Woah! Hey everybody, Shadows here. Man, that Breath of Life sure packs a punch. Anyway, looks like I missed a phase, but I'm back for the one true challenge, The Un'goro Phase (and also Mean Streets). Looks like we've still got 9 competitors left too, congrats to them!
As implied by the name, The Un'goro Phase (and also Mean Streets) - or Phase V for short - has you designing more cards than ever before, with two entire expansions, including 3 whole legendary cards. You can even take on the optional challenge of designing a new gang to contest the streets of Gadgetzan, which will require you to create an extra 3 cards - that gang's Common, Rare and Legendary minions.
Each of you has proven yourselves capable of designing a great expansion, but can you do two at once? Which 4 of you will progress past this point, and which 5 will have to spam "rez pls" at Alexstrasza to get her revive them #Mercy4Mercy
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 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 six (6) 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.
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!
Alexstrasza has been breathing life back into the people Deathwing has been eliminating, so to thank her for all her hard work you should show it off! If you decide to create an entirely new gang for Mean Streets of Gadgetzan, one of the classes that is a part of that gang must be one of the classes eliminated from this competition. You can pick anyone, whethet they went out in Phase I or were just eaten knocked out last round!
Everything's better when you share it with others! That's why Deathwing shares his massive collection of fire with the rest of the world. You must prove that your class is just as good at sharing by showing us an Elemental that uses the Adapt keyword, or a Dinosaur which gets better when you've played an Elemental.
Deathwing loves Quests - free meals, delivered straight to your door? How delightful! However, as a Very Important Dragon, he only faces the adventurers who've toughed it through an entire Questline first, so we'd best give them a hand in completing it.
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: 25/February - 27/February Submission: 27/February - 11/March Poll: 11/March - 13/March
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 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.
The Summoner's core focus is relatively simple. She likes to
minions. She likes to
the smallest minions available, and the biggest. She likes to crush with a few towering goliaths or huge armies. Her goal is simply to
, and everything else stems from it. As a Summoner, she doesn't evoke any fireballs or heal herself or allies or give anyone buffs, she summons something to do all that for her. She's flexible in her summoning, able to use the creatures for these effects without keeping them stable within the world, immediately dispelling them afterwards, allowing you to save mana. She can also use her spells to empower the next minion she summons, but not one currently on the board.
Oh, and she's also evil. Not Gul'dan kinda evil, supervillain from a black and white 80's tv show kinda evil. Her hobbies include monologuing, using scare tactics, practising her evil laugh and summoning terrifying monsters. She doesn't kick small animals though, she finds them too cute. She won't admit that of course, but there's that. Finally, she's still an intelligent caster, so she spends a lot of time studying and note-taking, which in hearthstone terms means copying cards.
What makes the Summoner a Summoner?
that come in the form of plentiful single target removal and board clears;
Flexible Huge cards
that have multiple costs, can be cheated out, lots of taunts;
Potential and Value through
card copying and overstatted buffs;
that will help keep you alive, usually by summoning defensive minions.
Lack of Healing
as there's simply nothing going for reliable healing... You'll need your taunts and secrets to stay alive;
Lack of Reliable Card Draw
as the main card draw options for the class are conditional;
Can't buff Minions
already on the board as the only buffs available only apply during a minions summoning.
Villainy 101: Summoner's Guide
MEAN STREETS OF GADGETZAN
The Mean Streets of Gadgetzan are full of crime, violence and mayhem; perfect for a villainous summoner such as yourself! As a summoner, you may think you want to join the Jade Lotus, but remember; you are a caster, not a ninja who worships green rocks. In the Kabal and Gadgetzan in general, you'll have access to plentiful mooks and lackies to help fetch your potions, which will grant you access to more ways of affecting the board than you'll have access to with your summons alone.
- What a shock, the summoner uses her potions to experiment with her minions. This freak will sell you anything, from a Murloc Tinyfin to Deathwing himself; it just has to be a menagerie minion. Fortunately, the summoner is quite fond of those.
Potion of Creation
- A very simple example of a small card that you can use as a huge one at a cost. Also very potent in Big Spell Summoner, an archetype that got major support in Whispers of the Old Gods.
- Value galore. As a summoner, you'll have a significant amount of cards that can copy other cards at your disposal, which means cards like
Elise the Trailblazer
become significantly more potent. Have fun getting extremely high value as you duplicate every single one of the cards in your hand.
JOURNEY TO UN'GORO
Un'Goro, land of the dinosaurs and elementals. As a summoner, you like both of these things... Though you won't be looking around at too many dinosaurs today, as you'll be focused on a much more terrifying beast; Ozumat, the Kraken. The secrets you'll learn will shock you. Keep yourself alive with sturdy elementals, and you'll crush your enemies with Ozumat's Nightmare.
- This girl loves monologuing so much, she got a PHD in it. She's a little rambly, so you won't know quite what you'll get out of it, but it will support your quest, whatever it is. Simple support card.
- An incredibly sticky wall of taunts that will take a little while to get through. Can be cheated out with Panicked Summoning in classic, and it's a big minion which makes it ideal for resummoning.
- Look at these fools, with their quests to find dead dinosaurs and to open portals filled with tiny imps. All this time, Ozumat has been hiding out, with secrets forgotten to the rest of the world. Find him and he'll unleash his nightmare on your opponent, punishing your opponent for fighting back with swarms of tentacles.
