Welcome back everyone! Keeping it simple, here are the 8 competitors who moved on to Phase V:
As a reminder, only these users are allowed to post their Submissions for Phase V. Congratulations to everyone who moved on, and commiserations to everyone who didn't.
Even if you're already a veteran of our competitions here on the Fan Creation Forum, you should read the general rules before you get started. This competition does introduce new rules, like image limitations and formatting requirements.
* The Submission Topic is for submissions only. If you want to discuss your entry, another entry, ask questions about the competition rules or process, or anything else, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out. * You are allowed only one submission , consisting of the materials specified by each competition phase. These materials must, of course, be of your own creation. If you'd like, you may collaborate with another user on a single submission, but this must be specified during Phase I. * You may make only minor edits to your entry once you have submitted it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first. * You may not delete any posts you make in this topic. No, not even if you post here by mistake or accidentally double-post or something. Deleted posts screw with the system we use to help us calculate up-vote scores, so don't do that. If you to post here by mistake or accidentally double-post or something, simply edit your post to just say "REMOVED" and leave it at that. * You may not create your own topics on this forum for competition-related material. If everybody goes off and creates their own topics for specific discussion of their entries, this board will be flooded with nothing but, and so competition material must remain restricted to official competition topics. If you want to enter the competition with a class that you already have a topic about on this forum, then your topic will be locked in the interest of fairness to the other competitors. Not deleted, just locked, and it can be unlocked after your entry gets knocked out of the competition. You also may not reference or link to your topic in official competition topics.
* You must host your card somewhere other than Hearthcards. We encourage you to create your entry material using Hearthcards.net , but please remember that, although HearthCards is awesome, it has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the competition. After you create it, save and upload it to Imgur , Photobucket , or some other similar site. We understand that there are some Hearthcards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs. * You may not submit any Gold cards or animated cards, nor may you include any images in your post other than the requested submission materials. A single banner or border, to introduce the class, is allowed. We get it, everybody wants their entry to stand out, but our pages are going to be heavy enough as it is without everybody heading their submissions with animated banners. * You must insert your images into your post using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. We realize that it's also possible to upload and attach images to your post. Don't do that, though. We know from experience that, because those images are much smaller and require more work to view, entries that enter their images that way just don't do as well, so this is for your own good. * Format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified. How should you size your cards? Well...
Adjust cards to a width of 250 , and you should be able to get three in a row!
Adjust cards to a width of 180 , and you should be able to get four in a row!
Adjust cards to a width of 150 , and you should be able to get five in a row!
* "Troll" entries will be disqualified. Fun and even humorous entries are perfectly allowed (this is Hearthstone after all), but if you're worried that your entry may be misinterpreted as a troll entry, contact a moderator before you submit.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE V: 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.
One of your non-Legendary cards must be a card with the Spellstone mechanic.
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 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).
Back at it again with the Keyword conundrum. Only Mage doesn't make use of any of these keywords, so you should have no problem slotting at least one instance of them into your class - many classes use them a fair amount, in fact!
Take a load off and relax - stop worrying about finding the perfect art for your cards and let the game do it for you! Many of the bosses from Dungeon Run and Monster Hunt use the art of existing cards as their basis - so we're asking you to do the reverse!
You don't have to make a Legendary minion, but if you do, you should use the same or similar name as the appropriate Dungeon Run or Monster Hunt boss.
More inter-expansion synergy! Your Legendary Weapon should define an aspect of your class, so it shouldn't be difficult to create a card which benefits it or benefits from it. We'll be pretty lenient about this anyway - after all, who can say what Shaman spells help or hinder the Runespear?
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 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.
In addition to truly epic bragging rights, ALL finalists will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 7 competition themed around their winning class!
Want to see how things went during our first 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.
We're coming down to the wire! Best of luck to those of us that remain :)
For this Phase, the connecting theme between the two expansions is Aggression:
Kobolds & Catacombs
, a group of adventurers band together in the name of fame and fortune. Kel'Thuzad, however, has a different target in mind: the Dungeon itself! He has sent Deathspeaker Malicia to infiltrate the team as a double-agent, to claim the Catacombs for the Scourge.
