Woo, apologies for not being around at all after my initial posting, I've been busy with IRL stuff and only really had time to do mod-related things, instead of working on this.
I'm gonna put my stuff in a spoiler, so as not to clutter the page.
So, as before we have our wonderful Experimenter class!
I remember somebody asked about the Hero Power just being a worse version of the Paladin Hero Power, and technically, sort of yes! It is. However, since the class itself has a bunch of cards that are going to take advantage of or buff 0-Attack minions, this Hero Power is far better for the class than the Paladin one would be.
The 5 example cards are:
Zephyr Construct: Shows off the fact that 0-Attack minions are going to be a staple of the class, and meets the requirement of a 0-Cost minion. Diffusion of Power: (Changed from 2 mana to 1 mana, to match Inner Fire) An example of how the class can manipulate Health directly, which pairs very well with... Rapid Acid: ...this card which has great utility, both as a combo piece to destroy a minion or as an activator for bonus effects. Pet Project: A nice card draw card which also shows off another of the class's main mechanics, one which is expanded upon more in the Classic Set really. Herbal Remedy: (Changed from 4 mana to 5 mana) A basic buff card to show off another style of play - beyond 0-Attack and Swapping decks, Buffing swarm decks are also a possibility.
And the remaining cards are:
Incense: Another simple card draw. Verdant Vial: More 0-Attack support in the form of exclusive buffs. Banger: A simple form of direct damage, which also highlights that the class will not be good at direct damage via spells, as this is the weakest form of this spell in the game, worse even than Darkbomb (although still at least always available in Standard). Magical Experimenter: One of the cards from Phase I, this one is very important for the Swapping archetype, but since most swapping cards aren't shown yet I figured it shouldn't be an example card this Phase. Mash: A simple removal card which works well in the 0-Attack gameplan, and also as a counter to decks which flood the board with multiples of the same minion - for example, Giant-based decks.
As mentioned before, Zephyr Construct is the 0-Cost card, Banger and Mash are the common phrase (the very British Bangers and Mash), and all of my non-example cards plus Zephyr Construct have 2 or less lines of card text, for 6 total.
So, do you agree with my choices for example cards? Any balance changes necessary? Let me know!
If anybody is looking for a review or for a rule clarification, reply to me and I'll try and get back to as many as possible later tonight!
Great selection! Don't have much to say about the class, except for Mash. It's text is really weird. Either you meant "Destroy the minion with the highest Attack" or "Destroy the minion with the highest Attack in each side of the board"/ "Destroy each player's highest Attack minion".
Also, I think the art for Medicinal Herbs doesn't fit the class, as it is more of a Alchemist-kind of class. I don't really have a good replacement, but this art may come useful to you:
Edit: the actual best one for it would be the art of Bottled Life from the tcg. The only problem is that you're probably not going to find it at a high resolution. I'd say check it out if you're interested.
Same goes for Diffusion of Power. It's clearly a Monk. Though that's just me, it's not really that much of a problem tbh.
P.S: I do have a question about the "two cards-one phrase" rule. I have these two cards: one called Flame and the other called Smother. That way, when put together, it would say "SmothertheFlame". Does it qualify? I mean, it's not a widespread saying like other, but does it? And also if I added another word to one of them to make the name more complex, like, say, "Living Flame", would it still qualify?
I actually had that same image but edited it as I wanted the magic to be more dominant.
Side by side comparison:
Anyone have any feedback on which version they prefer?
I prefer the 1st one. However, I'd suggest you try doing the following. Take the first version and increse the vibrance a little bit. Then, if you want, increase the brightness so it's clearer to see. I tried it myself and it looks a little better.
Pain is a bit on the weak side compared to Assassinate.
Funny thing is mage had a card called Flame Lance which is even worse then Pain, and now they have a card called Meteor, which only costs 1 extra mana and is 10x better. I think Pain is a fine card balance wise, even if it power creep over Flame Lance and under powered compared to Assassinate, I give it a check.
Great selection! Don't have much to say about the class, except for Mash. It's text is really weird. Either you meant "Destroy the minion with the highest Attack" or "Destroy the minion with the highest Attack in each side of the board"/ "Destroy each player's highest Attack minion".
