Aggressive Paladin decks often make use of Divine Favor to refill their hand, regardless of whether the cards they have played gave them board control or were removed from play. As such, Divine Favor is too much of a constant in Paladin. Crystology from the Boomsday Project will replace it, as it provides card draw with less variance and more potential for class synergies. UPDATE: Looks like Blizzard have buffed Crystology! All the better – now it might be on a more even standing with DF.
Kidnapper
Kidnapper is an underused and underpowered card. WANTED! is also a card with little play in Rogue, but we hope that rotating it into Classic will help enable new archetypes as well as allow Rogue to activate its core mechanic, Combo, more easily.
Gadgetzan Auctioneer
Gadgetzan Auctioneer, despite its nerfs, is still a powerful card that defines decks like Miracle Rogue. While we don't want to kill that deck and are creating tools to preserve it, leaving Auctioneer in standard would be problematic in the context of future Hearthstone content. For this reason, we are replacing it with a card that helps the new player experience with an element of fun similar to last year's new classic cards (Call of the Void, Tome of Intellect, Pilfer).
—EXPANSION ONE— From the beaches of Kul'Tiras and Darkmoon Faire, to the docks of Booty Bay and the whirling Maelstrom, Azerothians are going on summer break! Dancing Druids, Sunbathing Paladins, and Hoarding Warlocks are peculiar sights for tourists on their tour of these Azerothian islands. But while tourists are here for only a few weeks, the Pirates of the Great Seas are much more familiar with these oceans. Hunters, Rogues, and Warriors take advantage of the summer months by fulfilling contracts, stealing and collecting bounties, and raiding resorts!
New Keyword: Treasure
Deck Flipping
Treasure cards are cards with very powerful effects that are placed at the very bottom of your deck whenever they enter it. That means you know what's at the bottom of your deck and what you're going to draw before fatigue sets in. Whenever a Treasure enters your deck, a 'Beach Time' token is also shuffled in. Your opponent can then tell from the start of the game how many Treasures your deck has in it.
Further Explanation
Whenever a Treasure enters your deck (at the start of the game, or when you shuffle one into your deck), a Beach Time spell gets shuffled in with it. This is to prevent the problems that a '29 card deck' would otherwise cause, as knowing where a specific card is in your deck would normally make your draws more certain. As Beach Times get shuffled at the start of the game, you can get them in your starting hand or mulligan. As a consequence, your opponent will be able to determine how many Treasures are in your deck just from looking at your deck size at the beginning of the game! Multiple Treasures order themselves from lowest cost 'on top' of the stack to highest cost at the very bottom. Tied costs are arranged randomly.
Swab the decks! Flip the decks!
Admiral E'lora has a crazy effect that changes the game entirely. With your deck flipped, your opponent sees part of the next card you'll draw. Cards you draw are revealed and they go into your hand face-up for your opponent to see. These drawbacks are made up for, however, because you get to draw your Treasures from the bottom (now the top) of your deck!
Holidays & Fun in the Sun! Holiday cards are a cycle of Rare spells with an 'On your next turn' effect. You have to pack your bags and buy tickets before you take a vacation, so that means you have to pay a little in advance! Holidays are only active on your turn and last until the end of that turn. While you're on holiday, you might as well get some Vitamin D. Be careful to put on your sunscreen though, or you'll get burnt! There are 5 Holidays on showcase: Darkmoon, Booty Bay, Tanaris, Kul'Tiras, and Maelstrom .
Opposition research, eldritch monster style.
Anduin's gone on sabbatical to the island of Kul'Tiras, where Sea Priests turned monsters steal your opponent's thoughts. This card lets you anticipate your opponent's next draws and what they might play to counter your cards, while also taking you further from fatigue.
It might seem like a nice hotel town, but when you pass by the Theft-o-matic 3000 in the lobby your opinion might change slightly.
Always looking for the next contract, Hunters want to draw on an empty hand, expanding on a mechanic introduced in Blackrock Mountain. This card can help you reload in a similar manner to Stargazer Luna .
"I'll do your back. You do mine."
With Divine Shield as sunscreen and healing as a suntan, the Paladin archetype for this expansion revolves around the sun! But who knows how best to keep your tan? The Bronze Dragons.
Treasures! Hidden Treasures sunken to the bottom of your deck, these cards can be weak on their own, but with the right support can be extremely powerful. And while there's a problem with drawing the last card in your deck... There's something that can be done about that. There are 5 Treasures on showcase; Shimmering Riches ; Gallandria, Mooncaller ; Ultimate Arcana ; Light of K'ure ; and Gul'dan's Locket . Every hero gets a Treasure, whether it be a weapon, spell, or minion. Then they get an additional legendary minion.
An amazing damage spell, but it's certainly not as easy to set up for an OTK and definitely isn't as guaranteed as the Time Warp combo . Spell Damage +1 on this gives you a total of 30 damage—but you'll be hard pressed to get that Spell Damage on the same turn.
The ultimate sunblock.
Healing and Divine Shield synergy in one card—this acts as sustain in the late game. Divine Shield cards include cards like Argent Protector and Hand of Protection that grant Divine Shields... As well as Giggling Inventor. Basically any card that mentions 'Divine Shield'.
Swab the decks! Flip the decks!
The radical solution to not drawing Treasures— flip your entire deck ! The bottom is now the top, all the cards keep their order but you draw cards in reverse, Treasures first ! There is a downside however; your cards are also flipped. Your opponent sees what cards you draw ! In the story, E'lora is arguably the hero, aiding the protagonists on their journey to Tanaris.
Pirates—and Dual Tribes People hate aggro decks. I do too. Pirates have been stained with the brush of 'this is always aggro', in no small part thanks to the oppressive influence of the many-eyed Patches the Pirate . Have no fear. No scary charge Pirates. Instead, high-cost and midrange Rush Pirates emphasize board control.
Brought this beauty up from Sailgrave. Yours for only 4 mana, no catch! Totally authentic.
The only Treasure Tutor other than Admiral E'lora, this card makes it possible to fetch your Treasure and use the remaining cards in your hand and deck to enable its synergies, rather than holding all your enablers until you hit fatigue.
Avast, me hearties! Another vessel be needing our 'help'!
WANTED! Tons of value and support for a new archetype - Coin Rogue. With the rotation of Gadgetzan Auctioneer and the fact that Rogue is getting cards that make using the Coins better than forcing them into a miracle deck, this might be an autoinclude in a Coin Rogue deck to maintain removal options turn after turn.
He'll REALLY get on it, not like a certain Imp he knows.
This Piratey Demon has above average stats, but in the early game is still a real disadvantage.
—THE REST—
Neutral Details for cards are at the bottom of each spoiler.
