"Hey guys, Shadows here! If you're reading this, I've been eliminated from the competition and have thus been horribly bu-"
*A scorch mark covers the rest of the sentence*
"Anyway, no use dwelling on the bad. 14 competitors will have made it through to this phase, and I imagine they'll be listed below this message. Congratulations guys!"
"Phase IV of the competition introduces your class to the first Standard expansions, Whispers of the Old Gods and One Night in Karazhan. Thematically, they could not be more distinct. One, a horror-filled terrifying tentacular time and the other an equal horrifying social situation with... Disco. This will really begin to test your class's flexibility, and you'll be able to see if you can stack up against the existing classes in adapting to new themes.
Hopefully you have the mettle to make it through this phase, and if you don't, I think I might have found a way out of here! All you have to do is get behind the spectator stands, an-"
*The scroll cuts off abruptly, the bottom damp and torn, as though bitten off*
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only. If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, 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. * You are allowed only one submission , consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I. * You may make only minor edits to your entry once you have submitted 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 delete any posts you make in this topic. No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that. * You may not create your own topics on this forum for competition-related material. If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with a class that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. You also may not reference or link to your topic in official competition topics.
* You must host your card somewhere other than Hearthcards. We encourage you to create your entry material using Hearthcards.net , but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to Imgur , Photobucket , or some other similar site. 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 animated cards, nor may you include any images in your post other than the requested submission materials. A single banner or border, to introduce the class, is allowed. We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners. * You must insert your images into your post using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good. * Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified. How should you size your cards? Well...
Adjust cards to a width of 250 , and you should be able to get three in a row!
Adjust cards to a width of 180 , and you should be able to get four in a row!
Adjust cards to a width of 150 , and you should be able to get five in a row!
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
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: Whispers of the Old Gods and One Night in Karazhan
By having your class's Classic Set approved of, you've shown that you can make a completely functional class. But functional isn't good enough. Your class must also have room to grow beyond that. For this phase, you'll be proving that it can by giving your class Whispers of the Old Gods and One Night in Karazhan cards. Here are the requirements for your Class Creation Competition Phase IV Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE WOG & ONiK CARDS We do not want to see your Class's entire WOG and ONiK Sets out in the open.
You are allowed up to five (5) example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
For this phase, you should have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion with the Whispers of the Old Gods watermark. These may not have Adapt , Spellstone Upgrades, Quest , etc., as those mechanics did not exist until later expansions.
You should also have 2 Common cards and 1 Rare card with the One Night in Karazhan watermark. These may not have Quest , Lifesteal , Jade Golems , etc., as those mechanics did not exist until later expansions.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
REMAINING WOG & ONiK CARDS The remaining seven (7) cards of your class's WOG and ONiK Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC AND CLASSIC SETS You should include your completed Basic and Classic Sets from Phases II and III behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase IV material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
You voted furiously to determine what extra challenges entrants would have to follow, and here they are! As a reminder, all entries must also meet these requirements . Don't get disqualified over a simple fix!
Deathwing's friends must be down to do the same crazy stuff that he does, and nothing is crazier than getting yourself into the game twice! We're looking for a 'corrupted' version of one of your cards - this can be a simple tentaclification as in the case of cards like Midnight Drake, a different interpretation as Deathwing, Dragonlord shows, or even a complete role reversal like Ragnaros, Lightlord.
Everyone knows that Deathwing is obviously the most powerful card in the game, and sometimes because of this he feels bad for other cards in the game. After all, buffing C'Thun's stats means nothing when Deathwing can just kill it with his super-mega-awesome Battlecry. Perhaps giving C'Thun a non-traditional buff will help it out.
Little known fact - Deathwing is actually the third best Chess player in Azeroth, behind Medivh and Morgl. He was disappointed in the lack of playable Chess-related cards from Karazhan - only 3 in the whole Adventure! - so he's asked you to come up with one for your class.
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase III of the competition be determined? The answers to these questions and more can be found below...
PHASE IV: Whispers of the Old Gods + One Night In Karazhan Challenges Poll: 9/February - 11/February Submission: 11/February - 23/February Poll: 23/February - 25/February
PHASE V: Mean Streets of Gadgetzan + Journey to Un'Goro Challenges Poll: TBD Submission: TBD Poll: TBD
PHASE VI: Knights of the Frozen Throne + Kobolds & Catacombs Challenges Poll: TBD Submission: TBD Poll: TBD
NOTE: All stages of the competition begin and end at 22:00 UTC. ALSO NOTE: This timetable is subject to change at any time, even after the competition begins, if it seems like too many folks are struggling.
* During Submission stages, Submission Topics will be unlocked and (remaining) participants may submit their entries. During Phases I-II, you may also use this time to go ahead and up-vote submissions that you like. * During Up-Voting stages for Phases I-II, Submission Topics will be locked. Use this time to up-vote submissions that you like. Note that advancement during these Phases depends entirely on up-votes. * During Polling stages for Phases III-VI, Submission Topics will be locked, and all eligible remaining participants will have their submission material included in a separate Poll Topic to determine advancement. Phases III-IV include two Poll Topics because I anticipate we will have enough participants remaining that we will not be able to fit everybody in one Poll Topic. Note that up-votes in the Submission Topics are irrelevant to advancement during these Phases.
How will eliminations be done, and how many competitors will advance from each phase to the next?
I'm glad you asked! We will be taking a equal proportion of competitors from each Phase of the competition to the next, and we will be ending with exactly four finalists. That being the case and their being five total eliminations before the final round, that proportion can be found by solving for x: [# of valid Phase I entries] * x^5 = 4 The higher the number of valid Phase I entries, the lower that proportion becomes. Just so you have an idea, the proportion hits 50% when we hit 128 entries, which is likely, but it only hits 33.3% when we hit 972 entries, which is less likely.
As mentioned above, advancement to Phases II and III will be determined by up-votes only. However, these up-votes are weighted using a formula identical to the process used by our Weekly Card Design Competitions: ( ab ) / ( c ) = x (Where a is the total number of up-votes that your submission received, b is the total number of valid submissions on the same page as your submission, c is the total number of up-votes on valid submissions on the same page as your submission, and x is your submission's final weighted up-vote score.) Why bother with this formula rather than just taking each submissions up-votes directly? Because earlier pages simply get a lot more views that later pages do, and we do not want rushed, early submissions to have an advantage over later submissions that took more time to get their entries just right. The formula basically measures which submissions stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible, because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
As mentioned above, advancement to Phases IV, V, and VI will be determined by polls. These polls will be multi-choice, meaning that voters can vote for every entry that they like. Whenever we have to split a Phase's poll into two to make it more manageable for voters, advancement will be determined by looking at each class's final percentage scores, not by looking at the direct number of votes they received, since we can't guarantee that the same number of voters will vote each day. Poll results will always be hidden until the poll has concluded, and for polls split in two, this does also mean that the results of the first poll will not be revealed until the second poll has concluded as well.
The winner of Phase VI, and thus the entire competition, will be determined by a poll much like the ones before, except that it will be single-choice, requiring voters to pick their single favorite class, and will have a much longer polling phase than usual to give us plenty of opportunity for promotion and such.
In the event of a tie during Phases I-IV for the last possible advancing position, all entries involved in the tie will be allowed to advance; the more the merrier, I say. We will absolutely not have more than four finalists, however, and so in the event of a tie during Phase V, the three Fan Creation Forum moderators (that is, Cogito_Ergo_Sum, ShadowsOfSense, and PupleMD) will vote to break the tie. In the event of a tie during Phase VI to determine the competition's winner, the title will simply be shared unless both finalists request and agree to a tie-breaking round.
But wait, there's more! During Phases I-IV of the Competition, each Fan Creation Forum moderator (ShadowsOfSense, PupleMD, Phoenixfeather, ThisOtherGuyTox, Cogito_Ergo_Sum, Otovent, linkblade91) will have a Wild Card , which we may (though are not required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
Are you curious what will be required for future phases of the competition? The challenges will remain a secret , but I'm happy to tell you the general submission requirements.
PHASE V: Mean Streets of Gadgetzan and Journey to Un'Goro
Congratulations on being a semi-finalist! With positively received Whispers of the Old Gods and One Night in Karazhan sets, you've proven that your class's concept and mechanics have room for expansion. Now, there's only one last thing to do: narrow down the best of the best. For this phase, you'll be giving your class Mean Streets of Gadgetzan and Journey to Un'Goro cards. Here are the requirements for your Class Creation Competition Phase V Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE MSG & JtU CARDS We do not want to see your Class's entire MSG and JtU Sets out in the open.