Gameplay-wise, it's a more aggressive token archetype. The Lich has been building long-game Control archetypes since the very beginning, so the implication is that Blizzard wants to try something different. Similar to the Hunter's situation, albeit reversed.
, Hagatha presents a foreboding challenge to the people of Gilneas...but another threat comes from within. Haunting noises hail from the local cemetery, and rumors tell of terrifying spirits. The Worgen are under siege by an army of ghouls and ghosts!
Furthering the move towards tokens, Kel'Thuzad seeks to overwhelm Gilneas with ghastly Ghouls. He hasn't abandoned his Control-ing ways, however, as the banshees lay claim to the minds and bodies of the living.
While not explicitly supported, many of my Freeze cards are Even-costed. Combined with the two Dragons that are Freeze-related (
from KFT), an Even Freeze archetype emerges.
was seen back in Phase I, and now she's here. Her banshee wail will raise an army!
The Long Night
summons a bunch of Ghouls on top of being a tutor for a minion. Combo with a high-Cost card to flood the board. I would say all of the Ghoul cards count towards Challenge #3, creating additional bodies for the Legendary Weapon.
Bloodsurge, Blade of Agony
is the cornerstone of the K&C "Exploding Token" archetype. Sacrifice your minions in the name of the Scourge!
is an example of a negative Deathrattle, which haven't been seen since the Classic set. High damage, but requires setup.
is pretty straight-forward, being a scaling
that requires you to lose minions for the upgrade. Ultimately easier to do in a token deck.
Kobolds & Catacombs
over and over. This drags the enemy minions down into kill-range for Bloodsurge's explosions, token trading, or, later, Baroness Anastari's Battlecry.
provides incredible value, returning to your hand seemingly forever.
is kind of like an "Egg" for the Lich: kill it and give me spells, or leave it alone and let me abuse the Deathrattle for more spells.
is a better
: smaller minions but cheaper, with a universal trigger and a more useful stat-line.
is another negative-Deathrattle, summoning minions for you from the bodies of the enemy.
refuses to die, returning as a Zombie.
has a variety of applications: you can temporarily get around a Taunt, trigger a Deathrattle (friend or foe), and/or count towards the Un'Goro Quest via the resummon.
is the card for Challenge #2, being a boss from Monster Hunt. His Hero Power is basically
, so I reversed it. In a Ghoul/token deck, many minions = many trades = many pings to the face.
The first of two "haunting" ghosts,
steals an enemy's mind and body. It's
on a minion, but temporary.
The other ghost,
Herald of Fear
paralyzes an enemy with terror, making it impossible for them to attack.
causes a minion to panic and flail about, ultimately inflicting damage. You could theoretically stack this effect onto a big minion, or spread it out over a wider board to deal with them all. This is the card for Challenge #1, obviously, having Echo.
is a different kind of removal, functioning similarly to
but all at one target. You could use this to get around a Taunt, act as a form of Rush, or to give your minions a second attack.
And now we come to the remaining Ghoul cards.
is a rare weapon for the class.
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.
Rishi's venture into the Catacomb force her to confront an aspect long-lost to the Astromancers: The cold, devouring and uncaring emptiness of the Darkness and the Void that lies between the stars. Secrets and artifacts that were long-lost to Astromancers came to light. The class now also has incredibly well-rounded Dragon deck inspired by the encounter with Seriona.
In the Witchwood, Astromancer's connection with the stars allow them to contact the Wild God whose power originate the Worgen curse Goldrinn, allow him to arrive and bring with him the power to convert willing Gilnean who wants the power to fight against Hagatha, resulting in a set with extensive use of the swapping Attack and Health mechanic. Astromancer also have the theme of hanging on to the past, which symbolize by their card set's use of the Echo mechanic as well as reward for playing multiple copies of a card in your game. The expansion enforce the class's control decks as well as painting a pathway for class's token deck that will be support in Rastaskhan's Rumble
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
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,
triggers with cards like
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
from mowing your important minions or life down too quickly.