Also, I think the art for Medicinal Herbs doesn't fit the class, as it is more of a Alchemist-kind of class. I don't really have a good replacement, but this art may come useful to you:
Edit: the actual best one for it would be the art of Bottled Life from the tcg. The only problem is that you're probably not going to find it at a high resolution. I'd say check it out if you're interested.
Same goes for Diffusion of Power. It's clearly a Monk. Though that's just me, it's not really that much of a problem tbh.
P.S: I do have a question about the "two cards-one phrase" rule. I have these two cards: one called Flame and the other called Smother. That way, when put together, it would say "SmothertheFlame". Does it qualify? I mean, it's not a widespread saying like other, but does it? And also if I added another word to one of them to make the name more complex, like, say, "Living Flame", would it still qualify?
Thanks for the thoughts! To clarify on Mash - the card is intended to destroy ALL minions that have the highest Attack on the field. So if for example your opponent plays 2 Arcane Giants and 2 Mountain Giants to an empty board, this would kill all 4 of them, since they all have the highest Attack (8). If they buffed one of them to 9 Attack, it would only kill that one, none of the others.
Thanks for the note on flavour - you're actually not far off in saying that they feel like an Alchemist's cards, because to start with, they were. I was going for an Alchemist class initially, since my first mechanic was the swapping one from Crazed Alchemist. I later changed it to be an Experimenter when I started adding more stat manipulation and the 0-Attack stuff in. I'll take a pass over those cards, see if I can't find something more suitable.
Fun fact! The artist for Bottled Life has done a bunch of Hearthstone art, including Rotface, Feral Gibberer, Fandral Staghelm, Eggnapper and Alleycat. Couldn't find a large version of Bottled Life, but I might be able to work some photoshop magic.
Now, your question about "Nuts // Bolts". For your specific example, I personally probably wouldn't count 'Smother the Flame' as being a sufficiently used phrase. We're trying to be lenient where possible, but we do want it to be an at least somewhat used phrase, as opposed to just... something you might do if there's an unwanted fire. In regards to the second part, we're also being pretty lenient on that. I would probably allow "Living Flame" to count as being part of a phrase with 'Flame' in it. Something like "Through the Fire and the Flames" might work for you? "Through the Fire" and "(Living) Flame" being the cards?
Great selection! Don't have much to say about the class, except for Mash. It's text is really weird. Either you meant "Destroy the minion with the highest Attack" or "Destroy the minion with the highest Attack in each side of the board"/ "Destroy each player's highest Attack minion".
Also, I think the art for Medicinal Herbs doesn't fit the class, as it is more of a Alchemist-kind of class. I don't really have a good replacement, but this art may come useful to you:
Edit: the actual best one for it would be the art of Bottled Life from the tcg. The only problem is that you're probably not going to find it at a high resolution. I'd say check it out if you're interested.
Same goes for Diffusion of Power. It's clearly a Monk. Though that's just me, it's not really that much of a problem tbh.
P.S: I do have a question about the "two cards-one phrase" rule. I have these two cards: one called Flame and the other called Smother. That way, when put together, it would say "SmothertheFlame". Does it qualify? I mean, it's not a widespread saying like other, but does it? And also if I added another word to one of them to make the name more complex, like, say, "Living Flame", would it still qualify?
Thanks for the thoughts! To clarify on Mash - the card is intended to destroy ALL minions that have the highest Attack on the field. So if for example your opponent plays 2 Arcane Giants and 2 Mountain Giants to an empty board, this would kill all 4 of them, since they all have the highest Attack (8). If they buffed one of them to 9 Attack, it would only kill that one, none of the others.
Thanks for the note on flavour - you're actually not far off in saying that they feel like an Alchemist's cards, because to start with, they were. I was going for an Alchemist class initially, since my first mechanic was the swapping one from Crazed Alchemist. I later changed it to be an Experimenter when I started adding more stat manipulation and the 0-Attack stuff in. I'll take a pass over those cards, see if I can't find something more suitable.
Fun fact! The artist for Bottled Life has done a bunch of Hearthstone art, including Rotface, Feral Gibberer, Fandral Staghelm, Eggnapper and Alleycat. Couldn't find a large version of Bottled Life, but I might be able to work some photoshop magic.