You are allowed up to five (5) example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
For this phase, you should have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion with the Mean Streets of Gadgetzan watermark. These may not have Adapt , Recruit , or other mechanics that did not exist until later expansions.
Your class must belong to a crime family, but it is up to you to determine how you want to go about that!
You may have it join one of the existing Crime Families (Grimy Goons, Kabal, or Jade Lotus). You would not make any Tri-class cards as they already exist.
You may invent an entirely new crime family with its own unique mechanical gimmick(s). This new Crime Family would be comprised of your class and two other classes, which can either be official Hearthstone classes (e.g. Mage) or other fan-made classes within this competition. You would then need to create 3 tri-class cards for this new Crime Family ( 1 Common minion, 1 Rare minion, and 1 Legendary minion) , and like the existing crime families, your family's Rare minion should just have the card text "Battlecry: Discover a ______, ______, or ______ card.". To be clear, you would not need to make any class-specific cards for the other two classes you select to be in your class's crime family if you choose to go that route.
You should also have 3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Quest with the Journey to Un'Goro watermark. These may not have Lifesteal , Death Knight cards, or other mechanics that did not exist until later expansions.
If your example cards produce any unique token cards, those must be put behind a spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.).
REMAINING MSG & JtU CARDS The remaining cards of your class's MSG and JtU Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC, CLASSIC, WOG, and ONiK SETS You should include your completed Basic, Classic, WOG, and ONiK Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE VI: Knights of the Frozen Throne and Kobolds & Catacombs
Here we are, finalists! In the last phase of our competition, you'll be giving us your class's Knights of the Frozen Throne and Kobolds & Catacombs sets, as well as constructing your own custom Finale Topics:
FINALE TOPIC There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such: [Class Competition Finalist] DEATHWING (Replace DEATHWING with your own class's name, of course.) Then, bring it to our attention, and we'll link to it from this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Class however you think is best.
KFT & KnC CARDS In addition to including the required material from all previous phases, you must add the following:
3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Hero card with the Knights of the Frozen Throne watermark. These may not have Recruit , Spellstone Upgrades, or other mechanics that did not exist until later expansions.
3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Weapon with the Kobolds and Catacombs watermark.
And of course, it wouldn't be a Game Show if your Finalist Topic didn't have...
P R E S E N T A T I O N !
EXAMPLE CARDS These don't need to be part of your Finale Topic, but by the end of the Submission Phase, you should send ShadowsOfSense 8 example cards from your completed collection, preferably via PM, to be included in the Final Poll Topic. The Final Poll topic will look very similar to this one from our first CCC, except that no token cards will be included.
In addition to truly epic bragging rights, ALL finalists 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 7 competition themed around their winning class!
Want to see how things went during our first three Class Creation Competitions? Want to see what the winners and other finalists did during each phase? Then check out the links below!
Note, that some competition rules, especially formatting rules, may have been different for past competition.
This time I deliver the tale of Zolara, Puppet Mistress. A travelling entertainer and legendary minion.
Zolara is a travelling entertainer of sorts although that was not always the case.
As a child she served as apprentice to a local carpenter and showed particular promise with the crafting of puppets.
She was able to create such lifelike features that even the carpenter themselves was impressed.
And it was not only a talent for crafting that she possessed for when she began to practice the art of performance in
she discovered that she could make the puppets walk, talk and move just as realistically as their appearance would lead you to expect.
Over the years Zolara perfected her craft until one day she began to hear whispers.
The whispers spoke to her of secrets and knowledge that they would be willing to share for a price.
Zolara agreed and learnt to manipulate her life force and that of those around her. She was now eternal and held the
But alas Zolara could not keep the
for she longed for wealth as well.
Rumours spread of her
until, eventually, a wealthy nobleman brought her before him.
In exchange for a large sum Zolara agreed to make the nobleman immortal.
The process involved the carving of an exact copy of the man and performing the long forgotten forbidden ritual that the whispers had shared.
The nobleman immediately felt imbued with a mysterious power and drew his sword and , eager to test the validity of Zolara's claims he attempted to stab his left hand.
To his amazement it was impossible and he shouted with delight. With this power he would soon rule the world. Or so he thought.
On his second attempt he plunged the sword into his abdomen only this time it went clean through. He screamed in agony as the floor turned crimson and demanded to know what had happened. He received no answers.
Instead, when his body breathed its final breath, his soul was wrenched from the husk and imprisoned in the carving.
Zolara hadn't lied. The nobleman would never die. He would live forever as a puppet in her travelling roadshow and she never heard any complaints from her collection.
Welcome to Phase 4 of the Jester class. This time we take a trip into the twisted world of the Old Gods with a slight detour to Karazhan. The cards I have chosen to showcase have been created to emulate the flavour of those expansions whilst also augmenting the Jester's bag of tricks with more tools to improve and build board presence in the early to mid game.
Did that banana just move?...
The Old Gods have had their way with a humble Banana of all things! The banana spells that it produces will go hand in hand with the Jester's reliance on small low cost minions and could assist you in gaining board control in the early game.
He's got no strings to hold him down.
A prop from one of Barnes' lesser known plays the Wooden Boy will
into a Real Boy if it is able to kill a minion. It is an interesting way of using the Punchline mechanic and provides good value if you can get it out safely on turn 3.
Totally fed up of Ivory Knight going first.
The polar opposite of Ivory Knight also happens to have great synergy with the Jester as a class. Jesters normally benefit from low cost minions so the drawback of the
can be minimised but, if there is a particularly good minion at a high cost on offer, you may consider it worth the hit. It shows the Jester's reckless nature.
This is what happens when you invite C'Thun to your hot tub party.
A corrupted version of Rubber Duck from my classic set. It maintains a similar theme as the original benefitted from gaining
but this time summons Tentacles that will help you maintain board control.
Zolara, Puppet Mistress:
They're so realistic!
Zolara summons 1/1 copies of minions that died whether they belonged to you or your opponent. This could lead to interesting situations such as a Tirion Fordring. It is no doubt quite rng heavy but this was the expansion where legendaries were go big or go home and I'm not ready to go home!
You have a degree of control over what could be summoned by the composition of your own deck. Whether the minions are particularly useful or not they will still assist in controlling the board and you can go on to try and buff them with Punchbowl, invigorating Jig or Goldshire Oaf etc.
The Rest of Whispers of the Old Gods and Karazhan:
You don't own it. It owns you.
A useful early game minion that can help you trigger your punchlines on cards like Can of Wyrms, Running Joke and Deadpan Delivery. It can also be built up by Invigorating Jig or Stat buffing minions.
Even C'Thun's minions betray him.
Albeit unwittingly. The idea is that this minion messes everything up so when it is hoping to buff C'Thun's Attack and be of use it actually doubles the Health which is not nearly as useful. The Jester has synergy with Crazed Alchemist and Void Ripper though so this could be made to work in a deck using that strategy.
Specially reserved for Friendwings.
The idea here is that Deathwing Dragonlord was another 10 mana minion from the set that did not receive as much attention as its Old Gods counterparts. In a competition such as this that will not do and, as the potential Friendwing, the Jester has allied himself with the Dragonlord. It has synergy with Can of Wyrms, Bearded Dragon, Onyxia and Any other Dragon really. I envision a Dragon deck with Malygos and Running Joke.
At least she tries...
As Zolara relies on her skill with puppets I feel it fitting that she has the same strength stat wise as her apprentice. She is simply more dexterous and can control more Puppets simultaneously.
To encounter one is a close shave indeed.
It has the same stat line as Eldritch Horror but let's face it. Eldritch Horror sucks. This minion is designed to be used as a trader to maintain board control and produce some tokens. It has good synergy with In Joke, Dragonlord's Favour, Bone Mare and Invigorating Jig.
A versatile forbidden spell that could be used as a Humility on an enemy minion or as a buff to your own. A Jester's minions are often small or more concerned with the staying power of health so they will often get more value from it than other classes would have.
Wait that's not a bowl?...
A minion concerned with trading to buff the rest of your board themed around giving out a round of drinks.
Thanks for taking the time to read through my submission hopefully you had as much fun as I had creating it.
Class is characterized by a slow, control,
-based play style with opportunities for mind games and counter-play. The Hero power baits the opponent into spending their resources while simultaneously giving the Loner player opportunities to draw the appropriate responses. Expect games with the Loner to last many turns while they also create many puzzling board and fatigue situations.
just because the class archetype is conducive to a control play style, there will be many different tools for aggressive and midrange-oriented players as well.
The Loner wants to
all kinds of treasured memories and memoirs. He wants to make, and be, a good friend by understanding new feelings and remembering dear ones. This way, one day, those wonderful memories will resurface and offer opportunities to bond with old friends, kindle forgotten relationships, and draw critical combos to destroying the enemy!