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
died from effect like
mid-casting, the target selection will continue on as normal. If two or more target are
, the target that were
first will be the target for the random effect. If they are
at the same time, the effect will randomly pick among the
targets. This is especially important to remember because
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
in their card text (like Celestial Drake in my Classic set) will have
, meaning that tutoring draw effects like
, discard from hand or deck effects like
as well as other hand target effects like
or Recruit effect will target that card instead of your other cards. If that happens, the minion will enter the battlefield with the
How do you know and keep track of which characters are
? 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):
is the class Legendary Weapon for this expansion. The weapon is one of the major support for the class's Secret archetype, allows them to keep board presence that was most likely used to develop their Secret by spitting out 5/5
demonstrate the other major archetype this expansion: Dragon Astromancer. Unlike Priest, this class's Dragon deck will build toward a more proactive playstyle, with effect to recover resource that you already played in order to close out the game.
Miriam, the Forlorn Lover
demonstrate the class's focus on a control playstyle that focus on playing a lot of copies of the same card for her to shuffle back to your deck. Note that she will only shuffle the second copies onward since the first card you played by definition didn't have a card with the same name. For example: If you played 2 cards with the same name, she will only shuffle 1 copy.
demonstrate support for the playstyle promoted by Miriam. A card that creates good value in both the early and late game that is only hard countered by 10 mana minions. Satisfy challenge #3 since it is a Secret. Note that EVERY Echo created by the minion will also cost (1) more.
Curse of the Worgen
is a card that demonstrate the class's theme of swapping Attack and Health of minions in this card set, demonstrate the backstory of Goldrinn coming to Gilneas and converting people into Worgen to fight against Hagatha. This card combines the good disruption this class naturally excel at with the swapping stats theme of this expansion. For just 1 mana, you can force your opponent to play unefficiently if they don't want their minions to become worse. That
will either have to be played next turn immediately or risk become a 3/1 or that
will have to be hold for certain turns if they don't want it to enter the battlefield as a 12/4.
Kobolds and Catacombs:
Seriona, Twilight Matriarch
is the Dragonmancer's main win condition against control decks. Using your very efficient Dragons that either generate even more resource, finish off your opponent or both while making a massive mid-range board when your opponent is out of steam.
allows for a class without
to be able to keep up the pressure and generate more resources, as well as proc their Secret synergy.
utilize the Recruit mechanic while retain the Astromancer flavor of using Dragons and Elementals in their deck as well as random effect.
supports the Secretmancer archetype by allowing them to have a powerful, sticky turn 4 play.
allows for Dragon Astromancer to be able to fight for the board early to transition to their power turns. Combine extremely well with this class's Constellation mark archetype to double the buffs you'll receive.
allows Dragonmancer some comeback chance when they falling behind by Aggro as well as some burst damage against control decks. The name is a reference to the
is a combination of
. This allows Secretmancer more fuel for their Secrets as well as fight for the board in the early game.
allows for the class to reduce the tempo loss when playing Secret as well as putting a well-stated minion to the board.
is the legendary Wild God that originates the Worgen. He is a combination of
since he abuses the mechanic that swap stat minions when buff will keep their buff as their original stats. So, he basically give a friendly minion +4/+4 (plus the +1/+1 with his passive effect) when played.
is extremely powerful for token decks since a majority of this class's tokens are 0/1 minions, with this card they will become 1/2 minions with the bonus of disrupting your opponents (who most likely will have high health minions to soak up your token's attack).
combine the Echo theme with the class Gaze keyword. Extremely powerful with the Quest to deal 3 damage each cast and heal for 2 after its completion.
Mark of Corvus
combine the Echo mechanic in this expansion with the Constellation Mark cycle of the class. This allow you to double or triple on any 3-cost minions or spells you want to have more
Call the Pack
is a deceptively powerful card that allow the class to have more card draw as well as serving as some burst damage / removal in the right conditions.
is the Worgen minion of the class. Both bodies are well-stated and is useful in different situations.
is one of the rare odd-cost Gaze generation for the class. More (indirect) support for Odd Astromancer will be released later in the year, but this will ensure the class will have a strong early game for the next Standard cycle. Scutiny is a card from the Classic set, which is why it is referred to by name.
