Allow me to introduce you Deathwing's new metal crafter
The Weaponsmith
The idea of the class actually came while working on a card for another class. I ultimately abandoned it because it was another engineer. The weaponsmith is a class that is all about weapons, not only for your hero, but also for your minions. Be them blades, hammers, firearms or grenades, the weaponsmith doesn't shy from anything to win the battle. He might even have a few secrets under the anvil, if you know what i mean. Active is as much a defensive mechanic, as it is an offensive one. It prevents minions from attacking you lest they want to be damaged themselves. (No, the weapons do NOT lose durability when a minion attacks an Active one)
The hero power and its token:
The hero power is quite simple, comparable to the rogue one. It's obviously not as versatile, but it really helps keep those pesky worgens off your scales.
Some example cards:
Explanations for the cards in the spoiler bellow:
Weaponsmith Apprentice: A girl who wants to fill the shoes of the legendary Grumpy. She helps him maintain the weapons and offers a quick sharpening on the battlefield.
Mithril Claw : Another example of a card with Active (apart from the one created by the hero power). The effect is quite straightforward.
Onyxia the Cruel : Aww, look at that! She wants to show her daddy how evil she is! If she'd stop using MY FACE for that, it'd be great, but whatcha gonna do? Still, i must admit, her shenanigans work quite well with my Active weapons and any minions that attack at the end of MY turn can't attack during my opponent's, which might screw them over. And her lar-uh, muscular body offers great protection against other minions. Now, if only she'd stop yanking Frozen minions at me, resulting in them being unfrozen, all would be peachy.
Twin Blades : A cards that shows a different kind of interaction the class is capable of. You could give your minion an almost brand new weapon, that has only been used once, increasing his chance of living, or you could give him a rusty old blade, making him easier to kill.
Flashbang : An example of the kind of spell this class uses. They mostly try to benefit from a large crowd and make the enemies hurt themselves, or are using the enemy's strengths against them. This one is quite clear: stay put, or risk hitting the big guy next to me.
This is an ancient group of magic users that harness the base elements to supply themselves and their allies with power. They are always trying to improve on what is around in nature and bend it to their will and design.
Alareen Emberband
was there when everything came down, she was there when the Sunwell fell this drove her with her new Blood Elf brethren to find and neutralize magic. Her way of doing this was harness the very elements that were being called to conjure spells and disrupt them to her own design.
The Hero Power Elemental Guidance will put 1 of 4 element spells into your hand. You cannot receive a duplicate spell of one that you already have in your hand. These spells are slightly underpowered for the 3 mana that they cost, but they work together to continually give you more and better options to work with.
The 4 advanced elements will be released in a later post I was trying to keep number of cards down.
The Cards:
The idea for the class is really built around the ability to make smaller utility minions into bigger threats and also incremental gain with spells that have meld to make them hit harder or have more utility. The class works very well with spell power as it increases some of their hero power as well as the more offensive spells in the arsenal.
Card Details in the Spoiler.
Primordial Ooze is from Un'goro and while it is a 3 mana minion it will more likely see play in the 5-7 mana slot to help swing the game.
Aether Gatherer if from the classic set is one of the base utility cards in the class as it gives spell power as well as a basic element so it could be a 3/4 spell power for 4 or could be 2 2/2 for for or other combinations.
Mech Artificer is from Mean Streets and would fit in with grimy goons by giving minions +1/+1 though in a different way that works well with the abilities of the Artificer class.
Unexpected Pet is from Karazhan as I felt it would be something that one of the party guests would show off and be like hey I have another too, it also fits with the small utility creature vibe for the class.
Finally we have Final Fortification which I think shows an interesting way to use the Recruit mechanic while using meld with one of the advanced Elements. In this way you can make a large target with
Allow me to introduce you Deathwing's new metal crafter
The Weaponsmith
The idea of the class actually came while working on a card for another class. I ultimately abandoned it because it was another engineer. The weaponsmith is a class that is all about weapons, not only for your hero, but also for your minions. Be them blades, hammers, firearms or grenades, the weaponsmith doesn't shy from anything to win the battle. He might even have a few secrets under the anvil, if you know what i mean. Active is as much a defensive mechanic, as it is an offensive one. It prevents minions from attacking you lest they want to be damaged themselves. (No, the weapons do NOT lose durability when a minion attacks an Active one)
The hero power and its token:
The hero power is quite simple, comparable to the rogue one. It's obviously not as versatile, but it really helps keep those pesky worgens off your scales.
Some example cards:
Explanations for the cards in the spoiler bellow:
Weaponsmith Apprentice: A girl who wants to fill the shoes of the legendary Grumpy. She helps him maintain the weapons and offers a quick sharpening on the battlefield.
Mithril Claw : Another example of a card with Active (apart from the one created by the hero power). The effect is quite straightforward.
Onyxia the Cruel : Aww, look at that! She wants to show her daddy how evil she is! If she'd stop using MY FACE for that, it'd be great, but whatcha gonna do? Still, i must admit, her shenanigans work quite well with my Active weapons and any minions that attack at the end of MY turn can't attack during my opponent's, which might screw them over. And her lar-uh, muscular body offers great protection against other minions. Now, if only she'd stop yanking Frozen minions at me, resulting in them being unfrozen, all would be peachy.
Twin Blades : A cards that shows a different kind of interaction the class is capable of. You could give your minion an almost brand new weapon, that has only been used once, increasing his chance of living, or you could give him a rusty old blade, making him easier to kill.
Flashbang : An example of the kind of spell this class uses. They mostly try to benefit from a large crowd and make the enemies hurt themselves, or are using the enemy's strengths against them. This one is quite clear: stay put, or risk hitting the big guy next to me.
The Alchemist
This is an ancient group of magic users that harness the base elements to supply themselves and their allies with power. They are always trying to improve on what is around in nature and bend it to their will and design.
Alareen Emberband was there when everything came down, she was there when the Sunwell fell this drove her with her new Blood Elf brethren to find and neutralize magic. Her way of doing this was harness the very elements that were being called to conjure spells and disrupt them to her own design.
The Hero Power Elemental Guidance will put 1 of 4 element spells into your hand. You cannot receive a duplicate spell of one that you already have in your hand. These spells are slightly underpowered for the 3 mana that they cost, but they work together to continually give you more and better options to work with.
The 4 advanced elements will be released in a later post I was trying to keep number of cards down.
The Cards:
The idea for the class is really built around the ability to make smaller utility minions into bigger threats and also incremental gain with spells that have meld to make them hit harder or have more utility. The class works very well with spell power as it increases some of their hero power as well as the more offensive spells in the arsenal.
Card Details in the Spoiler.
Primordial Ooze is from Un'goro and while it is a 3 mana minion it will more likely see play in the 5-7 mana slot to help swing the game.
Aether Gatherer if from the classic set is one of the base utility cards in the class as it gives spell power as well as a basic element so it could be a 3/4 spell power for 4 or could be 2 2/2 for for or other combinations.
Mech Artificer is from Mean Streets and would fit in with grimy goons by giving minions +1/+1 though in a different way that works well with the abilities of the Artificer class.
Unexpected Pet is from Karazhan as I felt it would be something that one of the party guests would show off and be like hey I have another too, it also fits with the small utility creature vibe for the class.
Finally we have Final Fortification which I think shows an interesting way to use the Recruit mechanic while using meld with one of the advanced Elements. In this way you can make a large target with