Keyword Technicality: A card can only be considered
if it is in your deck. Cards that interact with
effects do not interact with cards in your hand, on the board, or in your opponent’s hand or deck. When a card text effect indicates a
card to be drawn, removed, or discarded, it typically means a random
card will be interacted with, unless otherwise specified. Furthermore, a card is only considered
IF and ONLY IF a card text effect EXPLICITLY indicates the
WotOG & ONiK SHOWCASE
Friendly Match –
A cheap, efficient tool to slow down the game. Good for
-oriented decks, perhaps a decent enough anti-aggro tech card in control or mill decks. Could think of it as a 1-mana gain 6 armor kind of thing for both players. Also a good stall card for Yogg-Saron decks.
A powerful burst spell with a tradeoff. Probably a strong tool for mill decks, VERY good for aggro, and a decent enough of a removal/ reach for midrange and control.
Forgotten Oracle –
Designed to give more consistency to C'Thun control/
decks. The effect is slow, but pretty easily synergizes with spells and minions that interact with bottom-deck card draw (to which the class has plenty of access). Furthermore, the minion can be silenced and otherwise interacted with before the effect goes off. So while the card may be reliable in most cases, there is still technically some counterplay opportunity, which I believe many
decks sorely lack.
Lonely Giant –
Giant with class-specific synergy. Another good tool for
control decks, and perhaps a possible win condition for mill decks that are packed with
Delilah, Forbidden Lover –
My personal take on the WotOG "Forbidden" theme, manifest as the new Loner class legendary! A flexible-cost card, with beefy enough stats and
to help you survive as you try to draw critical components of your deck win conditions. If you're desperate, you can always just play it as a vanilla 5 mana 4/6
. Solid card for control and slower midrange decks.
Rest of the WotOG & ONiK Sets
ONE NIGHT IN KARAZHAN
WHISPERS OF THE OLD GODS
THANK YOU FOR READING, AND PLEASE VOTE FOR L-001 IN THE PHASE IV POLLS!
My entry for this competition is the
class. This is a class themed all around... well, time which is represented in several different aspects of the class. The Hero Power of the class is
, which has you look at the top 3 cards of your deck and rearrange them in any order (if your deck has less than 3 cards when you activate this, it will simply show you less cards instead), allowing for strategically planning ahead a few turns because now you know what you're going to draw and being able to change and optimize your draws.
This class also introduces a new keyworded mechanic for the class,
effects activate if you play the card on the same turn it's added to your hand (either by drawing it or generating it, anything counts). In most other classes, this effect seems like it would be inconsistent and top-deck reliant. The
class however has many ways to get around this, namely their Hero Power in which you can rearrange the cards you draw to make sure you draw the
cards when you actually want to draw them. There are also some cards in the class which can make
cards even easier to activate.
UI for the Hero Power
Click and drag the cards around to change their order.
These cards can be found back on the Phase I post.
Speaking of which, let's look at 5 cards that showcase some aspects of the
For the (incredibly stupid) challenge, "Cult Following", we're buffing
in a way aside from just the traditional buffing of its stats. This is where
comes in. Upon playing
, you will reduce your
's Cost (which he will appreciate because he is a 10-cost card after all). If you can
it though, you'll get a bigger discount. With 2 copies of this and the amount of copying effects
has, you can potentially get a 0-cost
out of this. Pretty cool I know.
needs help for the music production of his plays,
is who he calls first and it's easy to see why. Like most of Karazhan, the songs of the
are magical and make all of the special effects of the performance all to real as represented by the ability. If the top card of your deck is a spell, she will cast it for you for free and unlike every other card with similar effects, you actually can choose the target of the spell if it has one. Strategic planning with your deck order is key and can lead to some really powerful moments to swing the game. It is important to note that the effect is like
in which the
actually uses up the spell. It doesn't copy it.
Meanwhile still in Karazhan, we see
playing an interesting game of chess. Chess takes a lot of time and
can of course see what will happen next so it makes sense. The chess in Karazhan is already pretty crazy, but Time Travelers tend to take it to a whole new level. Instead of having players ride the pieces, the players BECOME the pieces. The spell card,
a 1/1 copy (or a pawn) of all minions they control that cost (1). Useful for repeating Battlecries,
effects, I'm sure you know what to do with this card.
The corruption of the Old Gods, more specifically Yogg-Saron strike again at the
to give them a pretty interesting card.
Power of Yogg-Saron
is a spell that focuses on... the power of Yogg-Saron (duh). As long as you keep spending the 1 mana for the 1 damage each turn, you will keep getting this back in your hand and continue to power up
Yogg-Saron, Hope's End
and of course, pinging off enemies is always useful.
We're not done with the corruption though because in WotOG,
, the corrupted counterpart of
, as their Legendary. Just like it's uncorrupted counterpart,
focuses on aspect of time and manipulation thereof. Unliked
however, it doesn't restrict time or cause some intended bugs and side-effects, so it's all good. No worries here. When you play
, he will record how the battlefield looks at the moment you play him and put that into the
Hourglass of Time
. Upon playing that, you will replace the battlefield with how it looked when you played
will be on the field when you use the hourglass). This doesn't trigger Deathrattles either, instead it simply just removes it and replaces it. When you highlight over the
Hourglass of Time
token, you will get a pop-up of how the battlefield will look when you play it, similar to how the DK Hero cards give you a pop-up of their Hero Power when you highlight over them.
makes her return as the
class: The versatile Naga sorceress capable of unleashing devastating water-based magic as well as powerful minions of the deep to overwhelm your opponent, but can also lurk beneath the Ocean Depths, biding her time, waiting for the right moment to strike. The Classic cards build up and outwards from the Basic Set. While the initial Basic cards attempted to tone down the Sea Witch's inherently complicated playstyle, the Classic set attempts to slowly introduce the first glance at the strategies the Sea Witch has at her disposal. Now, with more cards from the WOTOG and ONiK expansions, the Sea Witch slowly becomes more complex and explores different possible interactions and archetypes. The class' keyword
is at the heart of the Sea Witch's core mechanic, and deck manipulation is what
is all about. Both aggressive and slower Sea Witch archetypes make use of both high and low deck counts, whether it's for creating synergies between cards or to unleash devastating card combos.
Bountiful Seas & Ocean Depths explanation:
is an interesting Hero Power, and it is obvious from the get-go that the Sea Witch is all about deck manipulation. Their main mechanic is a nod to their ancient history as well as their great longevity and the mystery that still surrounds them.
itself it a 0-mana token that immediately casts itself upon drawn. It complements your Hero Power by bringing the total healing up to 3, but its main purpose is to expand your deck size as a filler card without actually impeding your deck by shuffling in minions that do nothing when drawn.
is the class' keyword. A little complex, though easy to understand once seen in action,
is essentially a
with a conditional effect, that is, deck size. It operates much like
, which is also a conditional
-like effect. In addition, like most cards with a conditional effect, a yellow glow will appear around a
card if it meets it requirement.
Whispers of the Old Gods/One Night in Karazhan Set Showcase
From all the way back since the Basic Set, the Sea Witch has gotten the occasional, quiet, Murloc support card. This small version of
Spawn of N'Zoth
is the next in line, promising a viable token-based Murloc Sea Witch archetype perhaps not in the expansion, but it is right around the corner. Even with just the neutral Murlocs, this can easily solidify your board beyond reach of AOE, though you will need to either active the
, which further cements a token Murloc deck in the near future), or have a board already.
Vashj'ir portal, the first of two common ONiK cards featured. While a fairly simple card, this Portal singlehandedly achieves the following for the Sea Witch class: Early game presence, low-cost, versatile Ocean Depths, and a card that quickly increases deck size. Not many other cards put together all three in a neat little package like this does. It's efficient, it's versatile, and it's playable in almost all Sea Witch decks.
Pearlescent Rook is the second of the ONiK cards in the showcase. Rooks in actual chess are one of the most versatile pieces, controlling files (columns) and acting as endgame pieces. Giving the Rook
fulfills its first and foremost role of controlling the "board", if you will. Drawing, but also shuffling cards back in, fulfills the second. Rooks are powerful pieces both in the middle and endgame. The Pearlescent Rook gives you draw power, but also makes your deck larger, preparing for your Hearthstone late-game. It is worthy to note that the Rook is worded in such a way it actually shuffles a spell back into your deck, rather than drawing a copy of the spell. Both achieve the same purpose, but actually shuffling something back in activates a myriad of Sea Witch synergies.
Not so huggable anymore. But still undeniably cute.
Come to the Abyssal Maw! We're not so jealous like those Firelands rabble!
Something something Gondor.
