Welcome back everyone! Keeping it simple, here are the 16 competitors who moved on to Phase IV:
As a reminder, only these users are allowed to post their Submissions for Phase IV. Congratulations to everyone who moved on, and commiserations to everyone who didn't.
GENERAL RULES
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only. If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out. * You are allowed only one submission , consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I. * You may make only minor edits to your entry once you have submitted it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first. * You may not delete any posts you make in this topic. No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that. * You may not create your own topics on this forum for competition-related material. If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with a class that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. You also may not reference or link to your topic in official competition topics.
* You must host your card somewhere other than Hearthcards. We encourage you to create your entry material using Hearthcards.net , but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to Imgur , Photobucket , or some other similar site. We understand that there are some Hearthcards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs. * You may not submit any Gold cards or animated cards, nor may you include any images in your post other than the requested submission materials. A single banner or border, to introduce the class, is allowed. We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners. * You must insert your images into your post using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good. * Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified. How should you size your cards? Well...
Adjust cards to a width of 250 , and you should be able to get three in a row!
Adjust cards to a width of 180 , and you should be able to get four in a row!
Adjust cards to a width of 150 , and you should be able to get five in a row!
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE IV: Journey to Un'Goro + Knights of the Frozen Throne
By having your class's Classic Set approved of, you've shown that you can make a completely functional class. But functional isn't good enough. Your class must also have room to grow beyond that. For this phase, you'll be proving that it can by giving your class Journey to Un'Goro and Knights of the Frozen Throne cards. Here are the requirements for your Class Creation Competition Phase IV Entry:
CLASS, HERO, AND HERO POWER There are just a few elements of your class that you will repeat from your Phase I entry, to remind us who and what we're dealing with. If you'd like to repeat anything from your class's introductory explanation, including its flavor or whatever you believe makes it interesting or unique mechanically, that's fine, but try to keep it brief.
EXAMPLE JUG & KFT CARDS We do not want to see your Class's entire JUG and KFT Sets out in the open.
You are allowed up to five (5) example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
You should also have 3 Common cards, 3 Rare cards, 2 Epic cards, 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.
3 Common cards, 3 Rare cards, 2 Epic cards, 1 Legendary minion, 1 Legendary Hero Card and 1 1-Cost Lich King spell 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.
Make sure you use the Death Knight border on Hearthcards for the spell the Lich King uses against you, and try to find some appropriate Lich King art if you can.
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 JUG & KFT CARDS The remaining fifteen (15) cards of your class's JUG and KFT Sets must be presented behind a Spoiler Block (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.). These cards must obey the same rules are your examples cards with regards to expansion watermarks, rarity gems, and what keywords you may not use.
BASIC AND CLASSIC SETS As before, include a link to each of the previous phases in at the end of your Submission.
FORMATTING The standard template which your submission must follow can be found here (or by navigating to the second post in the Discussion Topic, if that link doesn't work).
It's my comp, I'll have Tortollans a-plenty, Tortollans a-plenty, Tortollans a-plenty...
This is a purely indulgent challenge - despite being an entirely new race introduced in this expansion and later introduced into WoW itself, there weren't actually that many Tortollan cards in Journey to Un'goro. I should know, with the lengths I had to go to to make a Turtle deck. We'll be pretty lenient with what counts as a Tortollan - all Testudines are welcome here!
This seems like an incredibly simple challenge at first, but you can often find yourself designing cards which work fantastically in your class, but have little to nothing to do with the actual expansion. Shaman, the only class not to meet this criteria, at least focused a lot on Freeze in KFT - for better or worse.
Figuring out how best to incorporate these keywords into your class in order to show off your own unique take on them is the real challenge here.
An important aspect of creating a Hearthstone Year - one that is becoming even more prevalent in the upcoming Year of the Dragon, with its cross-expansion story - is linking the class together through the expansions. By giving players tools to help further archetypes introduced earlier in the Year, you can help players feel a sense of progression, and allow them to update their playstyle without having to shell out for a completely new set of cards.
Good examples of this are things like Brrloc, which adds a new tool for Quest Shaman to play with. A bad example would be the complete and utter lack of support for Freeze Shaman, leaving it dead in the water... or is that ice?
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase II of the competition be determined? The answers to these questions and more can be found below...
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, Otovent, linkblade91) will have a Wild Card , which we may (though are not required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
Are you curious what will be required for future phases of the competition? The challenges will remain a secret , but I'm happy to tell you the general submission requirements.
PHASE V: Kobolds & Catacombs + The Witchwood
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 Kobolds & Catacombs and The Witchwood 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 KnC & WW CARDS We do not want to see your Class's entire KnC and WW Sets out in the open.
You are allowed up to five (5) example cards out in the open. You may, below these cards, give brief explanations of them, why you decided to showcase them, how they exemplify what makes your class unique, and so on.
3 Common cards, 3 Rare cards, 2 Epic cards, and 1 Legendary minion, and 1 Legendary Weapon with the Kobolds and Catacombs watermark. These may not have Echo, Rush, or other mechanics that did not exist until later expansions.
You should also have 3 Common cards, 3 Rare cards, 2 Epic cards, and 2 Legendary cards with the Witchwood watermark. These may not have Magnetic , Overkill , 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 KnC & WW CARDS The remaining cards of your class's KnC and WW 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, JUG, and KFT SETS You should include your completed Basic, Classic, JUG, and KFT Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE VI: The Boomsday Project + Rastakhan's Rumble
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] TURTLE (Replace TURTLE 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.
BOOM & RR 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 2 Legendary cards with the Boomsday Project watermark. These may not have Overkill or other mechanics that did not exist until later expansions.
3 Common cards, 3 Rare cards, 2 Epic cards, and 2 Legendary cards with the Rastakhan's Rumble watermark.
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.
REWARDS
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!
ARCHIVES
Want to see how things went during our first four 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 Enchanter is all about magic and change. Reduce the cost of your cards, increase the stats of your minions, make your spells stronger: everything to gain an edge over your opponent. The Enchanter has access to AOE and buff spells galore with some single target damage to boot; however, it lacks a late-game finisher, instead preferring a midrange playstyle. With the addition of the Death Knight, however, that playstyle can shift towards the late-game — but the value there isn't infinite either.
Keyword
Phase
activates if the text on a card has changed when played: Spell Damage on spells, cost reduction, stat buffs. It also activates if the card has been enchanted in your hand (one of the basic set cards reads "Give a random minion in your hand Spell Damage +1." — this would trigger
Phase
.
Example Cards
Explanations
:
Jungle Book
is a twist on
Evolving Spores
, and helps out your quest 3/10ths of the time! You could also put your minions out with Divine Shield, Stealth for 1 turn, Deathrattle, Windfury, Poisonous, Elusive, or Taunt.
The Enchanted Forest
gives you a reward that gives all your minions +1/+1 each turn for the rest of the game, then restarts the quest!
Icebound Terror
is a soft removal tool that can be used to save valuable minions from your opponent and eventually advance your quest or to take an enemy minion out of the game for a time. This isn't strictly better than
Recycle
but it comes close (even though that's not saying much).
Blood-Fiend Elisande
is the heal card Enchanter needs, and is a valuable control tool.
Reward for the quest and the DK's tokens in the spoiler below.
Tokens
The Enchanted Forest
Token:
Blood-Fiend Elisande
Tokens:
•
Drain Blood
is different from Lifesteal, because the health it steals can increase your
maximum
health.
The Lich King Fight
The Enchanter has a lot of low-cost cards, and mainly uses them in conjunction with each other to pull off interesting combos. With a soft 1 card a turn requirement, the Enchanter has to rely on single cards. However, the fact that mana costs are altered allows you to almost always activate
Phase
. You can also try to play the Quest and slowly complete it with cards like
Jungle Book
and
Opal Signet Stone
. Once you've completed the Quest, the value you generate over time will outstrip the Lich King — it's just getting to that point that's the problem.
Remaining Cards
Journey to Un'Goro
Fire-Eating Raptor
is a conditional
Doubling Imp
that triggers off of Elementals — the interesting thing about Un'Goro for Enchanter is that it swaps Elemental and Adapt synergy on two cards:
Fire-Eating Raptor
and
Elementium Crawler
. The latter is a bit of an edge case, because it sort of looks like a beast anyway.
Mana Pool Guardian
=
Stonehill Defender
... 'nuff said.
Jungle Book
,
Opal Signet Stone
, and
Elementium Crawler
are all Quest fuel, and
Kano the Moonshard
is a synergy card that increases the value you get from Adapt and Discover cards in Un'Goro — if you notice, there are three of each in this set.
The Enchanted Forest
is v a l u e g e n e r a t o r 1 m i l l i o n. With the help of Adapt and classic set buff cards (and some more in KFT) you can start a cyclical process that eventually makes your board practically invincible. What's more, every time you complete the quest, you essentially get
Gruul
.
Knights of the Frozen Throne
One of the themes in KFT for Enchanter is 'deep freeze'. Instead of stopping a minion from attacking for one turn, you just freeze it off the board and into a hand or deck — for it to come back later.
Soul Fragments
,
Tuskarr Snowcaller
, and
Icebound Terror
all follow this theme. Completely unintended, but
Soul Fragments
has the same effect as
Bog Slosher
. The next theme is kind of like Priest's; dead stuff and bringing it back. However, the effects are less pronounced.
Grave Robber
only gives you the card, doesn't summon it like
Eternal Servitude
.
Crypt Cleansing
is sort of like Dragon's Fury or Deadly Arsenal except usually better if you've built your deck correctly. However,
Crypt Cleansing
is more impactful (especially if you need a super-duper-clear you can pair it with
Kano the Moonshard
). There are also two cards that preview mechanics from upcoming expansions;
Exhume
brings back the 'left-most' mechanic from Classic, and shows off cards that play other cards in your hand — a theme to be explored in Witchwood.
Wrathgazer
is a powerful Deathrattle... K&C cards will have some more Deathrattles! As far as quest support goes,
Soul Fragments
put you 1/10th of the way towards it.
Blood-Fiend Elisande
is a control tool like
Frost Lich Jaina
. However, you can't keep summoning
Water Elemental
s with her; her battlecry is the most powerful aspect of her kit, and you have to keep hitting big enemies with your hero power to keep yourself alive (the hero power increases your maximum health).
For this Phase, the connecting theme between the two expansions is Corruption:
In Journey to Un'Goro , Kel'Thuzad has corrupted the very idea of Darwinism and natural selection. Through forced evolution and the resurrection of extinct species, High Cultist Herenn will create new soldiers for the Scourge!
The Quest focuses on mastery of revival effects, with hand-Adapt on the side. Minions will return to the battlefield better than ever!
In Knights of the Frozen Throne , Kel'Thuzad has finally taken his rightful place as ruler of the Scourge. Without The Lich King holding him back, he can unleash his full power upon the world, bringing an eternal winter to all!
On a gameplay-level, the Lich will "corrupt" people's perception of what can be done with Freeze, Freezing your own minions for benefits ( Moorabi ? Never heard of it).
Example Cards
Survival of the Fittest is my Quest, perfecting life through constant death and resurrection. Call it "trial and error". Know that playing the second copy of a minion after the first card died still counts.
Evolving Tactics is a double-example, showing off the cycle of 3-mana Secrets and the hand-Adapt archetype. Prepare for what's coming! The hand-Adapt archetype fulfills Challenge #2.
Kel'Thuzad, Unleashed is my "Death Knight", the cornerstone of the "self-Freeze" archetype. Freezing your minions buffs them much like Dinomancy , but they can still attack like normal. Adds greater versatility to the Hero Power.
Undying Turtle is my card for Challenge #1. He can help fulfill the Quest while allowing you to maintain a constant board presence.
Hinterland Golem is my card for Challenge #3. Costing 9-mana, he'll sit in your hand for a while; this allows him to soak up enchantments from the Un'Goro Adapt cards. Because he can copy himself, all of the enchantments you've put on him will also be on the copy.
Tokens
The Lich King Fight
In a battle between masters of the cold, countering Kel'Thuzad's ability to Freeze cripples his defensive ability. With the Hero Power and many of his cards losing their main strength, he'll have to find a new way to overcome The Lich King. It's a duel of similar tactics, proving who is truly the ruler of the Scourge.
Remaining Cards
Journey to Un'Goro
High Cultist Herenn is the Scourge's agent in the Un'Goro region, attempting to create the ultimate bio-weapon for the Scourge. If left alive (or replicated) Herenn can quickly get out of hand, empowering your minions into Elusive, Divine Shield-ed goliaths. No pun intended.
Unnatural Selector was seen way back in Phase I, and finally gets to be showcased for real. They will be rebuilt; we have the magic!
Reconstruction is the Epic card in the cycle of Secrets. Functionally, it falls between Effigy and Splitting Image , although the Lich has minions that are far more appealing to revive.
Necrotic Devilsaur is the ultimate trade minion, sturdy and self-healing. Very appealing target for Adapts, especially Poisonous.
RareLife Finds A Way adds fuel to your hand for the late game. The minions can then be given Adaptations or played to fulfill the Quest.
Scouting Raptor provides recon for your forces, allowing you to plan ahead.
Circle of Life is the last card in the cycle of Secrets, providing healing for your hero.
Knights of the Frozen Throne
Lady Deathwhisper is a reflection of her Icecrown Citadel boss fight, with her Hero Power translated into a Battlecry. The Lifesteal can provide an extremely powerful heal.
Iceborne Drake can work in concert with my Classic Legendary Sapphiron to create a powerful combo of minion damage. They're both Dragons, too...I wonder what that could mean?
Your New Master is more proactive than Holy Water , giving you a minion right away, but it's ultimately a lesser version compared to playing the full card. You can always revive it to full value after it dies again as a member of your team.
Essence Leech is a singular instance of Lady Deathwhisper's effect. The Lifesteal keeps it from being just a bad Hunter's Mark .
Frostguard is like Defender of Argus , but cheaper and with more Health. In exchange, he must remain Frozen. By having the aura attached to Frostguard, it can be reapplied if a new minion becomes adjacent.
Regenerate is a delayed healing effect. It can act as a deterrent against aggression, healing the damage that would be coming next turn.
Cold Sprite can help keep a minion locked down, or set up combos with the self-Freeze.
Servants of the Cold Dark is a combo-enabler, allowing you to immediately Freeze minions you play. This could then give them immediate applications of their auras, or the +2/+2 buff from the Hero card.
Thank you to everyone who provided me feedback, thank you twice for giving this entry a complete read, and thank you thrice for providing me an upvote <3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide.
In Journey to Un'Goro, Rishi stumbles upon the Draconic inhabitants whose knowledge of the stars and sky rival her own. Together, they unite their intellect in order to learn and performing the forgotten ritual made by the Titans in effort to fight the Old Gods. The Quest and card set will give the class a new way to synergize with the copious amount of Gaze in its Classic set while the rest of the set will give the Astromancer Elemental synergy attached to Dragon minions.
Follow her death and return as a Death Knight in Knight of the Frozen Throne, Rishi's ruthlessness that served her well in forging her own fate now allows her to become one of the most dangerous of the Lich King's servant. While Gul'dan steals a person's blood and body, Rishi's specialty is stealing and bounding their souls to serve her, translating to a set of cards that specialize in taking away a minion's effect and replacing them with an identical Astral Servant.
Both of these expansions also allows Astromancer to prepare for their journey into the Catacomb with numerous Dragons and Secrets that will be utilized in Kobolds and Catacombs
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere , meaning that tutoring draw effects like The Curator , discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Titanic Ritual : Deep in the heart of Un'Goro, the forgotten ritual that call upon the Eclipse to fight against the Old God lay dormant ready for Astromancers brave or dedicated enough to perform it. Unlike the other Quests, I want to make this Quest more easy to complete for the class and the Reward is still powerful but much less of a broken game winner or be completely worthless.
Astral Fury : The Elemental synergy for the class. A better Excavated Evil if you met the condition but broke your Elemental chain.
Star Maker : A card to help fulfill the Quest as well as help with the Elemental synergy since both tokens are Elementals. The little Dragon also demonstrate the class's Dragon and Elemental synergy in this card set that will continue in Kobold and Catacomb.
Rishi, Star Enslaver : Probably you can say that the class's entire Frozen Throne card set is built around helping her serve the Lich King. Her Battlecry offer the class a decentboard clear (in a class with historically bad board clear) while building an Astral Servant with incredible power if you managed to plan out your turn right. Her Hero Power not only powerful in targeting your minions, but also your opponent's minion as well to help you get more value out of your non-transform removal. All Will Serve is named after the DK ability of the same name in WoW. The DK fulfill challenge #3 since she doesn't destroy the Elemental you played.
Soulgorge : A demonstration of the effect stealing that will be prominent in this class's Knight of the Frozen Throne card set. Also demonstrate the spawning of the Astral Servant will not be limiting to the Death Knight and her Hero Power.
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight. This can be played around by using a more midrange or control approach of summoning more beefy minions or even exploit it by using Deathrattle, Enrage (rip) minions or fulfilling your Quest rapidly by killing off the Planet token.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in Kobold & Catacomb as well as his effect is very useful for the Death Knight's Hero Power to target him. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex : Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller ; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb . Also a good minion to be marked by the DK and for completing the Quest. The card fulfill challenge #1 with the art of a Tortollan.
Lunar Sacrifice : A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio : A card to help completing the Quest and to turn your small minions into powerful removal. Fulfill Challenge #2 with the Poisonous keyword.
Minor Tarling : Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver : A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secrets to fend off your opponent as well as being a good target for the Death Knight's Hero Power. The list of Secrets that can potentially pop up from him are the three new additional Secrets and the Secrets from the Classic set listed below.
Celestial Domination : Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner decks.
Strangulate : A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus : A powerful defensive tool that came as a cost. You need to be very careful when playing this minion if you want the full defensive body because he can also damage himself. Fulfill Challenge #2 with the Lifesteal keyword.
Mark of Aquarius : A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer : Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the tokens. Fulfill Challenge #2 with the Lifesteal keyword.
Focused Knight : More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3 because it support the Quest. The Gaze priority will go like this: This minion => The Gaze enemy => Your hero.
List of Secret from the Classic Set:
Token:
Death Knight's flavor text : Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
A
Botanist
is not a Druid, but a scholar fascinated by plant life. While the Druids are protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life force in order to unlock their hidden power. A Botanist seeks out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed 's in powerful reagents.
Cultivation
is the
Hero Power
of this class which will allow you to add to your hand a powerful
Seedling
with the new keyword:
Evergrowth
.