The Alchemist is a specialist in the art of transformation, generation, and combination; including of living material. Her specialties are:
Be it through summoning, shuffling, or adding to hand. Small minions in particular will be focused on very often.
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
-like "All" cards.
Be it through aggressive tribal synergies (e.g. Murlocs), board-wide buffs
old-school Token Druid, or quick board reloading
Strengths & weaknesses
- 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.
- 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).
- Like Druid, Warrior, and Rogue, Alchemist has a good variety of playstyles and can adapt to any situation during games.
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).
In all my cards, I will use the term
to mean what is commonly called "tribe". It's the official term as shown by
SPOREMANCER [see Sporeman token below]
- Synergy with the Legendary Weapon as well as the spellstone.
- In WoW, the
is a cursed that belongs to the Twilight's Hammer. Although my class has no big minions, it has A LOT of small ones. Healing for a small amount several times in a turn still provides value. It's also synergy with
and some other cards in both of those sets.
MUTATING POTION -
Synergies with all tribes implies synergy with the "All" tribe. Get the tribal synergy you need cheaply and rapidly with this!
- A card to make your Hero Power a value one rather than a tempo one. Made even-cost to avoid issues with the upgraded Hero Power, but still very good in an even deck!
- Tired of your useless 1-Cost minions? Use them as ingredients! Allows you to tutor a card with a Cost you can partially choose AND reduce its Cost! Extremely useful for combos.
Challenge #1: Mushhuckster Max, Skilled Grafter
Challenge #2: Looking for Group
Challenge #3: Felblood Hag
Remaining Kobolds & Catacombs cards
. Alchemist already has a lot of big spells in her core set
As shown by the legendary weapon
LOOKING FOR GROUP
- Improves deck consistency, as it minimizes your changes to draw a useless 1-drop in the mid-to-late game. The drawback is that you don't get the minion's Battlecry if it has one, a minimal issue for 1-drops. Might make
- Multi-tribe synergy. Encourages a multi-tribe deck.
MYCOCALYPSE [see Sporeman token below]
- Big summoning spells. Useful in "Big Spell Alchemist" as well as Quest Alchemist (see my phase IV post). Alchemist already has a lot of big spells in its core sets (basic & classic). It is a natural fit for a Big Spell archetype.
-like synergies for Big Spell Alchemist. Synergizes well with itself.
LESSER TURQUOISE SPELLSTONE
- The spellstone. Support for a control-oriented Big Spell Alchemist, but it can also be used in a non-Big Spell deck provided it runs enough spells. Thanks to
for providing me with art for 2 of the spellstone steps!
- Obviously, "custom 1-Cost Potion" refers to the 1-Cost option from Kazakus.
' official supplier!
(but don't tell anyone!)
Max allows to "store" 5 mana (he's a 6mana 2/2) for later use. Extremely useful in combo decks and/or midrange-y control decks. Although Alchemist doesn't have a lot of direct damage, it has
in its basic set, which can deal up to 14 damage with
and the Elixir. And more if you further cheat mana!
They are a general theme of my class, but will be focused on more than usual here because of even/odd synergies.
- You saw it coming. Powercreep on the Penguin, but hey, it's a class card.
- There's no reason for the Worgen Curse to be limited to humans and night elves! Note that it starts as a 1/3, so you can't summon a 3/1 on turn 1.
- Challenge #3 card. Obvious synergy with my legendary weapon. Giving Lifesteal to a minion is costed about 1.5, so I think this is fair.
ESCAPE THE WITCH!
- Very good in "Zoo Alchemist" with tons of 1-drops. Huge tempo in an odd deck!
What Cookie does is transform minions with a type into a spell that corresponds to its type. All Meals are 1-Cost. All-types minions are transformed into a random Meal.
- This was my winning card for WCDC 8.20 (recycling is good for the environnement). It works like
: you will be proposed a vanilla 1-Cost minion and a minion with a more complex effect. Minion types will also be combined if relevant.