Barnacled Dweller is a simple removal card that mirrors half a Sea Giant and still focuses on minions in the battlefield. Arms Collector discovers cards like Deadly Poison , Acidic Swamp Ooze , Envenom Weapon , Bloodsail Corsair , and Captain Greenskin . Expert Explorer synergizes well with Treasures, shuffling copies of them or the other cards in your hand, back into your deck to last you longer through fatigue. As a neutral Dead Man's Hand , this couldn't be a Battlecry , Deathrattle , or end of turn effect as your opponent wouldn't be able to stop you and thus every class would become infinite Warrior. Zzz. Shimmering Riches is the perfect example of a neutral treasure. While it's a powerful effect, it can be underwhelming in the late game, unless you have a specific way of drawing minions from your deck ( Witchwood Piper , anyone?), or need extra mana on a turn.
Really small versions of the images if you don't want to click the link but have a magnifying glass handy
Salvager Grizzlowe is a gifted shipbuilder that works at the docks of Booty Bay; he also thinks that the Bay's Clam Chowder is the best anywhere! By using his Hero Power, you can create your own hero card in the form of a ship. You can choose a 4, 7, or 10-Cost vessel; Schooner, Frigate, and Gunship respectively. You then get to choose 2 battlecries and a hero power that are tuned to the mana cost of the card through an interface like Kazakus . With 8 options each for Battlecries and Hero Powers for each kind of ship (48 total options!!), you get 2,024 possible combinations for each vessel. You can fire Cannons at your opponent, clear the board with AOE or establish board control with Pirates! You could give your Pirates Rush for the rest of the game, or give a minion +4/+4 each turn. The possibilities are overwhelming, and Grizzlowe's value is exponential: If he survives until you can use his Hero Power again, you can get another Ship!
The Druids of Azeroth are coming together for a midsummer holiday, and their chosen destination is Darkmoon Island! For what else other than Darkmoon Faire ! These Druids are constantly having dance parties in Darkmoon, so it's important to get your steps right. For this expansion, minion positioning and ordering is the Druid's chief concern, and for that reason, is your opponent's concern as well!
Crash the Party is on a similar power level to Deadly Shot , but can be played around by your opponent placing weaker minions further away from the middle of the board. Darkmoon Holiday : Everyone's having a big dance! You've got to get your steps right, so every minion gets a partner with the same effect. Here's what it looks like in case you can't visualize it.
This can help you get past your opponent's Taunt minions to get to their other minions! Destroying the left-most minion changes the dance. Party Prowler works similarly to Flobbidinous Floop , except it has the effect a Secret might—your opponent has to choose their moves wisely, attacking with a weak minion before they end their turn. Galandria, Mooncaller works like chess—with an even number of minions, there are two minions in the middle; with an odd number, there's only one. Choose your positioning wisely! Galandria is best played against a weak enemy board, which makes her to some degree a 'win more' card, but also a way to get pseudo removal for big threats. Keep in mind this affects your opponent's middle-most minions as well, so you'll need to choose what you remove before you play Galandria. In the story, Galandria recommends the protagonists take E'lora's Spear as the vessel to cross the seas with.
When vacation season rolls around, the hunt doesn't end. In fact, it just gets a location change. Going from job to job around the islands that make up Azeroth's Great Sea, Rexxar or Alleria go globetrotting to such locations as Zandalar, Booty Bay, and Darnassus to look for work... as bounty hunters. Empty your hand out and then take the next job!
Contract Archer : the encapsulation of a River Crocolisk that found solace with Quick Shot . The exception being that he uses a bow instead of a gun, so he's not quite as deadly. Booty Bay Holiday : The best place to trade in all sorts of legitimate goods, Booty Bay... and the best place to look for not-so-legitimate contracts! Piercing Shots : The most exciting combo with this is Explosive Trap , as it sets up a two-card (activation dependent) board clear. Hunter doesn't exactly have those. Combos well with cards like Explosive Shot or a number of cheaper options that damage more than 1 enemy (almost all will have rotated by this expansion, but there will be more opportunities for it in the expansions following this). Shandris Feathermoon uses this to destroy Stormsong's undead army. Shandris Feathermoon : You can enable your empty hand-synergies by playing Booty Bay Holiday the turn before Shandris (or playing 2 of them), and then hopefully chaining it so you can get lots of synergy goodness from it. Still, she's a 6 mana 7/7 on an empty hand... Would suck if she got silenced when you do have cards though. In the story, Feathermoon comes to the aid of King Mrgl-Mrgl and Murky.
Jaina's heritage means she's got the sea in her veins. While she's been conjuring Water Elementals in the past, she's looking for something a little bit more exciting for her vacation. So she's gotten into training and controlling gigantic sea monsters.
Abyssal Subjugator is the beefy Fallen Hero that you always wanted. Your opponent will really want to deal with this fast before they get burst down too quick. In the story, the protagonists encounter this and must defeat it. Ocean Incantation : The main Mage theme in this expansion is BEASTS! To that end, there are a number of Beast-related cards here, but notice the costs... they're all odd! Fits with Black Cat . Sea Monsters discovers from all classes because it turns out Mage doesn't have all that many beasts!
Paladins like Uther and Arthas are working on their tan. Fun in the sun! Restore your health when you get a tan! Protect yourself with a divine shield sunscreen! And if you're feeling lazy, who better to consult on a tacky fake tan than the bronze dragons?
Tan-aris Holiday : It takes time to get a tan! Turns out the result is quite similar to getting some Ancestral Healing . The final destination of the story. Bronze Scallywag : Think of this card in reference to the two to the right of it. Justice By Sunlight offers a lot of ways to buff Light of K'ure after you've equipped it. If you have your Bronze Scallywag in hand, you won't get some of the benefits of his passive trigger by virtue of the cost of the spell (you won't get extra attack from restoring health through lifesteal). But by holding it, you instead give your weapon the sudden buff from giving all those minions divine shield . This is a scary combination, and while it requires some setup could encourage Dragon Control Paladin with recently printed cards like Cathedral Gargoyle . In the story, Korisz is the named equivalent of this card.
Anduin's gone on sabbatical to work with the Sea Priests of Kul'Tiras. Little does he know, they're a bit flayed in the head.
Call of the Deep and Kul'Tiras Holiday synergize to produce a Devour Mind type effect with the side effect that you also get to draw a lot more fun cards, and gather information about what your opponent's next draws will be and how to play around them. You can also use Call of the Deep in a deck that contains mostly neutral cards—however priest has a lot of very powerful class cards so finding which ones to throw out in place of neutrals could be very tough. K'thir Corruptor is a sad story of a Sea Priest who listened too closely to the whispers of madness. Damaging spells in Priest aren't the most common, but it includes AOE and cards like Mind Blast or Holy Smite , which could be combined with this to get a very dangerous growing threat. Lord Stormsong is the chief of the Stormsong family that runs part of Kul'Tiras. Unfortunately, he too has been corrupted by eldritch powers and wants to bring corpses up from the depths of the sea. His confrontation with Feathermoon and the story protagonists leads to his demise.