Merciless Subjugation is another efficient single-target removal for the Sea Witch, but an unusual card. It is a mix between
. This card was rather difficult to balance, but I figured 4 mana was fair for a complete removal of a minion into a class where you can add cards to bury it deep in the deck. 3 mana was just too low compared to
. The card's name comes from "Merciless One", and "Deep Subjugator". The octopus-like creature is a Merciless One, a Deep Subjugator, to be specific. These things eat heads of their victims, absorb their memories, and then control the corpse. Fun. I guess shuffling something into your deck roughly translates to eating its head.
Note that you do not draw again when you resummon the minion, which contributed to the 4-mana balance decision.
The WOTOG Legendary, Queen Azshara. I chose to use her pre-mutated form due to the tokens she creates for you. (Azshara was, most likely, mutated into the first Naga by N'Zoth) Like many of the lower-costing legendaries of the WOTOG expansion, she is a tempo/combo card. There are a multitude of ways to shuffle cards into your deck, not just your hero power. For 1 or even 0 mana (see the classic and basic set, repsectively), one can shuffle in two cards into their deck. These are then instantly transformed into powerful Highborne cards. An interesting
is Queen Azshara and Merciless Subjugation. You would basically
a minion into a Highborne card, forever, without having to worry about it showing up again.
Painful death comes in bright orange and magenta. Noted.
In all honesty, she's a bit of a couch potato.
Remaining Whispers of the Old Gods/One Night in Karazhan Cards
Though this weapon's effect is extremely simple, the fact that it is one a 0-mana weapon makes it worthy of note. I see it as slightly comparable to
, where a weapon does two important things at once. In Jade Claws' situation, it removes and develops board. Saltspring deals that crucial bit of removal and also functions as a low-cost
It's not just any old stick, you know. You can blow bubbles with it.
The Sea Witch has some of the most efficient single-target removals in the game, but pays the price for this with a lack of board clears, a bit like the opposite of the Druid. Evaporation alleviates this somewhat. At 6 mana, it is not as clunky as Flamestrike. It also has a strong heal attached to it, if you can keep your deck size somewhat high in spite of a strong start by your opponent. Lastly, a common rarity was chosen to improve the Sea Witch arena experience, notwithstanding GvG, TGT, and LoE (which may have produced one more AOE), the only other board clear was a rare.
Don't worry. They'll be right as rain.
This cheap spell is more like
than it is like
. It serves as a quick, temporary "complete" removal of a minion, either to buy time, or to push for more damage. Furthermore, it is a subtle push in the "Freeze Sea Witch" direction, a concept which will be touched upon in later expansions.
Looks like you lost the staring contest.
This is the corrupted version of
from the Classic Set. It's downside allows it to have one extra health. I can see it being used in all sorts of decks. Aggro/tempo, of course, will use an efficient minion such as this. I have not ruled out fast Sea Witch decks, and in fact, I have given them options for such a playstyle. However, I see it having the most play in midrange. Reservoir effects usually don't come into play this early in the game, so a 3/5 can easily go 2-for-1, gaining some important value early on.
Probably started training for the 50-meter swim.
This minion was quite a difficult one to create. In the end, I went ahead to combine
. Tainted Tide comes in as an interesting late-game cards, with the ability to slowly lock down your opponent's entire board if left unchecked. However, by itself, it does not pose too much threat as it's stats are somewhat low. Again, this is a push in the "Freeze Sea Witch direction."
Now thrice the dampening power!
The rares are rounded off by the ONiK rare. An interesting
card, you get to obtain one of Queen Azshara's powerful spells. However, powerful as these spells may be, 4 mana to obtain one card is horribly inefficient, so the mana cost is essentially balanced out. Much like how both
The Lich King
generate the same set of unique tokens, I felt that expanding on the Highborne cards would further integrate them into the class, and ONiK, being spells and magic themed, was the perfect place and time.
Peer into the musings of the greatest mage that ever lived, before she turned into a hideous sea monster.
This is an interesting
card. Like many of the other contestants, I had a fair bit of trouble creating a C'Thun card that would meet the challenge's restrictions, but I feel that the Forgotten Seer does the job. The Seer rewards you for upkeeping a large deck size and converts health restored into damage, via C'Thun. The best part about this is that she is not useless at two copies. It is an interesting alternative to the curvestone that is "regular" C'Thun decks.
As the transformed Ocean Depths are still called Ocean Depths, they will still activate any effects to do with Ocean Depths.
Reminder of what crystals are, and how to use them:
The basic Crystals:
The Advanced Crystals:
So, how do you turn basic crystals into advanced crystals? That's simple!
All you have to do is target your hero portrait with one of your basic crystals (only targetable if you have at least 2
basic crystals), and pick the desired advanced crystals, the choosing interface is the standard "Choose one" interface with 1 or 2 options (depends on whether or not you have only 2 different or 3), the color merging follow the standard color mixing, for your convenient i made a picture with all the possible combinations and a color chart with the 3 primary colors and their intersections:
New keyword: Empower!
The idea behind the new keyword is to introduce spell synergy (crystal synergy) to the class without making it too easy to activate (it works only with single target buffs, to prevent spell spamming (see:
Empower and 'end of turn' are two of the core mechanics of the class, it provide a continues value and reward the player for controlling the board and defending "glass cannon" minions.
High health, low attack minions.
Big arsenal of defensive tools: Taunts, Heals & Armor, Weapons, Buffs, AOE spells.
Greatly benefits from controlling the board: Start\End of turn effects, Empower.
Low burst and almost no direct damage spells.
Many low tempo & high value cards.
Whispers of the Old Gods & One Night in Karahzan example cards:
Example card's tokens:
Lord Thanatos's Skeleton Warriors:
Rest of the Whispers of the Old Gods & One Night in Karazhan Cards:
Whispers of the Old Gods:
One Night in Karazhan:
Classic Set remainder:
Good Cop token:
Basic Set remainder:
Check out my early phases submissions in the links below:
Cruel and calculating, these diabolical geniuses are obsessed with their putrid sciences. Alchemy, necromancy, and pathology combine in a grisly sludge served in tiny, unmarked vials. The Apothecary stitches together Patchwork abominations and other undead horrors, dole out deadly plagues, and serve a few potions to fortify their lackeys or dissolve their enemies!
Class and Hero Power explanation
The Hero Power creates 1/1 Patchworks, much like Paladin's Silver Hand Recruits. However, if you already have one, the Hero Power instead gives it +1/+1. If you have more than one, your left-most Patchwork will be buffed.
The Apothecary relies on board control. They have strong minion buffs and single target removal (including lots of Poisonous cards) and a little bit of healing. However they lack aoe, and burst damage. They will specialize in agro, tempo, and midrange decks, but a few good control decks may appear as well with the right cards. They are also aligned with the Kabal and will have singleton decks that are a bit different from what Priests, Mages, and Warlocks are used to. How will they be different? Wait until the Gadgetzhan expansion to find out!
Apothecaries are utterly obsessed with their work. They constantly tinker and test their subjects, trying to perfect their poisons and build more efficient and deadly Patchworks. To reflect their unending experimentation, they use the keyword
. Full description below!
, but you don't get to pick. When you draw the card, it has one of it's two effects displayed. On each of your turns it changes to the other effect, much like
. This forces the player to carefully plan their turns to maximize the power and flexibility of
- This flexible blob of corrupt ooze may be one of Vyral's best friends. While either coating an ally or absorbing the strength of an enemy,
perfectly showcases the power of the
- The Apothecary uses some of the most awful, horrifying, unnatural minions in his decks. So of course he uses
! They'll fill your hand with
to snack on or feed your other minions. Apothecaries love making their monsters stronger!
- One minion you want to grow stronger is
from the Basic set, twisted by the Old God's power. Stuff this zombie with tonics and
and watch your
grow big and strong!