Now, your question about "Nuts // Bolts". For your specific example, I personally probably wouldn't count 'Smother the Flame' as being a sufficiently used phrase. We're trying to be lenient where possible, but we do want it to be an at least somewhat used phrase, as opposed to just... something you might do if there's an unwanted fire. In regards to the second part, we're also being pretty lenient on that. I would probably allow "Living Flame" to count as being part of a phrase with 'Flame' in it. Something like "Through the Fire and the Flames" might work for you? "Through the Fire" and "(Living) Flame" being the cards?
Thanks! I think I'll actually go with Fuel (for the 1st one) the (Living) Flame (for the 2nd one). It's a phrase so, I'm good with that.
Edit: Now that I think of it, would "Burst into Flames count"? It is listed as a phrase, so...
Woo, apologies for not being around at all after my initial posting, I've been busy with IRL stuff and only really had time to do mod-related things, instead of working on this.
I'm gonna put my stuff in a spoiler, so as not to clutter the page.
So, as before we have our wonderful Experimenter class!
I remember somebody asked about the Hero Power just being a worse version of the Paladin Hero Power, and technically, sort of yes! It is. However, since the class itself has a bunch of cards that are going to take advantage of or buff 0-Attack minions, this Hero Power is far better for the class than the Paladin one would be.
The 5 example cards are:
Zephyr Construct: Shows off the fact that 0-Attack minions are going to be a staple of the class, and meets the requirement of a 0-Cost minion. Diffusion of Power: (Changed from 2 mana to 1 mana, to match Inner Fire) An example of how the class can manipulate Health directly, which pairs very well with... Rapid Acid: ...this card which has great utility, both as a combo piece to destroy a minion or as an activator for bonus effects. Pet Project: A nice card draw card which also shows off another of the class's main mechanics, one which is expanded upon more in the Classic Set really. Herbal Remedy: (Changed from 4 mana to 5 mana) A basic buff card to show off another style of play - beyond 0-Attack and Swapping decks, Buffing swarm decks are also a possibility.
And the remaining cards are:
Incense: Another simple card draw. Verdant Vial: More 0-Attack support in the form of exclusive buffs. Banger: A simple form of direct damage, which also highlights that the class will not be good at direct damage via spells, as this is the weakest form of this spell in the game, worse even than Darkbomb (although still at least always available in Standard). Magical Experimenter: One of the cards from Phase I, this one is very important for the Swapping archetype, but since most swapping cards aren't shown yet I figured it shouldn't be an example card this Phase. Mash: A simple removal card which works well in the 0-Attack gameplan, and also as a counter to decks which flood the board with multiples of the same minion - for example, Giant-based decks.
As mentioned before, Zephyr Construct is the 0-Cost card, Banger and Mash are the common phrase (the very British Bangers and Mash), and all of my non-example cards plus Zephyr Construct have 2 or less lines of card text, for 6 total.
So, do you agree with my choices for example cards? Any balance changes necessary? Let me know!
If anybody is looking for a review or for a rule clarification, reply to me and I'll try and get back to as many as possible later tonight!
I think I've already reviewed your old post and the cards still look fine (maybe that 2 mana, 2 cards hard removal is a bit strong, but there are worse combos); that said I was just curious: what would happen at the end of your turn if you were to cast Verdant Vial on Zephyr Construct and then swap its attack and health with an alchemist? Swapping stats is not a common mechanic and I'd really like to understand all of its possible interactions.
This is actually a super interesting interaction, glad you brought it up. When you swap a minion's stats, all buffs on it become a permanent part of its stats. So in the scenario you described, that would be a 3-card combo to create a 3/5 minion. Importantly, the +5 stats from Verdant Vial are now permanent, they won't be removed at the end of the turn, and also when Silenced, Zephyr Construct would still be a 3/5. It's a really unique interaction, which is why I love bringing it to a whole class.
Woo, apologies for not being around at all after my initial posting, I've been busy with IRL stuff and only really had time to do mod-related things, instead of working on this.
I'm gonna put my stuff in a spoiler, so as not to clutter the page.
So, as before we have our wonderful Experimenter class!
I remember somebody asked about the Hero Power just being a worse version of the Paladin Hero Power, and technically, sort of yes! It is. However, since the class itself has a bunch of cards that are going to take advantage of or buff 0-Attack minions, this Hero Power is far better for the class than the Paladin one would be.