Valeera's the ultimate fun-ruiner. She just wants to freeboot and steal from everybody all the time. Never takes a break! Not even for the summer months.
Bag of Doubloons introduces the Coin Rogue archetype. Portside Pilferer keeps thief Rogue alive, but no further synergies are introduced for it in this expansion. Time to Collect encourages you to keep your coins in your hand rather than spending them for combos, but there's no denying that coins are powerful enough on their own! Cap'n Garvey says another vessel needs your help!... to be boarded and looted. With the Year of the Gryphon, WANTED! is rotating into standard and Kidnapper is rotating out, so say hello to more coins and more minion removal. Not just that, Gadgetzan Auctioneer is being rotated out so you don't get to complain too much about this.
Thrall's idea of a holiday involves lots of water, lightning, and fish.
Captain Cookie's Recipes :
Vash'jir Totem is a simple card that does something shamans like, and will often be instantly removed. Maelstrom 'Holiday' activates on each Overload instance, not for each crystal overloaded. Think Unbound Elemental . Cookie's Stirring Rod is a little like Silver Sword , but with a little Captain Cookie twist. Keep in mind this ISN'T a Mad Hatter effect, so you won't get as much value out of it with fewer than 3 minions. Murky takes this as his own weapon in the story. Seafloor Wanderer has the second effect for some interesting reasons. That's what makes it epic. Electra Stormsurge , spell damage , 'whenever you cast a spell' effects all synergize with this card. Captain Cookie causes chaos! Bad Food! revives Volcano , while Good Food! acts as its counterpart. While you don't know what your opponent gets, they don't know what you get either. Considering making it "At the end of each turn, give a Cookie's Recipe spell to the current player." This would make the card have more interesting play-around as your opponent would not be so willing to remove it, otherwise they don't get the continued benefit from it and you do. Murky and King Mrgl-Mrgl encounter Captain Cookie in Vashj'ir.
Gul'dan's Gold (Mana Crystals) is a precious commodity and he doesn't want it getting stolen by Pirates! So he destroys his Crystals himself (deposits them in BLB, Burning Legion Bank) so he can send his assailants to the Shadow Realm. Gul'dan doesn't take vacation. He works overtime.
Gul'dan's Locket Token:
Homuncularrr has a downside that outweighs Flame Imp significantly. By playing it on turn 1, you permanently set yourself back behind your opponent. However, it ends up close in value to Happy Ghoul when played on turn 10. One of the demons in league with the Garvey Gang. Evil Investment has the same downsides, but on a much larger scale. You can play this on turn 1 and still have only the same setback as the previous card, but with a greater overall value. Demons without the mana to play them aren't worth much though—this is a better late game investment; one where you need cards on an empty hand. Seeping Nether : This is the kind of cheap board clear that supports this archetype—you exchange a lack of mana for a removal of enemy threats. Gul'dan's Locket is a big value generator with your hero power and in fatigue, but is susceptible to weapon removal. This is a real reason for cards like Arms Collector . Cap'n Garvey is in possession of this in the story. Shimmering Riches is almost an autoinclude in a deck that uses Evil Investment and Seeping Nether; combined with Witchwood Piper , and the sacrifice of 1-drops (and potentially any other 2-drops) allows you to negate your mana disadvantage and reload your tray while also buffing your board.
Garrosh isn't in the mood for sunbathing or partying. He wants to RAID and do some ROUGH AND TUMBLE on the HIGH SEAS!
Sunken Mariner : 12 or less Health again! A pretty bad 3 drop on its own, this card excels in the late game as a 4/8 Rush for 3. Brashtide Lookout : This is the sort of card that supports a board-control oriented Rush / Pirate hybrid deck. Test Your Might! : A pseudo-windfury effect that can be used as a buff, and as removal. Gromakk Hookhand : A pretty simple effect that is very scary. As a deathrattle , however, it's quite slow.
The ancestral home of the Trolls, Zandalar, is under threat. Since Cataclysm, the island has broken into three parts—Zaldazar, Nazmir, and Vol'dun—and is slowly sinking into the ocean. The Nazmir jungle, now a swamp, has been corrupted by the influence of an Old God let loose, and savage sacrifices are performed in his name as the mysterious blood plague spreads. Meanwhile, the elite in their palaces on Zuldazar do nothing, thinking they are safe on the main island. Blood of the Zandalari tells the gruesome story of these sacrifices, the plague, and those who would stop them.
—THE STORY—
G'huun Theme Music (Click on external link for proper entrance) (all other legendaries have theme music as well)
G'huun is an Old God, accidentally created by the Titans as a case study on the other Old Gods. Having realized they had created an abomination that only grew stronger as those around it died, they locked it away, hopefully to never again taint the land. Unfortunately, the Titans had not accounted for Deathwing, and as the Cataclysm tore a path through Azeroth, Zandalar was broken into pieces and the tomb that imprisoned G'huun was broken. Released into Nazmir, his power grows as he spreads his influence through the forests and corrupts the tribes...
Hold still. This won't hurt... Well it might. A lot.
Sacrifice can usually be activated the turn after you play a minion, but Rush minions (such as Sparks) can be sacrificed immediately. 0-Attack minions can also be sacrificed like other minions. You activate the Sacrifice interface by right-clicking the minion (PC) or double tapping it (mobile). The UI looks something like this:
More Sacrifice Cards:
Ugh, swamp breath.
Plague cards activate while in your hand at the start of your turn, and can have conditions for what they spread to. They transform random other cards in your hand into copies of them, and provide either a benefit or a slight disadvantage depending on how you play them. It takes 5 of your turns to convert a full hand with 1 Plague card in it into all plague cards. 9 cards + 1 plague 8 cards + 2 plague 6 cards + 4 plague 2 cards + 8 plague 0 cards + 10 plague
More Plague Cards:
—CARDS—
The Loa Powerful beings worshipped by different Troll tribes and empowered by their rituals.
He ate the other moon one time. Didn't taste as good as Baku described it. Theme
Hethiss is the Loa of Snakes, and fits perfectly in Rogue. He punishes aggro decks (albeit in the lategame), and provides massive board clear potential while denying your opponent damage to your hero.
Race you to the ritual sacrifice to revive a god dragonhawk monster thing!Play this card and the Quest is played for both you and your opponent. It becomes a race to get the reward before your opponent. What's the reward, you say? Well, it's...
Shadra, the Venom Queen, Loa of Spiders, is the ultimate Deathrattle Shaman card. That's right, the next Deathrattle class is Shaman, with synergies that involve minions with Deathrattle, not just minions that have it in their card text.
Sacrifice, Plague, and Deathrattle Synergy While I've already introduced these mechanics with G'huun, I'm showcasing the synergies that make them viable.