In
Journey to Un’Goro
, Freywinn has the chance to discover an uncorrupted and wild world, made of dangerous specimens and strange elementals born from their primordial mystical sap. He will have to adapt to handle those
poisonous
plants.
Quest: The Green Pigment: -
Poisonous, Poisonous everywhere. By completing the
Herbalism Extravaganza
Freywinn will be rewarded with
The Green Pigment
, a rare substance produced by the milling of many dangerous herbs, which will make the Botanist itself an harald of the venomous specimens of Un'Goro.
In Knight of the Frozen Throne, we will have the chance to discover what happened to the Botanist once raised by the Lich King itself. Recruited to corrupt the land of the living he broke the bond with its former master and start raising creature made of flesh and plants, growing is own army of twisted creatures to launch an apocalyptic swarm of plant-zombies.
With this expansion, the intent is to boost the Seed mechanic introduced in the classic set to shuffle a lot of Seeds into the deck to build -up and take under control the Evergrowth Power once drawn them.
Death Knight:
Freywinn, The Green Lich
-
Raised as a Prince of the San'layn he used the blood not to sustain itself but its beloved plant, corrupting their essence and raising them into a new macabre life. All he has to do now is wait until the Seeds he planted will bloom.
The Evergrowth
is a buff (+1/+1) shared on the minion with
Evergrowth
on the board and based on the
Evergrowth
power indicator. When not specified,
Evergrowth
on the body of a minion means
Evergrowth+1
(+1/+1) so in normal situation the maximum
Evergrowth
is fixed to +7/+7 (assuming seven minion with
Evergrowth
on the board and 7 point on the indicator) but this number can change in some occasion (ex. A minion with
Evergrowth +2
). The
Evergrowth
always start from 0 and goes to 1 soon as a minion with the keyword is played. If a minion with
Evergrwoth
is destroyed, the indicator will lose 1 point (or more according to the keyword on the body of the minion).
At this stage only minion on the board can increase the Evergrowth power, with their presence or with a battlecry (
Sol, Singing Flower
).
How does the Evergrowth looks in game?
To keep track of the current power of the
Evergrowth
I thought about a small indicator just under to the Hero Power to show to both players what’s the current number of the
Evergrowth
. This feature will also help to quantify the
Evergrowth
power for any other card that interact with it (ex.
Buds Channeler
). The cards with
Evergrowth
also will looks slightly different once played and on hand to show the buffed stats of the minion: the health and attack crystals are green, like the indicator and the minions share a green aura. Hopefully the following scenario will help you to understand how the
Evergrowth
mechanics works:
Example Cards
Herbalism Extravaganza
That's the quest that will required you to kill 6 minions by using
Poisonous
. Doing so you will be rewarded with
The Green Pigment
which will give to all your minion with 3 or less Attack the Keywords Poisonous, turning the little creatures into venoumous thorns pretty annoying to get rid off.
Indigenous Florist
Specially tailored to fit the Challenge #1 this card also features a hint of a new mechanic that will be boosted in the later expansion. It's pretty straight forward, it's a 1/1 minion that add two 1-cost 1/1 minions, specifically the awarded cutie of the expansion:
Plant
.
Sap Maiden
- I decided to show this card because it's an Elemental -which will open the way to some minor sinergies thanks to the
Lesser Sap Elemental
(you will see more of the during Boomsday) and because it's
deathrattle
will cast the
Adaptation
'
Living Spores
' on all friendly minions, filling the board with more 1/1
Plant
.
(hey it's a Botanist afterall!)
Deadnettles Geist
- From the cold land of Northrend this wicked Herb perfectly represents the theme and the mechanics of my KFT set. Once died you will shuffle a
Seed
card from the classic set into your deck and if it happens to die during your opponent's turn it will also resumon itself. Spooky little herb.
Freywinn, The Green Lich
- If you wanna win this game you need to shuffle a lot of
Seed
into your deck and you will have to draw them all to keep on bay your Evergrowth Power and get the max out of it. Its battlecry will helps you to draw more cards while its new forged Hero Power will add a twisted version of their Seedling, an Herbling that wil get randomly
Poisonous, Lifesteal or Evergrowth
. Necromancer plays with bones, he mix whatever he can find in the soil all together to get its herbs army.
Tokens
Rest of the JUG cards
The rest of the JUG set is boosting the 3 main mechanics of this expansion for the Botanist:
Poisonous
Rainforest Staff
/
Jungle Infusion
/
Primal Whiptail
are the quest related cards of this expansion, featuring the keyword
Poisonous
.
Rainforest Staff
gets its
Poisonous
bonus as long as you control a 1-cost minion, which is pretty easy to achieve.
Jungle Infusion
works in the same way of the tar minions of Un'Goro but it is translated in a spell and also gives the target
Poisonous
while the
Primal Whiptail
it's an annoying minion that needs to be removed as soon as possible considering that he will destroy a random enemy minion at the end of each turn, it can't attack but it's not just a simple Herb.
Elemental & Herbs
Lesser Sap Elemental
is working in synergies with the Herbs and the Elemental gameplay adapting the firsts as long as you played an Elemental the previous turn.
Exotic Expedition
works in the same area, giving you the chance to add an Elemental and a Herb to your hand in 2 separate turns.
1-cost minions
Tropical Fruitologist
and
Ortica, The Nightmare Vine,
on the other hand, are expanding a bit more the 1-cost minions mechanic. The first one replaces the Hero Power as long as it lives, giving you the chance to heal a target and buffing the minions in your hand, pretty useful if you are holding a lot of cheap but weak minions.
Ortica, The Nightmare Vine
is getting the full potential from the cheap card, adapting himself every time you play a card and summoning a 1/1
Plant
with the last adaptation selected.
Rest of the KFT cards
For the KFT set I decided to hold some of the mechanics introduced with JUG but also implement some more versatile cards to open the way to different archetipes.
Poisonous
Toxic Specimen
- It's a card that continues the path of the Un'Goro quest alongside with the random Poisonous that you might get with the Herbling. Its a card purely designed to fuel the quest.
Tempo / Lifesteal
Infesting Lichens / Nutrient Absorption /
Harvester Grano
are for a Tempo archetype. The Lifesteal spells are useful to keep the Hero's health under control while the Legendary of this set will allow you to nullify some annoying battlecries from your enemy.
Versatility
Herbal Scourge
it's a very versatile card because for 1 turn it will allow you to drop some herbs in the battlefield for 0 mana, giving you resources to play different cards and build up different strategies.
Tempo / Seeds Mechanic
Lichbloom / Necromantic Spring
are also part of a token/tempo archetipe and they both use the Seeds mechanic that will allow you to fuel your
Evergrowth Power
.
1-cost minion / Spells
Moss Awakening
sits instead on the 1-cost minions introduced with JUG but also open the way for some spells deck that might get more important with the future expansions.
Lich King 1-cost Spell
Silence it's the greatest enemy of this class. Without their effects most minions are literally useless and they lose all their value. Is it true that they will be able to attack and that's why the gonna be freeze again and again to prevent them to deal too many damage to the Lich King. To beat this the Botanist will have to play its minion in a specific time, to gain the max out of the Evergrowth and the passive effect. Spell Damage and Spells will be essential to finish off the battle.
It's not magic, but it's not science either: alchemy is an ancient discipline that studies the mutating nature of matter and energy. Whether it is by combining several ingredients into a potion with surprising effects or by transmutting metals of any kind, Alchemists always have what they need.
In
Journey to Un'goro
, Pestlezugg joins
Paleochemist Nydia
, in her quest to find the
Eternis
, a legendary element that can only be found in this primordial crater. They will find a lot of things in their expedition:
Elementals
. The best way to
Discover a New Element
is to study these fascinating creatures. So, grab your
Expedition Journal
and write down everything you can!
Potion synergy
. Un'goro features several plants whose
Exotic Frangances
can enhance your Potions' properties. Local
Tortollan Witchdoctor
s are experts on this art, so any open-minded Alchemist would love to learn a thing or two from them.
Shuffling
. Many minerals found in Un'goro are formed after millions of years of being exposed to the high pressure and temperature of underground
Basaltic River
s. The longer this process takes, the purer the minerals become - just ask any
Gold Elemental
!
In
Knights of the Frozen Throne
, our favorite Alchemist resurrects as
Plaguebringer Pestlezugg
, a mischievous Death Knight whose mission is to
Spread the Plague
in the name of
The Lich King
. His laboratory is divided into two R&D departaments:
1/1 minions
. Whether you want to transform them into
Ghoul
s or to combine them into a
Stitched Nightmare
tiny minions are great test subjects for your abhorrent experiments.
Expensive minions
. Small guys are fine, but sometimes you have to think big! Some creations our lab has proudly produced are the huge
Plague Eruptor
and the deadly
Mercury Spawn
. Oh, and don't worry if they die - some
Grave Homunculus
will always be ready to clean the mess!
Keyword Section
Transmute is a keyword that can "transform" a useless card into a useful one. Both the shuffled and the drawn cards might have to meet a certain criteria, which makes it more predictable.
Example Cards
Discover a New Element
is the main piece of the midrange Elemental Alchemist archetype. The Reward provides an infinite array of Elementals, but I don't believe this would be anywhere near the power level of
Jade Idol
Druid.
Magnetite Shard
might look simple, but it has synergy with almost everything in both sets. It counts towards the Quest, is a great follow-up for
Scourge Scholar
and is very strong if it's in your hand when you play
Plaguebringer Pestlezugg
.
Tortollan Witchdoctor
is my card for Challenge #1. It's also a nice showcase of the Potion and shuffle themes that exist in Un'goro.
Plaguebringer Pestlezugg
is designed to work with token decks, like the 1/1 archetype from KFT, since both the Battlecry and the Hero Power are best used on small minions.
Grave Homunculus
is a tool for the expensive minion archetype pushed in KFT. It is especially strong combined with
Plague Eruptor
.
Tokens
The Lich King Fight
Being a minion-based class,
Unstable Blood
will shot down the main strategy of the Alchemist, as well as Murloc decks which tend to be effective against The Lich King. Thus, a control or combo strategy will be needed.
Remaining Cards
Journey to Un'Goro
Herbal Essence
only exists because I thought it was a funny reference to the shampoo trade mark. It also has pretty good synergy with
Exotic Fragances
.
Expedition Journal
provides a bit of fuel for the Quest. Keep in mind it has pretty bad synergy with
Fire Fly
.
Gold Elemental
supports Transmute and other shuffle effects. It has especially good synergy with the Quest reward.
Exotic Fragances
rewards the player for having a lot of Potions in their hand. It looks like a dangerous card, but I've already designed all Potions for future sets and it isn't broken with any of them.
Basaltic River
fits within the Un'goro theme of shuffling, as well as in the Alchemist's general theme of clunky AoE. In the future, the class will receive some tools to give this card more consistency.
Primal Iron Melter
is pretty good with the Quest, both before and after completing it.
Paleochemist Nydia
upgrades your basic Hero Power, which let's face it, is pretty awful. While she is very similar to the Death Knight on surface, Nydia is a more general tool that can be used in midrange decks (like Elemental Alchemist), while
Plaguebringer Pestlezugg
is only effective in token decks.
Knights of the Frozen Throne
Vampiric Ichor
is kind of a filler. I just wanted to print a Potion for KFT and this fitted very well within the expansion (although not so much with the class identity in this expansion).
Twisted Geneticist
is a pretty good card for the 1/1 Alchemist.
Mercury Spawn
is my card for Challenge #3, because of her Elemental tag. She is also good for both the 1/1 and expensive archetypes.
Scourge Scholar
is a strong piece of the 1/1 archetype. She can be used in the early game with stuff like
Magnetite Shard
or in the late game with the Basic card
Escape the Lab
, which fills your board with Homunculi.
Wicked Crystalization
can be used to fetch expensive minions for that archetype, and is also very effective for combo decks that will come later.
Plague Eruptor
is designed to have synergy with
Grave Homunculus
.
Stitched Nightmare
rewards you with a huge body for playing a lot of 1/1 minions. It might be too slow for a token deck, but hey, so are
Lord Walden
and
Plaguebringer Pestlezugg
, so they might work together as a way to top a midrange deck.
Lord Walden
is a pretty great preparation for the DK.
Archaeologist is a control-oriented hero primarily, that starts slow and has less board presence than other classes. In Un'Goro, this will be changed with Elemental Archaeologist slightly, and KoFT helps to build off of the defensive strength with new Decaying Armor. Decaying Armor is separate from normal Armor, and at the end of your turn, you lose 1 Decaying Armor. Decaying Armor does not stack and appears separate on top of armor. Example:
Ignore that it's a warrior. The bottom is normal Armor, and the top is
Decaying
Armor. Both counts as Armor,
Decaying
Armor is lost first and is lost once per turn.
In Un'goro, Izzy
Discovers
her way around the jungle and begins on a quest to find the mythic lost Ark of Archaeologic yore. In KoFT, Izzy explores the caves around the Icecrown Citadel but is corrupted by what she finds.
Strengths of Archaeologist:
-
Defensive Spells
: Izzy can get herself out of any tough situation, with a bit of luck. These spells can help evade tricky situations.
-
Armor Generation:
Izzy has plenty of cards that can generate more Armor to increase survivability.
-
Powerful Weapons
: Using ancient artifacts, Izzy can have access to powerful effects that happen over time. Although Archaeologist has less weapons in KoFT and Un'Goro, they're still potent.
-
Card Generation
: Archaeologist can
Discover
and draw plenty of cards.
-
Sticky Minions
: Izzy has several ways to keep her minions alive, and plenty of minions that can survive on their own. These minions typically have high Health.
Weaknesses of Archaeologist:
-
Limited Board Presence
: Izzy typically can't summon a bunch of minions at once, instead relying on singular, powerful minions or weapons.
-
Limited Aggro Potential
: Not many things in Archaeologist deal a lot of damage to their opponent's face, controlling the board instead.
-
Weaker Early Game
: Archaeologist has more high-cost cards than many classes.
-
Synergistic Cards
: In Un'Goro, this means that many cards rely on you playing Elementals. In KoFT, this means having Armor.
-
Decay
: Archaeologist has many
Decaying
things that naturally die out on their own. This is a time constraint for the class.
Optional Keyword Section
This has been changed slightly to include Armor, for the Decaying Armor KoFT set. Although primarily seen on weapons, it's still possible on minions and is now on Armor for Decaying Armor.
Example Cards
These cards show the variety of new archetypes supported for Archaeologist.
Tortollan Trapfinder
is my Challenge 1 card and great fuel for the Quest, completing one-third of its requirements in just one card. Although it is pricey, it's a great way to keep hand advantage.
Taletellers
is a large minion that supports spilling your hand in Elemental Archaeologist because you can retrieve your cards one turn later. One downside is that it is pricey, usually taking up most of a turn.
Search for the
Ark
is Archaeologist's quest. A homage to Indiana Jones, Archaeologist searches for the lost ark deep in the wilderness of Un'goro, and what's a better way to show this than how Izzy
Discovers
her path of Un'goro?
Faraghoul
is my example card to show off
Decaying
Armor. Because
Decaying
Armor is also Armor, the third line of text is to prevent loops. Although on its own, it lacks much power, it's very potent when used when gaining Armor multiple times each turn, or when you already have
Decaying
Armor.
Izzy the
Greedy
has been corrupted by gold, and the loot she found in the caves underneath the citadel. She no longer yearns for knowledge, but lusts for wealth and power. The Archaeologist Death Knight
shows a key backbone of the Armor archetype, generating plenty of Armor and has a strong Hero Power that adds bone brothers to your hand, which has already been foreshadowed in
Basic
. The Hero Power supports the Un'goro
Discover
archetype.
Tokens
The Lich King Fight
Versing Archaeologist, I imagined that games would stretch on some time. To counter this, and to nullify the card advantage that Archaeologist normally gets, I made a solution that forces you to play against your own deck, and perhaps something that forces a player to end the game quickly, so they aren't overwhelmed by resources.
Remaining Cards
Journey to Un'Goro
Mystick
does not have the +3 Health or Deathrattle options, as those don't make sense on the hero. +1/+1 would give a permanent +1 Attack and additional +1 Health, which is removed after Mystick is.
Dino-might
is a reference to mining tools and ties it to the Dinosaurs of Un'Goro. Here's how it works: 8 damage is dealt to a random minion, then 4 to a random minion, then 2 to a random minion, then 1 damage to a random minion. That's all.
Paven, Elemental of Surprise
's Escape Plan replaces the rightmost Discover option while dormant every time. When you click it, nothing is added to your hand, but Paven is revived instead.
Knights of the Frozen Throne
Thanks for the hero card border, NiRaSt!
Keeper Greatooth
's effect gains regular Armor when
Decaying
Armor decays at the end of your turn, or when
Decaying
Armor is lost otherwise (taking damage). Same with regular Armor.
Effects that make you lose Armor lose
Decaying
Armor first, then regular
Armor
. If not specified, Armor gained is normal Armor. If not specified, Armor lost is both
Decaying
Armor and Armor.
Welcome back to Blasthammer's Garage, friend! As you know, we Tinkers are crafty thinkers that make all kinds of wonderful toys! We've got bombs and gizmos and weapons and mechs! And this time, we're really gonna dive into some fun stuff. First we'll take a look at our operations in Un'Goro and see just what we can do when we have a whole new world to exploit! Yes, exploit. Did I stutter? And after that... did you know I had an evil twin? Well, one of my cross-dimensional portal thingies showed me an alternate... me, and I gotta say, I'm pretty cool! Really cool. Freezing, actually. He's in alternate-Icecrown, ruling over the Scourge! You're confused. I get it. Why don't we start with something familiar first.
Keyword - Synchronize
You should remember this.
Synchronize
is our Tinker-only keywork that helps us rig up some neat things when use up all our Mana on a turn. Tinkers do best when they plan ahead, moving parts and bots around in their head before moving in for a big score. Some
Synchronize
effects will change what cards can do, or spend extra resources, so you gotta be real careful you have enough scrap on hand! Now, lets check out our operations in Un'Goro and Icecrown, shall we?
Example Cards
Claim the Land
- When I first saw what Un'Goro could offer, I just knew we had to get there quick! So we set up shop, and I put Alloy in charge. She's a gnome, yes, but she's also one of my best engineers. As our guys gather resources and do weapon tests, she uses the extra scrap to build some Dinobot guards to keep away intruders!