The 5 example cards are:
Zephyr Construct: Shows off the fact that 0-Attack minions are going to be a staple of the class, and meets the requirement of a 0-Cost minion. Diffusion of Power: (Changed from 2 mana to 1 mana, to match Inner Fire) An example of how the class can manipulate Health directly, which pairs very well with... Rapid Acid: ...this card which has great utility, both as a combo piece to destroy a minion or as an activator for bonus effects. Pet Project: A nice card draw card which also shows off another of the class's main mechanics, one which is expanded upon more in the Classic Set really. Herbal Remedy: (Changed from 4 mana to 5 mana) A basic buff card to show off another style of play - beyond 0-Attack and Swapping decks, Buffing swarm decks are also a possibility.
And the remaining cards are:
Incense: Another simple card draw. Verdant Vial: More 0-Attack support in the form of exclusive buffs. Banger: A simple form of direct damage, which also highlights that the class will not be good at direct damage via spells, as this is the weakest form of this spell in the game, worse even than Darkbomb (although still at least always available in Standard). Magical Experimenter: One of the cards from Phase I, this one is very important for the Swapping archetype, but since most swapping cards aren't shown yet I figured it shouldn't be an example card this Phase. Mash: A simple removal card which works well in the 0-Attack gameplan, and also as a counter to decks which flood the board with multiples of the same minion - for example, Giant-based decks.
As mentioned before, Zephyr Construct is the 0-Cost card, Banger and Mash are the common phrase (the very British Bangers and Mash), and all of my non-example cards plus Zephyr Construct have 2 or less lines of card text, for 6 total.
So, do you agree with my choices for example cards? Any balance changes necessary? Let me know!
If anybody is looking for a review or for a rule clarification, reply to me and I'll try and get back to as many as possible later tonight!
I think I've already reviewed your old post and the cards still look fine (maybe that 2 mana, 2 cards hard removal is a bit strong, but there are worse combos); that said I was just curious: what would happen at the end of your turn if you were to cast Verdant Vial on Zephyr Construct and then swap its attack and health with an alchemist? Swapping stats is not a common mechanic and I'd really like to understand all of its possible interactions.
This is actually a super interesting interaction, glad you brought it up. When you swap a minion's stats, all buffs on it become a permanent part of its stats. So in the scenario you described, that would be a 3-card combo to create a 3/5 minion. Importantly, the +5 stats from Verdant Vial are now permanent, they won't be removed at the end of the turn, and also when Silenced, Zephyr Construct would still be a 3/5. It's a really unique interaction, which is why I love bringing it to a whole class.
Are you sure? I dont think it would work like that, i think if you would silence the Construct it would just go back to being a 0/3 lol.
Hey quick question. For challenge 6 can the catch phrase be divided by tokens? Like the first half of the phrase is a card, that generates the second half of the phrase as a token.
Are you sure? I dont think it would work like that, i think if you would silence the Construct it would just go back to being a 0/3 lol.
Yeah if that interaction is a thing then it's the most bizarre, illogical one I've ever heard of.
Oh no, Gamepedia lied to me! I just did some testing, and I can confirm that when Silenced, a minion will return to its normal stats. Oops! It turning into a 3/5 when swapped is still a thing though.
"Silencing a minion with swapped stats will not return them to their original state." - Gamepedia, lying to me
I've added Celebration instead of Old School Cooking (which I've shown earlier) because card draw will be an important aspect of my class and I want to have at least 2 card draw in my basic set (and Celebration is indirect synergy with Roast).
Also Skilled Cook has been changed to a 1/2.
Set #2
Showcased cards
Other cards
Token
I've added Celebration (which I've shown earlier) because card draw will be an important aspect of my class and I want to have at least 2 card draw in my basic set (and Celebration is indirect synergy with Roast).
Also Skilled Cook has been changed to a 1/2.
Beefy Vegetation and Butcher replaced by Old School Cooking and celebration.
I want to clarify some stuff about Slaughter's balance. Token Druid, Token Shaman, Inner Fire Priest, and to a lesser extent Aggro Paladin, Zoolock and Aggro Hunter are all decks that could use a 0/7 token. Also let's not forget our friends Cobalt Scalebane and Bonemare! Of course there are classes (like Mage) against which this is a 4mana removal, but there is no cards that has the same effectiveness in all matchups!