SECOND WIND!
Not only is this a good card on its own for giving a minion pseudo-windfury with an upside, it's an excellent way to activate Sacrifice. If you have a Sacrifice minion you want to attack with first, play this and then you can sacrifice it immediately when it comes to life!
Double, double toil and trouble Fire burn and cauldron bubble ...Ribbit, Ribbit, Ribbit. Simple fodder for Plague cards; Also allows you (in wild) to complete the Warrior quest rather quickly. Toad:
It's an arthropod encyclopedia... in more ways than one.
Not Deathrattle minion: Minion with Deathrattle. In wild (as of Year of the Gryphon) think Primal Talismans and Spirit Echo. In this expansion, think Elortha no Shadra.
The Jungles and the Temples These flavour cards complete the Blood of the Zandalari set—corrupted Flora, dangerous Temples, and strange ruins.
These Treants ain't no saints.
A way to activate Plague cards, especially ones like Blighted Treant.
Classic ruined temples. They always use the same 3 numbers for the locks on their tombs.
You could summon three Ironfur Grizzly! However, 3-Cost is a lot more restrictive than Attack and Health, so you’ll get your mana’s worth (or even more with spell damage).
Regularly chastises Lana'thel for eating his children. (Bloodworm if ya don’t get it) Play: My essence flows through your veins... My servants will feast on your blood. Attack: Do not deny me my prey, mortal. Theme
As these are exact copies, if you play Blessing of Kings on one, you'll get 3 5/7s in your hand the next turn. Your opponent really needs to clear these before they get out of hand. Not to mention they're great for plague.
"What's a Voodoo Journeyman, then?" Play: I know da Voodoo. Attack: Ya be cursed.
Don't need to wait for all that 'next turn' stuff. Just kill your minions right then and there. Even if that's a little brutal and sometimes not worth it.
Hold still. This won't hurt... Well it might. A lot. Play: For da glory of G'huun! Attack: Hold still, ya? Death: Na, not me!
Since the advent of the Boomsday Project, this card has a lot of potential. Sparks from cards like Spark Drill and Spark Engine are suddenly a lot more flexible as they have healing potential.
SECOND WIND! Play: I'm lost, I'm lost! Attack: I'll cut my way through!
Not only is this a good card on its own for giving a minion pseudo-windfury with an upside, it's an excellent way to activate Sacrifice. If you have a Sacrifice minion you want to attack with first, play this and then you can sacrifice it immediately when it comes to life!
Double, double toil and trouble Fire burn and cauldron bubble ...Ribbit, Ribbit, Ribbit. Play: Three friendly toads! Attack: I'll brew you!
Simple fodder for Plague cards; Also allows you (in wild) to complete the Warrior quest rather quickly.
➠ Quotes Play: PRIDE HERALDS THE END OF YOUR WORLD. COME, MORTALS! FACE THE WRATH OF THE SOULFLAYER! Attack: YOU CANNOT HIDE, MORTALS! Death: I WILL YET TASTE THE BLOOD OF LIFE! Theme You can match against someone with the same quest, and if they play it before you and you complete it, you can then play your quest and get double the reward. Wow. Hakkar is like the Lich King, in that he has 8 powerful tokens to offer you. However, his rewards are locked behind a quest that your opponent could complete, which is why he gives you more cards than usual and why his cards mostly come without downsides. SOULFLAYER CARDS
Is Duskfallen Aviana good now? No? Oh well. Play: My fangs are as sharp as the stars! And I am on the hunt... for you. Attack: I will stifle your breath! Theme
As the flavour text implies, Bethekk could go well with Duskfallen Aviana in that your opponent is forced to use their 0 mana on a bad card,otherwise Bethekk summons a copy of the good one. But Duskfallen Aviana is still a bad card.
This spell does nothing when you cast it. It's sort of like Shifting Scroll because it sits in your hand doing stuff. If this hits a Druid of the Claw, you will get the 5 mana 4/6 Charge Taunt; but it will cost (6) instead. You will still have the original Forest Firelands clogging up your hand though—it takes 2 mana to get rid of it.
How to synergize with Plague and Treant cards. You sacrifice tempo to fill up your hand with what is ostensibly garbage. And then you make value out of it with Blighted Treant! Sadly, I can't show any more of the Druid or Neutral sets, but I assure you they contain more Plague cards that synergize with this.
Druid doesn't get the calibre of hard transform that Mage and Shaman get, but it gets close. A 3/2 is more threatening than a 1/1 or a 0/1 Taunt, but the strength of this card lies in its versatility; Being able to either remove a threat or summon two of your own.
Everyone lives. - Kimbul Play: Death is only one part of the cycle of all life. Attack: You are prey, and I am your doom! Theme
Pair this with Voodoo Hunting for some crazy shenanigans. At this point I don't even know what you could do with Deathrattle Hunter, but I sure as hell know it'd be cool.
Goblin Bomb, Goblin Bomb, + this for 12 damage! You could do it again for 24. If you have Kimbul on board and a bunch of bombs, you could potentially deal a lot more.
Flexible removal or buff card. The value of giving a minion its Deathrattle as a Sacrifice is that you can choose to a) attack with it and either it lives/dies and triggers deathrattle once, or b) don't attack with it and trigger its deathrattle twice. It also makes it hard for your opponent to ignore it as you have a way of activating the deathrattle on command.
Hey, just called to say I'm outside. Play: Da hunt is on. Attack: Surprise attack!
She's got eyes for you now. And you in the past. And in the future. Play: Your future is bleak, mortal! I have seen it... Attack: You lack vision. Theme
Har'koa advances a strange new Mage archetype; Mana Crystals. Har'koa is also a tempo minion that can be used on turn 6 and turn 10. If it isn't dealt with, you come up with it as an 8/10 and refresh 3 mana to do other stuff with; combo this with Voodoo Doctor on turn 10 and you'll have 3 extra mana to spare.
Classic ruined temples. They always use the same 3 numbers for the locks on their tombs.
Your opponent has to play around this like Potion of Polymorph; Play a minion with 3 or less health. Otherwise, the secret is played again and your opponent will have to deal with it twice. Doubly punishing if they hadn't tested for it before.
'I'm not a Mech, but I know a hostile lifeform when I see one.' - Charles the Temple Golem
A good utility minion for Mage, especially as it allows for a pseudo-Nourish effect the turn after it's played.
Rezan is good for both aura buffs and one-time enchantments. It applies targeted effects twice (if a battlecry provides a buff or a debuff it gets applied twice). Raid Leader, Silver Sword, and Blessing of Kings are all good candidates.
Look, we've all seen your teeth Rezan. Maybe you should go see a dentist?
Paired with a card like Blessing of Might or Rastakhan's Blessing, or paired with simple value trading, you can buff your minions considerably while maintaining board control.