) - Lord Walden was one of
's associates and a powerful alchemist. He is similar to
except Walden works better with small spells that summons lots of minions rather than big spells that summon a few big minions.
- Throwback to my Chef class again! The "meals" are listed below.
The second Hero Power is the one upgraded by Justicar and Baku the Mooneater.
Izzy continues to explore new places with the coming of Kobolds and Catacombs and the Witchwood. In KnC, Izzy will intermingle with the Kobolds, as they aid Izzy on her journey to find the mysterious Mnemostone, a valuable artifact that increases in power by other artifacts. In the Witchwood, Izzy will investigate the monstrosities of the wItchwood, as she comes into contact with new archetypes and powerful rulers.
Optional Keyword Section
Everyone who has seen my class knows the drill. It usually goes on weapons, as passive aura effects, however, it can go on minions or a special type of Armor.
These cards show the variety of new archetypes supported for Archaeologist.
is a Witchwood local, and also showcases the main new archetype of the set: big hand! Denkeeper Sinthi can enable some really big plays if you have 9 or 10 cards in your hand, however, she requires a minimum of 9 cards in your hand to function.
may look like a timer, but it is, in fact, an ancient technology passed down used by Witches and Gilnean locals. Essentially replacing all of your draws for
, it may seem like a ton of value, but it's a 1 mana upgrade of value over three turns. It works very well in Combo decks, helping you tutor for more valuable cards, or as a control deck searching for cards that they can play. Additionally, this is synergy for the Mnemostone, adding on another powerful ability to its tools.
is another part of the big hand archetype, with a relatively high threshold, and he also showcases how sticky Archaeologist can make its minions. He can make really sticky Taunts, or stabilize a high-Attack low-Health minion.
is the wisest kobold around, making a sharp contrast to King Toggwaggle. Being the most knowledgable, he can guide you to the most valuable artifacts around, but passive ones, such as
in the wrong hands, making them last only three turns.
is the final missing piece in the
puzzle. We had
Gather Your Party
, which "recruited"
spells, and finally Candle Peddler, which "recruits" weapons. Candle Peddler can help you thin your deck and provide an immediate answer quickly.
Kobolds and Catacombs
is a card I showed off in my first phase. It still shows the basic mechanics of the class very well: Armor loss, weapons, Discover.
not only has a great name, but is really strong repetitive Armor gain and can synergise very well with some of the card draw of the set.
Bulwark of Azzinoth
deserves better than a Common, but for now will chill as a two-turn delay on damage against token decks.
shows off the animal humanoids of D&D. This one is a typical shopkeeper, like in traditional RPGs.
is a showcase card.
Lesser Topaz Spellstone
shows the random generation of Archaeologist, and can lead to really fun combos with unlikely cards. I'm sorry for the arts, I'm not wonderful at GIMP.
is a really powerful shuffle tool and can set up combos and supports the shuffle archetype seen in the next card.
is the only foreigner this way of the catacombs, but she came with a mission: to retrieve the lost blade Quel'Delar. The Blade is of course
Blade of Quel'Delar
provides a fun wincon if you manage to survive a game with subpar cards.
builds off of all of the
weapons you played this game. Although it's cheap, it's tough to maintain tons of weapons in a deck, and
enables that big payoff.
is a showcase card.
is probably the safest big-hand card, being closest to vanilla, and a pretty good payoff as well.
is another big-hand card, being riskier to use but a bigger payoff, being as big as an
is the worgen card of the set, uniquely applied to weapons.
is a showcase card.
can help tutor cards you shuffled into your deck. Even if he doesn't get the stuff you want, 4/3/3 draw 2 is still really good.
is a sidegraded
. While it does shuffle cards into your deck, they aren't better than the other cards from your deck.
is a showcase card.
can enable big plays, and is a cheap way to get a big hand.
is an anti-
, being cheaper because weapons are less common and aren't buffed. Because the boss in Monster Hunt is all about
, it makes sense that he is too.
Hey, pal! Welcome back to Blasthammer's Garage! You're here so much, I'm thinking of make you an Honorary Apprentice Tinker! As you know, we Tinkers are crafty thinkers that make all kinds of wonderful toys! And today, I'm gonna show you some of our big operations, all managed from right here!