- Vyral was reading up on some Old God rumors when a twisted idea struck him. He already stitches together Patchworks. What if he stitched other minions together? Enter
. Buff minions with the stats, keywords, and passive effects of other minions for a truly unique monstrosity. Avoid
effects that peel those spliced minions right off. And as always,
to further buff your
- The hermit from Duskwood hates the little village of Darkshire. Luckily there's a bunch of gullible minions around he can use to plan his attack. Kill a bunch of minions with his
and use them to make a fat
Stitches and a Splice Visual
Stitches gets a +1/+1 buff for each minion killed by
is a card that has somewhat of a confusing wording, it is suppose to give the stats of itself including its max/full health to
which includes buffs and others. The card looks slightly more powerful than our
Beckoner of Evil
and might synergies with
N'zoth the Corruptor
but in the end it should be fine since you can
it and shut down any buffs it has along with it.
the chess piece of the Karazhan Challenge. I couldn't really come up with anything super interesting but with this effect it kinda gives the feel that the Rook Chess Piece has crush his enemies after sacrificing itself like how you would risk a rook to achieve victory in a chess match. Good early game cheap
and good fodder for
N'zoth the Corruptor
the corrupted version of
from my Classic set. Pretty basic idea, just your average 4 mana 7/5 with the
is my second best card I've ever made in Old Gods Set. You infuse a random minion's card text onto a Vanilla 4 mana 4/4
and is able to dish out high cost
effects or powerful deadly deathrattles. It serves as a flexible card to and gives you a good minion to mess around it. Note that the
it gains will not be revived by
N'zoth the Corruptor
Harbinger of Twilight
a dragon who works under
's having a smaller and weaker effect of Deathwing but being slightly more useful maybe? It's an 8 cost card which curves well nicely and can be discovered by many other cards to act as fodder for your
N'zoth the Corruptor
. Future sets like KFT will make it slight better cause you can cheat it out with
. This card also tries to push the Dragon Archetype for the class, it also being an Earth/Black Dragon is relevant in the Geomancer theme.
Rest of the Set:
The Whispers of The Old Gods
One Night in Karazhan
Ormorok the Mad
, when he is revived by N'zoth will keep the upgraded Dearthattle if it triggers. Interaction will be the same as
where it keeps on of the
You may be experiencing issues with the images on this topic. If you do, you can instead consult
my Imgur album for phase IV
with my cards and associated comments.
He makes your games spicy, your victories sweet and your opponents salty, he is...
~ THE CHEF ~
~ PRESENTATION ~
Cards you burn through overdraw will also count as "Roasted" for synergy purposes.
The Chef class is based around deck thinning/manipulation and keeping board control at all times. The Chef uses the
mechanic as a resource or as a way to curve out
(see details on Roast below)
. In short, the Chef combines elements of Warlock, Warrior, Mage and to a lesser extent Rogue, while retaining its unique playstyle. The Chef's motto could be
"If your opponent has useful minions on the board, you're doing it wrong"
More info on the Chef's class identity below
"Roast" & Deck manipulation
, in particular effects that remove, add cards into your deck, or depends on deck size;
, in particular good AOEs for the early and late game. The Hero Power also follows this logic;
Double-edged buffs and removals
that can be useful on either your minions or enemy ones depending on the circumstances;
High minion turnover
meaning minions will die a lot, yes.
Qualities of the Chef class
Good board control
through disruption of the opponent's board (rather than reinforcement of yours);
Lots of Tempo options
through "soft removals", good early-game minions and the Hero Power;
and, counterintuitively, resistance to fatigue because they will have a lot of cards that shuffle stuff into your deck to compensate for the Roast mechanic.
Flaws of the Chef class
Lack of midrange minions
, or minions that can only be used either for defense or offense, but not both;
. The Roast mechanic obviously doesn't fit very well with a
playstyle that relies on specific cards...
The Chef has access to weapons but not to secrets.
More info on the Roast keyword below
"I love roasting stuff!!!
The Roast keyword is identical to the unofficially used "Burn" keyword. When an effect says "Roast a card" without precisions, it is assumed to be the top card of your deck. Cards you burn through overdraw will also count as "Roasted" for the synergies my class features.
The Roast keyword will be used to:
Make you curve better by increasing your draw consistency (e.g. roasting low-cost minions);
Allow interactions with your deck's content (with effects depending on what cards was roasted);
Compensate for a theoretically above curve card (like
and discard). Mostly used in aggro/midrange decks.
The last effect will be used with parsimony. As a rule of thumb, I consider that
3 Roasted cards = 1 Mana discount
Below is what some existing cards would look like if they used my keyword
~ WHAT'S ON THE MENU TODAY? ~
WOTOG was the first expansion to introduce true buildaround cards in the form of Old Gods.
The main theme of my set is cards that make you curve into your Old Gods
Obviously, you will avoid playing too much indiscriminate Roast cards in a deck containing an Old God, that's why there's few indiscriminate Roast in this set
. Another subtheme is Egg synergy (see below the spoiler). As for Karazhan, I wish there were more that 3 cards in this set because it has intrinsic Chef flavor!
Twilight Cookbook (WOTOG -
- Roast mitigator in case you accidentaly roasted an important card (like C'Thun). It costs 2 mana because you
a copy of a card that was in your deck which tend to be better than random cards (see
), and because some cards allow you to target the cards you roast.
Limb Tentacle (WOTOG -
- Another Roast mitigator comparable to
, but less powerful since you don't need to have it in your hand. Based on the
Madness of Deathwing
fight in WoW.
Fantastic Feast (KARA -
- Reno is chilling out in a jacuzzi? Gordo doesn't care, he found better! A massive healing at the cost of your 2 next card draws... unless you have some Roast at your disposal!
Yes, the art is a nod to Resurrect Priest
Haute Cuisine (WOTOG -
- AKA Draw an Old God or a Deathwing;
Kosumoth the Hungering (WOTOG -
- Kosumoth is hungry. VERY HUNGRY. The card to curve quasi-certainly into your 10-Cost win condition i.e. an Old God or any version of Deathwing;
"This Kosumoth looks like a very nice guy. I like him!"
This is the same token used for Celebration from my Classic set.
~ REST OF THE CARDS ~
~ WHISPERS OF THE OLD GODS ~
These 3 cards compose the "Egg synergy" shell I mentioned above.
- My "Fried Egg" car from the classic set was waiting for a card to synergize with and here it is! Both cards are equivalent to a 1mana
that cycles itself.
- Double-edged removal.
"To replace it" means the tokens are summoned for the owner of the destroyed minion!
You can use it on big enemy minions or on your own minions to trigger deathrattles and/or create copies of minions with a high-value effect. Awesome synergy with the above Corrupted Egg!
- You can't make an omelette without breaking eggs! Omelette Chef is both an egg synergy card and an anti-egg tech.
On top of eggs, he also knows how to cook Totems and eschatological blood elves
These 2 cards are the C'Thun shell.
- 3 mana 2/4 is a weapon statline that doesn't exist in the game but has some uses. There also weren't any weapons that buff C'Thun in WOTOG, so here it is.
Harsh Food Critic
- Being corrupted by Old Gods doesn't only make you evil, it also makes you more difficult in terms of food! This is my card for both Challenge #1 (corrupton of
from classic set) and Challenge #2. Like
Blade of C'Thun
, the given buff is potentially huge. Gonna give your C'Thun that Molten Giant soup man!
Of course there's a risk that the card you Roast is C'Thun itself but you could always get it back with Twilight Cookbook!
~ KARAZHAN ~
- Oh, so that's why there's a menagerie in Karazhan.
- Chess piece for Challenge #3. Indirect Roast synergy since Roast thins your deck. Flavor-wise, it's based on the
promotion chess rule
Alright, time for WotOG and ONiK. Now, I had to skirt a bit of lore to get things to work flavorwise; As much as you'd expect it, Old-god corrupted Orcs, Trolls or Tauren are a surprisingly hard find, so I delved a bit more into troll lore to fill this quota. As such, we're going to be dealing with the general corruption of the trolls via some of their Loa. Not all of them are bad... But this one really, really is. Hakkar, the Blood God, the Soulflayer, NOT the Houndmaster. Led the Gurubashi to ruin and yada yada yada. Let's just get it on.
Bleeding Hollow Brawler: Not all corrupted blood comes from Azeroth. Hell, the Bleeding Hollow clan has been ingesting Eldritch Fluids for decades on Draenor. This card is the start of a more Midrange/Control aspect of Berserker, giving a little wiggle room for deckbuilding. Designed to be a bit slower then something like Mana Wyrm, but threatening in it's own aspect. Due to the nature of his buff, he isn't exactly fast enough for Aggro I suspect, and I'm basing the balance off of lack of control over triggering effects (Think the Troggs from GvG). He'll never admit it, but he accpeted the cursed blood mostly for the great dental plan.
Black Blood Plague: This set has more situational carddraw than efficient ones. This seems like a card to be used against aggro, but I'm pretty sure it's too slow. In a more control-focused matchup, this can easily gain value of a few large minions in lategame. Flavorwise, this is perhaps Hakkar's strongest attack, so I slotted it in WotOG. CDC approved!
Zircon Pawn: En Garde! This is a very experimental effect, and the balancing was... interesting. This is not so much a deterrent to Aggro but more to minion-light control decks. A semi-immortal taunt , if there are only two or three minions on board this minion gains real value. He can take one blow from a Hero Power and a minion and still stay on board. On top of that, it's affect regenerates between turns, supremely preventing face damage until it's admittedly fairly simple damage puzzle is sussed out. If you've thrown three pawns at the same piece and lost them all...? Maybe just flip the table.