@Shadowsofsense: Is it ok if I show some of the cards I've shown on phase 2 behind a spoiler, just to show how my basic set could interact with those? Also is my "Fried Bacon fried egg" ok?
(Also, I was the one to say your HP is a worse Reinforce. That it will have synergy with future cards is not enough to compensate because Paladin too has SHR synergy).
Which of these two should I go with? Even if reducing spell costs is really poweruful, you can't control on which one it will land so easily. But, havin (2) mana off a spell is pretty useful, especially if it's a really good spell.
Which of these two should I go with? Even if reducing spell costs is really poweruful, you can't control on which one it will land so easily. But, havin (2) mana off a spell is pretty useful, especially if it's a really good spell.
Given Preparation exists, the 2 reduction should be fine.
Which of these two should I go with? Even if reducing spell costs is really poweruful, you can't control on which one it will land so easily. But, havin (2) mana off a spell is pretty useful, especially if it's a really good spell.
The second one is pretty high in power-level while the first one seems a little underwhelming, but every class needs some good cards. I would definitely go for the second one.
Which of these two should I go with? Even if reducing spell costs is really poweruful, you can't control on which one it will land so easily. But, havin (2) mana off a spell is pretty useful, especially if it's a really good spell.
If you think a (2) reduction is too extreme, you can always reduce two random spells by (1) each. This might be an idea to consider, as I still think your high amount of Spell Damage makes AOE hard to balance.
Being on a tablet makes it hard for me to do a full review, but I really, really want to stress something.
You may have heard of a game called Shadowverse (weebstone, animestone, whatever). There is a class called Havencraft, somewhat comparable to Priest. I main that there, and there are three cards: Blackened Scripture, Priest of the Cudgel, and Judge of Retribution.
ALL of these cards, in hearthstone terms, say silence and destroy a minion with three or less Health. All are powerful, with Priest of the Cudgel being notoriously powerful in the mid-game. Blackened Scripture is 2 mana spell, Priest of the Cudgel is a 4 mana minion, 3/4 (that becomes a 4/5 with the Blackened Scripture effect after you... basically expend a certain resource) and Judge is 6 mana, 3/5, Blackened Scripture effect + draw a card. I speak from experience here. I have had no trouble using these cards. They might as well say deal silence and deal 3 damage, 95% of the time.
So, being able to destroy a minion with less than 2 Health is most definetely worth more than 0 mana. It’s much easier than you think it is to meet that requirement, especially with such a powerful hero power, you can easily knock things down into that 2 Health threshold.
* If it read "Destroy a minion with 1 Health." It's a worse Moonfire.
It isn't a high power card and Backstab only see's play due to Rogues nature of combos and cheap spells.
At 1 mana, it is not strictly worse. People overuse that term, for sure. You bypass Divine Shields. If you want to keep it this way, maybe add a downside, though I assume you need this card to fulfill a 2-liner. The closest thing I can think of that is two lines is “Deal 2 damage to a minion and and your hero.”
And if Backstab only saw play for cheap spells, then why is it in Tempo Rogue, a minion and board based deck? Backstab is played because it is extremely effecient, and, of course, also a good combo starter.
* If it read "Destroy a minion with 1 Health." It's a worse Moonfire.
It isn't a high power card and Backstab only see's play due to Rogues nature of combos and cheap spells.
One way you could update it is to make it so it can only can kill minions with 2 or less total / maximum health, meaning if they are 3 health minion who has taken 1 damage, it would not work on them.
hey, guys, sorry i;ve been absent those past few days, i've been a little busy with some lab assignments; if anyone wants me to review their class, i'll try to do it tommorow and the day after;
in the meantime, i'd like some feedback on some cards changes:
Made the writing on the banner a little smaller and cut some of the buttom; what do you guys think?
replaced Hot Iron with Molten Core Scimitar (basically just a name and art change) and added tags to the weapons, because i want to make some synergies based on the types of weapon; tell me what you think about it and how it looks.
Ammunition is an exemple of the aformentioned synergies (ironically, it dosen't sinergise with any of the basic weapons); Ironforge Guard i'm actually going to move to classic, since i already have a card that showcases Armor and the 3/3/3 challenge is out; Repair got an art change.