First we'll go over our plans to take back an important relic stolen by the Kobolds! It's a gun made by the Titan's servants with some of the slickest tech I've ever seen. With a couple of upgrades from your's truly, we can make it a masterpiece of engineering weaponry! But the Kobold tunnels are dangerous, so we gotta stock up on weapons and gadgets and be ready for anything!
After that, there's a village up north that's under attack by a witch, and I've got some plans to protect the rich, defenseless townsfolk. A bunch of special traps and guard-mechs can keep the monsters at bay. I even have an idea for an animated
that can attack baddies and self repair. Sounds good, right? Surely nothing bad can come from that. Nope!
One last thing I want to mention. I've been thinking about
and his battle against that monster,
Baku the Mooneater
. They way I see it... why do we need to pick a side? We make the most profit when we can support both! For Genn, we've got all the token and hand size themes that I've shown you before. And if Baku wants to talk, we've got some cool Secrets that work well for controlling the game! Or we can say 'no way' to both of them and use our Secrets and weapons to lay on the hurt!
Keyword - Synchronize
As a reminder,
is our Tinker-only keyword 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 pressing in for a big score. Some
effects will change what cards can do, or spend extra resources, so you gotta be real careful you have enough scrap on hand!
- There she is! Ain't she a beaut? Once we blast our way into the tunnels, we rig up this baby and clear out way out! With this, we have a whole new game plan: play a bunch of weapons (with help from
Screwvolt, Mad Inventor
) and then play this baby and
it (Basic card that gives your hero +1 Attack and Windfury this turn) to blow out the competition!
- The Kobold tunnels are dangerous, and you never know what you'll find. But you can stack the deck in your favor. Hold on to a bunch of Scrapbots and gadgets to attract a big one, then take out a hostile beasty to give your side a big advantage.
- The Witch has been attracting a bunch of weird spirits, and this is one we managed to 'tame', so to speak. It likes moving things around when no one's looking. Could snag you something useful, but you gotta be careful, 'cause you won't know what he traded away until you need it most. Hey! Yeah I see you! Stop smiling at me!
- Anyway, one of our protection plans involves this little guy. When enemies get too numerous, or the Witch is casting a bunch of spells, it goes off and gives you a bunch of new gadgets to protect yourself. Between those, some weapons, and mechs, the village should stay safe from any evil doers!
- One of my best Tinkers came up with this one. It stands still until something gets close, then strikes! Then you Synchronize it with your other tools to repair itself, and it strikes again! See how long you can keep the chain going! But I gotta say, it's real creepy. I'm pretty sure the witch cant take control of it or anything. Right?
Kobolds and Catacombs
effect does not reveal the swapped cards and works as anti-combo tech.
Ominous Fog Machine
allows you to build a bunch of Secrets up without them getting tripped early. Many give you more value later in the game.
has synergy with
Screwvolt, Mad Inventor
both fill Challenge 3 for Witchwood cards with synergy to the Legendary weapon.
Hey, hope you enjoyed your visit! I've got a few more things to show off next time. Got a special researcher working with Boom in his 'super secret' Lab. And after that, I'll tell you how we saved a Troll Loa. Yeah, you heard me. Take care, and give my regards to the competition!
Enter the Void... We've been here long enough, so let's just do strengths and weaknesses.
Spell doubling and redirection
Gives opponent's Armor
Almost no AoE
Severe lack of healing and armor gain
Optional Keyword Section
Y O U R W O R L D C O M E S T O A N E N D
Singularities are high powered cards with a stipulation; You can't play a Singularity if you already have one on board. They take the form of Minions, 0-mana secrets and this set, Weapons!
Mind Tangler Tokens:
Probably one of the stronger secrets printed for this class, and certainly the most risky. Absorption is a massive payoff for possibly fully locking out your Singularities. Combined with the later Xavius you can truly throw your opponent for a loop.