Haemomancy: I wanted a more interesting, unique Discover effect for a control orientation, so I decided to risk a bit and add on a draw effect. Essentially you both have to choose a spell from your deck and be outnumbered to trigger the effect, so it's not as overwhelming for your opponent. And yes, it is very possible you'll discover no spells that are in your deck... or you get an extra Haemomancy. I don't think it's game defining, but it is an interesting value generator. Really just a fancy way of saying "Writing in red ink."
Hakkar the Soulflayer: Live in fear of the Blood God, and die screaming! ...Once he get's through the tethers. I dabbled in a lot of concepts; Hero Immunity, destroying parts of your deck, AoE's... but I wanted an interesting Midrange-esque Legendary, and I think I'm happy with the results. It's not the most original concept, and I'm fully aware of that, but it's very flavourful and possibly very dangerous. The problem I kept coming across with Hakkar is representing just how Unearthly powerful he was; You had to have the spirits of trolls tank hits for you for your team to survive, and he was known to wipe entire cities with Black Blood Plague (And that wasn't even intended). So, while it's a simple minion, it threatens the enemy board and also fills Aggro boards with "unusable" minions, with lowers their total damage output. Hakkar also triggers Surrounded effects on cards, and I messed around with concepts that summoned minions for the opponent for exactly that purpose. His campaign of destruction on Azeroth started because he just kepting getting hate mail for that other Hakkar.
Remaining Whispers of the Old Gods cards:
Hack and Slash: Classes in WotOG featured a lot of 1-mana concepts, and many are very simple. Hack and slash is a split damage Arcane Shot, with the caveat that you take face damage. This is probably a concept that'll also be revisited at a igher cost with higher damage effects, as I think split damage is an importnat facet of this class. There's an old orc proverb which states; "Never kill anyone you'll have to clean up yourself."
Drakkari Soulless: I really, really waffled on the statline and cost of this minion. First off, yes it's LoL art and no, there are no tentacles. I'm doing this for the corrupted minion because, and lemme flex my wow knowledge here for a bit, dire trolls are often related Loas and are often created as a byproduct of Loa intervention with trolls, or created in the vision of the Loa yada yada. This is essentially the Drakkari Deathless with Taunt . For most of the past two weeks I had this balanced at 6-mana; but I've finally listened to reason from some colleagues and dropped it to 5 mana. Essentially, this is the only taunt minion you can have on board, because if you've got more minions than your opponent you just have a 5 mana 3/4 with Taunt. Turns out Gaining Taunt really only takes YOUR SOUL.
Twilight Blademaster: I'm not going to lie, I think this challenge was reductive. I went through a lot of concepts for anything C'thun related and almost none of them fit. So, I decided to subvert a bunch of ideas and do something patently stupid; C'thun Reno deck. The idea there is as it sounds; A reno deck that can run C'thun as one of a few possible Wincon's. It trades the potential damage of a c'thun deck and the ability to get a reliable boardclear of hero kill for an assured statline and room in your deck. I'll admit it, I was grasping at straws; But any surrounded effects, any real armor gain effects, they don't fit with a 10-cost Wincon, and they make for lengthy, ugly cards. Best to just corrupt a blademaster and call it a day. Sometimes at night, he ponders what a doomsday cult really needs with a sword master when they have a flaming dragon. Sometimes at night, he ponders what a doomsday cult really needs with a sword master when they have a flaming dragon.
Mak'gora: I've already shown this card off before; This is the crux of a more control/midrange archetype. It gains value at one or fewer minions, and is generally about 4-5 mana. I considered rebalancing at 2 but that seemed a bit much; Most two-cost destroy affects are more situational, require you to put a bit more work in. Also, if you're wondering, Mak'gora is ritualized orc combat to the death; I put this card in WotOG because of how it was corrupted during Cataclysm. Lorewise it's long and complicated but it boils down to Poison and a dead Cairne bloodhoof, hence leading Garrosh to true power and beginning his wacked-out corruption. WoW lore, hallelujah. Really any sport can be a bloodsport if you try hard enough.
Forbidden Claws: Surprisingly not a concept already done. Forbidden concepts were always about not floating mana, but most of them were... well... Forbidden? Not so much, just... Heavily suggested to be manicured
Awful. Just truly awful. I'm not sure if this is any better but in a control matchup this can give you a big weapon on a turn where you'd otherwise just armor up... In a class with only one turn armor. I do kind of wish there was a way to get a shorter Can't attack X text, it always takes up a line right now and clutters cards.
Soulless Undead is the token for Drakkari Soulless . I know it's art from KFT fanart but WotOG is a rough time to get art from.
Remaining One Knight in Karazhan Cards:
Drakkari Headbanger: Rock on!!!! Really do love all the concepts we can goof with for Kara; I couldn't avoid using this art. It's great. But on to the actual cards. If surrounded, it's a slightly better Disciple of C'thun, but if not it's just a silencable 4/3. And on top of that, it's hair metal. Rock on! Not so much the life of the party as he is the death of the partygoers.
Draenor Portal: Yeah, I know... I didn't work very hard on the art. McF4rston has been goading me to do actual portal style art but... no... It's the dark portal (As a keychain!), and it summons big-ass minions. For the record, yes, this did actually have some consideration of what the balancing was. Free from amber allows 8-10 cost for 10 and it's less random, so this should be fine. It allows a big minion drop (Boogiemonster FTW) and keeps you alive. Honestly if you accidentally summoned the Boogiemonster, you'd want eight armor too
Anyways, that's what I got for now. I may keep updating this page between now and 22:00. We'll see. More thanks to my boys in the doc (McF4rtson, CheeseETC and Broeck) and that's about it because I don't even go in the discussion doc... welp.
Everything is going according to Mephilia's plan, the masses are actually enjoying her terrifying monsters that are gathering to destroy them - The fools! As the Old Gods start to show their faces again and the world becomes corrupt, she begins the next stages of her plan: Expand her collection of big scary minions, appease the old gods and take their powers for her own, and of course, weaponize the cute creatures that the people enjoy so much... Herself not included, of course, she's using them only for the practicality, and she'd kill you if you claimed otherwise. But let's take another look at our wonderful guide to being the best evil summoner possible, once more, to ensure her success.
Villainy 101: Summoner's Guide Any decent summoner will know that the only way you're going to be able to summon yourself giant minions is to be able to live long enough to do it, so they'll practice summoning Pebbles until their hands bleed. They aren't very hard to kill and they won't be strong at all physically, but they get in the way a lot and are sure to stop your foes from reaching you.
The summoners path is one forged by passion but ended early by haste. You have to prepare to destroy your opponents forces for long enough to get your big summons up. You'll struggle early on a lot of the time, but fortunately your board clears and removal will do just fine for making sure you get to that point. You also don't have much unconditional card draw or healing, so be sure to stock up on secrets and taunt minions to get in the way of your opponents plans. That said, you do have the resources to be the aggressor and take out your opponent early on, but keep in mind that doesn't give you enough time to monologue evilly or summon cool big minions and your Pebbles won't be incredibly useful.
Summoners are good at what they do. Most classes just summon minions for the sake of summoning minions, and that's that, but follow through this book, and you will perfect the art of summoning, allowing you to temporarily summon minions for their effects before losing control of them. Versatility with mana is key, it's how you work early on in a fight.
When you don't quite have the mana to summon your board devastating land-shark, just drop the land-shark out of the picture once he's done his job and you won't have to spend as much. Just simply pay attention to which order you play your cards in.
Villainy Tip #6! Kick a Puppy! Abandoned Hatchling is a great example of how to fulfill your objective of making people hate you. People see you blow up buildings, kill hundreds, poison lakes and take over countries, but they still don't take you seriously, they still think you're just some clown with a glowing stick. This is easily fixed of course, just kick a puppy into traffic, punch a kitten to death, or let the old gods corrupt a Baby Gryphon while it's still just an egg, and have it's parents abandon it. No mother is coming for this baby anytime soon! These guys are very simple examples of what you can do with your invocation powers; You can merely hatch this little angry guy from his egg and have him fight, dispelling the egg immediately after, or you could send the egg spiraling towards your opponents head, shattering it on impact and unleashing a very angry baby.
Villainy Tip #7! Embrace the Corruption! Signs of the End is a good way of getting more power from your huge spells, which you'll use to honor the Old Gods' return. There are many ways of coming out on top and unleashing your evil plans upon the world, and awakening an ancient evil from its slumber is a classic method that's almost as old as the Old Gods themselves. You can't just start trying to awaken them without announcing your motives to those around you however, so be sure to include these, wait a turn, and then drop some huge spells to get value. Cards which might need a turn to get ready are going to become quite familiar as a summoner, because it is your job to not just beat your opponent to the ground, but to also give them the most time available to do so.