Endless bureaucracy. Play: Lemme put dat on ya file. Attack: Down tha shredda!
Blessing of Kings Because this adds spells to your hand, and it has plague on spells, it essentially means you have the ability to play 5 mana 3/3s forever. However, 5 mana 3/3s aren't that great, so you get more value out of playing Kings. Balance it out!
In case you hadn't figured it out, the blessing is for your opponent. "I respect you enough to not attack you", y'know?
Pair with Roar of Rezan for a +6/+6 buff, or even more. Magma Rager meta!
Da Test Subjects be restless. Play: Come and sit by da grave, adventurer. Attack: Dawn't cross Bwonsamdi! Death: Haha, ya not seen da last of me. Theme
He ate the other moon one time. Didn't taste as good as Baku described it. Play: Ssssuccumb to the darknesss... The sssshadows will cover you. Attack: Sssuffer, mortal! Death: Noooo... Theme
Hethiss is an extreme punish card. He effectively acts as a wall that prevents your opponent from interacting with anything else if they want to press face damage. Additionally, being Poisonous means he will also clear your opponent's additional threats.
Don't tell Hethiss how we extrude the ichor. Play: Plenty of poisons for ya to try. Attack: Name a price. Death: Dis not da right vial...
Ichor Extruder is a repetitive value card like Zanchuli Councillor, in that it can cycle forever. However, there's not a lot of point in cycling a 1/1 (apart from activating combos), so the main point of using him is to get the value from these random spells—which are usually high quality.
Which blade were you thinking of using today? The fourth rib on the right side, or the left shoulder? Play: Bones... Death... Swords... Attack: Just throw me at them. Trigger/Death: How about this one...
Exact copy. That's right, take your Kingsbane (since rotated) and get another one. Or alternatively get your Spectral Cutlass as insurance. The idea behind Sacrifice and Deathrattle is this; your opponent can kill it and you get one copy; or you can sacrifice it and get two!
Dress code dictates gas masks are a definite NO NO.
Wild Pyromancer A conditional board clear for Rogue! At long last, Hethiss smiles down upon us.
Too big to be swatted. Play: There is no choice but to join us... Attack: There is only death for you! Death: You cannot stop me... Theme
Shadra is the ultimate long-game value card. She targets herself and everything you have. This means you get a 6/14 for 10 mana as well as a doubling up on every minion on your board. Really really good with big, high power minions.
You can get 'caught up' in the Silk Dance, if you catch my drift.
Night bat, fighter of the day bat. Play: Step forth, defilers, and meet your doom! Attack: I will feast on your broken bones! Death: G'huun will aid me! Theme
Hir'eek ties up your minions in an army of 4/2 minions which you can use to apply pressure in the early game. Once he dies, you get your minion back and you've had 6 stats in value.
Sure it's tainted, but it's only a couple of days out of date! One sip can't hurt.
The continuation of handbuff Warlock. Convert a Demon to a religion and then use it to convert other demons. As hand to hand keeps buffs, the demons it plagues will also be +2/+2.
He can cure diseases with his sneezes. Play: I have risen again! Attack: Shell power! Death: One day, you shall pay... Theme
Torga is the antidote to a plague-heavy warrior deck. By including this in your deck, you can get all the advantages of plague card synergies and then refill your deck with your original, likely higher power, cards.
Careful! Someone's hands have been on that! Or... in it.
A half Heroic StrikeWhirlwind combo with enough versatility to allow for a good finisher. 10 mana 10 damage and deal 5 to all for 5 cards, and anything in between.
Dire Troll enables aggro Plague warrior; 1 mana 2/3 with the downside that all your minions end up being Dire Trolls, causing your hand to be worth a lot less in the late game.
Kael'thas Sunstrider, last of the Sunstrider dynasty, has allied with one of Sargeras' lieutenant's, Kil'jaeden. In his pursuit of unlimited power following the mere setback at Tempest Keep, he set about a ritual to bring Kil'jaeden to Quel'thalas using the Sunwell as a summoning portal. Of course, not all the Blood Elves agreed with this idea, so Kael'thas ended up rather on his own, and eventually rather dead. It's a tough life for demon-summoning blood mages that turn evil and have luscious blonde hair. Choose a side! Pure mana to fight against Kael'thas, or join him by using the mysterious Red Mana.
—KEYWORDS & KAEL'THAS— You can only gain Red Mana through the use of special cards. Red Mana cards can be paid for with normal mana for a lesser effect. If you have enough Red Mana, you can spend both for a greater effect.
The Red Mana tray underneath the normal mana tray.
Paying for a Red Mana card with normal mana vs. paying with both. Red Mana cards change in your hand when you have enough red mana to pay for them to reflect their new power. Kael'thas is provided to players as a free legendary upon set release, like C'Thun.
Kael'thas' downside is his stats: When played for with regular mana he's a 7 mana 6/6. However, if you play him with Red Mana, not only does he get cool new art, he kind of subs in for Malygos. Red Mana cards like this have a similar aesthetic to cards that get changed by Blizzard in their patches—it's like you get in-game card buffs for holding it. Red Mana effects are straightforward and usually related/synergistic with the original effect.
—CARDS—
Red Mana Think of it like a 'nitro boost'.
They're like Swedish Berries. Harder to chew. Red Mana is hard to gain—with expensive cards you have to wait a while before you can use them, and then you lose all of it and have to get it back again! This card not only synergizes with cheap spells to ramp, it gives you protection while you hold on to those cards.
Mirror, mirror, on the wall. Where in the future, are we all?Not only is this a good card to hold onto combo pieces while also maintaining board control, it's an example of how simple red mana effects can be—a simple 'double up' on an effect.
I don't think those are words.
Red Mana cards don't just change text boxes—you saw with Electric Strider that stats can be changed, and with Kael'thas that art can be changed! Guess what—names can also change. These are counterparts to Demented Frostcaller and Dalaran Aspirant.
Surge & Shuffle While it involves a little RNG, these cards provide a slight bonus that usually affects the board.
She's praying for that perfect topdeck.
Surge works best when you get a card and can play it that turn—either through drawing, discovering, adding to hand, or random effect. For this reason, a card that rerolls your hand could be very useful. Sunbender will be played in decks without Surge, but it's only useful with a fuller hand.
STICK ME UP! Wait I messed up, lemme try that again... STICK UP ME! Nope, that's not it... STICK EM' UP! That's it. A versatile card that acts as a kind of Backstab, Shadow Strike, and Assassinate all in one. Note that all three conditions can only target undamaged minions.
Huffer's his hero.
While this might seem like a bad Stonetusk Boar, Hunter has been getting tools this year that allow it to add cards to their hand and shuffle them back in. This card also has cheap synergy with Sunbender.