Exploit Un'Goro
- Alloy is so good at her job, that she can take a bunch of older gizmos and some of Un'Goro's resources to make anything into, well, anything! One of 3 anythings, at least. You don't need to go around and
Explore Un'Goro
like those dumb Warriors! Just take some extra Scrapbots (there's always tons of them, after all) and some primal know-how and see what you come up with!
Blightmare
- So I told you a little about my cross-dimensional twin. Apparently in another Azeroth, I got killed and ressurected as a Death Knight, and went on to beat up the Lich King! Don't give me that look. I used his own plagues against him, and made a horde of mecha-zombies to help me. Him. One of them was this ugly feller that kept Evil Me going strong!
Plaguemaster Bork
- See? That's Evil Me! Becoming a Death Knight expanded his mind with all sorts of horrible ideas. Like augmenting zombies with tech to make Zomborgs that were tougher (and costlier!) than normal undead. He figured out how to drip his plagues into all his spells to ensure he always had an army at his side!
Zomborg Apocalypse
- As the new Super Lich King (his name, not mine) he had the tools to make lots of Zomborgs real quick. Usually he held them back, waited for the right time to use them. Or, he could spend a few Scrapbots to bring the army out even faster! Apparently this was for "Challenge 3", whatever that means. But it's something Alloy would approve of.
Tokens
The Lich King Fight
Apparently Evil Me's fight against the Lich King was something else. You know how we Tinkers have all these big ideas in our heads? Well, the Lich King's magic really messed with Evil Me's head. Made planning difficult, even punished him if he made too many Scrapbots. He had to be quick and ruthless, which turned him into the Super Lich King he is today. I couldn't be more proud of me!
Remaining Cards
Journey to Un'Goro
Recruit the Natives
- Fulfills Challenge 1
Knights of the Frozen Throne
Festergut
- Minions damaged by this Deathrattle have red Health but can be healed once on the battlefield. If they play a minion with 0 Health, it dies after it's Battlecry triggers.
Well, there you go! Hope you liked a peak at some of our more interesting operations. Come back next time, we got some treasure and monster hunting to do!
The Godborn is a class that focuses on earning the gods' Favor to unleash devastating effects upon his enemies, as well as controling the board using powerful boardclears or by flooding it with loyal servants and acolytes... maybe too loyal.
Hyperion Sunborn is the son of Ra, the sun god of the egyptian pantheon, that making him a Godborn. His life in the realm of the gods was a blessing, until a cunning and deceiving conspiracy set our hero on a path of doom. Exiled from the high sky for a thing he hadn't comitted, Hyperion was left to suffer on the planet of Azeroth in his desperate attempt to regain the trust of his brethren.
Hero Power
Favor is a new mechanic available only to the Godborn . How does it work? Some cards generate Favor and others consume it. Once consumed, the Favor will disapear, so you have to constantly generate Favor to power up your effects.
Introduction
After meeting his father and earning his trust, our hero's journey takes him to places filled with wonder and terror. In a desperate search for the truth, Hyperion is ready to discover what these infamous locations have to offer and what is the true reason behind his exile.
The Journey to Un'Goro set offers the class a new archetype to play with. The Tribal archetype focuses on summoning minions from different tribes, while also punishing the minions that don't belong to one. (kinda like highschool)
The Knights of the Frozen Throne set goes in 2 different directions: Dragons and Demons . With the main focus of the set being the Freeze mechanic, both tribes play with it in different ways. Dragons will be more of a control-type archetype, using Armor and Lifesteal to survive enough to end the game with their powerful tools, while Demons will focus more on the Freeze and Favor mechanics.
Frosty Friends (Challenge 3) - A simple card with a peculiar effect that can fit in a few decks. Adding 3 minions from different tribes is a strong support for the Quest , and the Freeze the cards offer is also a good push for a control archetype. ( Brrrloc , Glacial Shard )
Rubyscale Hatchling - Similar to Direhorn Hatchling , this card can fit perfectly in a Dragon deck, generating not 1, but 2 Dragons .
Crystal Fiend - An icy Demon , bent on freezing the world, this card can neutralize a powerful board until you find a way to deal with it.
Ancestral Ritual - In ancient times, deep in the jungle, fanatical shamans performed a forbidden ritual, sacrificing creatures of all kinds, to open a portal to another plane. As the ritual was finished, an abomination emerged from the void, a chimeric anomaly, perfectly adapted to everything the nature has to offer.
Hyperion the Undying - The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Generated Cards
Permafrost Drake - A standalone card that can also be generated by Frosty Friends , the card is a new addition to the ' Freeze an enemy' cycle, being a cheap way to deal with a powerful threat.
Chimera, the Primal Anomaly - The Quest reward gives the Tribal archetype a powerful push into the late game, adapting your Tribal minions to make them a neverending threat.
The Hero Power of Hyperion the Undying
Every turn, after using ' The Way of the Scourge ' you will be presented with 3 options to choose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. Once you discover the Hero Power it is automatically cast. After using the Hero Power it will reset to ' The Way of the Scourge '.
Use the cold in your favor or die. Adapt to the harsh conditions or die. Accept your loneliness or die.
3 Hero Powers with 3 different purposes, each being a strong choice in the right conditions.
A new journey
'Son of the light, begin your quest. / To find the betrayer, head North-West. / Search for the Huntress, a trusted ally, / To gather the gods, together to rally. / But beware the dangerous crater, / Cause deep in the jungle the danger is greater. / Tame the wild and complete your crusade, / Hyperion, the gods need your aid.' - Ra
Journey to Un'Goro
The Un'Goro Crater is a marvelous place, filled with creatures of all kinds. The domain of the Huntress is a dangerous territory for those not adapted to its unique conditions. Our hero's search for the truth continues as he enlists the help of Artemis, a wise goddess who can shed some light on the bizzare events surrounding our hero.
The set introduces the Tribal word, used to describe a minion belonging to a tribe, the set having different synergies with the Tribal minions.
Fire Plume Servant - A minion 2 perfect 2 be true. The 2 mana Elemental that completes the chain. (Noone likes you Volatile Elemental )
Spikeshell Defender ( Challenge 1 ) - A loyal protector with a good statline and a pseudo-Taunt effect.
Erupting Geyser - A natural cataclysm that whipes out everything that isn't adapted to the harsh conditions of the jungle. Because Meteor was already taken.
Jungle Expedition - I know a Tribe and I know how to advance your Quest.
Tribalfin Wavecrasher - A territorial Murloc. He doesn't like intruders.
Rubyscale Hatchling - 2 Dragons for 1, what a bargain.
Chimeric Vision - What is that abomination? Is it a Beast? Is it an Elemental? Or.... maybe both.
Primal Shaman - Changes your Hero Power into a more useful version for the Quest, branching the class away from the Favor mechanic.
Ancestral Ritual - Craft-a-Chimera.
Artemis, the Huntress - The wise goddess will help you tame the wild creatures of the jungle. Goddess of Value.
'Hyperion, long time no see. / The answer you are looking for is far beyond the Frozen Sea. / A perilous journey lies ahead, / Beware of the cold and beware of the dread. / To defeat the traitor in our midst, / The Frozen Wastes' torment you have to resist. / Once you have tamed the cold, you will see, / To the conflict that surrounds us you will find the key.' - Artemis
Knights of the Frozen Throne
Set on a dangerous journey all by himself, Hyperion will have to face the harsh conditions of Northrend. To find the truth he will have to fight for survival. But what is the answer he is looking for? And who will be the one to give it to him?
Frosty Friends - The icy trinity is now complete. But the question is.... which one will you use first?
Permafrost Drake - The eldest of the three chilling companions is ready to play.
Draconic Defensive - The reprinted version of the infamous original Breath of Life. The name says it all.
A Taste of the Frozen Wastes - But... what does the Frozen Wastes taste like? Icy with a pinch of loneliness.
Frostguard - A sadistic cold-blooded demon with a weakness for ice.
Frigid Rebirth - Freeze your Dragons, unfreeze your Dragons. Can you make up your mind?
Crystal Fiend - In the land where gods dare not wander, ancient Demons are the only ones who can help you. Earn their Favor and tame the cold.
Diamond Dragon ( Challenge 2) - The best defense against Aggro. Diamonds are unbreakable.
Hyperion the Undying - Ice is nice! Double the ice, double the nice!
Ah Puch, the Risen - The master of the dead, Ah Puch, found a new home in the Frozen Wastes, reigning over the undead. As the Lich King already had control over the tiny little zombies, the Risen could only go higher... with Dragons.
"You are weak, Godborn. You will never be victorious if you can't survive against the odds. Join me and I will make you powerful. Join me and I will make you a servant of the Frozen Throne. " - The Lich King
Weakened and alone, Hyperion accepted the bargain and became a Death Knight. The best of his kind, the first Death Knight Godborn, he is preapared to continue his odyssey and regain his place in the skies.
What's coming next?
You got the knowledge of the Huntress and the strength of the Lich King, but you need more to bring down the evil that is lurking amongst your own kind. Every hero needs an arsenal of weapons and what place is a better source of magical artifacts than the Catacombs?
You got a lead about the identity of the culprit, but you have to do some digging. An ancient goddess of war and magic may help you unravel this mystery, but there is a price to pay.
Beneath the surface there is a mysterious wanderer wielding nail and travelling across the world. As innocent as it may look like, don't ever underestimate it. Its ability to cope with various enemies is staggering. However, it is not weak when it comes to the defense, too. Along with other befriended bugs, it seeks for it's destiny. Here is The Bug !
During this journey:
To Un'Goro, Knight will uncover hidden Moss tribe (and even befriend one Tortollan), join mighty wanderers in exploring unknown lands and face unexpected task - protect its sibling...
In Knights of the Frozen Throne, Knight will embrace the touch of the omnipresent frost, create army of undead protectors and rule in its new form - The Knight, Pure Void.
Keyword
Fury is an exclusive keyword for the Bug. It can trigger multiple times, which makes a great combo with weapons, because you only have to spend mana in one turn, and benefit on the others. Fury also has synergy with Hero Power, especially strong in the first turns.
Example Cards
Seal Dangers Away : This quest is an improvement for defensive archetype, where Armor and Taunt minions are particulary helpful. As for the reward, from defensive strategy there is transition to the more aggressive style. All cards with Fury are easier to activate, and your opponent's minions will take damage after attacking your hero. Note: Quest counts at the end of each turn. It resets after you lose health, not Armor!
Ice Crawler : Nice minion with more health than a normal 4-drop, with a drawback that can be sometimes frustrating. Using hero power or weapons is useless, but in exchange you get very good protection. Usefull in both defensive and quest archetype.
Twin Touch : This spell works great in Stealth archetype - new deck in KotFT. Additionally, except synergy with Stealth it is also good with multiple copies of a minion, which you can get by playing Gatrhering of Undead or Ze'Mer, Frozen Soul. It will also be important in future sets when more copying synergies will come. Note: It gives Stealth only to minions on the battlefield!
Winged Echinda : Very good defensive card, which brings back destroying Armor for benefits. You can adapt this if you don't have much Armor, but if you spare some, you get to adapt this twice. It has potential synergy with Stealth cards, because one of the Adapt options is Stealth.
The Knight, Pure Void : An enabler for Stealth archetype. Now losing Stealth is no longer only a bad thing. As powerful as it may look, it still does nothing when you play it, thus it needs to be played in the right moment. Aside from Stealth, it is another great defensive tool because of the hero power, which grants lifesteal (good defensive option), Stealth (synergy) or Windfury (which will be expanded in furure expansions).
Tokens
The Lich King Fight
One of the main strength of the Bug are minions. Many minions. There are many token generators as well as new copying cards. Unfortunately, you can only have 3 minions on the battlefield at the same time. This means that you can't play minions if you have 3 already, and cards that summon minions won't trigger. You can play with new Stealth archetype against Lich King, which provides buffs for small amount of minons. Quest is usefull, too, as you can attack each turn after you complete it.
Remaining Cards
Journey to Un'Goro
Nymm, the Traitor : Powerful legendary with combo potential. In exchange for super bad stats you get up to 6 copies of an enemy minion. Great synergy with Twin Touch , but it can't be played on the same turn.
Moss Prophet : Support for the quest - well stated minion with good deathrattle on both your and your opponent's turns. During your opponent's turn you can stop damage (you can give this minion taunt with cards from the basic set) and on your turn, when you can trade this minion first to later hit a big minion with your hero.
Primal Rage : Nice card for swarm playstyle. After summoning many minions you can play this, kill a minion with your hero and adapt your minions. It can trigger multiple times.
Moss Slash : The Bug does not have many direct damage. In addition for dealing damage you also gain attack to trade, activate Fury or just go face. It is comparable to Fireball as it deals 6 damage in total, but here it can be dividen into two targets.
Brave Tortollan : Small card for hero attack-oriented deck, with the condition to survive until your next turn.
Primodial Armor : Defensive tool for aggro/swarm decks.
Seal of Binding : Support for quest, but it also allows you to prevent a friendly minion from taking damage on a turn, which is useful before trades.
Helpful Wanderer : Small Armor generator, synergieses with hero-attack cards.
Knights of the Frozen Throne
Ze'Mer, Frozen Soul : Great Taunt/defensive card with ability to copy itself. The factor that suspends her from that is Armor - each copy destroys 7 Armor to activate the effect, so along Ze'Mer, Frozen Soul you should play some good Armor generating cards.
Acolythe of Void : Simple card that supports Stealth archetype.
Gathering of Undead : A card good for copying both friendly and enemy minion. Similar to Molten Reflection, but with potential to summon two copies instead of one and copying an enemy minion, too.
Necrotic Vengefly : Card for challenge #3, which supports quest/defensive archetype.
Frost Shield : Weapon usefull for excluding enemy minions from play for a turn, another Fury activator.
Infected Husk : Small minion that fits into Fury archetype as well as more defensive one.
Icecrown Defender : Purely defensive card with ability to stall the game more. Additionally better if given Taunt.
The Voidcaster
is the last line of defense against the void... in their own mind at least. Taking in the powers that they seek to fight,
the Voidcasters
manipulate
singularities
and remove enemies from the board with disturbing efficiency. With powerful singular use secrets, spell targeting manipulation and tradeoff with enemy's armor,
the Voidcaster
dances in and out of rifts on the battlefield, shunting enemies into rifts and overall... looking purple doing it. Oh, and
Locus-walker
? The Ethereal behind the whole movement? He'll reveal his secrets... in due time... (C'mon Blizzard, don't keep him an enigma forever).
It's time to bask in the sun and freeze our wrappings off in
Journey to Un'Goro
and
Knights of the Frozen Throne!
Locus-walker has enemies in both locations, as he finds himself in conflict with the Emerald Nightmare and Il'gynoth in Un'goro, and Ner'zhul out in Icecrown. Of course, he'll be utilizing the tactics of his opponents, as this time around, he's reaching out for some new powers of the void...
The powers of Madness!
Singularity
Singularity
is the Overload style tradeoff keyword of this class. All
Singularity
cards feature strong effects, stats or costs, if not all three, balanced on the fact that you can only have one in play at a time, and as a consequence, you need to restrict yourself from over corwding your deck with them. They can be cheated out over the top of each other, such as with the infamous
Mad Scientist
.
Singularity
has no big changes this time around, but it is now officially going to cheated out by in-class cards. This is to make the secrets partially more useful but also to add some more interesting design space for Voidcaster to play with.
Strengths and Weaknesses
Strengths
Strong Single Target Removal:
Single target removal so good you can hit multiple targets with it! VC excels at spreading it's varied removal options, some hard, some soft and some which deny resummoning combos.
Good Draw:
While the draw isn't always consistent, it's across the board strong once it gets off.
Hand Dancing:
VC can throw out a strong minion, get off an attack with it, then return it to your hand until the start of your next turn. It can do this with both yours and your opponent's minions, allowing you to cheat out Singularities over the top of each other.
Strong single turn survival:
VC has several options for preventing it's death for just one turn longer. None as fire and foget as
Ice Block
, but more numerous and a bit more skill intensive
0-mana secrets:
As all VC secrets are balanced on the Singularity Keyword, they are all balanced at 0-mana and thus can be played without skewing your curve.
They can void any bad contracts you're stuck in.
Weaknesses
Inefficient AoE:
If there's anything that really gets to VC, it's the AoE issue. ALL AoEs are either high costed (And in much later sets) or require multiple cards to use. More often than not, they will have to save their single target removal spells to be spread around using Void Might or Gravity Well, or burn an excess of cards inefficiently to proc Twisted Heartbeat.
Singularity deckbuilding:
There isn't really a logistical way to build a 30 singularity deck; Depending the speed you go at, you could brick your hand with around nine. You have to make sure each of your Singularities can be used or at least is worth the draw. Also worth noting that if you're locked into a secret and your opponent neve manages to trigger it, a lot of your other secrets are also bricking something major. Most have pretty open-ended conditions though
Weak Defenses:
Other than some Taunt abilities, VC is severely lacking in armor gain and desperately out of Healing. Health is a resource you won't be getting back much.
Tradeoffs:
A lot of your cards with strong effects that have no Singularity cost will often give your opponent armor. You get irrefutably good tempo through your Hero Power as well, but you'll need a strong board presence to eventually get back through most of that armor.
They expired all your coupons.
Themes
Journey to Un'goro:
It's easy to forget the ties between the Crater and the Emerald Dream, but be assured the Old Gods and Void Lords have certainly not forgotten. Through
Jungle Madness
, the heart of corruption, Il'gynoth, makes his way into our world, whispering madness and spreading dark thoughts to the many elementals and beasts of the primeval jungle. Even some of the stones in Un'goro have been imbued with dark unlife of the void. But of course, Locus-walker always has another agenda... and in this case it's attempting to trap the massive Hydra
Markuranoc
for the Netherstorm Eco-domes.
Mechanics;
Enemy armor capitalization:
Several minions in this set have battlecries or effects that trigger when your opponent has a certain amount of armor, or improves the minion if they have a lot. This class makes that consistent through Hero Power and base set cards.
Twisted thoughts:
Let's face it,
Curse of Rafaam
was underutilized. Voidcaster establishes it's theme of gaining buffs by giving your opponent passive buffs that they have to deal with, unless they pony up the mana to cast them.
Knights of the Frozen Throne:
Icecrown is a dark place, and many of it's inhabitants have varied and expansive pasts with the void. None more so than
Ner'zhul
, though, the original Lich King and practioner of Void magic. Of course Locus-walker is out to end his communion with the void lords, but when you go to fight madness... chances are you'll go mad too. Consumed by the Shadowmoon Warlords power and tied to a Lich's Phylactery, Locus-walker becomes the sort of dark figure he worked to destroy...
Limbo-walker
.