Villainy Tip #8! Awaken the Old Ones! Mad Prophet Rosea is a very respected summoner who wants to do exactly as this tip suggests; she wants to awaken big, terrifying monstrosities, though it'll take a lot of mana to do that. For a total of 19 mana however, you can get Yoth'al... A level 20 enemy in Darkshore terrifying faceless from long ago, of towering height and size! However, it's not just a 19 mana 17/17, you still get the original effects of the spell used to awaken him. So, if you have any particularly large spells up your sleeve, you can show the world how a summoner earns their names, and make this an effective 0 mana 10/10 with Taunt ! Again, you need a way to win your games, and Signs of the End into Rosea into Rafaam into Lantern of Power can eventually lead to a pretty ridiculous turn; the turn you need to squash your foe and rule the world.
Villainy Tip #9! Know your minions! Menagerie Runaway is a minion. You'll have many of them, as is your job as a Villain. However, not all your minions are gonna some human, dwarf or even orc; some of your loyal followers will be murlocs, beasts or dragons. This card is a solid card on its own, with good stats for the cost as well as charge and taunt , but the menagerie cards introduced in Karazhan will allow you to start making use of the various types of minions you have access to.
Villainy Tip #10! Stress relief is key! Gloat ing is something that you'll often see a lot of villains do, whenever they can. They have good reason to do so, reasons that were already discussed in Villainy Tip #3, earlier in this very guide. If you don't relish in the moment, stress will get to you and you'll find yourself without the resources to continue. As described in Villainy Tip #3, it's best you get the upper hand over your opponent and then bring your stress levels right back down by laughing in their face. But Evil Laughter's only appropriate for putting your opponent on the ropes with a small army, what if you're one of the more... Clever types of villains? Who likes to set traps for their enemies, before laughing in their face and telling them about how stupid they are for falling for them? Then you need to get into the business of Gloating. (And yes, this secret will play roaring laughter as your opponents Lightlord gets consumed by a Dragon Ambush... Just visualize it working in-game)
Whispers of the Old Gods Cards
Whispers of Ruin: The Summoner is good at copying cards, as shown in cards like Double, Study and Replicate. Let's allow you to copy minions from your deck with more control... During Whispers of the Old Gods. I wonder what minions you could copy in there?
Disturbed Experiment: A card that will allow you to get some huge minions for some huge tempo loss. However, it's definitely rather nice with Y'Shaarj and cards like Covetous Devotee and Corrupt Forerunner. Sure to be a lot of fun to mess around with.
Squeak Freak: A versatile card with quite a few uses. Really potent for cycling through your deck, able to cheat using Gryphon or Hatchling to actually get cards which have more value. There's also synergy later on.
Lashing Monstrosity: A very scary minion that can tear down your opponents board over time. Definitely a good target for Y'Shaarj... You shouldn't be surprised that the summoner class is fond of the guy, it's kind of in their name.
Corrupt Forerunner: Tribal synergies will slowly become more and more present outside of classic, and this one is a potentially potent example of it. Run a bunch of dragons in your deck, pile up your hand and watch these guys flood the board. If you're running low on cards though, he can always just be a 3 mana 3/4.
Covetous Devotee: C'Thun buffing is really simple for the summoner. Shockingly, they do it through summoning. I'd imagine a plethora of different summoner C'Thun decks would originate from this: Regular C'Thun decks, using this alongside big C'Thun buff minions for solid buffs and then archetypes like Jade C'Thun, Invoke C'Thun with Balls of Fire, C'Thun decks with few C'Thun buffers, just this and cards like Bittertide Hydra, etc. He's an aggressive guy though, don't expect him to live a turn.
Magicat: The lone Karazhan card not showed. With the help of the wide range of 0-Cost minions available to Summoner, the value of this minion can become exceptional. Unless you get a god hand containing a bunch of 0-Cost minions, don't expect it to work too aggressively, as you need the Magicats for the minions to be non-wimpy. Good news though! You have Study, Double, Whispers of Ruin, One-Eyed Academic and Disturbed Experiment to suddenly blow this card into ridiculous Proportions, turning your 0-Cost minions into borderline Old Gods... If things go right for you, that is.
Villainy Tip #1! Intimidate your foes! Baby Gryphon is not a card you want to play. While you CAN summon a Gryphon and drop off its baby on the spot or you COULD keep the Gryphon around to make a terrifying pair, a baby Gryphon isn't intimidating. Although its effect allows it to be versatile, as a villain, you need to inspire fear into the hearts of your foes by kicking minions like this and then denouncing them for being repugnant before burning a nest full of 'em. I don't see why you would use this unless you secretly liked cute animals and couldn't bring yourself to just not use it, which I couldn't even imagine you would be.
Villainy Tip #2! You're a summoner, not an enchanter! Savage Anger is the perfect example of one of your main strengths, you can be versatile and alter your minion as you summon it, in this case with lots of uncontrolled anger. That said, don't expect to have an easy time changing the minions you already have, that's not in your job description. Don't forget, this will work just fine for minions you don't actually play yourself, but are generated by other effects.
Villainy Tip #3! Be evil and relish in the moment! Evil Laughter provides you some much needed excitement and joy as you look over your huge army of monsters. Don't laugh evilly when you have nothing by your side though, that's just being stupid. Laughter will only bring you happiness when you're in a state where you have reason to be happy. It helps to send a message to your opponent and works well with a lot of the token generation available to you as a summoner.
Villainy Tip #4! Always have an escape plan! Exit, Stage Left is merely the term used to describe yourself realizing you're not in a great position and then simply getting out of there. You don't have much of a way to keep yourself alive aside from removing minions and blocking attacks, so when you're in a bad spot, hop aboard your dragon real quick and hope your opponent doesn't shoot it out of the air. You'll find yourself on it a lot, as the difference between a major villain and a one off villain is simply their abilities to do this. If you don't do this, you'll die and then absolutely no merchandise depicting you would be sold, making you a bad villain. The dragon won't keep you alive as reliably as Ice Block , but if you make it out alive with him, he can pack a punch and you can stay on his back, allowing you to get back in the fight rather than just annoyingly delaying your death.
Villainy Tip #5! Get a Dragon! Kofko, The Dragon is an example of a Dragon, and you're probably going to want to keep him by your side. Sure, he's not actually a dragon, but here we mean you need a bodyguard who stays by your side at all times, who keeps you safe and runs things while you're thinking heavily about world domination. Kofko's powers specifically are actually quite deceptive. He might look simple, but his effect can be potent and very synergistic with your other abilities. Replicate, Exit, Stage Left, anything that summons two minions or more, they all gain some serious value from this mans powerful rallying ability. Don't expect him to survive a turn unless you keep him safe (using something like Replicate, as said before), so Balls of Fire might be ambitious due to the focus your opponent will usually have on blowing this guy up.
Energetic Mentee: It's her dream to summon Deathwing, but she'll just stick with what's she's got for now, it's close enough in her eyes. She won't live long enough to ever summon a dragon like Deathwing anyway. Kofko makes her and her whelp pretty scary.
Falling Stones: You've got some Pebbles, so why not just throw them at your opponents? Well, they're gonna take some mana to not just break on impact, but they'll be pretty helpful when you get them out. Kofko makes this give you two 3/4's with Taunt .
Dragon Ambush: A good villain always lays traps for would-be heroes. They'll have to send in their weaklings first to avoid getting a good minion taken out by a dragon. And no, they cannot avoid this by simply not attacking your hero.
Replicate: You probably don't want to lose that minion, so just summon another. Works really well with big minions like the Academic, and works really well with Kofko, allowing you to get another Kofko which gets buffed by the first.
One-Eyed Academic: Card advantage is nice and it comes with a big taunt . Has great value for his cost and can be very efficient when cheated out with the next card along.
Panicked Summoning: You don't want to die, do you? Then I'd suggest finding a way of getting those minions out your hand a little faster. If you're getting beaten down, this really ought to help you out.
Titanic Strength: A simple buff. When you want your next minion to come out looking like a giant, simply play this first, and watch it tower over the other minions on the board.
Earthquake: Summon a Behir to crash through the ground, dealing damage to all in his path. You can then spend some mana to have him hop out the ground and stick around with you. Just a solid boardclear for the class.
Evil Counterpart: Since the hero keeps beating you and you keep running away, just make your next summon the hero... But EEEVIIILLL!!! Hell, summon two even. Just let them know you're still better than them despite relying on their superiority to try and win, because you have two of him and he has one.
