guaranteed hero power swap at the start of game, that hopefully make control hunter a thing since they can now generate board presence, and won't be banging their head on the wall since RNG decides the hero power swap is the last card in their deck.
The Hero Power and the Token
An alternate approach to Jade Golems. This should probably never be printed while Jade Idol is a thing.
Synergy with high health minions like Tar Creeper . Can be used on your opponent's minions to make favorable trades, or even your own. This can also set up some OTKs with Divine Spirit .
The most mana crystals you can restore are 10
You will get an OP hero power but you lose it after 1-4 (at random) uses. The amount of uses will be determined at the moment when Doctor BOOOOM is played. You won't get your original hero power back.
When Justicar Trueheart first came out, this is what I thought her Shaman buff was going to be. I wasn't necessarily disappointed in what Totemic Slam actually did, but I was looking forward to advanced Totems. We've had so many totems in WoW and only a few of them are actually represented in Hearthstone. HS needs a 2v2 variant, where Shamans can gain some Teammate support.
Anyway, the Advanced Totems it summons are based on various effects from original WoW and the WoW TCG. The purpose of this spell is NOT to upgrade the basic totems but just straight up change them. These new totems are more impactful but do not provide any Healing , Taunt , or Spell Damage . If you're interested in keeping the original totems, then this card isn't an auto-include in your deck. Spirit Claws wouldn't work with any of the new totems. This allows players to think about when they want to enable their new totems, and won't force all shaman paths on the Upgrade Totem decktype. This is also why it is not a Hero Card, as I'd rather give the players a weaker card to run in the deck instead of something over-the-top and always strong that it must be included because it exists.
Here is what they are:
Calming Totem
The Calming Totem replaces Healing Totem as the reactive utility. Healing totem would mitigate damage on living minions, allowing them to essentially tank hitpoints. Trading into 1 powered minions would be less punished, and the Calming Totem does it in a different way.
Having 4 health since it is upgraded, along with the -1 power on all enemy minions, provides this totem to be one of the longer lasting Totems from the hero power. It's designed to be a magnet for non-minion removal, as it's weak to Weapons and Spells, opposite of the Grounding Totem (shown next). This Totem doesn't trade very well, but it enables the rest of your board to trade nicely, while also stalling out a deck deciding to go wide (lots of minions).
Grounding Totem
The Grounding Totem is designed to be the upgrade of Stoneclaw Totem , transitioning from minion-based Taunt to non-minion based Taunt . Keep in mind that this protects ALL characters, including your opponent's minions and the opponent themself, AND it only prevents opponent's actions, not your own. You have free reign to do whatever you please.
While this does sound fairly strong, as it can steal opponent's buffs, removal spells, and mitigate Mage or Priest's Hero Power, it still dies to any medium sized minion. It can act like a pseudo-taunt if your opponents have minions, and it doesn't prevent spells that don't declare a target (like Defile ), but it can also steal the opponent's Molten Reflection . Like the Calming Totem being weak to spells and weapons, this one is weak to weapons and minions.
Totem of Decay
The Totem of Decay is an upgrade from Searing Totem , as it transitions to a 2/2. It's effect assists with any Totem Tribal deck that may come out with this card in an expansion, re-enabling an old wild build. It has a challenging benefit, as it depends on having multiple Totems out, but it also triggers on its own death too, acting like a mediocre Swipe .
Don't get me wrong, Swipe is good, but this can be played around and while Swipe can deal 4 to the face, the Totem of Decay cannot. It does enable unique Totem strategy; but it also dies quickly at 2 health. Dealing 1 damage to the board every now and then is useful, but could be irrelevant. Unlike the previous two, he is neither weak or strong to any card type. He can hurt minions, but he could also not do enough damage to matter.
Freezing Totem
The Freezing Totem is not really an upgrade to the Wrath of Air Totem . Kind of doing his own thing. His purpose is to discourage attacks, and potentially stop lethal damage while also adding in Shaman Freeze Strategies (Time to wipe that dust off Moorabi !). If your opponent ignores this minion, as he attacks, half of his board will randomly freeze .
The Freezing Totem has the most noticeable effect. Its ability will act as a pseudo-taunt, as it can no longer activate after it dies, but it'll also freeze another enemy character in the process. He should be programmed similarly to Demented Frostcaller , so he won't be freezing the same minion multiple times. Paired with the Calming Totem or a Taunt of your own, the opponent must rely on Spells to take care of this one. Notice that he can freeze the opponent directly, preventing weapon Shenanigans.
The Roshambo to Hearthstone. Please be nice. Don't insult or be mad at someone for throwing Rock.
Explanation on the intricacies of having two weapon slots:
This would replace both player's Hero Power with the Polymorph spell. It felt way too powerful if it only gave the power to its owner, plus this could also be used to screw with Hero Power based combo decks, like Raza Priest and Exodia Paladin.
Art Credit to @fearless.photog on Flikr
Designed to create a new archetype where you try to get to Fatigue as fast as possible, while using card advantage to keep your opponent at bay. Your hero power becomes your win condition once you've run out of cards to draw.
HERO POWER:
Card:
Hero Power:
Token:
This card is super aggro, but can radically go in the other direction if it dies. Would be really interesting to see how a Beast deck would be piloted when it's minions no longer are as effective and the loss of the basic Hunter Hero Power leaves fewer win conditions.
Flavor Text: "His second death was even more STAG-gering"
Remember the good old days of 26+ damage in 1 turn with fireballs and frostbolts? Kael'thas Sunstrider remembers.
Flavor Text: "Sometimes is a little bit overprotective"
You can target minions with your hero power to trade eficiently, o prevent them to be damaged and removed from your board. Funny anti-sinergy, if you get an Ice Walker you can freeze your own board
Witchcraft
For purposes we cannot disclose, we have changed the name of our game from Hearthstone: Heroes of Warcraft to Hearthstone: Heroes of Witchcraft.
REMOVED