Mechanics;
Discover Synergies:
When he lost his mind to the void, Limbo-walker became obsessed with discovering more and more twisted power. As such, we have several Yogg-saron themed discover cards and cards that return themselves to your hand or board, with the cost of having your discover choice chosen at random.
Damage Redirection:
Damage isn't worth taking, and the Shadowmoon clan, Ner'zhul's clan, have mastered the redirection of it. Survival cards for Voidcaster designed to limit and threaten using your opponent's damage against them, creating a few more 4d chess situations this class was conceived for.
Example Cards
Locus-walker isn't having the greatest time of it, is he? Let's take a look at these first entries...
Jungle Madness:
The real game-closer of Voidcaster,
Jungle Madness
is designed to showcase the Vision cycle of Un'goro. Utilizing the Emerald Nightmare, you can begin to countdown your opponent's health. The more maddening visions you fill your opponent's hand with, the quicker they're lost to the maddening whispers of Il'gynoth. You can use the twisted thought cycle or you can smack a
King Mukla
into your deck for some Super Monkey Ball craziness.
Limbo-walker:
"That's the problem with the void... Once you're in it's grip, what can you do but freefall?" Limbo-walker is the twisted (Well, more twisted) version of the void Ethereal, and he's now tied to his Phylactery. He won't be easy to ill either, surrounding himself in the secrets of the void and building the defenses of his phylactery. His Hero Power still does the 2 damage but now transfers armor to his one-use Ice Block, to make a lategame comeback after an attempted kill by your opponent. He subverts Singularity by bringing in as many secrets as possible in the same instant, popping up as many as five secrets possibly (However, bear in mind how hard your hand can brick with that many secrets in your deck). I avoided an infinite value Hero in favor of one of desperate survival tactics, giving him several chances to retaliate.
Voidrattle Archer:
This is a cycle I'm excited to show off. Once killed, the archer turns all your discover effects into a random choice if you choose to resummon him. This is represented by a fourth option, which adds one of the three cards to your hand and rebuilds the skeleton. Of course, often you may really, really need one of those three cards, and at that point you have to decide if you can gamble on resummoning the archer or if you can break the archer's resummon chain permanently. There are no unending discover chains within VC, so the strength of this minion caps at however many cards you put in your deck to synergise with it.
Monstrous Thoughts:
Welcome to the vision cycle full time. I like Curse of Rafaam, and I felt that it was the sort of card that would be fun to see again. Essentially all of these visions are small tempo boosts for you, either in providing you small minions, cards or buffs, or in slwoing down your opponent's plays to remove them from their hand. One by itself might not be a big deal, but these effects can stack and crowd your opponent's hand, and they're the precursor to something even more devastating... so how long can they let themselves be concumed with visions?
Ner'zhul:
The original Lich King, Ner'zhul was a must have for this set. For those of you who rightfully point out Arthas is the Lich King, I say to you Warcraft lore is complicated and we came in roughly 15 years in. In any case, on alternate Draenor (Bear with me here) Ner'zhul became a practioner of void magic, and that's more info than you need to know. Ner'zhul is the ultimate 1 for 1 card, if not more. If the opponent isn't willing to crank a hard removal into him, He will take down an enemy minion with him.
Remaining Cards
Tokens:
Jungle Madness Tokens:
Limbo-walker Tokens:
Ung'oro:
Knights:
The Lich King Fight
Ner'zhul
May no longer be anything more than the guiding hand of the lich king, but he knows how to counter a void practioner still. During the fight you will be completely locked out of most singularity effects, and you must scramble to find other survival options... as Locus-walker is quite reliant of the dark powers to survive his assailants,
I want to give a massive thank you to McF4rtson, for the several nights we spent with not enough sleep getting this done. Also NiRaSt for putting in the work to actually make the background for Sorceror King Hero Background. Having had to edit nigh-on all cards to give them void theming baseline or at most the wholesale background of the card for the Dormant Il'gynoth, I'm fully aware of how long this stuff takes. Here's to yet more art to turn various shades of purple!
A
Blood Mage
is an adept caster capable of hurling devastating spells from afar. Once part of the Alliance long ago, they turned to what appeared to be darker magics of fire, some becoming outright warlocks. They were once led by the mighty Kael'thas Sunstrider who succumbed to visions of grandeur. While he is gone, he remains the most famous, or infamous, rather, Blood Mage of Azeroth.
Cauterize
was a difficult Hero Power to develop but it embodies the Blood Mage well both mechanically and lore-wise. It can be viewed as "Destroy a minion with 2 health or less." In a sense, it's a bit like
Mortal Coil
, always a strong card when you can get it off. Furthermore, it helps support the class' core identity, triggering on damage revenge effects, an in-game example being
Acolyte of Pain
.
The
Blood Mage
is bit of a mixed bag class, like
Shaman
. They excel in dealing direct damage and racking up Spell Damage like a
Mage
, but also exhibit a tendency for making sacrifices for power, much like
Warlock
or
Warrior
. Yet, at the same time, they have access to more than serviceable healing and even some completely new playstyles.
I really wanted a negative keyword this time around, a bit of a departure from most of my classes. It's also very straightforward and acts in a way much like overload, to balance out some extra stats or a cheaper cost. However, there are several cases where I use
Immolate
in the
player's
flavour, just to show that a seemingly one-dimensional, negative keyword can be mechanically interesting.
Example Cards
Gemstone Trundler:
The introductory card to the Power Crystal secret cycle. Each Power Crystal secret summons a 3/3 token but each does so in different ways, therefore keeping your opponent guessing. This replaces the usual secret support the Blood Mage would have gotten.
Ignite the Wildfire:
The culmination of Spell Damage synergy in the Blood Mage class. It is not the most difficult quest, most likely done at around turn 6-7. As such, it is not an end-the-game quest, but rather a slow complementary win condition. Nevertheless, it is a roadblock in your opponent's gameplan and the reward puts them on a clock.
Wyrmcalling:
This is the first card to support token Blood Mage. Compared to
Bloodlust
this card gives a permanent Attack boost but requires significant hand advantage. Therefore, this explains why this card is so cheap for its effect. (
Mana Wyrm
is at 2 mana)
San'layn Nobleman:
This is a more generic card for Blood Mage, keeping in theme with strong healing options.
Al'ar, Absolute Zero:
KFT will see two powerful token-based cards for Blood Mage, Al'ar being one of them. Like Wyrmcalling, he also requires you to have a sizable hand advantage. As such, Token Blood Mage plays in between Wispering Woods token Druid and aggressive swarm decks like Shaman. It needs to upkeep both a board and a hand.
Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
This particular battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills him with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.
Main themes:
1)
"Can't attack the turn it's equipped" on weapons.
2)
1 durability weapons.
3)
Small but frequent armor gain.
4)
Buffing your minion's health.
Strengths:
1)
Versatile (has a large variety of tools at their disposal).
2)
Can setup for very high power turns.
3)
Excels against decks with lots of minions such as zoo decks.
Weaknesses:
1)
Obvious with weapons (conjuring a weapon takes time ya know?).
2)
Weapon removal.
3)
Struggles to fully utilize cards against decks with few minions.
4)
Takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword: Spellfury
Spellfury
changes the effect (such as a
Battlecry
) it's printed after on the card, usually upgrading it. It activates if your weapon has done X or more to minions this turn, either through attacking (excess damage is counted) or card effect. So if your weapon did 5 damage,
Spellfury (1)
and
Spellfury (5)
would activate but
Spellfury (8)
wouldn't. It can be tricky to master as damaging minions to buff your
Spellfury
can lead to you not needing the upgraded effect. Due to not being able to trigger
Spellfury
going face, cards that summon minions for your opponent are valuable to this class.
Saronite Taskmaster
and
Marin the Fox
are good examples.
Example Cards
Primal Practice:
My idea behind this quest was to let you somewhat customize your own reward. You could add
Lifesteal
to your reward through
Blood Taker
(kotft), an aoe with
Conflagration Cutlass
(classic), and whatever other goodies you want! Note there would be a fair few training dummy cards from older sets around when this would have came out.
Torrential Snare:
This is a more versatile but arguably weaker
Polymorph
. If your desperate you can use it to give your own minions taunt, but if you snare something with lots of health it's probably still gonna hinder you for awhile , but at least you can get more attacks in for your quest!
Animated Woodwaker:
This resummons the dummys to whatever side of the board they died on, so you can somewhat control where they end up. If you happened to use the above card on one of your high heath minions, this guy can bring it back with all of that juicy health!
Battleborn Direhorn:
A simple adapt card that gives you more adapts depending on how high you can get your
Spellfury
.
Battlemancer Anielas:
Charge
may seem odd on weapons but given this classes usually can't attack when played much like normal minions, it actually makes a lot of sense especially since charge is worded as "Can attack immediately".
After playing this guy, if you only use 1 durability weapons, you can pretty much attack endlessly so long as you have mana and more weapons to equip! This can give you a lot of tempo and burst at the cost of burning through your weapons stupidly fast. The hero power helps with survivability since you'll be taking a lot of damage from attacking, and if you trigger the
Spellfury
effect it's pretty insane, but also easy to play around as the battlemage needs to deal 6 damage to a minion, then have something left to hero power so playing only 6ish health of stuff at a time (if you can afford to) vs this DK can hinder them. Also you wont have your hero power weapon with this card so having lots of weapons to utilize the battlecry is a good idea.
Tokens
The first
Training Dummy
is the normal one most cards spawn. It was the token produced by my challenge 2 (common practice) card last phase. I decided to really commit to it this time around! The second
Training Dummy
is produced solely by
Torrential Snare
and the base health of this dummy will be equal to what was transformed into it.
Primal Peacemaker
and
Forlorn Death
are the quest reward and death knight hero power.
The Lich King Fight
Weapons are very core to battlemages given their keyword requires them, so without them you really need you think outside the box. You can still trigger spellfury with your hero power weapon so you could focus on buffing that to use high spellpower cards, or you could take battlemage in a completely different direction unrelated to weapons and spellfury entirely.
Remaining Cards
Journey to Un'Goro
Venturous
Training:
The perfect card to use if your worried about weapon removal, or just need some more immediate results.
Jungle Master Voldat:
If you hit for 3 or more you'll always get Adapt which is rather average, so to really get value out of this guy you need to have ways to deal different small amounts of weapon damage so you can choose what you need at the time.
Knights of the Frozen Throne
Solidify Weapon:
As the classes most potent weapons to use this on have 1 durability, it means you either need to use this on the turn you play the weapon, or skip a turn of attacking, both of which slow the card down as it is pretty damn strong with some of the weapons.
Spellsword Slayer:
Can counter
Kingsbane
but his main use is to silence your own weapon to attack with it immediately.
Bloodblade:
To avoid slow conjuring just use something that's already there, your blood for instance!
Splitting Arms:
Note the class has next to no high durability weapons so this is mainly to get instant value out of weapon buffs. It does combo with
Bloodblade
and
Primal Peacemaker
but those aren't too reliable.
Searlus the Dealmaker:
Played minions means it will only applies to minions you played directly from your hand, and not minions summed by any other means. This guy would be busted in a lot of classes, but battlemages tend to be pretty hands on and don't have that many minion so getting that power with them can be tricky, but if your willing to take battlemage in a more minion heavy direction then this guy might just be one of your win conditions.
The Alchemist is a specialist in the art of transformation, generation, and combination; including of living material. Her specialties are:
CARD GENERATION!
Be it through summoning, shuffling, or adding to hand. Small minions in particular will be focused on very often.
HAND SYNERGY!
You're an Alchemist. More ingredients means crazier experiments! Transform cards in your hand, take advantage of your hand size, or use useless cards you're holding as a resource! There will be lots of
synergy with 1-Cost cards
for this reason, as they are generated by the Hero Power.
UNIVERSAL TRIBAL SYNERGIES!
Alchemist has cards to synergize with any and all tribes! Be it Murlocs, Dragons, Demons, or
Nightmare Amalgam
-like "All" cards.
SNOWBALLING BOARD!
Be it through aggressive tribal synergies (e.g. Murlocs), board-wide buffs
à la
old-school Token Druid, or quick board reloading
à la
Odd Paladin.
STRENGTHS
Minion swarming
- The class has a lot of 1-Cost minions, and the HP generates further of them. However the class has also many other ways to summon minions.
Value generation
- Patricia loves to concoct new stuff! Like Priest and Rogue, Alchemist is a class with lots of value generation. Alchemist's way of generating value is either to generate 1-Cost cards or to generate cards from random classes (as opposed to Rogue which is only your opponent's class).
Versatility
- Like Druid, Warrior, and Rogue, Alchemist has a good variety of playstyles and can adapt to any situation during games.
WEAKNESSES
Few direct damage
- Alchemist has trouble dealing direct damage. Most of its damage will come from minions.
Few big midrange-y minions
- Alchemist has a lot of low-cost minions at her disponsal, but few high-cost minions, and the few high-cost minions she has are big effects rather than big bodies. If Alchemist wants big minions, she will have to create them herself (through buffs or card generation).
Showcased Cards
In all my cards, I will use the term
"Type"
to mean what is commonly called "tribe".
It's the offical term!
Challenge #1: Tortollan Elder
Challenge #2: Natural Selection, Mutant Chameleon, Mass Extinction
Challenge #3: Rapid Contamination
TOKENS
Philosopher's Stone cost 2 because 0 would have been OP and 1 is hard-countered by
Skulking Geist
and anti-synergy with my "transform 1-Cost in hand" cards.
PRIMORDIAL GENESIS
- My Un'Goro quest is based around summoning spells. There are already very poweful summoning spells in my basic & classic sets, including one that can clear more than half of this. The reward is an infinite value giver, similar to
Build-A-Beast
. If Blizzard thought this was a good idea, I don't see why I can't do it.
AMBER DROP
- A Discover-summon spell that helps complete the Quest. Based on
Free From Amber
. Note that, despite the "Discover", you won't keep a copy in your hand.
RAPID CONTAMINATION
- A card that rewards having a full or near-full hand. Very powerful when cast with...
BRAINS IN JARS
- Another card that rewards having a full or near-full hand. Super OP with all the cards that
PLAGUEMAKER PATRICIA
- My class' DK. I wanted to try something new which is why she costs only 1. Patricia can potentially make your games super consistent and change your strategies. Every game will feel different with Patricia on board.
"But Cheese! The Lich King card is supposed to highlight a weakness from your class! This highlights a strength!"
Contrary to what people believe, Lich King cards don't target a class' intrinsic weaknesses (except maybe the Rogue one) but rather forces them into a specific playstyle. Warlock must play Renolock, Hunter must play Spells, Shaman must play Murlocs, etc... My Lich King card does the same: it forces you to play a token playstyle. It is still a significant downside since the Trainess deal damage to you.
Remaining cards
Journey to Un'Goro
TOKENS
NOTES
BLUE POTION
lready appeared in my Basic set.
MUTANT CHAMELEON
has the "All" tribe because he's a Chameleon. I already made "All" cards in the Classic set.
NATURAL SELECTION
can also target typeless minions, but other typeless minions won't be buffed.
CHROMATUS
only gives you all 3 cards if the Discover is a true Discover. My Amber Drop won't summon 9 minions for instance.s
Knights of the Frozen Throne
TOKENS
NOTES
BLOOD OOZE
- If you only have a single Blood Clot at the end of your turn, it will still transform into a Blood Ooze. If you have Clots from several Oozes, they will all merge back into a single Ooze regardless.
The Metamorph uses the elements like the Warrior uses his axe of the hunter his bow. He has the ability to cover his fist in molten lava and burn your face off, cover his body in stone to survive an ogre's clubbing or give his trusty warhorse the power of lightning in order to run faster (
hmm... note to self...
)
Journey to Un'Goro really brings out this affinity towards the elements. The introduction of Elemntals in the mix allows it to combine it with other tribes (such as Beasts and Dragons) in order to make Metamorphs, the class' tribe and one of its most powerful assets. This can also be achieved trough Adapt, which is basically taking elemental power and giving it to your minions. Finally, there's Tortollans to worry about, who's link to nature make for perfect companions for the Metamorph.
Knights of the Frozen Throne, on the other hand, opens a whole new avenue: Dragons. More specifically, Frost Wyrms raised from the remains of mighty Dragons fallen in the field of battle. Thanks to the power of the Frozen Throne, the Metamorpher gains access to the Frost Fire, allowing it to raise the dead from the eternal slumber and do it's bidding. Then there's Lord Marrowgar, who decides to join the Metamorpher after he defeats The Lich King.
EXAMPLE CARDS
Brion Frostburn:
My Death Knight, after being imbued with the power of the Frozen Throne. He has an incredibly powerful Battlecry that allows him a constant string of
Bone Drake
s so long as your deck had Dragons in it. For balancing reasons, any Dragons generated trough effects don't summon them.
Gather the elements:
The Quest, focused around adapting your minions. You are rewarded with Elemental Sundering, a spell which gives access to three incredibly powerful Metamorphs called Primal Titans. The biggest downside to this quest is the inability to support it after Un'goro.
Adaptive Tortollan:
A very versatile and cheap Metamorph generator. Also obligatory OP 1/3.
Metamorphosis:
One of your most powerful Metamorph generators. It works similar to
Build-A-Best
: Both cards cost less than (5), the first one has an effect and is ALWAYS an Elemental, the second only has keywords or is vanilla and is ALWAYS a Beast.
Lanterns of Doom:
Very powerful Deathrattle activator, works really well with the DK.
Tokens:
Cold Fire:
The DK Hero Power. Simple and straightforward. I've made it weaker because of my Boomsday Legendary spell (if I make it that far).
Elemental Sundering:
The reward for your quest. It puts an immediate threat on the board, gives you card draw and delays Fatigue by one turn. And as if that wasn't enough, BEHOLD! the Primal Titans:
Infernus:
Giant monster that will pretty much kill whatever it goes after.
Venturion:
Great AoE minion that allows you to maintain control of the board, or finish your opponent in one sweep.
Torterra:
Massive wall that your opponent will have a hard time tearing down.
LICH KING FIGHT
"Puny Metamorph. So proud of that little army of yours. You really think it will allow to keep control of the board uncontested. Quite hard do do that when all your troops are frozen in place and can't do anything as my own armies tear trough them. And don't think for a second you can melt the Ice with your puny Fire. In Northrend, the only Fire that burns is made of Frost. Now... bow to your King!"
COMPLETE SETS
Journey to Un'Goro
->
Fist of Kalimos
will affect your opponent's minions if you haven't played any.