Xan, Lord of Glass:
Appologies in advance; All my Void legendaries somehow all ended up with names that start with X. And yeah... I took them all from ingame. Xan was part of a hidden quest to tame a void wolf, so it seemed fitting here. Xan fulfills a similar role to
, a small investment to make any damaging spell repeatable, to abuse it's powers and secondary effects (Note: It turned out every AoE spell only did 1 damage so it's FINE).
The theme for KnC VC is mid-dungeon traders! Playing into the Ethereal lore, we've got weapons into the class for this set and this set only. Blade Vendor can give you a weapon from any class (Minus any ones with Durability effects), and gain it's effect. Many Legendary weapons and VC weapons work well with the Blade Vendor, and it gives you the weapon as well.
A strong culmination of the thought cycle of VC cards, Mind Tangler gives both players the token from the thought card of your choice (Listed below). Played with the cost of the Token accounted for for can get an advantage on your opponent.
VC Doesn't like taking damage. With very few ways to gain Armor or Heal, they do their best to redirect damage and avoid what little they can. With that being said, the Netherstormer is the shotgun from hell you never knew you wanted. represented ingame with similar effect's to the Supercollider (with a black hole added one for funsies), the Netherstormer is the sort of weapon you can justify paying 7 mana for; The devastating kind.
Kobolds and Catacombs:
A lightning Bolt style sdirect damage spell, meant to combo with VC's many spell redirection cards, and semi provide the possibility of Malygos combos (But not too much possibility)
VC has a cycle of cards that give you buffs while your opponent holds them. This is a fairly simple buff but one that can ramp up in intensity over time.
Much like Rogue Secrets, VC has a set-only cycle of Singularity weapons. 3m 4/2 weapons have traditionally had downsides, and thus it fits the theme as a common perfectly.
Area 52 Special:
Badda-boom! The Ethereal traders have some outside sources for weapons this time. This is one of the very few AoE options VC has, as it is notoriously the weak spot of the class.
This is the Dungeon Run art challenge for Seriona. Utilizing the effects of a previous secret, Twilight Suppressor is the ultimate attacking option, if you have the space in your deck.
Infinite Spellstone Cycle:
It starts as a weaker Mind Control, still triggering Deathrattles and only giving a 5/5, but with investment it's a devastating boardswing. Also, one of the longest art editing I had to do.
Mind not her whispers. Xal'atath is a Void Lord in the body of a... knife. It represents another use of VC's constant redirection and alternative survival methods. It also rewards you for playing larger minions, slowing down your opponent considerably (But not protecting your board at all).
Let's make a deal. Xur'ios is a dealmaker, and will give you access to his Spellstone collection... as long as you invest into him. Several Stones break the chain, so you won't be going off constantly
Blaaaaaargh. Have some whelps! Spread it around! And welcome, to excess damage cycle.
Play some 4d chess! On both yours and your opponent's turn, any card played icreases the damage output. If they remove your taunt with a card, it's a 3/5, maybe a 4/5, and it adds just that extra level of "how do I attack" that I really wanted to highlight in VC.
Scrabbling madness and cute terrors! A simple scaling card draw with a goofy body attached.
Devour all the armor you gave your opponent. Balanced around basic destroys.
Designed to be used with
, the Taunt dragons slow opponents and likely have at least one stick around a turn to be added to the opponent's hand.
Spread the Nightmare:
Another scaling card draw, this time designed for the opponent to play around. At baseline it's a
Hammer of Wrath
, but if your opponent isn't careful it's a 1-damage draw 3. VC is a strong card draw class, and this is an exemplar of that.
Xavius, Nightmare Lord:
Why stay dead? Xavius (Whose name is at the top of my Hearthcards name suggestions) is designed as a mindgame card. As long as the secret is on the field the opponent has no way of knowing if it's one of your
Secrets or Xavius. However, I wanted him to be more versatile so his secret is not
locked. Also, I've played enough games with
to know that sometimes... it just never triggers. Combine this with Absorption from earlier and you can really mindgame your foe.
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
trigger their effects.
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.
Ryxtaz, The Flame Vortex
: This is the core of the "bottom card of the deck" archetype created in K&C and continued in WW. What the weapon does is basically give you a free ping whenever you cast a spell. That 1 damage is targeted just like you target hero powers or battlecries and it can hit anything your hero power can normally hit. The wepon only triggers when you
spells so that's only on your turn.