MEAN STREETS OF GADGETZAN
- A subtheme of the MSoG set for Summoner is the press and information. This girl will use your own secrets as a trade to gain new information, and she's a really solid minion for a
- Every experienced chemist will know to keep one very vital potion on them at all times in the case of an attack; Pocket Potion! Toss it to the floor and immediately kill everything nearby. A solid boardclear and
- This wimpy looking guy doesn't look too promising, but if you've spent lots of mana and just give him a chance, he might just prove you wrong. A card which could be used to make an Invoke Summoner deck, and a potentially really big minion, something that is beloved to summoners.
- You can't have a villain on the streets with an information subtheme... Without a Femme Fatale. Send her out and take your opponents information, giving you cards in the process. A nice value card.
- "Echoing Potion" is simply what you put on the label. Really this is pretty much an ooze in a bottle that takes the form of the first thing it sees. Really potent card for combos and can provide solid value with
and end of turn cards.
- Most people would say that enlisting a murloc as a chemist is "Stupid" and "Insane", but a true Kabal devotee knows how to harness the hidden genius that lies within them. A very potent card that can act as either a kind of
when used alongside something small or a
of sorts when used with something big. Use alongside old gods and
The Ancient One
for maximum results.
JOURNEY TO UN'GORO
- Chameleons can change their appearance to be much harder to detect and this one can go far further. Really solid when you have some big ol minions, such as giants.
- Stealing things is important to villains, and escaping is proven to be good for the health of both you and your minions. Get em outta there before the guards ravage them. Nice card for cards you want to put back in your deck.
- Tiny minions are also beloved by Mephilia. Look at this adorable little guy! You can either kick him out there to get mauled by Deathwing or you can spend 3 and potentially get a couple of scary 3/2s with
, or 0/5s with
, or 0/2s with
... And poisonous.
- The second of the cat squad, Purrfect Tracker follows Magicat to help provide 0-Cost minion synergy. After buffing up all your 0-Cost minions, add them to your hand and throw them at your opponent.
- It's like summoning minions but... Different. This is some incredible new techology. Use this to resummon big minions such as Brittle Bodyguard.
- Ahah! A dastardly plot indeed! Your opponent will see you play a
and they'll get super worried, thinking "Oh no, what's she planning? I was previously really confident about my game plan but she just played that plan right there and now I'm really put off!" and then they'll try and figure out what it is. Then, at the start of your turn, this comes out and they're back to square one on figuring out which
it is and they'll be real spooked. Exceptional value but a little bit slow.
Thrakdos the Hollow
- Thrakdos doesn't look all that impressive, does he? He was, once. Now, he's a shell of his former self... He's gone hollow. That does mean he acts as a perfect vessel for another elemental to release out of however, as he preserves the elementals that you play until he hits the board and crumbles, letting it free.
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.
Speaking of which, let's look at 6 cards that showcase some aspects of the
In the mean streets of Gadgetzan (see what I did there?), harnessing the powers of time makes short of
's dirty work.
will harness time to give you your most recently played card this game, which doesn't even have to be on the same turn you play this. In theme with the Kabal working with Highlander decks,
allows you to gain duplicates of cards in your deck without shutting off your singleton Legendaries, like
for Mage. Unlike Soulcaster though, you lose some stats but gain access to the card right away and it can be anything as long as it was the card you played last before this.
But what would a Kabal class be without Potions? As does the other Kabal classes,
gains their own set of cool Potions to use,
being one of them.
gives you an extra copy of anything you control to your hand to use their effects again. Just like
, this is useful for gaining duplicates of cards without shutting down your Highlander Legendaries. Whereas
only gives one copy of a card to your hand, this can give you two if you get the
effect off and gain even more craziness.
However, despite being allied with
and the rest of the Kabal, most
aren't as devoted followers and worshippers of the Kabal as the other classes are. Should it be necessary,
may betray their own cult with
to shuffle 3
cards into your opponent's deck and literally, rob them of their time. Against Highlander decks, the
tokens shut down their key Legendaries and will delay them of time.
tokens take up your opponent's draw, where they will need to pay 1 mana and play the
on the turn they play it to get their regular draw back. Otherwise, they effectively lose their draw. The card also cycles itself with its
effect as an added bonus.
From the nearby deserts of Tanaris and Uldum, sand elementals have found their way into Un'Goro crater (I suppose that's how the Tol'vir also got to Un'Goro), and are usable by
has been an Elemental class ever since the start of its creation and in Un'Goro, finally gain access to Elemental synergies.
(a pun of "Doombringer") gives you a 3/2 Elemental for 2 to activate Elemental effects, but also makes
effects easier to activate. Even with the ability to see into your deck, put your hand back into your deck and all of the other abilities
effects easier to activate is always a good thing and this fits the bill perfectly as now you can hold onto that card and play it with this.
Amongst sand elementals, rifty, kind of lightning-y elementals are the other type
's primarily use.
will dig through your dead Elementals and give you a friendly one that died this game at random, in addition to being an Elemental itself offering for two triggers for your other Elementals and counting as two Elementals for the Quest... oh boy, the Quest. We'll get into that shortly. Watch out though because there's a big difference between getting a
, and you're never sure what you'll get (unless it happens to be the only friendly Elemental that died this game). It also can possibly give out itself which can lead to craziness. Speaking of craziness though...
... the Quest is the perfect embodiment of crazy. It takes what you thought the craziest in Hearthstone was and turns that up to 1000. As
has a focus on Elementals in Journey to Un'Goro, it only makes sense that their Quest is focused on Elementals, especially when Shaman's Quest was
now related to Elementals. The Quest for
Unlock the Rift
, done by playing 9 Elementals. That seems like a lot, but then you remember that
exist to boost progress up, and you also
to help as well. After that hard work, you get a Quest Reward to beat all Quest Rewards. After unlocking the rift, you get
for yourself. Upon using
, you... wait for it...
RESTART THE GAME
back to the mulligan, but you lose your Quest so you can only do this once per game, for obvious reasons.
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.
Mean Streets of Gadgetzan example cards:
Journey to Un'Goro example cards:
Example card's tokens:
Rest of the Mean Streets of Gadgetzan & Journey to Un'Goro Cards:
Mean Streets of Gadgetzan:
Journey to Un'Goro:
Whispers of the Old Gods & One Night in Karazhan Set remainder:
Lord Thanatos's Skeleton Warriors:
Classic Set remainder:
Good Cop token:
Basic Set remainder:
Check out my early phases submissions in the links below:
/!\ You may be experiencing issues with the images on this topic. If you do, you can instead consult my Imgur album for phase V 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 Roast 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;
Scattered damage, 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;
High survivability 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 unconditionaly good midrange minions, or minions that can only be used either for defense or offense, but not both;
No combos. The Roast mechanic obviously doesn't fit very well with a combo playstyle that relies on specific cards...
The Chef has access to weapons but not to secrets.
More info on the Roast keyword below (new info added since last phase)
DEATHWING:"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 Overload 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
The Guerrilla Gorilla Monkey Business® (GGMB) includes the Chef, Scribbler, and Berserker classes. Its theme is (obviously) Bananas and cards that synergizes with Bananas.
~ GANG CARDS ~
The Steamwheedle cartel sold the monkeys around Azeroth from their headquarters in Booty Bay but a small batch freed themselves in Gadgetzan and formed the Guerrilla Gorilla Monkey Business® (GGMB). Harambo, the leader of GGMB, made a fortune out of Bananas trafficking and is now trying to take the city over from the Cartel and other gangs.
GGMB already acquired lots of businesses, one of them being the Roast Palace. They hired one of the most renowned chef in Azeroth: Ragnaros the Firelord, who since renamed himself the Kitchenlord after he decided to become a full-time Chef because he doesn't want his ass to be kicked by adventurers again. Unfortunately, Ragnaros is not as good as he says because he burns things a lot, but Harambo is too afraid of firing him. You can't fire the Firelord.
Tel'Abim Banana - A double-edged buff like the Chef likes them. Named after the WoW item of the same name.
Banana Tree - You punch. You get Bananas. Why does a Banana Tree do in Gadgetzan? Well, it doesn't look like it but Gadgetzan is in the middle of a desert in WoW.
Bananamancer - A good to synergize with your Bananas AND your damaging spells!
~ REST OF THE MSOG SET ~
Guerilla Chef - A simple Roast card. It's been a while since I last did indiscriminate Roast. Cheap way to eliminate Hangovers or Bananas on top of deck.
Banana Juice Bottle - Banana synergy weapon. Just to be sure, the "played" on the text is past pense, meaning you should play the card before playing this.
Big Businessman - Big minion with a drawback. However, the drawback can potentially be nullified with Roast cards.
Al Dente - Al Dente is the ideal consistency for pasta. Similarily, this card is better when you deal the ideal amount of damage to enemy minions.
Top Chef - A free card draw if your deck contains a lot of high-cost cards. GGMB likes to organize cooking contests from time to time. Looks like Kargath will win this one. Good job, Berserker!
Ragnaros, Kitchenlord - HELLO INSECTS. I AM BACK TO BURN THINGS AND PLEASE YOUR PALATE AND I HOPE YOU LIKE YOUR MEAT WELL COOKED. ALL THE MEALS IN MY RESTAURANT ARE DONE METICULOUSLY WITH TONS OF FIRE BY A VERY COOPERATIVE STAFF. FOR IF THEY KNOW THEY FAIL A MEAL THEY IMMEDIATELY GET FIRED. LITERALY. The idea is that, if you have less than 8 cards in hand. Rag will try to draw a card but has 50% chance to roast it (he's not a kitchenlord contrary to what he believes...), the 50% draw/50% roast will stop once the 8 card condition is met. Like Jeeves, it won't OTK you if your deck is empty.
DEATHWING: Wait, what is HE doing in my competition??? He bullied my son! I don't want him here!
RAGNAROS: SILLY DRAGON! I WILL SHOW YOU THE TRUE MEANING OF THE TERM "ROAST"!
This is what Bananas look like when affected by Banananmancer.
== Journey to Un'goro ==
Un'Goro is home to a lot of beautiful, exotic and rare creatures... that would all look very nice on a plate. This lost jungle is the occasion for the Chef to try new recipes, and try he will. The Chef's Un'goro set is all based around cards that add/shuffle cards into your deck a.k.a. the other side of the Roast coin. There were already a couple of such cards in previous sets, it is now time to fully explore this aspect of the class.
The Quest - The Ultimate Recipe (and two Quest helpers)
The Ultimate Recipe - As I said, this set is based around shuffling cards into the deck i.e. the reverse of the Roast mechanic.
Alemental - The Elementals that make your drunk. Hangovers are cards that do nothing, however it helps complete the quest.
Head of the Caravan - Going through Un'Goro with a caravan is not easy, but Harambo want his Bananas delivered on time. Supply Caravan is a collectible card from my classic set that shuffles a copy of any card you play into your deck. Having 2 of them is obviously great for quest completion, but it's also good when you're running out of cards.
THE QUEST REWARD (+ tokens)
(Because we don't have the right to show the Reward with other cards, feelsbadman)
DEATHWING: That's one big stew!
The idea is that you can control which spells will be cast through the cards you chose to put into your deck and of course, your base decklist.
The Quest text says "add" rather than "shuffle" to take into account cards that put other cards on top of your deck (since those aren't "shuffled").
If you somehow have another copy of Titan Feast in your deck when casting the first one, they won't stack. The second Feast will be ignored.
Romantic Picnic - Because a jungle where everything wants to kill you is the best place for a date. Simple cost-effective heal.
Red Proto-whelp - This small Dragon card allows you to fetch specific and often powerful cards. Very potent with Elise the Trailblazer or Expedition Chef below.
Massive Burp - "But Cheese! I don't want this to be good because that would mean I would have roasted an important minion". Yes but don't worry, you have cards from previous sets to recover the important cards you roasted! As a side note, I would like to imagine this in the game with an actual burping sound.
Primal Seasoning - A versatile spell meant to synergize with the quest reward.
Voracious Toadosaur - Card for challenge 2. Lots of value for the long game and can help your complete your quest quickly.
Expedition Cook - How does this work? The effect of the shuffled Meal will depend of the tribe of the Roasted minion. She helps complete the Quest and synergize with the reward (which casts spells in the deck). The Meals cost (5) and are listed below
Galakrond - In Wow, Galakrond was a Dragon who ate everything he could find. The artwork on the card is supposed to represent an early version of him when he was not as big as it was when he died.
Supply Caravan is a collectible card from my Classic set
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 neither can attack with the Grave nor the Ghoul when it's summoned because It doesn't have Charge .
In General the class revolves around:
Deathrattle and Morbidity minions.
Resummon own and enemy minions.
Cards that get stronger when minions have been destroyed.
Summon a lot of small tokens which happily die for you.
Strong hard removal while having weak or situtional AoE.
Sacrificing your own minions to gain an advantage.
A deceitfully strong and versatile keyword which can be triggered twice by your Hero Power.
Mean Streets of Gadgetzan
In this expansion the Necromancer finds its place together with the Apothecary and Worgen class in the obscure Nocturnal Noir. The fluff of this expansion is all about detective investigation. The Apothecary is the class of thepowrofcheese which sadly got eliminated in this competition. Its members work mostly in the forensic department. The Worgen class of nurgling13 was the winner of the last competition and copes with the crude jobs of the agency. The Necromancer is normally busy raising new henchmen and collecting remains for "investigative purposes".
🌙 The Nocturnal Noir🌙
The Nocturnal Noir, also known as the Black Night or under the code name 6x0, is a cult-like underground organisation. Operating in the darkest of nights in between the gutters and shady corners of Gadgetzan, its success and fast rise is mostly due to a big, hard working detective department. It operates under the name Nox Atra just a little bit different than one might expect. The investigations are more often than not about thwarted plans of the Gang.
Chief detective Robert Ghislaine is famous for his nose, when it comes to detect, why a certain complot has not worked like it was intended to. The Noir offers its crime refreshing investigations to anybody who can pay a respectable price. Detect why the felonies did not work out and proposing a new approach is the department's daily routine. Finding evidence (and the remains of Gang members) leads to new evaluations and conspiracies (and resurrections).
Still, to assemble new henchman and advance into further actions against the enemy is always the Noir's highest priority. Their agents, investigators and specialists consist of all sort of folk. Darkfallen, Forsaken, Worgen, all kin who hides in the dark. One whispers the high ranks are all manned with Vampires, yet no one really knows who is the head of the Agency. The Nocturnal Noir is known and feared for its reputation. It is said some clients have found themselfs as a spineless, slavering zombie in their ranks after not paying the agreed on price.
Announcement found on the streets of Gadgetzan:
Forensic Specialist: He finds all sorts of stuff in people. Sometimes he keeps them both. Collecting Evidence is the main theme of the Nox Atra department. This card is an effective way to shuffle Evidence into your deck. Most effective with a full board of tokens.
Rickety Investigator: That his rattling bones didn't help him very much in his detective career. This card requieres you to play a little memory game. Might not be that easy depending on how far you are in the game. Guess right and draw in the benefit. Rewards an attentive mind.
Interrogate: Ghislaine no rmally knows the fastest way how to gather information. Very useful to soften up the enemy board. If used right, can create a lot of value.
Evidence is a means to create a lot of value over the course of a game. It rewards you for being attentive by remembering which minions were destroyed by which cards. The way it works is you shuffle Evidences into your deck and then either draw them normally or let your detectives investigate faster for you. Note that you can only get cards that were already played this game. You can get own cards as well as enemy ones. (Its wording is similar to Curious Glimmerroot .)
The Triclass minions of the Nox Atra:
Detective Ghislaine: He is older than he looks! With years of experience in the Agency (and more than human instincs), Ghislaine is a master of his field. A key card for an deck that seeks to collect Evidence. Use your different tools to stack your deck and then draw them with the help of the Chief Detective.
Nox Arta Agent: In this buisness for a long time. Always knows how to get the information the Agency needs. Simple and effective way to get your Evidence colleting going.
Gutter Scamp: Knows every corner and dark alley of Gadgetzan and has a lot of 'friends'. The only card that lets you dscover cards from the other classes. Can be very useful.
Rest of the Agency:
Contract ‘Atra’: Once you are out you will be in again soon. A resurrect effect that normally guarantees to get you a bigger minion.
Devious Detective: The flyer said “professional” not trustworthy! The only way besides Ghislaine to draw your Evidence. Pretty essential in this kind of deck.
Pick Up A Case: The Agents are always ready to hop onto a new case of uncrime solving. A means to shuffle infinite value into your deck. The process is slow though and might get countered by future card.
The Perfect Crime: Nobody saw anything! Good hard removal with which you can amke sure you don't have to face a second nuicance again. Very good against deck whch discover and copy minions such as Dragonpriest for example.
Early Bird: She takes good care of all witnesses. A way to get some aggression out of your Evidence shuffling.
Mr. Nox: Nobody really knows who Mr. Nox is. He appears as a shadow often during an opertation of the agency and vanishes as quickly. Some say he is immortal, some that he is already dead and only a specter. The only thing that is sure is his name is feared by his enemies. Mr. Nox can be very valuable to protect your minions and reap their beneftis during more turns. Normally protecting your Morbidity minions lies in your highest interest and if you manage Mr. Nox to stick, it can get very nasty for your opponent.
Journey to Un'Goro
In preparation to explore Un'Goro's forgotten secrets Daiana made plans to visit the witch doctors and medicine men who live deeply hidden in the steamy jungles. In order to obtain their ways she trained countless hours to focus her spirit, mind and energies. Listening to tales about the black and white magic of these spellcasters make her the ever more curious. Voodoo, spirit walking, powerful visions, rotten flesh growing back together and giving your enemies horrible insights about the pastlife that awaits them, to count a few. She will make use of the terrible Beasts and Elements wandering this place. Sure enough Daiana already feels quite at home in the foggy marshes of the crater.
During her time in the Voodoo Hexers' huts, they told Daiana a story that sparked her interest massively. About an ancient beast, high as the craters edge and as sturdy as Fire Plumes baked skin. A Devilsaur so gigantic and terrible that until this day its spirit terrifies the ghosts and specters of the forest. The hexers claim one can feel his presence from time to time. Every moon cycle they offer meat and milk to calm the spirit. Once a white Devilsaur they call him King Albatum. Its body must still be out there. Conserved under the brack water of the Screaming Reaches.
"If the spirit is still so present and one can find the body... there might be an interesting quest ahead of us" Daiana was thinking.
Raise the Fallen King: On the quest to retrieve the remains of this legendary Devilsaur, Daiana had to resurrect other monsters and dinosaurs to proceed through the dangerous swamps of the jungle. Keeping her party save was eventually not the most important aspect of her journey. Yes you heard right: Beast Necromancer! With this and preceding sets you will have plenty of cards that help you finish this Quest and make sure you don’t fall behind in the early game. Playing cheap small Beasts at first to resurrect them and then drop King Albatum to make your following Beasts even stronger and eventually overwhelm your opponent.
Earthy Witchdoctor: A very down to earth guy. Chill to hang out with. A good means to help finish your Quest and keep up early pressure. Similar to Onyx Bishop but Beast specific.
Decaying Devilsaur: Most of its food falls directly out through a hole in its belly. Maybe because of that it can’t stop eating. A sticky fatty that also works to complete the Quest. Note that it does not gain its Deathrattle when resummoned.
King Albatum & Reward explication:
After you play King Albatum the power level of your Beasts increases massively. With your tools to summon tokens and resurrect minions this reward can get very scary for your opponent. Trade your tokens and see how your Beasts grow in size and strength. Resurrecting King Albatum is also a handy option. It will become very hard for your opponent keeping up with your constantly Adapting minions. With your cards that sacrifice your own minions, you can trigger Morbidity even without enemy minions on the battlefield. A high stated Beast can stick to the board for a long time, being eventually not targetable, hiding in Stealth or gaining more Health and Divine Shield . The Adaptation Living Spores is also every useful since it leaves you with two 1/1 tokens that you can trade to trigger your Morbidity effects. The "(at random)" is simply to clearify that the Adaptation is chosen randomly since Morbidity can trigger on your opponet's turn. Just like on Enhance-o Mechano .
Undead Primate: A naughty Beast that throws stinky bananas on your opponents. Has great synergy with Big Bad Voodoo , helps you clear and get cheap spells that can be comboed with Gadgetzan Auctioneer . Also great with Spell Damage .
Rotting Macaw: I can assure you, he has seen better days. Can be useful in a lot of decks including Quest-Necro. Might even pull your Ma’kuti .
Decompose: Use the rotting bodies of your minions for your foul plans. Similar to Far Sight but more conditional with potential to a higher Cost reduction. Can be very useful in Combo decks.
Necessary Sacrifice: Daiana is quite ruthless when it comes to achieving her goals. Essential in a Quest-deck. Has potential to swing a board state around.
Brack Wurm: His deadliest weapon is his smell. Very useful against aggro but also in late game. Can bring a lot of pressure when resummoned early.
Big Bad Voodoo: When the Witchdoctors chant their incantations, the hole air might fill with a toxic, stinging vibration. Very strong when combined with Dust to Dust (from the Basic set). Also Poisonous Rotten Bananas might hurt a lot. Good card to trade your tokens with.
Voodoo Master Ma’kuti: How many he made of these already you ask? Don’t get me started. Cost reduction is useful in any case. Great synergy with Gadgetzan Auctioneer . You opponent will make big eyes when you play your 2 Mana Big Bad Voodoo and snipe his minions with poisonous Rotten Bananas while drawing half your deck. (Un-)deadly miracle it is called I think.
One Night in Karazhan and Whispers of the Old Gods
One Night in Karazhan:
Whispers of the Old Gods:
by Ragnador and Schlauchneid. (normally Ragnador submits the entry, but he was occupied)
: A 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 Basic Set provided the framework for this class, introducing the most core of mechanics and playstyles.
The Classic cards built 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.
With more cards from the WOTOG and ONiK expansions, the Sea Witch slowly became more complex and explores different possible interactions and archetypes.
Now with MSOG and Un'Goro released, the Sea Witch finds herself competing with a diverse array of other deck archetypes in different classes. But not to worry, a custom Gadgetzan gang, a Quest that has been slowly planned for since the Basic Set, and both strong value and tempo-oriented cards keep the Sea Witch afloat in the shifting meta.
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.
The Cutthroat Cult - Gadgetzan Gang
Instead of joining one of the three existing gangs, competitors had the option of creating a custom gang, as long as they included someone who was previously eliminated. I introduce the Cutthroat Cult, a ruthless, ghostly crew of shark-pirates who took over the Gadgetzan Port while the other three crime families were too busy fighting with each other!
The Cutthroat Cult is made up of the mysterious Sea Witch, the deceptive Illusionist (Broeck1), and the power-hungry Harbinger (Mewdrops). These questionable magic-users have rallied behind the Davy Jaws, who may or may not be a ghost, the captain of the Flying Dutchman. The pirate has promised power beyond imagination, so long as these three classes partake in the occasional ritual. All seems well.
The gang members:
The Tri-Class Cards:
The boss of the Cutthroat Cult. As the Kabal are value-based with their potions and deckbuilding (potions and singletons), the Jade Lotus are tempo based with their Golems and strong board advantage, and the Grimy Goons are hand advantage based with their buffing, the Cult revolves around gaining value throughout the game by switching Hero Powers. While the The Grand Tournament was notorious for being a very weak expansion, the Cult is not quite as pansy-like as the silly knights and jousters. Their Hero Powers mean business.
Davy Jaws is a Lord Jaraxxus-like minion. He has a powerful Hero Power, giving you three choices which are essentially upgraded versions of each of the Cutthroat Cult's classes. The beauty of this is that all three Hero Powers can be of use to any of the three classes. He also comes with a 2/6 weapon, similar to Jaraxxus' Blood Fury. Lastly, and of greatest note, is that he does NOT permanently replace your hero. When he dies, you revert to your old hero. (You lose Davy's Hero Power and weapon). We chose to do this as KFT introduces Death Knights, and we want a gang that focuses on Hero Powers to mesh seamlessly with the Death Knights, not work against them.
He likes to think he's quite the jaw-dropping specimen. In fairness, if he weren't suspiciously dead, he would be.
A note: The sharkmen of the Cult were chosen to be "Beasts" rather than "Pirates" as a deliberate design choice. Pirates were at full power during MSOG, and more strong Pirates did not seem like a good idea.
The Tri-class common exemplifies the early-game mid-game value the Cutthroat Cult is known best for. Note that it doesn't replace your Hero Power, rather, it just adds on to it. As such, even if played later on in the game, you paid 5 mana for a 6/4 and your Hero Power, not too shabby at all.
Secretly wishes he listened to mommy and stayed in shark school. Being a cultist is hard work.
This is the mandatory tri-class
Well, he WAS a dissenter.
Davy Jaws' Tokens
Mean Streets of Gadgetzan/Journey to Un'Goro Set Showcase
This little guy is the simplest of the Sea Witch gang cards. While the other two classes have their own way of changing Hero Powers (adding on to their Hero Power, one-time Hero Powers), the Sea Witch makes use of aura effects; As long as the minion lives, that is your Hero Power. Due to several auras being able to change Hero Power, whenever you play a new minion with a continuous effect that switches a Hero Power, the
latest one played
will be the one that determines your Hero Power.
The Landlubber is essentially an alternative to
Acolyte of Pai
n. Since he hates going in the water, he draws cards instead of making it larger to activate Reservoir effects. He's a simple minion that provides a good starting point for Hero Power interactions.
Scallywag Bonnie is a supportive card for Reservoir-based decks. While she isn't directly part of the gang, she clearly benefits from gang synergy. She acts as a bridge between the new Hero Power synergies and the basis of the Sea Witch, Ocean Depths and deck size. She can still easily find a home in a more standard Sea Witch deck. She'd probably be able to shuffle in two or three and still provide a stolid 3/6 body.
The Esoteric Knife is a strong
piece that was purposely set at 3 mana, as it is an easier, but limited, alternative to Beardo.
As the Sea Witch's gang effects "permanently" gives a Hero Power, the Knife makes a great value extender. In addition, with Davy Jaws and the future DK, the knife will only get better and better as time goes on. A statline of 3/2 was chosen as it can be somewhat difficult to set up a
. A 3/2 weapon that costs 3 is perfectly acceptable on its own.
Aww, look at his widdle stumpy footies. No wonder he hasn't got his sea legs yet.
The height of piratical fashion.
Fractal Elemental is essentially a counterpart to
. Immediately, however, one notices that the additional Elementals added to your hand are not simply 1/2 tokens but
s. Fractal Elemental is a versatile minion that greatly speeds up your quest progression. However, due to the flexibility of the Glacial Shards, they also can be used to cheaply
targets after the completion of your quest, or even just as cheap tempo to build up a board. The design of Fractal Elemental had existed since Phase 2 of the competition and it provides the most complete, balanced, support for the Sea Witch Quest card.
The Golakka Reservoir is the Sea Witch Quest card. Like all other Quests, there is a story to be told here: The Naga are attempting to expand their domain and have found the perfect location to rebuilt their reservoir.
This Quest's concept has been around since Phase 1;
Sea Witch has been extensively planned out. As such, there is almost no AOE
to be found in the class. However, there is more than enough support to play a multitude of variants of
Sea Witch. A Midrange Sea Witch can be based around single target freezing, and using the double
to simply lock your opponent's board while you hit face. A slower variant could rely on Tainted Tide from WOTOG, Salt the Wound from the Classic Set, or even Ice Age (which is an Un'Goro epic). The Golakka Reservoir is indeed a very flexible Quest.
The Missing Link is the Sea Witch Un'Goro legendary. With the rise of token-based Sea Witch and Murloc token Sea Witch, there is no card as of yet that is able to fully cement a board like in other Token decks. The Missing Link is it, in name, in effect, and in purpose.
The Missing Link's effect is one of my favourites; In fact, effects that require positioning have always been interesting to me. This ancient reptile is literally linking two sides of your board. Perhaps you need just one Poisonous, or need several Taunts. Or, perhaps you have a strong board but don't want to put all your eggs in one basket (In that case, perhaps you could choose a mix of stats and plant deathrattles).
The Missing Link truly is the final puzzle piece for Midrange Sea Witch and Token Sea Witch.
Balancing wise, this was a difficult card to balance. I chose four cards to balance against:
Mark of the Lotus
Power of the Wild
. I viewed Mark of the Wild as the "middle point" between Mark of the Lotus and Adapting Spores. Lotus being far too good and Spores being unplayable. Then, I looked at Tarim for another 6-mana board altering minion.
Loves giving the cold shoulder.
Maybe we should do something about the Naga instead of just observing them build another massive reservoir. Nahhhh, what could possibly go wrong?
For a long-lost common ancestor of all reptiles known on Azeroth... it's kinda cute.
Remaining Gadgetzan/Un'Goro Cards
Port and Starboard:
A cheap card that provides early-game removal. Conversely, against a slower deck, it does provide some additional value by guaranteeing a 4-mana card.
by herself is fairly lackluster, but she is able to turn your tiny 1/3 into a slightly more respectable 2/3 weapon.
Naga Corsair rang. She wants her hook back.
While the first look at this card may suggest it is an aggressive card, and, yes, it certainly can be, the Bouncer is an excellent example of the
-intensive nature and flexibility of the Sea Witch class. The combos this card can be a part of will be listed later on, under the epic cards.
Perhaps in a different time, in a different place, Murkwharf Bouncer would have like to raise goldfish.
Burbling Elemental is the first of the Un'Goro rares and fulfills one of this Phase's Challenges while also supporting the Sea Witch Quest, though indirectly. It's a cheap
piece that can be used to cap off a turn where you've frozen several minions, or even just one; Having a 1 mana 1/4, 2/2, or 1/1 that summons two 1/1's are all very good. It's high power level is, of course, offset by the low amount of AOE
the Sea Witch has access to.
Remember, all bubble-blowing babies will be beaten senseless.
With all the tools faster Sea Witch decks are getting, slower variants need some support, too. Reservoir Guardian is akin to
. Unlike the Golems, however, once the Reservoir Guardian can't attack, he stays that way. He is a very defensive, yet proactive card, coming in at a critical turn 5, when most aggressive decks are starting to close out the game.
You know, if he's not going to attack until your reservoir's ALREADY low, maybe you should look into getting a different guardian.
This is the card that Murloc Sea Witch has been building up to. The release of
in WOTOG heralded the arrival of Token Murloc, and this is the card that brings it all together. With a multitude of cheap ways to load up your deck, Murloc Lariateer is easy to gain value from. Cards like Gilblin Plunderer from the Classic Set and Murkwharf Bouncer from MSOG or even Go With the Flow from the Basic Set all give fast ways to gain two 1/1 Murlocs. Vashj'ir Portal from ONiK once again proves itself as the go-to card for efficient deck enlarging and combos very well with this card. It is this overall synergy that defines the Sea Witch; all cards can be used with each other.
Hi-ho, Silverfish, AWAY!
A fusion of
Blessing of Kings
and the Cutthroat Gang mechanic. While +3/+3 for 4 mana is obviously not ideal, it can certainly do the job and the upside of a strong Hero Power may allow this card to see some play. It is also the only spell that allows for a Hero Power change, which is why it is pegged at the Rare rarity.
Mmmmm yessss... a dash of squid ink... ground fish scales... yesssss.
A cheap minion that comes out as a 2 mana but cannot attack until the same time as you have have summoned it on turn 2. It does have the upside of giving you something to do on turn 1 as well as providing a quick way to progress your quest. Take note: If you do decide to use this in, for example, a faster Quest Sea Witch, then once your Quest Reward activates, Winterbloom cannot attack for *three* turns. That is a subtle drawback to this efficient card. Of course, it can always be played in token/midrange Sea Witches for early game presence.
Have you heard of his cousin, Snow Pea? You know, the one that shoots little ice balls at undead things? No? A shame.
Fishing Season is a great tool for midrange Sea Witch that continues to become useful even as the game progresses. Getting "Misha" however, does require some work and time.
No fishy business, you hear me?
The Sea Witch has had access to Elementals since their Basic Set and have been known for relatively good draw power. However, they don't have lot of access to card generation outside of drawing. Flash Flood aims to remedy that, though one must be careful if this is played on a turn without a lot of mana to spare. Even if you have refilled your hand, Elementals generally need another Elemental played and you may not be able to do so with this card's high cost.
Get the tarp!
An incredibly dangerous card. The Brigatine shows just how powerful the Cutthroat Cult can be. A fearsome minion that often goes 2-for-1. It is extremely slow, but can potentially snowball. It is, however, costed high enough that its impact will be felt very late in a game, where an answer is probably in your opponent's hand. As such, I believe it is a scary-looking card, but not inherently unfair given its low stats and high mana.
In arena, this is a different story. I have purposely crafted Sea Witch to be a class with access to very little AOE. As such, in an Arena run, where your opponent may not be able to deal with this card with spells, they will probably have a board to do so. The Sea Witch only has strong single-target removal, and a Hero Power that does not impact the board.
Gives a whole new meaning to "shipwreck".
This is the card that will surely spawn several new deck archetypes. It may seem unassuming, but do take not of the incredible interactions: Finding Mobus shuffles a 7 mana 7/7
into your deck. Go With the Flow and Torrential Assault, from the Basic and Classic sets respectively, can shuffle any minion in. And, a ridiculous
can be found with Merciless Subjugation and Queen Azshara, the former temporairly shuffling in an enemy minion, while Azshara has the chance to shuffle a huge 7/7 minion that cannot be targeted by spells into your deck. I believe this card is the cornerstone of "Big" Sea Witch. This was a difficult card to balance, but in the end, I chose to use
Lesser Diamond Spellstone
At the same time, it combos very well with
, the card mentioned earlier. With Spiteful Summoner coming in later expansions, Spiteful Sea Witch is yet another strong possibility. Spiteful can
an 8-cost minion, while Cambrian Explosion can
Yet another example of the
-intensive and flexible identity of the Sea Witch.
How it all began...
Ice Age is an interesting card. Clearly a control tool, one must pay attention to the wording. Unlike
, I use "Then,
all minions". This means *after* you wipe the board, you
any survivors. This was done on purpose as to not just instantly complete the Sea Witch Quest. Nonetheless, it is an excellent control tool. As 6 damage is not always enough to completely clear a board, I decided to have it affect only enemy minions. In addition, I chose 6 damage (2 damage up from flamestrike) as 8 mana is a huge commitment and a very clunky cost for an AOE, especially for one that doesn't always clear big boards.
... And how it all ended.
Maccus, First Mate:
Maccus (Davy Jaws' first mate aboard the Flying Dutchman) provides an excellent board wipe for Cutthroat Cult-based and Control Sea Witches. The Reservoir effect promotes the use of Hero Power and keeping your deck at a reasonable size and his board clear effect remedies the Sea Witch's general lack thereof. Overall, Maccus is not a particularly flashy legendary, but there is no denying he gets the job done.
He's actually sunburnt. Really badly.
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.
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...
The two walked traveled through the portal, to the planet of Azeroth, a place fought over, in an endless conflict between the Horde and the Alliance. And for Sinci, his allegiance stood clear. The brave warriors of the Horde had saved him, in his direst of moments, and the shadow, was known to be a member of the Alliance. Through clear showings of his strengths, he proved himself worthy of the Hordes ranks, and quickly rose to the position of general. A role, which allowed him resources. Resources to help him in his final confrontation with the person, who had taken everything from him. The Shadowshunters of the Darkspear showed their worth to their new general, but locating the shadow. The elf had been seen in the frozen vastes of Northend, making her way to the Icecrown Citadel, the home of the Lich King. A perfect chance to strike. Not only could Sinci have his revenge, on his evildoer. Furthermore a victory over the Arthas would prove him worthy of grand honor. His journey began. With a mighty force of the Hordes best warriors, he led, along with the honorable Garrosh Hellscream, the Horde expedition to Northend. A place, where they would face two dire threats to Sinci and the Horde.
The class builds on the idea of drawing cards. But for this particular class, it has a double meaning, in the sense of also directly scribbling something down on a piece of paper.
The right-most card was taken over the left-most card for the simple reason that it's easier to change your right-most card compared to the left-most card. It would also be a hinderance for a combo deck. As you wouldn't be able to keep one of your combo pieces in your hand for very long.
THE GANG -
The Steamwheedle cartel sold the monkeys around Azeroth from their headquarters in Booty Bay but a small batch freed themselves in Gadgetzan and formed the Guerrilla Gorilla Monkey Business® (GGMB) . Harambo, the leader of GGMB, made a fortune out of Bananas trafficking and is now trying to take the city over from the Cartel and other gangs.
GGMB already acquired lots of businesses, one of them being the The Gadgetzan Gazette. Managed by the brilliant Charles, the gazette have proven to be a a prized tool to manipulate the citizen of Gadgetzan, while still not drawing attention to the things happening behind the scenes…
Coporate Breakfast: A standard Banana generator for the class. Bananas have a whole bunch of different utilities than being used normally. The set includes cards that synergizes off buffs, and furthermore Bananas synergize with the Scribble Hero Power, as they're usually less worth than a random card in ones hand.
Magical Copier: And one of such synergy card is this Copier. Your Bananas(and other buff cards) are essentially without card cost, when they're used on this minion.
Fight Gone Bananas: The scribble doesn't fight himself, but he has no problem in seeing others do it! The has a limit to the amount of attacks it can give out, like Defile to avoid potential sheniangans.
Lumus the Starpiece: We have some Elemental flavor, and some copy flavor, so the easiest way forward, was to use both. Lumus keeps generating low impact minions, that help your other cards get value.
And the summoning sound is "Miss me?"
Now you know that.
Crystasaur Anklebiter: It's manageable without the charge , but with it, it can effectively remove a minion. It still requires setup, and has counters, but can all in all provide some relatively cheap hard removal.
The Mirror Caves: Copies of cards? What is copies of cards? Well that is every card, that is generated by a card that says copy. Everything like Convert or Shadow Visions . It requires a dedicated deck to be of use, but the reward aren't too shabby. Effectively doubling the power of ALL your spells, means that any board clear is pretty much a wipe. And face damage(which is like one card, lol) becomes extremely deadly. And the amount of cards you can draw...
Remaining Un'goro Cards
Remaining MSOG cards
One Knight in Karazhan
Special Thanks to Cheese Etc, for doing this gang with us.
Furthermore Thanks to - Phyley Pixeldash Maxlot The Dankness Mewdrops Pircival And everyone else who reviewed our stuff, but for some reason have slipped through my mind.