Servant of Ragnaros
is a cheaper (dust wise)
Ragnaros the Firelord
whose effect doesn't trigger the turn it's summoned, so it's a lot weaker than the big flaming guy.
Kights of the Frozen Throne
\
Only one copy of
Resting Bones
triggers if you have multiple in hand.
Tesolc'Ehtni
Skelegon
is a
Stranglethorn Tiger
with the Dragon tag, as well as a very stupid pun on "skeleton in the closet".
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardfolk, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells can hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all friendly cards in play with
F
resh Blood
trigger their effects.
Fresh Blood
can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use
Blood to Fire
(the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Explanation
Rekindle the Bloodflames
:
This is my quest. All the weapons in my class have 0 attack but have effects similar to
Atiesh
, meaning they do powerful stuff when triggered but they lose Durability that way. The reward is a minion that gives equips you with a powerful weapon!
Basil the Crimson
:
Although the battlecry does not immediately affect the board, my class has many powerful spells that affect many characters, so next spell cast after the hero card will often fully heal your hero.
Raelik, Master Dinomancer
:
Bloodburners are relentless and their resources are endless. This allows you to obtain some great value but the body is rather weak for the mana cost.
Extinction
:
Massive late game threat for both the enemy and yourself. It's basically casting
Pyroblast
on every character in sight. Very few things can survive this, but then again, few dinosaurs survived their extinction.
Decay
:
Weaker than Flamestrike at first, this spell is designed for the long term value. 2 damage to all affects you as well but it also deters the enemy from flooding the board again. This combined with
Basil the Crimson
allows for constant healing.
Tokens
Taint Aura
overall makes your enemy waste 2 mana to deal 2 damage to himself and heal your hero for 2. He has to play the
Blood Curses
or he risks burning cards, but this can backfire if he utilizes spell synergy (things like
Vex-Crow
or
Mana Wyrm
)
These are the Blood-Forged Amulets. First one is for value, second is for damage and third is for survival.
The Lich King Fight
My class relies on Blood to Fire to reliably trigger Fresh Blood so removing the hero power from play severely hinders the use of any Fresh Blood cards. On top of that playing without a hero power in a class where the hero power it's one of it's greatest strength is very hard.
Remaining Cards
Journey to Un'Goro
Tortollan Sage
: A moderately big heal on a pretty big body, this nice tortollan will sustain you throughout your self-damaging adventures.
Explorer's Compass
: The discover effect is on top of your normal draw. This allows you to search for the perfect answer to whatever is thrown at you, provided it's not destroyed first. Even with all it's value, 4 mana do nothing this turn is still a dangerous play.
Terrorscale Scavenger
: Taunt that keeps getting bigger and bigger. You don't always want to play all the big powerful removal spells in your hand, so this guy is there for those turns where you just use your hero power and end the turn.
Red Pulse
: Similar to
Defile
. It costs more mana to achieve the same impact but this can be spread out over multiple turns.
Eager Apprentice
: Little cute guy who is excited to go with you to explore Un'Goro. This is the main support for accelerating the quest, besides the weapons introduced in this set. For clarity, when you play this guy all the
Fresh Blood, Deathrattle,
end/start of turn, whenever/after X happens and other similar triggers on your weapon are activated. It does not work with
Battlecry
.
Skull-Feather Charm:
2 mana draw 2 cards in weapon form and on a delay.
Burning revenge:
If the enemy dealt 5 damage to you last turn this is a 5 mana deal 5 damage. This is a paranoia card that makes the opponent unsure if he should go all in or not, as he risks getting destroyed by 0 mana
Burning revenges.
Kights of the frozen Throne
Krel, the necrolord
: This is a giant STOP to the enemy board allowing you to stall for at least one turn. The Spectral Skeletons can also survive one of your own boardclears.
Scourge Enchanter
: Makes combos harder to pull off and delays cards by one turn. A notable interaction is to use this when the enemy has a bunch of
Blood Curses
in their hand making it very hard to get rid of them and play their own cards.
Transfer vitality
: Many bloodburner minions have repeatable effects and triggers, so giving them more health to keep them alive for one more turn would bring you a lot of value. Alternatively you can increase the durability of your equipped weapon to get more uses out of it, thus supporting the Un'Goro quest.
The Cursed Flame
: Weak boarclear by itself, this also heals you and damages your opponent via
Blood Curses
.
Scarlet Omen
: Targeted
Vaporize
but has more counters as there is more weapon removal than secret removal. If you use
Eager Apprentice
from Un'Goro the minion dies immediately, making it a 2 card 6 mana
Assassinate
, with a body.
Blood burst:
Can be considered tech against spell heavy deck but it's meant to have synergy with the hero card and
Inevitable End
: Same mana cost as
Cataclysm
but the drawback on this is that it only affects Deathrattle minions. It's a great tech card in metas where Deathrattle is common and it can be used to trigger your own stuff.
San'layn's Servant:
Little servant of the San'layns, this dude learned some of their vampiric tricks. An alternative
Demolisher
that can heal you but has a more unreliable trigger.
Mavis is back in Un'Goro and Frozen Throne with heavy control and tokens to crush any aggro or zoo in it's path!
Example Cards
Prophecy of the End
:
This card sets up the key theme and story connection to Un'Goro for my class. For Un'Goro, Mavis will be utilizing big boys to survive longer than their opponent and out control them in a war of attrition. The quest reward, Extynctros, is the epitome for this by widdling away your foe's deck quickly as you survive behind your big minions. The quest ties most of the cards in my Un'Goro set together and I will go through this in the Un'Goro spoiler below.
Living Meteor:
A flavorful damage card that also supports my quest with cheap tokens. The art of the token and the spell mirror each other very closely, tying into good card cohesion.
Lichpop
:
A fun little card that I made art for. This card is a lot like
Naturalize
in that it capitalizes on my classes weakness, little to no healing, by including a big draw back, freezing Mavis and disallowing her to attack next turn. I got inspired by those ice cream pops that ice cream trucks sell of popular characters like ninja turtles or looney tunes and yet they look like they are made from incredibly simple blobs.
Bloodthirsty Gargoyle:
This minion fulfills Challenge #3 by being a large health centered minion that sticks to the board, thus being a great control tool just like Un'Goro was trying to exemplify. You can see in the card
Jungle Forager
in my Un'Goro set below and how they are designed to heal big minions, Gargoyle is just a big minion who heals themselves.
Mavis, Will Crusher:
This hero card goes back to the old Fist Fighter token archetype, encompassing both generating a massive amount of tokens and being able to buff those tokens via hero power. The hero power itself ties back to the "randomly give x or y" mechanic I have used on different cards in my class. Great card for any token centered deck.
Note: The skeleton token is not matched to my classes color because the skeleton is already a token used by many other cards in the expansion and it does not change color when generated by other classes.
Living Meteor Token:
The Lich King Fight
With the Fist Fighter class focused on well, fist fighting, Mavis is going to find it impossible to use her greatest strength to defeat the Lich King as he chills her to the very core. All attack synergy cards will have to be dropped, including useful board clears like Outburst, Implode, or Relentless Rampage and whoever tries to defeat the Lich King will have to look at other strategies to win, such as tokens or attrition.
Remaining Cards
Journey to Un'Goro
Story Line:
The quest is foretelling the end of the world by some giant volcanic monstrosity in its cave art. From the art, we can also see that some panda is taking some golden object and being surrounded by large stoney figures. This ties into all my cards, with Lo Lo snatching an idol and setting in motion the end of the world as giant stone elementals are awoken because of it. This causes the volcano to become active and release meteors and emissaries onto the Un'Goro crater. If only Lo Lo listened to the warning from the locals about the ancient legend. However, she had to bring something back after fighting raptors and being kept alive by foraging, but in the end, was it all worth it?
Jungle Forager:
An essential minion to keep big control minions or taunt minions alive on the board. They will not only protect your face, but also they will destroy any aggro in their path.
Boulderfists:
Hmmm, this one seems very familiar... I wonder if any
Boulderfist Ogre
s
taught that guy how to fight.
Nimble Shockraptor:
Helpful little guy that benefits off Mavis's core power of attacking with your hero. I suppose he must adapt based on how strong your hero gets. Who knew little things could pack such a punch?
Volcanic Emissary:
Well rounded card that suffices the quest, but also focuses more on tokens. This card has great synergy with cards like
Fire Fly
or one of the classes own cards like
Rock Block
or
Distraction
.
Crushing Stonewalker
: A card that serves well against aggro and not to mention Paladin. However, if you are faced against a warrior you may be in for some trouble with their minions.
Earth Slam:
A slightly overcosted
Consecration
? Or a cheaper
Seismic Slam
? Interesting...
Ancient Legend:
A fun little card that works with legendaries. It is similar to
Free From Amber
but it comes with a wide range of minions to choose from. While not necessarily working with the quest, it similarly flavored for it. This card also may be foreshadowing a future expansion... hmmmmmmm.
Lo Lo, Idol Snatcher:
Another card that uses a useful class mechanic, this minion is fantastic to keep your hero ready with attack gaining spells. I am also fond of battlecry and deathrattle minions, which is another reason why I made it.
Knights of the Frozen Throne
Story Line:
This expansion is all about giving Mavis the ultimate power she's always had deep within her. Now she cam bend the will of whatever foe crosses her path as she leads an undead army. With tons of cards to help you in your bloody journey, is there anything that can stop this rageful Lich Queen of will?
Boney Backhander:
A strong deathrattle card that generates with tokens. I compare this very closely to
Haunted Creeper
.
Wrathbent Victim:
This card is great for anti control and serves well with control centered decks. Note how it doesn't make the enemy minions completely useless and never lets them be 0 attack.
Avalanches Above:
This card is
Rock Block
on steroids. Looking back at Un'Goro, this card also synergizes with
Volcanic Emissary
. How neat!
Brrrsonal Trainer
: Speaking of elementals, this punny guy utilizes your hero attacking one more but with a cold and interesting twist. Use this in conjunction with spells like
Relentless Rampage
and you might be able to get yourself a stronger or similar
Blizzard
.
Mortal Wounds:
A board clear card that acts as a delayed
Consecration
but has the chance of damaging your opponent's board for longer.
Out Cold:
Make sure your enemy's minions stay down for the count. No survivors for this Lich Queen!
Ma'da Ateena:
This blood witch serves the rightful queen of the throne by creating an endless army derived from your own wounds. Be careful, summoning a high attack minion also means you have to be the one that also takes a lot of damage to your face. Be weary.
This is the Submission Topic. The Discussion Topic is here.
Welcome back everyone! Keeping it simple, here are the 16 competitors who moved on to Phase IV:
As a reminder, only these users are allowed to post their Submissions for Phase IV. Congratulations to everyone who moved on, and commiserations to everyone who didn't.
GENERAL RULES
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...
Hey, look! Some cards!
Open the Waygate : Look at how nice this is.
Frost Lich Jaina : All neat, organized, and concise.
Aluneth : What a great post.
Wait, what are you doing?
Seriously, please don't.
This is painful. Why are you doing this?
You are a monster.
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE IV: Journey to Un'Goro + Knights of the Frozen Throne
By having your class's Classic Set approved of, you've shown that you can make a completely functional class. But functional isn't good enough. Your class must also have room to grow beyond that. For this phase, you'll be proving that it can by giving your class Journey to Un'Goro and Knights of the Frozen Throne cards. Here are the requirements for your Class Creation Competition Phase IV Entry:
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.
We do not want to see your Class's entire JUG and KFT Sets out in the open.
The remaining fifteen (15) cards of your class's JUG and KFT 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.
As before, include a link to each of the previous phases in at the end of your Submission.
The standard template which your submission must follow can be found here (or by navigating to the second post in the Discussion Topic, if that link doesn't work).
COMPETITION SCHEDULE AND PROCESS
How long do you have to work on your submission? How will advancement to Phase II of the competition be determined? The answers to these questions and more can be found below...
PHASE I: CLASS CONCEPT
Submission: 9/January - 20/January
Up-Voting: 20/January - 23/January
PHASE II: BASIC SET
Submission: 23/January - 10/February
Up-Voting: 10/February - 13/February
PHASE III: CLASSIC SET
Submission: 13/February - 2/March
Poll #1: 2/March - 4/March
Poll #2: 4/March - 6/March
PHASE IV: Journey to Un'Goro + Knights of the Frozen Throne
Submission: 6/March - 30/March
Poll #1: 30/March - 1/April
Poll #2: 1/April - 3/April
PHASE V: Kobolds & Catacombs + The Witchwood
Submission: 3/April - 28/April
Poll: 28/April - 1/May
PHASE VI: The Boomsday Project + Rastakhan's Rumble
Submission: 1/May - 26/May
Poll: 26/May - 29/May
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, Otovent, linkblade91) will have a Wild Card , which we may (though are not required to) use to advance to the next Phase any one entry that we feel was initially overlooked or under-appreciated, regardless of its performance with voters. No entry may be awarded a Wild Card more than once, and it should also go without saying that, while some moderators are allowed to participate in the competitions, they are never allowed to benefit from Wild Cards. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
Are you curious what will be required for future phases of the competition? The challenges will remain a secret , but I'm happy to tell you the general submission requirements.
PHASE V: Kobolds & Catacombs + The Witchwood
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 Kobolds & Catacombs and The Witchwood cards. Here are the requirements for your Class Creation Competition Phase V Entry:
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.
We do not want to see your Class's entire KnC and WW Sets out in the open.
The remaining cards of your class's KnC and WW 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.
You should include your completed Basic, Classic, JUG, and KFT Sets from Phases II-IV behind a Spoiler (Inserting a Spoiler can be done by clicking the ! symbol on the top bar of the text editor.) either before or after your Phase V material. It is fine if these cards have undergone some minor modification, but they must still adhere to all of their original Phase requirements.
PHASE VI: The Boomsday Project + Rastakhan's Rumble
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:
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] TURTLE
(Replace TURTLE 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.
In addition to including the required material from all previous phases, you must add the following:
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.
REWARDS
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!
ARCHIVES
Want to see how things went during our first four 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.
Class Creation Competition #1 - Class Design Competition
Phase I: Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion
Phase II: Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion , Poll
Phase III : Submission ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Discussion , Poll
Phase IV: Discussion ( Merchant , Twilight's Hammer , Demon Hunter , Lich ), Final Poll
Class Creation Competition #2 - Worlds Beyond Warcraft
Phase I: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion
Phase II: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion
Phase III: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion , Poll 1 , Poll 2
Phase IV: Submission ( Bard , Agent , Nightmare , Pokemon Trainer ), Discussion , Poll
Phase V: Discussion ( Bard , Agent , Nightmare , Pokemon Trainer ), Final Poll
Class Creation Competition #3 - Asylum's Gauntlet
Phase I: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion
Phase II: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion
Phase III: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll 1 , Poll 2
Phase IV: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll 1 , Poll 2
Phase V: Submission ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Discussion , Poll
Grand Finale: Discussion ( Worgen , Chronomancer , Flame Wielder , Alchemist ), Final Poll
Class Creation Competition #4 - Deathwing Needs A Friendwing
Phase I: Challenges , Submission , ( Chef , Necromancer , Sea Witch , Summoner ), Discussion
Phase II: Challenges , Submission , ( Chef , Necromancer , Sea Witch , Summoner ), Discussion
Phase III: Challenges , Submission , ( Chef , Necromancer , Sea Witch , Summoner ), Discussion , Poll 1 , Poll 2
Phase IV: Challenges , Submission , ( Chef , Necromancer , Sea Witch , Summoner ), Discussion , Poll
Phase V: Challenges , Submission , ( Chef , Necromancer , Sea Witch , Summoner ), Discussion , Poll
Grand Finale: Challenges , ( Chef , Necromancer , Sea Witch , Summoner ), Discussion , Final Poll
You can find me here! Good luck everyone!
THE ENCHANTER
The Enchanter is all about magic and change. Reduce the cost of your cards, increase the stats of your minions, make your spells stronger: everything to gain an edge over your opponent. The Enchanter has access to AOE and buff spells galore with some single target damage to boot; however, it lacks a late-game finisher, instead preferring a midrange playstyle. With the addition of the Death Knight, however, that playstyle can shift towards the late-game — but the value there isn't infinite either.
Keyword
Phase activates if the text on a card has changed when played: Spell Damage on spells, cost reduction, stat buffs. It also activates if the card has been enchanted in your hand (one of the basic set cards reads "Give a random minion in your hand Spell Damage +1." — this would trigger Phase .
Example Cards
Explanations :
Reward for the quest and the DK's tokens in the spoiler below.
Tokens
The Enchanted Forest Token:
Blood-Fiend Elisande Tokens:
• Drain Blood is different from Lifesteal, because the health it steals can increase your maximum health.
The Lich King Fight
The Enchanter has a lot of low-cost cards, and mainly uses them in conjunction with each other to pull off interesting combos. With a soft 1 card a turn requirement, the Enchanter has to rely on single cards. However, the fact that mana costs are altered allows you to almost always activate Phase . You can also try to play the Quest and slowly complete it with cards like Jungle Book and Opal Signet Stone . Once you've completed the Quest, the value you generate over time will outstrip the Lich King — it's just getting to that point that's the problem.
Remaining Cards
Journey to Un'Goro
Fire-Eating Raptor is a conditional Doubling Imp that triggers off of Elementals — the interesting thing about Un'Goro for Enchanter is that it swaps Elemental and Adapt synergy on two cards: Fire-Eating Raptor and Elementium Crawler . The latter is a bit of an edge case, because it sort of looks like a beast anyway. Mana Pool Guardian = Stonehill Defender ... 'nuff said.
Jungle Book , Opal Signet Stone , and Elementium Crawler are all Quest fuel, and Kano the Moonshard is a synergy card that increases the value you get from Adapt and Discover cards in Un'Goro — if you notice, there are three of each in this set. The Enchanted Forest is v a l u e g e n e r a t o r 1 m i l l i o n. With the help of Adapt and classic set buff cards (and some more in KFT) you can start a cyclical process that eventually makes your board practically invincible. What's more, every time you complete the quest, you essentially get Gruul .