The White Fang
: This mean albino snake is the card for Challenge #3. The pings offered by
Ryxtaz, The Flame Vortex
gain poisonous and when it dies it grabs one of the spells you copied with the legendary weapon.
: Bigger Multi-Shot that can hit face too and draws you a specific card. Hitting the enemy hero can be good or can be bad depending on the situation.
: This card represents another archetype created in WW where the bloodburner tries to recast the same spells again and again. Similar cards existed in the classic set that can help you create even more copies.
: Can copy both minions and spells and generally looks scary.
The Lord of Candles
: Big meanie dragon that burns your opponent's deck. More valuable and dangerous in control match-ups, similar in style ro rin and daddy Azari.
: Quite a charming dragon, she is hard to get rid of an offers strong board control, but her stats aren't very impressive for a 4 mana minion.
: Removal on a stick that can backfire if not being careful.
Lesser Sangrite Spellstone
: Cheap boardclear that can't be used right from the start. It's more to cheaply clear the board late game to afford to play other cards.
: Early game minion that is very versatile.
: Child of a red and blue drake, this dragon makes your spells more powerful if you lost some blood.
: Cheap removal that hurts you and an enemy minion. You can control what damage this deals via the legendary weapon.
: THE TUNNEL IS COLLAPSING! 3-in-one spell that is single target removal, board clear and stall tool.
: She reloads your whole hand with pure value if played late game.
: Works well with
The White Fang
but 1 damage every turn is good on its own too.
Tiny red Whelp
: He's tiny but useful! protects you from all the self damaging effects from your cards but also prevents the activation of Fresh Blood.
: You can put it on an enemy minion to make the enemy paranoid of playing more stuff.
: great removal tool at the expense of all your health.
: amazing draw tool that also has synergy with the "bottom of the deck" archetype.
: cheap minion that generates copies of spells.
The Enchanter is all about magic and change. This cycle, we see a turn towards the sinister; death, bones, worgen... and books! 1-Cost cards are associated with books in K&C and Witchwood.
activates if the text on a card has changed when played: Spell Damage on spells, cost reduction, stat buffs. Look out for a particular card that will
literally change a card's text
is sort of like
in that it has a condition to cost (0), but it's more specific and possibly gives more value. It directly synergizes with the rest of the Deathrattle cards in this set (there are quite a few!)
replaces your Hero Power (that would otherwise destroy your weapon) with one that summons a normal version of the minion you attack – kill a
? Get one for 2 mana. Once you've used that Hero Power however you go back to your normal one, so you have to be careful.
is ultimate deathrattle value for Enchanter (and honestly any other class if they had this).
keeps your Magimallet alive, but also can be used to keep your weapon going – as soon as you cast a spell you get the durability it loses back!
generates great value despite having low board impact; best used when you're ahead – but is useful when stat swapping (you'll see!)
The Magimallet's token is below.
(only an example. Could be any minion)
Kobolds & Catacombs
Big Book o' Runes
is meant to target big things like
, and stuff like
Etched Rune Chest
is good for use with
Big Book o' Runes
, and in Witchwood;
. Also good with
(Deal 3 damage to all enemies, Basic, 6 mana).
When one of your minions loses its
, it gives it to the one next to it! How kind.
Potion of Darkness
are activators for
is a mysterious entity that walks the Witchwood and phases through solid matter. I wanted to reflect how the Wanderer is not easily sent back to his own realm with the idea that he becomes Immune periodically. Bit of a cosmic entity, this one! He also has two Ravens, which we'll call the
s! Don't worry, Enchanter doesn't have too many buff spells, and it's susceptible to hard AOE like
works like this: I have a 4/12
, and you have a 1/1
. You could end up with a 4/12, 1/12, 12/4, 12/1, or 4/1. Attack and Health aren't separated – they can swap across! It's to your benefit to have some 1/1s against a big enemy board because you pretty much also benefit. Luckily, you have good 1/1 generators with