Sunblade Cycle These Epic red mana minions are servants of Kael'thas, powerful minions with even more powerful red mana effects.
Wisps and Pyroblasts hate each other.
It's a good card even without red mana—but it's expensive to use it with red mana, so you have to invest a lot to get a reward out of it. Big Spell mage has a lot to get out of this card.
In the year 2049...
Sunlight Bladerunner, get it? Giving minions stats is almost always better than setting them. For this reason, handbuff paladin (in wild perhaps) could be even more powerful with this card included.
This armour really IS animated!
Animated Armor, the boss minion—this is a very powerful card for taunt warrior when paired with a high-health taunt and a Sunfury Protector. However, it has anti-synergy with whirlwind effects.
Keeper Cycle The core mechanic of these cards is 'If you spent all your mana last turn', and mainly slot into awkward turns.
Your desires are just out of reach. Locked away until you realize what you desired was within you.
Your luck has run out. Run out until you realize your fortunes are what you make of them.
Spell Druid support—you'll see more of that in the rest of the Druid cards.
Your time is up. Stare death in the eye until you realize you are only staring into yourself.
The only card in this cycle that uses Red Mana. By copy, I mean Simulacrum—it adds those cards to your hand.
Effects & Enchantments 'Soft Cycle' These cards wade into Kingsbane territory to make the game a little more crazy.
It's a perfect marriage... for a turn. Then they get divorced. On good terms, though!
This can be used for a lot of crazy combos that I can't think of right now—it works off of enchantments as well as card text (i.e. you can give a minion Stealth if you use this with a Cloakscale Chemist).
Absolutely absolving those who aspire to absolution absolutely.
Think Test Subject, I suppose. There are also a bunch of buff cards in Priest (including things like Power Word: Replicate! Set stats of 3 minions to 5/5). Anti-synergy with can't attack cards.
Hey, that was going to be my wartime motivational speech! The reason this costs what it does is, of course, Alexstrasza. However, the random nature of it means it's less consistent than you might want, and so this is balanced out by its Surge effect.
I AM THE ULTIMATE EGG! Technically an infinite minion, but Kil'jaeden takes constant activation to use. I'd encourage you to build an Odd Mage deck with this card!! (ping the 0/2s with HP)
Mirror, mirror, on the wall. Where in the future, are we all?
Druid has one of the least powerful and least abusable Hero Powers, and doesn't really see even decks playing it. With Ethereal Gemologist, however, you can slot Red Mana into Even Druid.
Your luck has run out. Run out until you realize your fortunes are what you make of them.
Play: Cursed, transformed... we have waited ten thousand years to retake our rightful place in the world! Greetings: I recognize you... Well Played: What a beautiful move. Thanks: My deepest thanks. Wow: Somewhat... unexpected. Oops: Pity. Threaten: The oceans shall be your tomb.
A whole new way to play Secret Hunter. Vashj's bow fetches secrets from any class by the way.
A very powerful card—you can end up fetching exactly the two spells you want. But in the process, you might end up revealing all the spells in your deck to your opponent. Not only that, but your opponent sees what you draw anyway. TOKENS
Aerwen is the ultimate Divine Shield synergy card. Similar to The Darkness, she comes with a number underneath that shows how many Divine Shields she is stacking.
In the year 2049...
See the explanation in the examples!
You will be your shield. That's how this works, right?
The regular version of this card can be quite harsh on your life total, but it has good synergy with Inquisitor Deilana and Virtuous Vapour. The latter version is safer, as it gives you more Health to work with rather than setting you low.
Absolutely absolving those who aspire to absolution absolutely.
A way for Rogue to avoid fatigue (other than Lab Recruiter). Your opponent might play around this by a) making bad filler decks, b) naming their decks weirdly, c) having duplicate decks. Also, if you copy a Whizbang the Wonderful deck... You only get Whizbang. You're not 'starting the game' with him!
Turns out the black outfit isn't very useful when there's a well of pure light illuminating the whole city.
Silvermoon Operative is somewhat like Pogo-Hopper. It synergizes with cards like Shadowstep and Redmist Keeper because you can drop enchantments (like Cold Blood) on them and then bounce them back.The Surge effect is the main buff however. The Stealth also helps to keep that value on the board as the game progresses.
Your time is up. Stare death in the eye until you realize you are only staring into yourself.
See the explanation in the examples!
STICK ME UP! Wait I messed up, lemme try that again... STICK UP ME! Nope, that's not it... STICK EM' UP! That's it.
I shudder to think any card could be as powerful as this.
Navea is a skill-testing hand positioning card for Shaman. Eureka! and even The Storm Bringer might be viable with this. Obvious combos are Bloodlust however. You can also play Elemental Overcharge with this—it doesn't spend your own mana to do it, so you don't even need that much red mana.
POWER... OVERWHELMING! Well, not THAT power, but you know what I mean.
The only Red Mana card with such a wildly different effect—Shaman is being emphasized as a Red Mana class, so providing a support card like this is just the ticket for it.
The shaman's 'yelling and hands in the air' spellcasting method is really just for show.
The strength of using Red Mana with this is that you don't overload at all—keep in mind that the 'cast this again' portion of the normal version also includes Overload.
Totems, obey my command!
Keep in mind this can summon a copy of Nightmare Amalgam. That's a 5 mana 8/12; or a 7 mana 14/20!
It's a perfect marriage... for a turn. Then they get divorced. On good terms, though!
See the explanation from the examples.
He's so charming he'll melt your heart. Literally, unfortunately.
Target big enemy threats (like a Ysera or a Deathwing) with this.
Your desires are just out of reach. Locked away until you realize what you desired was within you.
Pew pew! I explained this card up in the examples. Compare Felsoul Inquisitor.
The tragic tale of Romer'edar and Julieimp.
The only explicitly negative Surge card in this expansion. This is mainly because Warlock has a lot of access to draw and this balances it out. Plus flavour!
Tharia is a very powerful late game warrior card. She has synergies with cards like Ready for Battle, Steelborn Rallier, Augmented Elekk, and Youthful Brewmaster. When all her talents have been cast, your minions will have +1/+1, you'll gain 2 armor at the start of your turn, your hero will have +1 attack on your opponent's turn, your hero power will be Bladestorm, and your Battlecries will trigger twice. One-time effects include dealing 3 damage to two random enemies, shuffling 10 warrior cards into your deck, and adding a Legendary dragon to your hand.
Battlecry warrior can finally become a thing. After all, that is warrior's main mechanic in WoW—surprising that there are so few good battlecries in warrior.
A mix of Mech paladin and buff paladin. Real stars are Clotting Replicator, Rezan King of Kings, Rastakhan's Blessing, and G'huun. These make the rest of the cards work much better with each other, especially as magnetic upgrades are applied twice with Rezan on board.
Thanks Demon. :) I'm going to be making the rest of the cards for each expansion at some point (135 for each, total 405... I only need 270 more), starting with GftGS onward so as to not get caught by the next expansion, perhaps even skipping ahead to BotZ given the potential subject matter of Blizzard's next expansion. This will take a while though, and will probably be months and months in the making. For now, here are some teaser cards.
—EXPANSION ONE—
From the beaches of Kul'Tiras and Darkmoon Faire, to the docks of Booty Bay and the whirling Maelstrom, Azerothians are going on summer break! Dancing Druids, Sunbathing Paladins, and Hoarding Warlocks are peculiar sights for tourists on their tour of these Azerothian islands. But while tourists are here for only a few weeks, the Pirates of the Great Seas are much more familiar with these oceans. Hunters, Rogues, and Warriors take advantage of the summer months by fulfilling contracts, stealing and collecting bounties, and raiding resorts!
Holidays & Fun in the Sun!
Holiday cards are a cycle of Rare spells with an 'On your next turn' effect. You have to pack your bags and buy tickets before you take a vacation, so that means you have to pay a little in advance! Holidays are only active on your turn and last until the end of that turn. While you're on holiday, you might as well get some Vitamin D. Be careful to put on your sunscreen though, or you'll get burnt!
There are 5 Holidays on showcase: Darkmoon, Booty Bay, Tanaris, Kul'Tiras, and Maelstrom .
Treasures!
Hidden Treasures sunken to the bottom of your deck, these cards can be weak on their own, but with the right support can be extremely powerful. And while there's a problem with drawing the last card in your deck... There's something that can be done about that.
There are 5 Treasures on showcase; Shimmering Riches ; Gallandria, Mooncaller ; Ultimate Arcana ; Light of K'ure ; and Gul'dan's Locket . Every hero gets a Treasure, whether it be a weapon, spell, or minion. Then they get an additional legendary minion.
Pirates—and Dual Tribes
People hate aggro decks. I do too. Pirates have been stained with the brush of 'this is always aggro', in no small part thanks to the oppressive influence of the many-eyed Patches the Pirate . Have no fear. No scary charge Pirates. Instead, high-cost and midrange Rush Pirates emphasize board control.
—THE REST—
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
—EXPANSION TWO—
The ancestral home of the Trolls, Zandalar, is under threat. Since Cataclysm, the island has broken into three parts—Zaldazar, Nazmir, and Vol'dun—and is slowly sinking into the ocean. The Nazmir jungle, now a swamp, has been corrupted by the influence of an Old God let loose, and savage sacrifices are performed in his name as the mysterious blood plague spreads. Meanwhile, the elite in their palaces on Zuldazar do nothing, thinking they are safe on the main island. Blood of the Zandalari tells the gruesome story of these sacrifices, the plague, and those who would stop them.
—THE STORY—
G'huun Theme Music
(Click on external link for proper entrance)
(all other legendaries have theme music as well)
—G'HUUN & KEYWORDS—
(details in spoiler)
G'huun is an Old God, accidentally created by the Titans as a case study on the other Old Gods. Having realized they had created an abomination that only grew stronger as those around it died, they locked it away, hopefully to never again taint the land. Unfortunately, the Titans had not accounted for Deathwing, and as the Cataclysm tore a path through Azeroth, Zandalar was broken into pieces and the tomb that imprisoned G'huun was broken. Released into Nazmir, his power grows as he spreads his influence through the forests and corrupts the tribes...
—CARDS—
The Loa
Powerful beings worshipped by different Troll tribes and empowered by their rituals.
Sacrifice, Plague, and Deathrattle Synergy
While I've already introduced these mechanics with G'huun, I'm showcasing the synergies that make them viable.
The Jungles and the Temples
These flavour cards complete the Blood of the Zandalari set—corrupted Flora, dangerous Temples, and strange ruins.
—THE REST—
Here's the rest of the cards. There are notes on synergies included below the cards in the spoilers!
Hall of Fame (for reference)
Divine Favor | Kidnapper (replaced by WANTED! ) | Gadgetzan Auctioneer
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
—EXPANSION THREE—
—THE STORY—
Kael'thas Sunstrider, last of the Sunstrider dynasty, has allied with one of Sargeras' lieutenant's, Kil'jaeden. In his pursuit of unlimited power following the mere setback at Tempest Keep, he set about a ritual to bring Kil'jaeden to Quel'thalas using the Sunwell as a summoning portal. Of course, not all the Blood Elves agreed with this idea, so Kael'thas ended up rather on his own, and eventually rather dead. It's a tough life for demon-summoning blood mages that turn evil and have luscious blonde hair. Choose a side! Pure mana to fight against Kael'thas, or join him by using the mysterious Red Mana.
—KEYWORDS & KAEL'THAS—
You can only gain Red Mana through the use of special cards.
Red Mana cards can be paid for with normal mana for a lesser effect.
If you have enough Red Mana, you can spend both for a greater effect.
The Red Mana tray underneath the normal mana tray.
Paying for a Red Mana card with normal mana vs. paying with both.
Red Mana cards change in your hand when you have enough red mana to pay for them to reflect their new power.
Kael'thas is provided to players as a free legendary upon set release, like C'Thun.
Kael'thas' downside is his stats: When played for with regular mana he's a 7 mana 6/6. However, if you play him with Red Mana, not only does he get cool new art, he kind of subs in for Malygos. Red Mana cards like this have a similar aesthetic to cards that get changed by Blizzard in their patches—it's like you get in-game card buffs for holding it. Red Mana effects are straightforward and usually related/synergistic with the original effect.
—CARDS—
Red Mana
Think of it like a 'nitro boost'.
Surge & Shuffle
While it involves a little RNG, these cards provide a slight bonus that usually affects the board.
Sunblade Cycle
These Epic red mana minions are servants of Kael'thas, powerful minions with even more powerful red mana effects.
Keeper Cycle
The core mechanic of these cards is 'If you spent all your mana last turn', and mainly slot into awkward turns.
Effects & Enchantments 'Soft Cycle'
These cards wade into Kingsbane territory to make the game a little more crazy.
—THE REST—
Here's the rest of the cards. There are notes on synergies included below the cards in the spoilers!
Hall of Fame (for reference)
Divine Favor | Kidnapper (replaced by WANTED! ) | Gadgetzan Auctioneer
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
—BotZ/GftGS DECKS—
The following 9 decks consist of cards up to Blood of the Zandalari
—Plague Treant Druid—
A token deck that also allows makes use of Forest Firelands to make your Choose One cards more powerful.
1x Floop's Glorious Gloop
2x Corrupted Woods
2x Darkmoon Holiday
1x Forest Firelands
2x Wild Growth
2x Wrath
2x Landscaping
2x Savage Roar
2x Blighted Treant
2x Spirit Wrappings
2x Soul of the Forest
2x Swipe
2x Wispering Woods
2x Nourish
2x Tending Tauren
2x Mulchmuncher
—Odd Bomb Hunter: Sacrifice Edition—
The ultimate standard Bomb Deathrattle synergy deck, with Voodoo Hunting as a replacement for Spiritsinger Umbra.
1x Hunter's Mark
2x Bomb Toss
1x Booty Bay Holiday
2x Cybertech Chip
2x Explosive Trap
1x Nazmiri Fungus
1x Fireworks Tech
2x Whirliglider
2x Venomizer
2x Voodoo Hunting
2x Explodinator
1x Jungle Wanderer
1x Nazmiri Stalker
2x Spider Bomb
2x Piercing Shots
2x Giggling Inventor
2x Necromechanic
1x Boommaster Flark
1x Eraka no Kimbul
—Even Mage—
A minion-based spell damage deck that emphasizes temporary or permanent spell damage minion pulls to generate value, especially with Cryptic Ruins.
1x Archmage Arugal
2x Celestial Emissary
1x Astral Rift
2x Frostbolt
2x Arcane Keysmith
1x Cosmic Anomaly
2x Temple Golem
2x Fireball
2x Polymorph
2x Unexpected Results
2x Blizzard
1x Har'koa, the Sighted
2x Cryptic Ruins
1x Pyroblast
2x Loot Hoarder
2x Piloted Reaper
2x Arcane Dynamo
1x Genn Greymane
—Hakkar Mech Buffadin—
A mix of Mech paladin and buff paladin. Real stars are Clotting Replicator, Rezan King of Kings, Rastakhan's Blessing, and G'huun. These make the rest of the cards work much better with each other, especially as magnetic upgrades are applied twice with Rezan on board.
1x Glow-Tron
1x The Blood Ritual
1x Crystalsmith Kangor
1x Wild Pyromancer
1x Crystology
1x Equality
1x Sound the Bells!
2x Rastakhan's Blessing
2x Clotting Replicator
1x Annoy-o-Module
1x Coppertail Imposter
1x Twilight Drake
1x Blessing of Kings
1x Prismatic Lens
1x Roar of Rezan
2x Mechano-Egg
2x Wargear
2x Zanchuli Councillor
2x Glowstone Technician
1x Rezan, King of Kings
1x Kangor's Endless Army
1x Ysera
1x G'huun
1x Justice by Sunlight
—Poison Cutlass Rogue—
You'll be able to sustain yourself with constant copying of your weapon, and combo with a number of Coins.
2x Backstab
2x Preparation
1x Shadowstep
2x Deadly Poison
1x Arms Collector
2x Lab Recruiter
1x Sap
2x Augmented Elekk
1x Blink Fox
1x Edwin VanCleef
2x SI:7 Agent
1x Shrine of Hethiss
1x Mummy Swordbearer
1x Portside Pilferer
2x Academic Espionage
2x Spectral Cutlass
1x Cap'n Garvey
2x Bag of Doubloons
1x Myra's Unstable Element
1x Tess Greymane
1x Hethiss, the Shrouded
—Ultimate Deathrattle Shaman—
This will be good.
1x Maelstrom 'Holiday'
2x Ancestral Spirit
2x Earthen Might
1x Elementary Reaction
1x Bloodmage Thalnos
1x Chanting Totem
1x Menacing Nimbus
1x Vashj'ir Totem
2x Lightning Storm
2x Tome of Shadra
1x Electra Stormsurge
2x The Silk Dance
1x Thunderhead
2x Earth Elemental
2x Eureka!
1x Cairne Bloodhoof
2x Mechanical Whelp
2x Seafloor Wanderer
1x Al'Akir the Windlord
1x Hagatha the Witch
1x Elortha no Shadra
—Bat-Lock—
1x The Soularium
2x Soulfire
2x Flame Imp
2x Voidwalker
1x Demonic Project
2x Tainted Phylactery
2x Dreadmire Hexxer
1x Hir'eek, the Midnight
2x Jungle Wanderer
2x Zala'mar Ritualist
2x Amaki Bloodsinger
2x Blood Beetle
1x Voodoo Master
2x Barnacled Dweller
2x Doomguard
1x Leeroy Jenkins
1x Loose Specimen
1x Lord Godfrey
1x Lord Jaraxxus
—Plague Warrior—
2x Shield Slam
2x Crystallizer
2x Dire Troll
2x Battle Rage
2x Execute
1x Hakkari Blood Goblet
2x Test Your Might!
1x Weapons Project
2x Baleful Banker
2x Dreadmire Hexxer
2x Shield Block
1x Clotting Replicator
1x Jungle Wanderer
2x Ravencaller
1x Spark Drill
2x Festering Cleaver
1x Azalina Soulthief
1x Torga, the Wise
1x G'huun
—YEAR OF THE GRYPHON DECKS—
The following decks include cards from all three expansions, and the standard year.
— Spell Druid —
Put your spoiler here.
— Hand Hunter —
Put your spoiler here.
— Odd Mage —
2x Black Cat
2x Voodoo Doll
1x Tinkmaster Overspark
2x Ice Barrier
2x Flurricane
2x Ocean Incantation
2x Runic Pressure Plate
2x Rotten Applebaum
2x Giggling Inventor
2x Astromancer
2x Abyssal Subjugator
2x Sea Monsters
1x Luna's Pocket Galaxy
1x Azalina Soulthief
2x Flamestrike
1x Alexstrasza
1x Baku the Mooneater
1x Kil'jaeden, The Deceiver
— Big Mage —
Put your spoiler here.
— Draw Mage —
Put your spoiler here.
— Buff Paladin —
Put your spoiler here.
— Damage/Healing Priest —
Put your spoiler here.
— Buff Rogue —
Put your spoiler here.
— Red Mana Shaman —
Put your spoiler here.
— Damagelock —
Put your spoiler here.
— Battlecry Warrior —
Put your spoiler here.
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
—Synergies—
Which cards work best together? Greetings, Blood and Trouble paired with Witchwood, Boomsday, and ???
The arrow means 'synergizes with...'
Any Divine Shield, Lifesteal, or Taunt minion
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Congrats! This is for the illustrious
ViridianTeknician on the completion of his year of the Gryphon!(Also, why are all your creations so much better than mine?... It just looks too awesome... Sorcerer's Apprentice)
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Huge congrats on your win!
Click the image to go to my custom Time Traveler class.
Thanks Demon. :)
I'm going to be making the rest of the cards for each expansion at some point (135 for each, total 405... I only need 270 more), starting with GftGS onward so as to not get caught by the next expansion, perhaps even skipping ahead to BotZ given the potential subject matter of Blizzard's next expansion. This will take a while though, and will probably be months and months in the making.
For now, here are some teaser cards.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
The effort is crazy, and all of the cards are decently designed
shookt
the world need to see this