Knights of the Frozen Throne
One of the themes in KFT for Enchanter is 'deep freeze'. Instead of stopping a minion from attacking for one turn, you just freeze it off the board and into a hand or deck — for it to come back later. Soul Fragments , Tuskarr Snowcaller , and Icebound Terror all follow this theme. Completely unintended, but Soul Fragments has the same effect as Bog Slosher . The next theme is kind of like Priest's; dead stuff and bringing it back. However, the effects are less pronounced. Grave Robber only gives you the card, doesn't summon it like Eternal Servitude . Crypt Cleansing is sort of like Dragon's Fury or Deadly Arsenal except usually better if you've built your deck correctly. However, Crypt Cleansing is more impactful (especially if you need a super-duper-clear you can pair it with Kano the Moonshard ). There are also two cards that preview mechanics from upcoming expansions; Exhume brings back the 'left-most' mechanic from Classic, and shows off cards that play other cards in your hand — a theme to be explored in Witchwood. Wrathgazer is a powerful Deathrattle... K&C cards will have some more Deathrattles! As far as quest support goes, Soul Fragments put you 1/10th of the way towards it.
Finally, the legendaries: Enchantress Necra summons a legendary that has natural base stats equal to her's — this means she can summon King Togwaggle , Akali, the Rhino , Archbishop Benedictus , Dr. Morrigan , Glinda Crowskin , Hadronox , Rotface , Sunkeeper Tarim , and more! Keep in mind that you can buff this in your hand to get better legendaries with more immediate effects!
Blood-Fiend Elisande is a control tool like Frost Lich Jaina . However, you can't keep summoning Water Elemental s with her; her battlecry is the most powerful aspect of her kit, and you have to keep hitting big enemies with your hero power to keep yourself alive (the hero power increases your maximum health).
Previous Phases
Phase III
Phase II
Phase I
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 Lich
For this Phase, the connecting theme between the two expansions is Corruption:
Example Cards
Tokens
The Lich King Fight
In a battle between masters of the cold, countering Kel'Thuzad's ability to Freeze cripples his defensive ability. With the Hero Power and many of his cards losing their main strength, he'll have to find a new way to overcome The Lich King. It's a duel of similar tactics, proving who is truly the ruler of the Scourge.
Remaining Cards
Journey to Un'Goro
Knights of the Frozen Throne
Previous Phases
Thank you to everyone who provided me feedback, thank you twice for giving this entry a complete read, and thank you thrice for providing me an upvote <3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
The Astromancer
When the people of Azeroth are sleeping or fighting, astronomers study the stars, the sun, the moon and the planets surrounding their sky. With this knowledge, astromancers try their best to make prediction to the future based on the pattern. Unfortunately, their prediction backfires to the people of Azeroth as often as it helps them.
That isn't to say that astromancers are completely wrong. With a little more patient, set up and studying intensely, their prediction have more chance of being useful!
Rishi Sterling has always a big believer that only she can control her own destiny. This the reason why she took a career paths few would choose, became a Blood Elf after the fall of Quel'thalas, studying the forbidden Void magic in order to understand better the infinite blackness between the stars that lead to her banishment and is the reason why she now rejoined the world of Azeroth as a member of the Alliance Void Elves to spread the long lost whisper of the stars far and wide.
In Journey to Un'Goro, Rishi stumbles upon the Draconic inhabitants whose knowledge of the stars and sky rival her own. Together, they unite their intellect in order to learn and performing the forgotten ritual made by the Titans in effort to fight the Old Gods. The Quest and card set will give the class a new way to synergize with the copious amount of Gaze in its Classic set while the rest of the set will give the Astromancer Elemental synergy attached to Dragon minions.
Follow her death and return as a Death Knight in Knight of the Frozen Throne, Rishi's ruthlessness that served her well in forging her own fate now allows her to become one of the most dangerous of the Lich King's servant. While Gul'dan steals a person's blood and body, Rishi's specialty is stealing and bounding their souls to serve her, translating to a set of cards that specialize in taking away a minion's effect and replacing them with an identical Astral Servant.
Both of these expansions also allows Astromancer to prepare for their journey into the Catacomb with numerous Dragons and Secrets that will be utilized in Kobolds and Catacombs
Class Keyword
Astromancer is a high RNG class that this keyword allows them to reduce the RNG (atleast temporarily) and plan their turn as well as considering their risk / reward ratio accordingly when they don't draw or can't afford to play the Gaze cards.
Gaze not only allows the class to play offensively by allow their damage to reliable hit the desirable target, they allow the class to play defensively as well since their card draw, minion buffs and healing are also pretty random. And yes, Gaze triggers with cards like Mosh'Ogg Announcer .
Gaze effects not only activate with your own random effect but also your opponent's random effect as well. Which mean that you can protect your minions from devastating effects like Deadly Shot or from Die, Insect! from mowing your important minions or life down too quickly.
Gaze only activate and disappear on ELIGIBLE targets only. If there is no eligible target, the random effect will proceed with the target selection like normal. If minions with Gaze died from effect like Arcane Missiles mid-casting, the target selection will continue on as normal. If two or more target are Gazed , the target that were Gazed first will be the target for the random effect. If they are Gazed at the same time, the effect will randomly pick among the Gazed targets. This is especially important to remember because Gaze also stacks on a character until the previous one disappear, which mean that timing and anticipating the opponent's play is key for your random effect to have the most value.
Also of note is that minions with natural Gaze in their card text (like Celestial Drake in my Classic set) will have Gaze anywhere , meaning that tutoring draw effects like The Curator , discard from hand or deck effects like Soulfire as well as other hand target effects like Dirty Rat or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the Gaze removed.
How do you know and keep track of which characters are Gazed ? Any character that is Gazed will have an eye symbol with blue aura surrounding them when you hover over. Here's an example (thanks to the brilliant NoahMcGrath):
List of available cards in the Basic and Classic set that will be effected by this keyword:
Arcane Missiles
Cleave
Mind Vision
Multi-Shot
Any effect that says "Discard a random card": Soulfire , Succubus , Doomguard
Deadly Shot
Mad Bomber
Thoughtsteal
Forked Lightning
Blood Imp
Alarm-o-Bot
Demolisher
Knife Juggler
Lightwell
Master Swordsmith
Mind Control Tech
Stampeding Kodo
Young Priestess
Avenging Wrath
Brawl
Mindgames
Tinkmaster Overspark
Example Cards:
Token:
Quest Reward:
Death Knight's Hero Power and token created (also the same token created by Soulgorge):
Created by Starmaker:
Lich King Card:
Pain and Suffering is extremely powerful against this class as it cut off a large portion of their token generating card (which also means a big portion of their healing) from the boss fight. This can be played around by using a more midrange or control approach of summoning more beefy minions or even exploit it by using Deathrattle, Enrage (rip) minions or fulfilling your Quest rapidly by killing off the Planet token.
Journey to Un'Goro:
Elegon : The Elemental synergy attach to a Dragon body theme of the class. The Dragon tag will be very useful in Kobold & Catacomb as well as his effect is very useful for the Death Knight's Hero Power to target him. Note that he will also add the Elemental to your hand.
Hidden Meteorite and Energy Vortex : Diverse Secrets that will serve as fodder for later Secret synergy as well as serve to pop up by the effect of the KFT Legendary. Energy Vortex also helps with completing the Quest
Vortexcaller ; Use for additional transform effect in Spiteful deck. Its balance is based on Spider Bomb . Also a good minion to be marked by the DK and for completing the Quest. The card fulfill challenge #1 with the art of a Tortollan.
Lunar Sacrifice : A way to help complete the Quest by killing off your own Gaze minions as well as serve as a removal.
Mark of Scorpio : A card to help completing the Quest and to turn your small minions into powerful removal. Fulfill Challenge #2 with the Poisonous keyword.
Minor Tarling : Part of the Tar minions. Extremely powerful early game minion to shut down aggressive decks.
Token:
Knight of the Frozen Throne:
Koltira Deathweaver : A powerful Legendary that justify the addition of 3 new Secrets. His effect allows you to rapidly build up Secrets to fend off your opponent as well as being a good target for the Death Knight's Hero Power. The list of Secrets that can potentially pop up from him are the three new additional Secrets and the Secrets from the Classic set listed below.
Celestial Domination : Continue the theme of stealing the enemy minions as well as summoning the Astral Servant from the class. A good card to include for Spiteful Summoner decks.
Strangulate : A very good secret as a standalone as well as something to pop up from Koltira Deathweaver.
Obsidian Colossus : A powerful defensive tool that came as a cost. You need to be very careful when playing this minion if you want the full defensive body because he can also damage himself. Fulfill Challenge #2 with the Lifesteal keyword.
Mark of Aquarius : A powerful stall card that allows to improve the class's terrible AoE.
Starhoarder : A good token generator in the early game and is also good to be targeted with your Death Knight Hero Power.
Mark of Cancer : Allows the class to have good minions to mark with the DK Hero Power as well as healing not dependent on the tokens. Fulfill Challenge #2 with the Lifesteal keyword.
Focused Knight : More Gaze granter for the Quest as well as just being a solid minion for 3 mana. Fulfill challenge #3 because it support the Quest. The Gaze priority will go like this: This minion => The Gaze enemy => Your hero.
List of Secret from the Classic Set:
Token:
Death Knight's flavor text : Once I was a mere observer of the stars. Looking up to the sky hunger for a scrap of their mystery. Now all the worlds tremble for a chance to serve me.
Previous Phases
Phase I submission
Phase II submission
Phase III submission
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
THE BOTANIST
A Botanist is not a Druid, but a scholar fascinated by plant life. While the Druids are protectors of the wild, a Botanist is focused on the research of their secrets. They study, catalogue, culture and experiment on different kind of plants, tapping into their life force in order to unlock their hidden power. A Botanist seeks out the rarest flora and carefully harvest the helpful and potent herbs found throughout the world(s), which can be transformed 's in powerful reagents. Cultivation is the Hero Power of this class which will allow you to add to your hand a powerful Seedling with the new keyword: Evergrowth .
In Journey to Un’Goro , Freywinn has the chance to discover an uncorrupted and wild world, made of dangerous specimens and strange elementals born from their primordial mystical sap. He will have to adapt to handle those poisonous plants.
Quest: The Green Pigment: - Poisonous, Poisonous everywhere. By completing the Herbalism Extravaganza Freywinn will be rewarded with The Green Pigment , a rare substance produced by the milling of many dangerous herbs, which will make the Botanist itself an harald of the venomous specimens of Un'Goro.
Themes: Poisonous, 1-cost minion, Elemental Synergies.
In Knight of the Frozen Throne, we will have the chance to discover what happened to the Botanist once raised by the Lich King itself. Recruited to corrupt the land of the living he broke the bond with its former master and start raising creature made of flesh and plants, growing is own army of twisted creatures to launch an apocalyptic swarm of plant-zombies.
With this expansion, the intent is to boost the Seed mechanic introduced in the classic set to shuffle a lot of Seeds into the deck to build -up and take under control the Evergrowth Power once drawn them.
Death Knight: Freywinn, The Green Lich - Raised as a Prince of the San'layn he used the blood not to sustain itself but its beloved plant, corrupting their essence and raising them into a new macabre life. All he has to do now is wait until the Seeds he planted will bloom.
Themes: Seed Synergies (Deck Shuffling), Lifesteal, Tempo, Evergrowth.
Class Keyword: Evergrowth
The Evergrowth is a buff (+1/+1) shared on the minion with Evergrowth on the board and based on the Evergrowth power indicator. When not specified, Evergrowth on the body of a minion means Evergrowth+1 (+1/+1) so in normal situation the maximum Evergrowth is fixed to +7/+7 (assuming seven minion with Evergrowth on the board and 7 point on the indicator) but this number can change in some occasion (ex. A minion with Evergrowth +2 ). The Evergrowth always start from 0 and goes to 1 soon as a minion with the keyword is played. If a minion with Evergrwoth is destroyed, the indicator will lose 1 point (or more according to the keyword on the body of the minion).
At this stage only minion on the board can increase the Evergrowth power, with their presence or with a battlecry ( Sol, Singing Flower ).
To keep track of the current power of the Evergrowth I thought about a small indicator just under to the Hero Power to show to both players what’s the current number of the Evergrowth . This feature will also help to quantify the Evergrowth power for any other card that interact with it (ex. Buds Channeler ). The cards with Evergrowth also will looks slightly different once played and on hand to show the buffed stats of the minion: the health and attack crystals are green, like the indicator and the minions share a green aura. Hopefully the following scenario will help you to understand how the Evergrowth mechanics works:
Example Cards
Herbalism Extravaganza That's the quest that will required you to kill 6 minions by using Poisonous . Doing so you will be rewarded with The Green Pigment which will give to all your minion with 3 or less Attack the Keywords Poisonous, turning the little creatures into venoumous thorns pretty annoying to get rid off.
Indigenous Florist Specially tailored to fit the Challenge #1 this card also features a hint of a new mechanic that will be boosted in the later expansion. It's pretty straight forward, it's a 1/1 minion that add two 1-cost 1/1 minions, specifically the awarded cutie of the expansion: Plant .
Sap Maiden - I decided to show this card because it's an Elemental -which will open the way to some minor sinergies thanks to the Lesser Sap Elemental (you will see more of the during Boomsday) and because it's deathrattle will cast the Adaptation ' Living Spores ' on all friendly minions, filling the board with more 1/1 Plant . (hey it's a Botanist afterall!)
Deadnettles Geist - From the cold land of Northrend this wicked Herb perfectly represents the theme and the mechanics of my KFT set. Once died you will shuffle a Seed card from the classic set into your deck and if it happens to die during your opponent's turn it will also resumon itself. Spooky little herb.
Freywinn, The Green Lich - If you wanna win this game you need to shuffle a lot of Seed into your deck and you will have to draw them all to keep on bay your Evergrowth Power and get the max out of it. Its battlecry will helps you to draw more cards while its new forged Hero Power will add a twisted version of their Seedling, an Herbling that wil get randomly Poisonous, Lifesteal or Evergrowth . Necromancer plays with bones, he mix whatever he can find in the soil all together to get its herbs army.
Tokens
Rest of the JUG cards
The rest of the JUG set is boosting the 3 main mechanics of this expansion for the Botanist:
Rainforest Staff / Jungle Infusion / Primal Whiptail are the quest related cards of this expansion, featuring the keyword Poisonous . Rainforest Staff gets its Poisonous bonus as long as you control a 1-cost minion, which is pretty easy to achieve. Jungle Infusion works in the same way of the tar minions of Un'Goro but it is translated in a spell and also gives the target Poisonous while the Primal Whiptail it's an annoying minion that needs to be removed as soon as possible considering that he will destroy a random enemy minion at the end of each turn, it can't attack but it's not just a simple Herb.
Lesser Sap Elemental is working in synergies with the Herbs and the Elemental gameplay adapting the firsts as long as you played an Elemental the previous turn. Exotic Expedition works in the same area, giving you the chance to add an Elemental and a Herb to your hand in 2 separate turns.
Tropical Fruitologist and Ortica, The Nightmare Vine, on the other hand, are expanding a bit more the 1-cost minions mechanic. The first one replaces the Hero Power as long as it lives, giving you the chance to heal a target and buffing the minions in your hand, pretty useful if you are holding a lot of cheap but weak minions.
Ortica, The Nightmare Vine is getting the full potential from the cheap card, adapting himself every time you play a card and summoning a 1/1 Plant with the last adaptation selected.
Rest of the KFT cards
For the KFT set I decided to hold some of the mechanics introduced with JUG but also implement some more versatile cards to open the way to different archetipes.
Toxic Specimen - It's a card that continues the path of the Un'Goro quest alongside with the random Poisonous that you might get with the Herbling. Its a card purely designed to fuel the quest.
Infesting Lichens / Nutrient Absorption / Harvester Grano are for a Tempo archetype. The Lifesteal spells are useful to keep the Hero's health under control while the Legendary of this set will allow you to nullify some annoying battlecries from your enemy.
Herbal Scourge it's a very versatile card because for 1 turn it will allow you to drop some herbs in the battlefield for 0 mana, giving you resources to play different cards and build up different strategies.
Lichbloom / Necromantic Spring are also part of a token/tempo archetipe and they both use the Seeds mechanic that will allow you to fuel your Evergrowth Power .
Moss Awakening sits instead on the 1-cost minions introduced with JUG but also open the way for some spells deck that might get more important with the future expansions.
Lich King 1-cost Spell
Silence it's the greatest enemy of this class. Without their effects most minions are literally useless and they lose all their value. Is it true that they will be able to attack and that's why the gonna be freeze again and again to prevent them to deal too many damage to the Lich King. To beat this the Botanist will have to play its minion in a specific time, to gain the max out of the Evergrowth and the passive effect. Spell Damage and Spells will be essential to finish off the battle.
Previous Phases
Botanist - Phase I
Botanist - Phase II
Botanist - Phase III
PLAGUEBRINGER | Finalist Entry
BASIC SET - HARVESTER SET I - HARVESTER SET II - PRE CORE SET (SoU) - CORE SET & POST CORE (UiS)
Margrave Stradama serving Hearthstone pandemic global realness
THE ALCHEMIST
It's not magic, but it's not science either: alchemy is an ancient discipline that studies the mutating nature of matter and energy. Whether it is by combining several ingredients into a potion with surprising effects or by transmutting metals of any kind, Alchemists always have what they need.
Keyword Section
Transmute is a keyword that can "transform" a useless card into a useful one. Both the shuffled and the drawn cards might have to meet a certain criteria, which makes it more predictable.
Example Cards
Tokens
The Lich King Fight
Being a minion-based class, Unstable Blood will shot down the main strategy of the Alchemist, as well as Murloc decks which tend to be effective against The Lich King. Thus, a control or combo strategy will be needed.
Remaining Cards
Journey to Un'Goro
Knights of the Frozen Throne
Artwork Credits
Class
Journey to Un'goro
Knights of the Frozen Throne
Previous Phases
Phase I - Introduction
Phase II - Basic Set
Phase III - Classic set
THE ARCHAEOLOGIST
Archaeologist is a control-oriented hero primarily, that starts slow and has less board presence than other classes. In Un'Goro, this will be changed with Elemental Archaeologist slightly, and KoFT helps to build off of the defensive strength with new Decaying Armor. Decaying Armor is separate from normal Armor, and at the end of your turn, you lose 1 Decaying Armor. Decaying Armor does not stack and appears separate on top of armor. Example:
Ignore that it's a warrior. The bottom is normal Armor, and the top is Decaying Armor. Both counts as Armor, Decaying Armor is lost first and is lost once per turn.
In Un'goro, Izzy Discovers her way around the jungle and begins on a quest to find the mythic lost Ark of Archaeologic yore. In KoFT, Izzy explores the caves around the Icecrown Citadel but is corrupted by what she finds.
Strengths of Archaeologist:
- Defensive Spells : Izzy can get herself out of any tough situation, with a bit of luck. These spells can help evade tricky situations.