Hidden Blade: This shows one of the several ways weapon synergy can work in the class. If you are unarmed there is not much this can do. Just remember that a Soulknife is never unarmed, even if he might look so. (The wording is a bit off for this one, I might need help.)
......
I don't think I understand what HIDDEN BLADE does at all. The card text makes it seem like if you have no weapon, it will deal 5 damage to an enemy minion, but if you DO have a weapon equipped, it will not damage the enemy minion, instead only destroy your weapon... So you would only play this card if you DO NOT have a weapon equipped, but with the card text, you would just never play this card when you have a weapon out, because it only harms you (unless you have a self-damaging weapon equipped like Aluneth while in fatigue) Maybe just something like "Deal 5 damage to an enemy minion, and destroy your weapon" or even, "Destroy your weapon and an enemy minion". Unless I'm missing something about this card. A card called "Shank" or something that only worked if you had a weapon equipped and said "Destroy your weapon and an enemy minion", because it makes me think of a prison shank, where you would stab the victim and flee, leaving the weapon in the wound. Just an idea. I like the 3rd idea at the top best IMO, and everything else seems awesome!
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You can find me here! Good luck everyone!
You can find me here! Good luck everyone!
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Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Hey quick question. For challenge 6 can the catch phrase be divided by tokens? Like the first half of the phrase is a card, that generates the second half of the phrase as a token.
"Science isn't about why! Its about why not!"
You can find me here! Good luck everyone!
I've reworked the sets again
New sets!
Set #1
Showcased cards
Other cards
Token
I've added Celebration instead of Old School Cooking (which I've shown earlier) because card draw will be an important aspect of my class and I want to have at least 2 card draw in my basic set (and Celebration is indirect synergy with Roast).
Also Skilled Cook has been changed to a 1/2.
Set #2
Showcased cards
Other cards
Token
I've added Celebration (which I've shown earlier) because card draw will be an important aspect of my class and I want to have at least 2 card draw in my basic set (and Celebration is indirect synergy with Roast).
Also Skilled Cook has been changed to a 1/2.
Beefy Vegetation and Butcher replaced by Old School Cooking and celebration.
I want to clarify some stuff about Slaughter's balance. Token Druid, Token Shaman, Inner Fire Priest, and to a lesser extent Aggro Paladin, Zoolock and Aggro Hunter are all decks that could use a 0/7 token. Also let's not forget our friends Cobalt Scalebane and Bonemare! Of course there are classes (like Mage) against which this is a 4mana removal, but there is no cards that has the same effectiveness in all matchups!
@Shadowsofsense: Is it ok if I show some of the cards I've shown on phase 2 behind a spoiler, just to show how my basic set could interact with those? Also is my "Fried Bacon fried egg" ok?
(Also, I was the one to say your HP is a worse Reinforce. That it will have synergy with future cards is not enough to compensate because Paladin too has SHR synergy).
More comments coming tonight.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Which of these two should I go with? Even if reducing spell costs is really poweruful, you can't control on which one it will land so easily. But, havin (2) mana off a spell is pretty useful, especially if it's a really good spell.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
So, being able to destroy a minion with less than 2 Health is most definetely worth more than 0 mana. It’s much easier than you think it is to meet that requirement, especially with such a powerful hero power, you can easily knock things down into that 2 Health threshold.
If you want to keep it this way, maybe add a downside, though I assume you need this card to fulfill a 2-liner. The closest thing I can think of that is two lines is “Deal 2 damage to a minion and and your hero.”
hey, guys, sorry i;ve been absent those past few days, i've been a little busy with some lab assignments; if anyone wants me to review their class, i'll try to do it tommorow and the day after;
in the meantime, i'd like some feedback on some cards changes:
Made the writing on the banner a little smaller and cut some of the buttom; what do you guys think?
replaced Hot Iron with Molten Core Scimitar (basically just a name and art change) and added tags to the weapons, because i want to make some synergies based on the types of weapon; tell me what you think about it and how it looks.
Ammunition is an exemple of the aformentioned synergies (ironically, it dosen't sinergise with any of the basic weapons); Ironforge Guard i'm actually going to move to classic, since i already have a card that showcases Armor and the 3/3/3 challenge is out; Repair got an art change.
the rest of the cards: