Lady Vashj is the Sea Witch: 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.
After a lengthy hiatus, the Sea Witch class has received its Core Set with a large number of changes, buffs, and new cards!
For a development timeline of the Sea Witch prior to the Core Set, refer to the below spoiler:
The Basic Set provided the framework for this class, introducing the most core of mechanics and playstyles.
The Classiccards 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 Whispers of the Old Gods and One Knight in Karazhan expansions, the Sea Witch slowly became more complex and explores different possible interactions and archetypes.
Mean Streets of Gadgetzan and Journey to Un'Goro shake up the meta, and the Sea Witch finds herself competing with a diverse array of other deck archetypes in different classes. However, a custom Gadgetzan gang, a Quest (Freeze Sea Witch) 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. Un'Goro also finalizes the token-Murloc archetype, a deck that has slowly gotten support since the Basic set.
And at last, the final two sets of this competition make their mark on the Sea Witch's already considerable arsenal. Knights of the Frozen Throne brings about the new Death Knight hero card and the continuation of a new archetype first introduced in Un'Goro, big Sea Witch, as well as support for Quest Sea Witch. Kobolds and Catacombs, with its Spellstones and Legendary Artifacts, also introduce new ways to play and deck types, namely Lifesteal/Heal-Control Sea Witch.
The Witchwood is the first expansion completed outside of the competition. Many key cards and cycles were rotated out, notably strong early-game options to fill the Sea Witch's deck with Ocean Depths, a key Murloc card, and the entire Hero Power synergy package. The Witchwood aims to fill in the gaps here and there with several new options, bolstering the Sea Witch's early game with some tempo-oriented minions, midrange options, and a few late game tools as well. The first signs of a faster, proactive Sea Witch game also appears in the form of a unique 4-mana legendary.
The Boomsday Projectreintroduces Mechs, and the Sea Witch is no slacker in that department. Though they are not the main focus of the Sea Witches this expansion, they have options to seamlessly unite Mechs and Murlocs and powerful, hulking, control-style mechs too. The scientific theme of the Sea Witches is genetics; They're messing around with what they shouldn't be. Genetics revolve around minion cost and summoning minions. Lots of minions. This sounds boring, but the Sea Witches wouldn't be Sea Witches if they didn't use that concept in... peculiar ways. The name of the game is all about Tempo, and the Sea Witches finally get a strong push towards a zoo-like playstyle, having been relegated to mid or late-game options for a while, save for Murlocs. Heal-Witch gets some much needed tools as well.
Rastakhan's Rumble sees some marked departures from the usual, slower playstyles of Sea Witch. They do not represent a team, per se, but instead are the cheerleading faction! While they don't really worship a Loa in Warcraft lore, Sethraliss is reptilian so we are going with that. At this point, most of the Sea Witch's most powerful cards and archetype enablers have gone. Big Sea Witch is no longer a thing and the most efficient ways of putting in Ocean Depths into your deck are also gone. Murlocs, too, are gone for the most part. Therefore, this expansion is a "test" to see this class can support any other archetypes: Charge Sea Witch, a combo deck, and Zoo Witch. Charge Sea Witch was a minor archetype in MSoG and the first tool has been added to this deck with further support coming. Zoo Witch uses lots of wide-ranging buffs and can quickly amass high-health, difficult to remove minions.
Reservoir is the class' keyword. A little complex, though easy to understand once seen in action, Reservoir is essentially a Battlecry with a conditional effect, that is, deck size. It operates much like Combo, which is also a conditional Battlecry-like effect. In addition, like most cards with a conditional effect, a yellow glow will appear around a Reservoir card if it meets its requirement.
List of Changes from Wild/Classic versions:
Hindsight: Art/name change from Calm Currents (Basic).
Saltspring Wand (WOTOG): Unchanged.
Ghostscale Scout (Witchwood): -1 Attack, -1 Mana.
Sea Elemental (Basic): -1 Attack, +1 Health.
Highborne Grace (Classic): Unchanged.
Blackhorn Subjugator: Art/name change from Blackblade Stalker (Witchwood).
Brine Crossbolter (Classic): Changed from "Double this weapon's attack" to "Gain +3 Attack".
Warlord Kalithresh (Classic): Unchanged.
Commons
Rares
Epics
Legendary
Highborne Cards
Basic Set
Commons
Rares
Epics
Legendary
Tokens
Commons
Rares
Epics
Legendary
Token
Highborne Cards
Highborne Cards
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! While the Goons buff your hand, the Jade Lotus focus on board presence with their golems, and the Kabal aim to gain value through deckbuilding and potions, the Cult provides strong mid-game presence with hero powers. 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, which may or may not exist. The pirate has promised power beyond imagination, so long as these three classes partake in the occasional ritual. Sounds like too good of a deal!
The gang members:
The Tri-Class Cards:
Davy Jaws' Tokens
Commons
Rares
Epics
Legendary
Tokens
Commons
Rares
Epics
Legendaries
Tokens
Commons
Rares
Epics
Legendaries
Challenge Card
Tokens
Commons
Rares
Epics
Legendaries
Tokens
Commons
Northgate Reservoir's original idea was by Demonxz95.
Love these cards. See why you're in the top 4. This class seems awesome, and I can definitely envision myself playing high reservoir fatigue sea witch.
I don't want to be *that* guy, and this is the first I've come across this so you might have already answered, but wouldn't this class be more frustrating to play than anything else?
Correct me if I'm wrong, but if you shuffled 10 cards into your deck that all have "Heal 2, Draw a card, autocast this" on them, There are going to be a TON of times were your about to play a huge Reservoir card only to be blocked by your own deck suddenly drawing 8 or so of the Ocean's Depths in a row (We've all seen the Spider/Candle memes where it's just one after another), and that's not even getting into how frustrating it would be for the opponent to have you dead to rights and suddenly you heal for 12-20 health just because your deck was stacked funny.
Cards like Sirenic Banshee are awesome, but the Ocean's Depths just feels like it would be downright unfun.
I don't want to be *that* guy, and this is the first I've come across this so you might have already answered, but wouldn't this class be more frustrating to play than anything else?
Correct me if I'm wrong, but if you shuffled 10 cards into your deck that all have "Heal 2, Draw a card, autocast this" on them, There are going to be a TON of times were your about to play a huge Reservoir card only to be blocked by your own deck suddenly drawing 8 or so of the Ocean's Depths in a row (We've all seen the Spider/Candle memes where it's just one after another), and that's not even getting into how frustrating it would be for the opponent to have you dead to rights and suddenly you heal for 12-20 health just because your deck was stacked funny.
Cards like Sirenic Banshee are awesome, but the Ocean's Depths just feels like it would be downright unfun.
You bring up good points and I have thought about the fact that large amounts of Ocean Depths would eventually result in a chain of them being drawn. This was in fact the exact scenario I envisioned when balancing the Death Knight’s token spell. As such, that is why I introduced a card that transformed all Ocean Depths into Sea Giants, as well as numerous ways to shuffle cards “permanently” into the deck, rather than the temporary Ocean Depths. I guess how you can look at it: Ocean Depths are for short-term reservoir effects, but if you want to have you deck revolve around high Reservoir effects, you will need to invest in cards that shuffle minions or other spells, of which there is a large selection of.
As for the sudden healing of 10-12 bit, I kind of have to admit that is sort of the whole point of the Ocean Depths. But most SW decklists, tempo, mid, or control will probably not be able to shuffle that many ocean depths early on in the game for that scenario to happen. And if it was late game, well, smaller deck = higher chance of Ocean Depths.
Good job with the class man, hats off. I think my only real pet peeve is that Davy Jaws's Hero Power reads "Choose a Captain's curse" and none of the cards feel like a curse, like they dont harm you or anything :/
That is honestly very, very cool. Extremely creative card choices, I would have never thought of keening banshee being used in Unreservoir decks. Though, the card that shuts off Reservoir effects might be a bit anti-synergy, but I guess since you only have one card you want to activate a Reservoir on, it would work.
Deck/High Reservoir Witch looks exactly like how I envisioned it.
Token Murloc looks fine to me, though since you don't really have many ways to shuffle cards into your deck, I'd drop Lariateer and put in one Blowgill Sniper + something else. Sniper activates Aberrant Tinyfin.
Your Freeze deck might be too focused around Freeze. It doesn't have a true win condition, but I like where it is going.
I *really* like your Big Sea Witch deck. Would have never thought to use Blood of the Ancient One. I always thought of a slightly less combo-oriented deck with using that 2 mana card that shuffles a 5 mana 7/7 Taunt into the deck. (Finding Mobus)
Oh, look, You win, and now blizzard printed Cinderstorm
Coincidence? Or hidden shoutout? :D
I mean there could be last minute changes on like a single card or two, but they pretty much had WW finished by the time we were wrapping up the CCC. So probably just a coincidence, i mean seasoned custom card creators like McF4artson here do make a very similar card to one that would be introduced later in the game from time to time, there rly is only so much stuff you can think off in certain areas, so it only makes sense that some of the custom cards will eventually make it into the game ;-)
With Boomsday right around the corner, I realized I left this class badly outdated. I went back and finished Witchwood, and after the meta calms down a bit for BOomsday, I'll finish this expac for the Sea Witch class as well.
I used two concepts from that previous mini Sea Witch card competition. Many thanks to the original creators of 'Northgate Reservoir' (name and art change), and Groddo.
Northgate Reservoir in the same set as Cheap Shot? Seems very unlikely tbh. Rest seems ok. Tho Blackblade Stalker is a very strong common.
Ahhh I used the wrong card, I'll fix it in the morning.
Blackblade Stalker is purposely strong, since their best multi-purpose 3-drop (from Karazhan) is rotating out. They also lose a strong tempo 3-drop from Old Gods.
Boomsday set is ready at long last. Had fun making this while procrastinating on midterms.
Good Job, but Crushtacean seems a little OP. I suppose it could be counter-productive, since you do want to have more cards in your deck, but at the same time i cannot help but see it as super strong. I think lowering attack by one or two points would make it more balanced.
Colour Chart entry:
Reservoir is the class' keyword. A little complex, though easy to understand once seen in action, Reservoir is essentially a Battlecry with a conditional effect, that is, deck size. It operates much like Combo, which is also a conditional Battlecry-like effect. In addition, like most cards with a conditional effect, a yellow glow will appear around a Reservoir card if it meets its requirement.
List of Changes from Wild/Classic versions:
Commons
Rares
Epics
Legendary
Highborne Cards
Love these cards. See why you're in the top 4. This class seems awesome, and I can definitely envision myself playing high reservoir fatigue sea witch.
These are pretty awesome!!!
>>C-C-Combo!>Unstable Evolution FRENZY (Tavern Brawl)I don't want to be *that* guy, and this is the first I've come across this so you might have already answered, but wouldn't this class be more frustrating to play than anything else?
Correct me if I'm wrong, but if you shuffled 10 cards into your deck that all have "Heal 2, Draw a card, autocast this" on them, There are going to be a TON of times were your about to play a huge Reservoir card only to be blocked by your own deck suddenly drawing 8 or so of the Ocean's Depths in a row (We've all seen the Spider/Candle memes where it's just one after another), and that's not even getting into how frustrating it would be for the opponent to have you dead to rights and suddenly you heal for 12-20 health just because your deck was stacked funny.
Cards like Sirenic Banshee are awesome, but the Ocean's Depths just feels like it would be downright unfun.
this seems awesome, keep up the good work and the best of luck to you!
A wonderful balance between flavor, balance and great effects.
This class has it all. Even the keyword seems rather interesting, as it opens a wide array of potential effects, without feeling dull.
I want a new title, but Flux won't let me have one,
Good job with the class man, hats off. I think my only real pet peeve is that Davy Jaws's Hero Power reads "Choose a Captain's curse" and none of the cards feel like a curse, like they dont harm you or anything :/
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I guess it's sort of like you're cursing your opponent? Bit of a stretch but it works.
I had nothing to do so i made so Decks for the Sea witch
Anyway congrats on first Place and your own competition
Deck Witch
Unreservoir Witch
Murloc Witching
Frozen Sea
Big Naga Minions
Check out my Custom Expansion
Blasted Lands
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/220269-blasted-lands-custom-expansion-4-classes-complete
Oh, look, You win, and now blizzard printed Cinderstorm
Coincidence? Or hidden shoutout? :D
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With Boomsday right around the corner, I realized I left this class badly outdated. I went back and finished Witchwood, and after the meta calms down a bit for BOomsday, I'll finish this expac for the Sea Witch class as well.
I used two concepts from that previous mini Sea Witch card competition. Many thanks to the original creators of 'Northgate Reservoir' (name and art change), and Groddo.
Northgate Reservoir in the same set as Cheap Shot? Seems very unlikely tbh. Rest seems ok. Tho Blackblade Stalker is a very strong common.
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Ahhh I used the wrong card, I'll fix it in the morning.
Blackblade Stalker is purposely strong, since their best multi-purpose 3-drop (from Karazhan) is rotating out. They also lose a strong tempo 3-drop from Old Gods.
Boomsday set is ready at long last. Had fun making this while procrastinating on midterms.
Good Job, but Crushtacean seems a little OP. I suppose it could be counter-productive, since you do want to have more cards in your deck, but at the same time i cannot help but see it as super strong. I think lowering attack by one or two points would make it more balanced.
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