- Armor Generation: Izzy has plenty of cards that can generate more Armor to increase survivability.
- Powerful Weapons : Using ancient artifacts, Izzy can have access to powerful effects that happen over time. Although Archaeologist has less weapons in KoFT and Un'Goro, they're still potent.
- Card Generation : Archaeologist can Discover and draw plenty of cards.
- Sticky Minions : Izzy has several ways to keep her minions alive, and plenty of minions that can survive on their own. These minions typically have high Health.
Weaknesses of Archaeologist:
- Limited Board Presence : Izzy typically can't summon a bunch of minions at once, instead relying on singular, powerful minions or weapons.
- Limited Aggro Potential : Not many things in Archaeologist deal a lot of damage to their opponent's face, controlling the board instead.
- Weaker Early Game : Archaeologist has more high-cost cards than many classes.
- Synergistic Cards : In Un'Goro, this means that many cards rely on you playing Elementals. In KoFT, this means having Armor.
- Decay : Archaeologist has many Decaying things that naturally die out on their own. This is a time constraint for the class.
Optional Keyword Section
This has been changed slightly to include Armor, for the Decaying Armor KoFT set. Although primarily seen on weapons, it's still possible on minions and is now on Armor for Decaying Armor.
Example Cards
These cards show the variety of new archetypes supported for Archaeologist.
Tokens
The Lich King Fight
Versing Archaeologist, I imagined that games would stretch on some time. To counter this, and to nullify the card advantage that Archaeologist normally gets, I made a solution that forces you to play against your own deck, and perhaps something that forces a player to end the game quickly, so they aren't overwhelmed by resources.
Remaining Cards
Journey to Un'Goro
Knights of the Frozen Throne
Previous Phases
Phase III
Phase II
Phase I
THE TINKER
Welcome back to Blasthammer's Garage, friend! As you know, we Tinkers are crafty thinkers that make all kinds of wonderful toys! We've got bombs and gizmos and weapons and mechs! And this time, we're really gonna dive into some fun stuff. First we'll take a look at our operations in Un'Goro and see just what we can do when we have a whole new world to exploit! Yes, exploit. Did I stutter? And after that... did you know I had an evil twin? Well, one of my cross-dimensional portal thingies showed me an alternate... me, and I gotta say, I'm pretty cool! Really cool. Freezing, actually. He's in alternate-Icecrown, ruling over the Scourge! You're confused. I get it. Why don't we start with something familiar first.
Keyword - Synchronize
You should remember this. Synchronize is our Tinker-only keywork that helps us rig up some neat things when use up all our Mana on a turn. Tinkers do best when they plan ahead, moving parts and bots around in their head before moving in for a big score. Some Synchronize effects will change what cards can do, or spend extra resources, so you gotta be real careful you have enough scrap on hand! Now, lets check out our operations in Un'Goro and Icecrown, shall we?
Example Cards
Tokens
The Lich King Fight
Apparently Evil Me's fight against the Lich King was something else. You know how we Tinkers have all these big ideas in our heads? Well, the Lich King's magic really messed with Evil Me's head. Made planning difficult, even punished him if he made too many Scrapbots. He had to be quick and ruthless, which turned him into the Super Lich King he is today. I couldn't be more proud of me!
Remaining Cards
Journey to Un'Goro
Recruit the Natives - Fulfills Challenge 1
Knights of the Frozen Throne
Festergut - Minions damaged by this Deathrattle have red Health but can be healed once on the battlefield. If they play a minion with 0 Health, it dies after it's Battlecry triggers.
Well, there you go! Hope you liked a peak at some of our more interesting operations. Come back next time, we got some treasure and monster hunting to do!
Previous Phase Transcripts
Classic
Basic
Introduction
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
The Godborn
The Godborn is a class that focuses on earning the gods' Favor to unleash devastating effects upon his enemies, as well as controling the board using powerful boardclears or by flooding it with loyal servants and acolytes... maybe too loyal.
Hyperion Sunborn is the son of Ra, the sun god of the egyptian pantheon, that making him a Godborn. His life in the realm of the gods was a blessing, until a cunning and deceiving conspiracy set our hero on a path of doom. Exiled from the high sky for a thing he hadn't comitted, Hyperion was left to suffer on the planet of Azeroth in his desperate attempt to regain the trust of his brethren.
Hero Power
Favor is a new mechanic available only to the Godborn . How does it work? Some cards generate Favor and others consume it. Once consumed, the Favor will disapear, so you have to constantly generate Favor to power up your effects.
Introduction
After meeting his father and earning his trust, our hero's journey takes him to places filled with wonder and terror. In a desperate search for the truth, Hyperion is ready to discover what these infamous locations have to offer and what is the true reason behind his exile.
The Journey to Un'Goro set offers the class a new archetype to play with. The Tribal archetype focuses on summoning minions from different tribes, while also punishing the minions that don't belong to one. (kinda like highschool)
The Knights of the Frozen Throne set goes in 2 different directions: Dragons and Demons . With the main focus of the set being the Freeze mechanic, both tribes play with it in different ways. Dragons will be more of a control-type archetype, using Armor and Lifesteal to survive enough to end the game with their powerful tools, while Demons will focus more on the Freeze and Favor mechanics.
Frosty Friends (Challenge 3) - A simple card with a peculiar effect that can fit in a few decks. Adding 3 minions from different tribes is a strong support for the Quest , and the Freeze the cards offer is also a good push for a control archetype. ( Brrrloc , Glacial Shard )
Rubyscale Hatchling - Similar to Direhorn Hatchling , this card can fit perfectly in a Dragon deck, generating not 1, but 2 Dragons .
Crystal Fiend - An icy Demon , bent on freezing the world, this card can neutralize a powerful board until you find a way to deal with it.
Ancestral Ritual - In ancient times, deep in the jungle, fanatical shamans performed a forbidden ritual, sacrificing creatures of all kinds, to open a portal to another plane. As the ritual was finished, an abomination emerged from the void, a chimeric anomaly, perfectly adapted to everything the nature has to offer.
Hyperion the Undying - The Frozen Wastes are a dangerous place. One does not simply wander alone in the cold. For our hero, this journey was a new beginning. Three times slain and three times reborn, once by the cold, once by his own weakness and once by being forsaken by his own brethren, the Lich King offered our hero salvation, twisting him into a self sufficient Death Knight. Hyperion adapted to the harsh conditions of Northrend and he is ready to make the gods pay.
Generated Cards
Permafrost Drake - A standalone card that can also be generated by Frosty Friends , the card is a new addition to the ' Freeze an enemy' cycle, being a cheap way to deal with a powerful threat.
Chimera, the Primal Anomaly - The Quest reward gives the Tribal archetype a powerful push into the late game, adapting your Tribal minions to make them a neverending threat.
The Hero Power of Hyperion the Undying
Every turn, after using ' The Way of the Scourge ' you will be presented with 3 options to choose from based on the situation you are currently in. Every Hero Power works in different scenarios giving the Death Knight more flexibility. Once you discover the Hero Power it is automatically cast. After using the Hero Power it will reset to ' The Way of the Scourge '.
Use the cold in your favor or die. Adapt to the harsh conditions or die. Accept your loneliness or die.
3 Hero Powers with 3 different purposes, each being a strong choice in the right conditions.
A new journey
'Son of the light, begin your quest. / To find the betrayer, head North-West. / Search for the Huntress, a trusted ally, / To gather the gods, together to rally. / But beware the dangerous crater, / Cause deep in the jungle the danger is greater. / Tame the wild and complete your crusade, / Hyperion, the gods need your aid.' - Ra
Journey to Un'Goro
The Un'Goro Crater is a marvelous place, filled with creatures of all kinds. The domain of the Huntress is a dangerous territory for those not adapted to its unique conditions. Our hero's search for the truth continues as he enlists the help of Artemis, a wise goddess who can shed some light on the bizzare events surrounding our hero.
The set introduces the Tribal word, used to describe a minion belonging to a tribe, the set having different synergies with the Tribal minions.
Fire Plume Servant - A minion 2 perfect 2 be true. The 2 mana Elemental that completes the chain. (Noone likes you Volatile Elemental )
Spikeshell Defender ( Challenge 1 ) - A loyal protector with a good statline and a pseudo-Taunt effect.
Erupting Geyser - A natural cataclysm that whipes out everything that isn't adapted to the harsh conditions of the jungle. Because Meteor was already taken.
Jungle Expedition - I know a Tribe and I know how to advance your Quest.
Tribalfin Wavecrasher - A territorial Murloc. He doesn't like intruders.
Rubyscale Hatchling - 2 Dragons for 1, what a bargain.
Chimeric Vision - What is that abomination? Is it a Beast? Is it an Elemental? Or.... maybe both.
Primal Shaman - Changes your Hero Power into a more useful version for the Quest, branching the class away from the Favor mechanic.
Ancestral Ritual - Craft-a-Chimera.
Artemis, the Huntress - The wise goddess will help you tame the wild creatures of the jungle. Goddess of Value.
'Hyperion, long time no see. / The answer you are looking for is far beyond the Frozen Sea. / A perilous journey lies ahead, / Beware of the cold and beware of the dread. / To defeat the traitor in our midst, / The Frozen Wastes' torment you have to resist. / Once you have tamed the cold, you will see, / To the conflict that surrounds us you will find the key.' - Artemis
Knights of the Frozen Throne
Set on a dangerous journey all by himself, Hyperion will have to face the harsh conditions of Northrend. To find the truth he will have to fight for survival. But what is the answer he is looking for? And who will be the one to give it to him?
Frosty Friends - The icy trinity is now complete. But the question is.... which one will you use first?
Permafrost Drake - The eldest of the three chilling companions is ready to play.
Draconic Defensive - The reprinted version of the infamous original Breath of Life. The name says it all.
A Taste of the Frozen Wastes - But... what does the Frozen Wastes taste like? Icy with a pinch of loneliness.
Frostguard - A sadistic cold-blooded demon with a weakness for ice.
Frigid Rebirth - Freeze your Dragons, unfreeze your Dragons. Can you make up your mind?
Crystal Fiend - In the land where gods dare not wander, ancient Demons are the only ones who can help you. Earn their Favor and tame the cold.
Diamond Dragon ( Challenge 2) - The best defense against Aggro. Diamonds are unbreakable.
Hyperion the Undying - Ice is nice! Double the ice, double the nice!
Ah Puch, the Risen - The master of the dead, Ah Puch, found a new home in the Frozen Wastes, reigning over the undead. As the Lich King already had control over the tiny little zombies, the Risen could only go higher... with Dragons.
"You are weak, Godborn. You will never be victorious if you can't survive against the odds. Join me and I will make you powerful. Join me and I will make you a servant of the Frozen Throne. " - The Lich King
Weakened and alone, Hyperion accepted the bargain and became a Death Knight. The best of his kind, the first Death Knight Godborn, he is preapared to continue his odyssey and regain his place in the skies.
What's coming next?
You got the knowledge of the Huntress and the strength of the Lich King, but you need more to bring down the evil that is lurking amongst your own kind. Every hero needs an arsenal of weapons and what place is a better source of magical artifacts than the Catacombs?
You got a lead about the identity of the culprit, but you have to do some digging. An ancient goddess of war and magic may help you unravel this mystery, but there is a price to pay.
Previous Phases
Thank you for taking part in this journey and special thanks to everyone who helped me with my set. Good luck to everyone.
THE BUG
Beneath the surface there is a mysterious wanderer wielding nail and travelling across the world. As innocent as it may look like, don't ever underestimate it. Its ability to cope with various enemies is staggering. However, it is not weak when it comes to the defense, too. Along with other befriended bugs, it seeks for it's destiny. Here is The Bug !
During this journey:
Keyword
Fury is an exclusive keyword for the Bug. It can trigger multiple times, which makes a great combo with weapons, because you only have to spend mana in one turn, and benefit on the others. Fury also has synergy with Hero Power, especially strong in the first turns.
Example Cards
Tokens
The Lich King Fight
One of the main strength of the Bug are minions. Many minions. There are many token generators as well as new copying cards. Unfortunately, you can only have 3 minions on the battlefield at the same time. This means that you can't play minions if you have 3 already, and cards that summon minions won't trigger. You can play with new Stealth archetype against Lich King, which provides buffs for small amount of minons. Quest is usefull, too, as you can attack each turn after you complete it.
Remaining Cards
Journey to Un'Goro
Knights of the Frozen Throne
Previous Phases
...Soul of Wyrm. Soul of Root. Heart of Void...
The Voidcaster
It's time to bask in the sun and freeze our wrappings off in Journey to Un'Goro and Knights of the Frozen Throne! Locus-walker has enemies in both locations, as he finds himself in conflict with the Emerald Nightmare and Il'gynoth in Un'goro, and Ner'zhul out in Icecrown. Of course, he'll be utilizing the tactics of his opponents, as this time around, he's reaching out for some new powers of the void...
The powers of Madness!
Singularity
Singularity is the Overload style tradeoff keyword of this class. All Singularity cards feature strong effects, stats or costs, if not all three, balanced on the fact that you can only have one in play at a time, and as a consequence, you need to restrict yourself from over corwding your deck with them. They can be cheated out over the top of each other, such as with the infamous Mad Scientist . Singularity has no big changes this time around, but it is now officially going to cheated out by in-class cards. This is to make the secrets partially more useful but also to add some more interesting design space for Voidcaster to play with.
Strengths and Weaknesses
Strengths
Weaknesses
Themes
Journey to Un'goro: It's easy to forget the ties between the Crater and the Emerald Dream, but be assured the Old Gods and Void Lords have certainly not forgotten. Through Jungle Madness , the heart of corruption, Il'gynoth, makes his way into our world, whispering madness and spreading dark thoughts to the many elementals and beasts of the primeval jungle. Even some of the stones in Un'goro have been imbued with dark unlife of the void. But of course, Locus-walker always has another agenda... and in this case it's attempting to trap the massive Hydra Markuranoc for the Netherstorm Eco-domes. Mechanics;
Knights of the Frozen Throne: Icecrown is a dark place, and many of it's inhabitants have varied and expansive pasts with the void. None more so than Ner'zhul , though, the original Lich King and practioner of Void magic. Of course Locus-walker is out to end his communion with the void lords, but when you go to fight madness... chances are you'll go mad too. Consumed by the Shadowmoon Warlords power and tied to a Lich's Phylactery, Locus-walker becomes the sort of dark figure he worked to destroy... Limbo-walker . Mechanics;
Example Cards
Locus-walker isn't having the greatest time of it, is he? Let's take a look at these first entries...
Remaining Cards
Tokens:
Jungle Madness Tokens:
Limbo-walker Tokens:
Ung'oro:
The Lich King Fight
Ner'zhul May no longer be anything more than the guiding hand of the lich king, but he knows how to counter a void practioner still. During the fight you will be completely locked out of most singularity effects, and you must scramble to find other survival options... as Locus-walker is quite reliant of the dark powers to survive his assailants,
Here's round one's submission... Voidcaster Entry one
And here's the basic set... Voidcaster Basic
Lastly, the classic set... Voidcaster Classic
I want to give a massive thank you to McF4rtson, for the several nights we spent with not enough sleep getting this done. Also NiRaSt for putting in the work to actually make the background for Sorceror King Hero Background. Having had to edit nigh-on all cards to give them void theming baseline or at most the wholesale background of the card for the Dormant Il'gynoth, I'm fully aware of how long this stuff takes. Here's to yet more art to turn various shades of purple!
THE BLOOD MAGE
Cauterize was a difficult Hero Power to develop but it embodies the Blood Mage well both mechanically and lore-wise. It can be viewed as "Destroy a minion with 2 health or less." In a sense, it's a bit like Mortal Coil , always a strong card when you can get it off. Furthermore, it helps support the class' core identity, triggering on damage revenge effects, an in-game example being Acolyte of Pain .
The Blood Mage is bit of a mixed bag class, like Shaman . They excel in dealing direct damage and racking up Spell Damage like a Mage , but also exhibit a tendency for making sacrifices for power, much like Warlock or Warrior . Yet, at the same time, they have access to more than serviceable healing and even some completely new playstyles.
I really wanted a negative keyword this time around, a bit of a departure from most of my classes. It's also very straightforward and acts in a way much like overload, to balance out some extra stats or a cheaper cost. However, there are several cases where I use Immolate in the player's flavour, just to show that a seemingly one-dimensional, negative keyword can be mechanically interesting.
Example Cards
Gemstone Trundler: The introductory card to the Power Crystal secret cycle. Each Power Crystal secret summons a 3/3 token but each does so in different ways, therefore keeping your opponent guessing. This replaces the usual secret support the Blood Mage would have gotten.
Ignite the Wildfire: The culmination of Spell Damage synergy in the Blood Mage class. It is not the most difficult quest, most likely done at around turn 6-7. As such, it is not an end-the-game quest, but rather a slow complementary win condition. Nevertheless, it is a roadblock in your opponent's gameplan and the reward puts them on a clock.
Wyrmcalling: This is the first card to support token Blood Mage. Compared to Bloodlust this card gives a permanent Attack boost but requires significant hand advantage. Therefore, this explains why this card is so cheap for its effect. ( Mana Wyrm is at 2 mana)
San'layn Nobleman: This is a more generic card for Blood Mage, keeping in theme with strong healing options.
Al'ar, Absolute Zero: KFT will see two powerful token-based cards for Blood Mage, Al'ar being one of them. Like Wyrmcalling, he also requires you to have a sizable hand advantage. As such, Token Blood Mage plays in between Wispering Woods token Druid and aggressive swarm decks like Shaman. It needs to upkeep both a board and a hand.
Tokens
Remaining Knight of the Frozen Throne Set
Commons
Rares
Legendary
Lich King Challenge Card
Remaining Ungoro Set
Commons
Rares
Legendary
Classic Set
Commons
Rares
Legendary
Basic Set
THE BATTLEMAGE
Battlemages are sort of a fusion between warrior and mage. They use magic to create weapons, armor, and to wreak havoc in melee combat.
This particular battlemage slowly conjures powerful yet fragile energy weapons. Weapon combat fills him with fury, empowering their spells and minions, much like how an enraged warrior's abilities become more deadly.
Main themes:
1) "Can't attack the turn it's equipped" on weapons.
2) 1 durability weapons.
3) Small but frequent armor gain.
4) Buffing your minion's health.
Strengths:
1) Versatile (has a large variety of tools at their disposal).
2) Can setup for very high power turns.
3) Excels against decks with lots of minions such as zoo decks.
Weaknesses:
1) Obvious with weapons (conjuring a weapon takes time ya know?).
2) Weapon removal.
3) Struggles to fully utilize cards against decks with few minions.
4) Takes a lot of damage triggering spellfury and has no big heals or armor gain.
Keyword: Spellfury
Spellfury changes the effect (such as a Battlecry ) it's printed after on the card, usually upgrading it. It activates if your weapon has done X or more to minions this turn, either through attacking (excess damage is counted) or card effect. So if your weapon did 5 damage, Spellfury (1) and Spellfury (5) would activate but Spellfury (8) wouldn't. It can be tricky to master as damaging minions to buff your Spellfury can lead to you not needing the upgraded effect. Due to not being able to trigger Spellfury going face, cards that summon minions for your opponent are valuable to this class. Saronite Taskmaster and Marin the Fox are good examples.
Example Cards
Primal Practice: My idea behind this quest was to let you somewhat customize your own reward. You could add Lifesteal to your reward through Blood Taker (kotft), an aoe with Conflagration Cutlass (classic), and whatever other goodies you want! Note there would be a fair few training dummy cards from older sets around when this would have came out.
Torrential Snare: This is a more versatile but arguably weaker Polymorph . If your desperate you can use it to give your own minions taunt, but if you snare something with lots of health it's probably still gonna hinder you for awhile , but at least you can get more attacks in for your quest!
Animated Woodwaker: This resummons the dummys to whatever side of the board they died on, so you can somewhat control where they end up. If you happened to use the above card on one of your high heath minions, this guy can bring it back with all of that juicy health!
Battleborn Direhorn: A simple adapt card that gives you more adapts depending on how high you can get your Spellfury .
Battlemancer Anielas: Charge may seem odd on weapons but given this classes usually can't attack when played much like normal minions, it actually makes a lot of sense especially since charge is worded as "Can attack immediately".
After playing this guy, if you only use 1 durability weapons, you can pretty much attack endlessly so long as you have mana and more weapons to equip! This can give you a lot of tempo and burst at the cost of burning through your weapons stupidly fast. The hero power helps with survivability since you'll be taking a lot of damage from attacking, and if you trigger the Spellfury effect it's pretty insane, but also easy to play around as the battlemage needs to deal 6 damage to a minion, then have something left to hero power so playing only 6ish health of stuff at a time (if you can afford to) vs this DK can hinder them. Also you wont have your hero power weapon with this card so having lots of weapons to utilize the battlecry is a good idea.
Tokens
The first Training Dummy is the normal one most cards spawn. It was the token produced by my challenge 2 (common practice) card last phase. I decided to really commit to it this time around! The second Training Dummy is produced solely by Torrential Snare and the base health of this dummy will be equal to what was transformed into it.
Primal Peacemaker and Forlorn Death are the quest reward and death knight hero power.
The Lich King Fight
Weapons are very core to battlemages given their keyword requires them, so without them you really need you think outside the box. You can still trigger spellfury with your hero power weapon so you could focus on buffing that to use high spellpower cards, or you could take battlemage in a completely different direction unrelated to weapons and spellfury entirely.
Remaining Cards
Journey to Un'Goro
Venturous Training: The perfect card to use if your worried about weapon removal, or just need some more immediate results.
Jungle Master Voldat: If you hit for 3 or more you'll always get Adapt which is rather average, so to really get value out of this guy you need to have ways to deal different small amounts of weapon damage so you can choose what you need at the time.
Knights of the Frozen Throne
Solidify Weapon: As the classes most potent weapons to use this on have 1 durability, it means you either need to use this on the turn you play the weapon, or skip a turn of attacking, both of which slow the card down as it is pretty damn strong with some of the weapons.
Spellsword Slayer: Can counter Kingsbane but his main use is to silence your own weapon to attack with it immediately.
Bloodblade: To avoid slow conjuring just use something that's already there, your blood for instance!
Splitting Arms: Note the class has next to no high durability weapons so this is mainly to get instant value out of weapon buffs. It does combo with Bloodblade and Primal Peacemaker but those aren't too reliable.
Searlus the Dealmaker: Played minions means it will only applies to minions you played directly from your hand, and not minions summed by any other means. This guy would be busted in a lot of classes, but battlemages tend to be pretty hands on and don't have that many minion so getting that power with them can be tricky, but if your willing to take battlemage in a more minion heavy direction then this guy might just be one of your win conditions.
Previous Phases
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
THE ALCHEMIST
The Alchemist is a specialist in the art of transformation, generation, and combination; including of living material. Her specialties are:
STRENGTHS
WEAKNESSES
Showcased Cards
In all my cards, I will use the term "Type" to mean what is commonly called "tribe". It's the offical term!
TOKENS
Philosopher's Stone cost 2 because 0 would have been OP and 1 is hard-countered by Skulking Geist and anti-synergy with my "transform 1-Cost in hand" cards.
Lich King Challenge card
Spectral Trainee
"But Cheese! The Lich King card is supposed to highlight a weakness from your class! This highlights a strength!"
Contrary to what people believe, Lich King cards don't target a class' intrinsic weaknesses (except maybe the Rogue one) but rather forces them into a specific playstyle. Warlock must play Renolock, Hunter must play Spells, Shaman must play Murlocs, etc... My Lich King card does the same: it forces you to play a token playstyle. It is still a significant downside since the Trainess deal damage to you.
Remaining cards
Journey to Un'Goro
TOKENS
NOTES
Knights of the Frozen Throne
TOKENS
NOTES
LINKS TO PREVIOUS POSTS
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
THE METAMORPH
The Metamorph uses the elements like the Warrior uses his axe of the hunter his bow. He has the ability to cover his fist in molten lava and burn your face off, cover his body in stone to survive an ogre's clubbing or give his trusty warhorse the power of lightning in order to run faster ( hmm... note to self... )
Journey to Un'Goro really brings out this affinity towards the elements. The introduction of Elemntals in the mix allows it to combine it with other tribes (such as Beasts and Dragons) in order to make Metamorphs, the class' tribe and one of its most powerful assets. This can also be achieved trough Adapt, which is basically taking elemental power and giving it to your minions. Finally, there's Tortollans to worry about, who's link to nature make for perfect companions for the Metamorph.
Knights of the Frozen Throne, on the other hand, opens a whole new avenue: Dragons. More specifically, Frost Wyrms raised from the remains of mighty Dragons fallen in the field of battle. Thanks to the power of the Frozen Throne, the Metamorpher gains access to the Frost Fire, allowing it to raise the dead from the eternal slumber and do it's bidding. Then there's Lord Marrowgar, who decides to join the Metamorpher after he defeats The Lich King.
EXAMPLE CARDS
Brion Frostburn: My Death Knight, after being imbued with the power of the Frozen Throne. He has an incredibly powerful Battlecry that allows him a constant string of Bone Drake s so long as your deck had Dragons in it. For balancing reasons, any Dragons generated trough effects don't summon them.
Gather the elements: The Quest, focused around adapting your minions. You are rewarded with Elemental Sundering, a spell which gives access to three incredibly powerful Metamorphs called Primal Titans. The biggest downside to this quest is the inability to support it after Un'goro.
Adaptive Tortollan: A very versatile and cheap Metamorph generator. Also obligatory OP 1/3.
Metamorphosis: One of your most powerful Metamorph generators. It works similar to Build-A-Best : Both cards cost less than (5), the first one has an effect and is ALWAYS an Elemental, the second only has keywords or is vanilla and is ALWAYS a Beast.
Lanterns of Doom: Very powerful Deathrattle activator, works really well with the DK.
Tokens:
Cold Fire: The DK Hero Power. Simple and straightforward. I've made it weaker because of my Boomsday Legendary spell (if I make it that far).
Elemental Sundering: The reward for your quest. It puts an immediate threat on the board, gives you card draw and delays Fatigue by one turn. And as if that wasn't enough, BEHOLD! the Primal Titans:
Infernus: Giant monster that will pretty much kill whatever it goes after.
Venturion: Great AoE minion that allows you to maintain control of the board, or finish your opponent in one sweep.
Torterra: Massive wall that your opponent will have a hard time tearing down.
LICH KING FIGHT
"Puny Metamorph. So proud of that little army of yours. You really think it will allow to keep control of the board uncontested. Quite hard do do that when all your troops are frozen in place and can't do anything as my own armies tear trough them. And don't think for a second you can melt the Ice with your puny Fire. In Northrend, the only Fire that burns is made of Frost. Now... bow to your King!"
COMPLETE SETS
Journey to Un'Goro
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Fist of Kalimos will affect your opponent's minions if you haven't played any.
Servant of Ragnaros is a cheaper (dust wise) Ragnaros the Firelord whose effect doesn't trigger the turn it's summoned, so it's a lot weaker than the big flaming guy.
Kights of the Frozen Throne
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Only one copy of Resting Bones triggers if you have multiple in hand.
Tesolc'Ehtni Skelegon is a Stranglethorn Tiger with the Dragon tag, as well as a very stupid pun on "skeleton in the closet".
Nothin' beats a Classic
Back to Basic
Humble Beginnings
THE BLOODBURNER
Most mages utilize mana as the source of their power. However, there is another form of magic, an ancient and dangerous one where the user draws strength from blood. Sacrificing your blood and flesh to fuel your spells is dangerous and few can endure the cost of this powerful sorcery. Among these there are the lizardfolk, who's reptilian regeneration allows them to recover quickly after casting blood spells. The most common form of blood magic is bloodburning, or igniting one's own veins to manipulate the resulting flames.
The Bloodburner utilizes health, in all its forms, as a source of power. Self damage is a core theme of the class, but blood mages are very creative with how they utilize damage and health. Another theme of the class is the relation between spells and minions. Spells can hurt you, while minions will heal you, or protect you from damage. This is according to the flavor/lore of the class, as blood magic requires sacrifice and reptilians are able to regenerate their bodies fast.
Since you use blood to fuel your magic, taking damage (thus bleeding) offers a temporary boost in power. The first time your hero takes damage in a turn, all friendly cards in play with F resh Blood trigger their effects. Fresh Blood can trigger during your turn, or during your opponent's, but only happens once per turn. The keyword can be used by any Bloodburner deck, as you can use Blood to Fire (the HP) to trigger it. You need to consider the order of your actions to make the most out of your cards.
Example Cards
Explanation
Rekindle the Bloodflames : This is my quest. All the weapons in my class have 0 attack but have effects similar to Atiesh , meaning they do powerful stuff when triggered but they lose Durability that way. The reward is a minion that gives equips you with a powerful weapon!
Basil the Crimson : Although the battlecry does not immediately affect the board, my class has many powerful spells that affect many characters, so next spell cast after the hero card will often fully heal your hero.
Raelik, Master Dinomancer : Bloodburners are relentless and their resources are endless. This allows you to obtain some great value but the body is rather weak for the mana cost.
Extinction : Massive late game threat for both the enemy and yourself. It's basically casting Pyroblast on every character in sight. Very few things can survive this, but then again, few dinosaurs survived their extinction.
Decay : Weaker than Flamestrike at first, this spell is designed for the long term value. 2 damage to all affects you as well but it also deters the enemy from flooding the board again. This combined with Basil the Crimson allows for constant healing.
Tokens
Taint Aura overall makes your enemy waste 2 mana to deal 2 damage to himself and heal your hero for 2. He has to play the Blood Curses or he risks burning cards, but this can backfire if he utilizes spell synergy (things like Vex-Crow or Mana Wyrm )
These are the Blood-Forged Amulets. First one is for value, second is for damage and third is for survival.
The Lich King Fight
My class relies on Blood to Fire to reliably trigger Fresh Blood so removing the hero power from play severely hinders the use of any Fresh Blood cards. On top of that playing without a hero power in a class where the hero power it's one of it's greatest strength is very hard.
Remaining Cards
Journey to Un'Goro
Tortollan Sage : A moderately big heal on a pretty big body, this nice tortollan will sustain you throughout your self-damaging adventures.
Explorer's Compass : The discover effect is on top of your normal draw. This allows you to search for the perfect answer to whatever is thrown at you, provided it's not destroyed first. Even with all it's value, 4 mana do nothing this turn is still a dangerous play.
Terrorscale Scavenger : Taunt that keeps getting bigger and bigger. You don't always want to play all the big powerful removal spells in your hand, so this guy is there for those turns where you just use your hero power and end the turn.
Red Pulse : Similar to Defile . It costs more mana to achieve the same impact but this can be spread out over multiple turns.
Eager Apprentice : Little cute guy who is excited to go with you to explore Un'Goro. This is the main support for accelerating the quest, besides the weapons introduced in this set. For clarity, when you play this guy all the Fresh Blood, Deathrattle, end/start of turn, whenever/after X happens and other similar triggers on your weapon are activated. It does not work with Battlecry .
Skull-Feather Charm: 2 mana draw 2 cards in weapon form and on a delay.
Burning revenge: If the enemy dealt 5 damage to you last turn this is a 5 mana deal 5 damage. This is a paranoia card that makes the opponent unsure if he should go all in or not, as he risks getting destroyed by 0 mana Burning revenges.
Kights of the frozen Throne
Krel, the necrolord : This is a giant STOP to the enemy board allowing you to stall for at least one turn. The Spectral Skeletons can also survive one of your own boardclears.
Scourge Enchanter : Makes combos harder to pull off and delays cards by one turn. A notable interaction is to use this when the enemy has a bunch of Blood Curses in their hand making it very hard to get rid of them and play their own cards.
Transfer vitality : Many bloodburner minions have repeatable effects and triggers, so giving them more health to keep them alive for one more turn would bring you a lot of value. Alternatively you can increase the durability of your equipped weapon to get more uses out of it, thus supporting the Un'Goro quest.
The Cursed Flame : Weak boarclear by itself, this also heals you and damages your opponent via Blood Curses .
Scarlet Omen : Targeted Vaporize but has more counters as there is more weapon removal than secret removal. If you use Eager Apprentice from Un'Goro the minion dies immediately, making it a 2 card 6 mana Assassinate , with a body.
Blood burst: Can be considered tech against spell heavy deck but it's meant to have synergy with the hero card and
Inevitable End : Same mana cost as Cataclysm but the drawback on this is that it only affects Deathrattle minions. It's a great tech card in metas where Deathrattle is common and it can be used to trigger your own stuff.
San'layn's Servant: Little servant of the San'layns, this dude learned some of their vampiric tricks. An alternative Demolisher that can heal you but has a more unreliable trigger.
TOKEN S
Previous Phases
Phase I
Phase II
THE FIST FIGHTER
Mavis is back in Un'Goro and Frozen Throne with heavy control and tokens to crush any aggro or zoo in it's path!
Example Cards
Tokens
Prophecy of the End Token
Mavis, Will Crusher Tokens:
Note: The skeleton token is not matched to my classes color because the skeleton is already a token used by many other cards in the expansion and it does not change color when generated by other classes.
Living Meteor Token:
The Lich King Fight
With the Fist Fighter class focused on well, fist fighting, Mavis is going to find it impossible to use her greatest strength to defeat the Lich King as he chills her to the very core. All attack synergy cards will have to be dropped, including useful board clears like Outburst, Implode, or Relentless Rampage and whoever tries to defeat the Lich King will have to look at other strategies to win, such as tokens or attrition.
Remaining Cards
Journey to Un'Goro
Story Line: The quest is foretelling the end of the world by some giant volcanic monstrosity in its cave art. From the art, we can also see that some panda is taking some golden object and being surrounded by large stoney figures. This ties into all my cards, with Lo Lo snatching an idol and setting in motion the end of the world as giant stone elementals are awoken because of it. This causes the volcano to become active and release meteors and emissaries onto the Un'Goro crater. If only Lo Lo listened to the warning from the locals about the ancient legend. However, she had to bring something back after fighting raptors and being kept alive by foraging, but in the end, was it all worth it?
Jungle Forager: An essential minion to keep big control minions or taunt minions alive on the board. They will not only protect your face, but also they will destroy any aggro in their path.
Boulderfists: Hmmm, this one seems very familiar... I wonder if any Boulderfist Ogre s taught that guy how to fight.
Nimble Shockraptor: Helpful little guy that benefits off Mavis's core power of attacking with your hero. I suppose he must adapt based on how strong your hero gets. Who knew little things could pack such a punch?
Volcanic Emissary: Well rounded card that suffices the quest, but also focuses more on tokens. This card has great synergy with cards like Fire Fly or one of the classes own cards like Rock Block or Distraction .
Crushing Stonewalker : A card that serves well against aggro and not to mention Paladin. However, if you are faced against a warrior you may be in for some trouble with their minions.
Earth Slam: A slightly overcosted Consecration ? Or a cheaper Seismic Slam ? Interesting...
Ancient Legend: A fun little card that works with legendaries. It is similar to Free From Amber but it comes with a wide range of minions to choose from. While not necessarily working with the quest, it similarly flavored for it. This card also may be foreshadowing a future expansion... hmmmmmmm.
Lo Lo, Idol Snatcher: Another card that uses a useful class mechanic, this minion is fantastic to keep your hero ready with attack gaining spells. I am also fond of battlecry and deathrattle minions, which is another reason why I made it.
Knights of the Frozen Throne
Story Line: This expansion is all about giving Mavis the ultimate power she's always had deep within her. Now she cam bend the will of whatever foe crosses her path as she leads an undead army. With tons of cards to help you in your bloody journey, is there anything that can stop this rageful Lich Queen of will?
Boney Backhander: A strong deathrattle card that generates with tokens. I compare this very closely to Haunted Creeper .
Wrathbent Victim: This card is great for anti control and serves well with control centered decks. Note how it doesn't make the enemy minions completely useless and never lets them be 0 attack.
Avalanches Above: This card is Rock Block on steroids. Looking back at Un'Goro, this card also synergizes with Volcanic Emissary . How neat!
Brrrsonal Trainer : Speaking of elementals, this punny guy utilizes your hero attacking one more but with a cold and interesting twist. Use this in conjunction with spells like Relentless Rampage and you might be able to get yourself a stronger or similar Blizzard .
Mortal Wounds: A board clear card that acts as a delayed Consecration but has the chance of damaging your opponent's board for longer.
Out Cold: Make sure your enemy's minions stay down for the count. No survivors for this Lich Queen!
Ma'da Ateena: This blood witch serves the rightful queen of the throne by creating an endless army derived from your own wounds. Be careful, summoning a high attack minion also means you have to be the one that also takes a lot of damage to your face. Be weary.
Previous Phases
Phase I
Phase II
Phase III
Vote for the Fist Fighter https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229960-trials-and-errors-class-creation-competition-5?comment=3 😎🤜