Balls of Fire: Firepuffs are also too cute, try and use scarier minions. I'm starting to think Mephilia might like cute things despite her protests, actually. Regardless, heavy spenders will be rewarded with a way to fill the board, which is great for Evil Laughter outside aggro.
Odyn is one of the Titanic Keepers, created during the ancient fight of Azeroth's past and empowered by the Titans to do battle with the Old Gods, and eventually aid in locking them away in prisons beneath the earth, in addition to sealing away the corrupted elemental of Azeroth into the elemental plane.
After finally being freed from his imprisonment in his own halls, having been betrayed by Loken and Heyla, Odyn has taken a liking to the game of Hearthstone. However, he vehemently refuses to be seen siding with the Old Gods he fought against in any way (Even though his opinion on dragons have softened, the bronze dragonflight in paticular sharing a blessing from the same titan which empowered him).
To that end, his son Loken has agreed to represent the class of Keeper for the WOG expansion. He has much more experience in befriending such aberrant beings from the void as the Old Gods.
My death... heralds the end of this world.
Perfect for grabbing those all important game-closing cards, like
Yogg-Saron, Hope's End
who is Loken's master as of his betrayal, or the thematically appropriate Algalon the Observer from the classic set.
Yogg-Saron has corrupted the Forge of Wills, and now profaned creations are being produced at the behest of the fallen keeper Loken. These offer some mech synergy, and give the Keeper a more aggressive direction to take in comparison to its more midrange and control orientated basic and classic cards. They also (theoretically) can be used with GVG mechs in wild, and have reasonable synergy with the Keeper's other core mechanics.
The rest of the Cards:
Envoy of the Silent is a corrupted version of Tol'Vir Oracle (rather than copy enchantments, it gives enchantments), Envoy of the Silent provides a non X/X buff to C'thun, The Onyx Knight is my chess themed card.
The Scribble Sinci is the good-hearted creator of many beings, brought into this world through his drawings.
His many adventures has led him to the great Dragon Neltharion, and wishes currently stands to be bringing the dragon back from his madness, through the power of friendship!
But what led him to want to help Deathwing?
The story of the Ethreal Scribble Sinci.
Our story starts with Sinci's childhood, on a planet named K'aresh He was just a young man with a dream, a dream of creation. But everything changed, when the Void Lord Dimensius attacked. Flooding K'aresh with Void and Arcane energies, Sinci's race was stripped of their physical form, and was forced to bind their minds and souls, to enchanted strips of clothes. Terrified and weakend the race now known as the Ethereal, fleed from their home planet, for the sheer hope of survival. It is not known how many survived the attacks. It is not known if everyone ended up taking refugee on the same planet. But what is known, is a group of Ethreals, including our hero, landed in the plains of Nagrand, on the planet Draenor. The great Naaru A'daal had witnessed the terror, and had guided their ships to Draenor, to give them a place to stay.
Scrambled and Broken, the Ethereal joined forces, and created the society known as the Consortium. Making themselves a safehouse near the contested city of Halaa. Without the presence of his familiy, Sinci grew into dismay. His soul was broken, and his dream unobtainable. Atleast until he was aquainted by a woman known as Su'sum. Su'sum had been the grand owner of one of K'areshs finest Museums. Although none of it's exhibitions had survived the attack, she was sure the Ethereals culture and art would survive with it's survivors. Although none of the grand artists had survived, she was determined to show the remainders of the once proud people the wonders of art. With a few of the other survivors, she had started the Sunspring Academia for arts. A place for youngsters like Sinci to outfold themselves, and learn the wonders of art. With a place to learn, Sinci found his old passion, and quickly rose to be the top student of the academia. His skills quickly advanced. With his drawings becoming more and more lifelike, he eventually drew a creature so lifelike it actually came to life! Over time, he was able to recreate his talents over and over again, while getting better and better control over his drawings, making him not only one of the Consortiums greatest artists. But also it's most valueable millitary asset.
However, as most other things, Sinci's glimpse of happiness wouldn't last. His time at the academia grew shorter and shorter, having been called to help out the Consortium Defense. A group ensuring the survival for the last few ethereal, protecting them from the primal forces of Draenor. For the longest time, A'dal and the forces of the Shattrath City had protected the Consortium, but demonic sources had distracted them, leaving the ethereal to fend for the themselves. Most inhabitants with any sort of military value had for this reason been called, to ensure the further survival of the ethereal. Sinci, with his ability to create force,, merely from his drawings were a natural fit. And for some time, it seemt like Sinci and the other ethereal were able to protect themselves from any sort of attack, both from the primal forces, but also from the Alliance and Horde who were contesting the area. This, however changed one fateful day. Sinci had been sent with a group of other defenders to Shattered, to report on their situation in Nagrand, and on how they were no longer in need of support from Shattarth. Upon return however, this should turn out to be a rather ironic quest. The safehouse city had been burnt to the ground, the academy stood in flames, and no ethereal soul were to be seen. Su'sum and the students had been slain and burnts, along with all of Sinci's possesions. All that remained was the ashes. And a shadowy elven figure. Terrified, but angered the group attacked the fiqure. But they were no match for her lightning-fast reflexes, and deadly poisoncovered daggers. A mere moments later, most of Sinci's group were either lying dead on the ground, or mortally wounded. As a last effort, Sinci grapped a branch, and scribbled with whatever he could find. Dirt, blood, Potion Liquids. His drawings came once again to life, but they were still no match for the elf. The figure turned to Sinci, and in a splitsecound, her dagger penetrated his chest. And everything went dark.
A glimpse appeared in front of Sinci. A'dal? Sinci called out to it. Begging the light light to save him, to save his soul from nothingness. However. The light wouldn't answer. Hours passed, and Sinci regained consciousness. His wounds were grieve, but he was not dead... atleast not yet. Broken, he crawled to the the city of Halaa, currently contested by the heroes of the Horde. The warriors listened to his story, assured it was the work of the Alliance dogs. They treated his wounds, and helped him back on his feet. They even offered him a Wyvern, to fly to the grand city of Shattrath, to explain his situation to A'dal, and the Archmage Khadgar. Opon his arrival, he was greeted as always. They knew of the shadow that had slaugtered the Ethereal. However, they weren't willing to help him. The shadow was a champion of the Alliance, whom had helped the Outlands, dealing with several threats, such as the Demon Lord Magtherion, and the Demon Hunter Illidan Stormrage. Furious by the response, Sinci drew his last piece of pergament. With his rage, he drew with his blood-covered stick, the thing he feared the most. The Voidlord Dimensius himself. The destroyer of K'aresh. Despite the best efforts to defeat it, the forces of Shattrath stood no chance. The Voidlord, under Sinci's command, proved too powerfull for even the Archmage himself. With the city in ruins, Sinci wandered to the Dark Portal, in search of the shadow who had taken everything from him. Whilst leaving everything in his and the Voidlords path, entirely demolished.
To be continued...
Cheat: The scribble doesn't have the ability to heal, nor gain armor. However he has the ability to manipulate events, and with this, he annules any damage he took the last turn..
Provoking Boulder: Probaly our silliest card. A strong defensive tool, that also has synergy with the 3 drop theme of the class.
Shattarth Portal: The Scribble has card draw, but that doesn't mean he can't have tempo attached to it. A quick way to trigger Print effects, and sustain the lategame.
Polythemic Cultist: Do you want to play ALL the Old Gods in a single deck. Look no further. This allows you to put all their effects onto C'thun himself. So now you can kill everything and everyone, whilst summoning everything and everyone.
Ten-tackles: Besides dealing 10 damage to both players and all minions, it also deals 10 damage to your opponent's hopes and dreams
Sometimes the most sinceres of intentions can take the darkest of turns. Wishing to bring her brother back from the dead has lend Daiana down to the dark path of Necromancy. Now armed with the flaming skull of her sibling and years of practice in the necrotic arts, she will fight with an array of any forbidden knowledge that she can get her hands on.
Her Hero Power is Necrotic Arts. It gives you a Grave token that your opponent has to remove unless they want to deal with what comes out of it: a 2/2 Ghoul. It may seem stronger than the Paladin or Shaman Hero Power but remember that you can't attack with the Grave nor the Ghoul when it's summoned because It doesn't have
In General the class evolves around:
Cards that get stronger when minions are being destroyed.
Having strong hard removal while having weak or situtional AoE.
Sacrificing your own minions to gain different effects.
And speaking of killing your own stuff, here is the Class' Keyword:
A deceitfully strong and versatile effect which can be triggered twice by your Hero Power.
Rest of the Karazhan and Whisper of the Old Gods set: