The following keywords are banned. Discover: It is strange for a new player starting out with a Basic set to be discovering from cards they have no idea of. Secret: Complex mechanic, requires at least 3 out of 10 of your slots. Class keywords: Blizzard is pretty clear about saving these for Initiate. Immune and Counter: Far too niche to have a place in Basic.
Week Two: 10 "Initiate" cards.
"Initiate" means the supplemental 20 cards Blizzard printed for Demon Hunter. Yours do not have to be named Initiate.
Week Three: The other 10 "Initiate" cards.
Week Four: Your pre-Core expansion cards.
Week Five: Core Set consolidation + 15 post-Core expansion cards.
Be sure to read over Rules & Information section as there is a lot to go over this contest due to the complex shifts caused by the introduction of the Core Set.
You must adhere to the following submission rules or risk disqualification:
Unless otherwise stated, you are allowed three cards to showcase. All other cards must be hidden in a spoiler.
You may include flavour texts. For the showcase cards, their texts do not need to be spoilered.
All tokens must be in a spoiler.
You may include a single banner at the top of your submission post. It may not be overly fancy. This is entirely subjective and the moderators have the right to remove a banner they feel is too fancy and, therefore, gives an inherent advantage over other posts.
Golden cards are not allowed, nor are huge images that feature your cards with a background.
If you choose to include other images other than a banner, they must be hidden behind a spoiler.
Flavour text is allowed behind a spoiler.
Golden cards are not allowed.
Week Three has two challenges:
If your legendary minion costed more than 5 last week, this week's legendary minion must cost less than 5, and vice versa. If your legendary minion costed exactly 5, you are exempt from this challenge.
There are 8 commons, 6 rares, 4 epics, and 2 legendaries. That makes splitting the Initiate set in half rather easy.
For Weeks Two and Three, contestants will create 4 commons, 3 rares, 2 epics, and 1 legendary.
What does pre-Core expansion mean?
You may select any expansion before the Core set was introduced! Anything from GvG all the way up to Darkmoon Faire is up for grabs.
What does post-Core expansion mean?
Either Forged in the Barrens or United in Stormwind.
What do I do about class cycles?
You must have at least one all-class cycle from your chosen expansions.All-class, in this context, means both a cycle shared between all 9 classes, or a cycle that the League of EVIL classes or Explorers classes share.
While, at first, it seems to make sense that your custom class should adhere to all all-class cycles in a given expansion, Demon Hunter, for example, did not have a Prime legendary, therefore you only need to use one such cycle.
What about card cycles not shared between all nine classes, like Studies spell cards, or Aspirant cards?
You may pick and choose from those, these are not mandatory.
What about Hero Cards?
So after much debate and discussion, Hero Cards are allowed with an asterisk. More information will be given, but for now, take note that they are only allowed in Week Three.
Can I rename the "Initiate" set to whatever I want?
What watermarks do I use?
For the "Initiate" set, you can use whatever watermark you think makes the most sense. There is a list of watermarks here.
Do I have to follow the rarity distribution of the Demon Hunter Initiate set?
You may not introduce a Legendary spell, weapon, or Hero in the Initiate set as there are none in the current Demon Hunter example we've been given.
Do I need to adhere to Warcraft lore?
During this contest, I will be experimenting with asking contestants to integrate a little bit more Warcraft lore into their submissions. However, for the most part, you will be free to ignore Warcraft lore.
Do I need class-exclusive keyword?
Can I do a Monk or Death Knight class?
Can I create my own spell school or minion tribe?
We'll try this out this competition: Yes, you can.
Week 1: July 7th - July 14th Week 2: July 17th - July 24nd Week 3: July 25rd - August 1st Week 4: August 2nd - August 9th Week 5: August 10th - August 17th
All threads close at 3 AM, EST. There may be delays due to United in Stormwind being released. I also do have some overnight shifts at my workplace, so I will give 24 hours notice if there needs to be a delay.
Welcome to the Bomber Boot Camp! Here, you'll learn a bit more about this dangerous profession, and a couple tricks and tricks, dizzying inventions and inventive backups you can bring to combat to gain the upper hand (the one that hasn't been blown off yet).
There is an alternate aspect to Bomber. Instead of diving into a fight head first, you simply take stock over the nearest hill and shower the battlefield in fire and disrespect for your opponent. That's right, it's ControlBomber. In this part of the Initiate Boot Camp set, your arsenal is updated with the last few fine tools that let you maintain control over the state of the game. That said, you might still want to hold onto your hats, because all those Rockets might just be flying straight at your opponent instead...
On two opposite sides of the Control spectrum, you have Ring of Fire and Fortify. For the former, you might want to up the ante with Zapcrafter, but try to make sure she doesn't get into the way of the flames! That said, there's plenty more Fire spells for her to boost, and you might want to hold onto her until you get those Rockets from Powder Monkey to amp up your damage output. And if one Rocket isn't enough, wait for a bit-
Well, there's those Gnomes again. Are they hiding inside the Gnomish Ray? Anyway, you might find you wish to forgo the body a Spell Damage bonus might be attached to in favor of a complete wipe of your opponent's side of the battlefield -- few better ways than by channeling your Destructive Tendencies and pulling it off with gusto. Finally, if you ever find that you could use slightly more Rockets than necessary, how about a veritable Rocket Pack? Heard that Rockets sell particuarly well with Gadgetzan Auctioneers...
Remember that Armor that only sticks around for a bit? It's only fair that you get a little extra before slamming it onto a minion with Shock Barrier. Best served after some other Armor gain. However, don't throw it all out at once, not if you wish to unlock the full potential of the Gigantabot! Who knows, perhaps that Armor is there to protect you from it, but... on second thought, that applies for a lot of tools in your repertoire.
Behold, the mighty hand cannon known as the Nerubian Conqueror. Each of its two (wait, only two?) slugs coated with potent poison so that they only need to scrape your foe before the toxins do the rest. Its range ensues you're safe from most of the dangers stemming from engaging a powerful foe, too.
Gigantabot fulfills the double-digit requirement... twice! Furthermore, with Bomber envisioned to come out alongside the banger that was Rise of Shadows, the same Mech also features the "only attacks when you have Armor" mechanic that's shown up in Kobolds and Catacombs, except this time, Bomber's Armor fleetiness puts a twist on it.
With the second half of the Initiate Boot Camp set coming up next, we might get to see the return to Bomber's frantic urgency (perhaps expressed via a custom keyword), perhaps more support for those Rockets that are just the weaksauce middle between a Moonfire and an Arcane Shot, and maybe even the inventor of the Iron Star himself, Siegecrafter Blackfuse! And maybe all three at once? Who knows!
In the Basic set many people thought this class would be strictly a slow control class with very little room for anything else. I of course knew where I wanted to take it and it was always to be more of a high tempo class that can constantly add more and more without hesitation, buffing minion and bursting down the face and with a relatively high draw power. Of course there are control aspects, however I like to think that many cards can be played effectively in either tempo.
I have featured very few shuffle cards however unlike the basic set these actually only add cards and don't draw out an equal or higher amount simultaneously. I have focused on many buff cards (A total of 5 in this feature it) and also Corpse synergy, with also a lot of Deja Vu cards as all classes have about half of their classic cards feature their unique keyword, I too wanted to follow suit. I have decided to shy away from Tarot cards in this half and if I make it to the next stage there will be 3 (Maybe 4) cards relating to Tarot Cards and also a mock-up of how they will look in game in case they confuse you.
This Class would be released during The WitchWood expansion. My extra challenge was to make cards for an archetype that does not include shuffling. I have made 5 buff related cards, 3 Corpse related cards and 6 Deja Vu related cards in which duplication can become a big thing and a future archetype on its own, kind of the polar-opposite of the Highlander archetype.
Morganna Le Fey: Buffs in this class generally are highly defensive. Suramar Exile from the basic set for example, but all cards that read "Give", "Gain" or "Change" will flip it's attack and health. So Blood Moon will be giving +4 Attack to all instead.
Locked and Toaded: General control card with varying results (The Mechanic is to complete the Epic's challenge)
Shadow Giant: Can go infinite and be used in hardcore shuffle decks to create constant large swarms if played well. When it's shuffled into your deck it retains its cost, but the deathrattle is a fresh 10 mana copy. More shuffle cards will come to synergize and make this fella pretty lethal.
Polycorpse, Grave Blesser and Crazed Necromancer: Basic levels of Corpse synergy that gives the class plenty of space to explore throughout expansions with varying types of play styles. Some feel control based and others Aggro or more so Midrange-Tempo.
Shadowplay: The class lacks removal and aoe but its pressure it can apply should be able to outweigh this. However this card is one of many few damage or aoes it has access to.
Wild Rest: Can definitely be used to duplicate important cards in your deck and the opponents (If you you want to). A fair buff that can be used aggressively or tactically.
Blood Moon: similar as before. High defense or high offense, the choice is yours.
Cursed Crow: A basic common, it's there really for flavour but is also a slight damage card in it's own right.
Witch Doctor - The Hexxer set, introduced with Ratakhan's Rumble expansion
Ritualist Tools (Note: 'temporary' means that a card is discarded at the end of turn, like in Throw Glaive):
Explanation on Ritual: Ritual works a bit like Secrets, by creating a special symbol over your portrait, which, when hindered, will show what the Ritual does. Unlike Secrets, Ritual doesn't have to be the only effect on the card, and may be placed on minions and weapons. Still, you can have at most 5 Rituals at the time, but, unlike Secrets, you can have multiple copies of the same Ritual.
Upgraded Hero Power:
Short version: Hero Power synergies (through Ritual keyword mostly), swarm and death of minions, sacrificing minions, weapons, (0) cost spells, copying cards, shuffling as a downside.
A bit longer version: My class is a Witch Doctor. As you may guess from the Keyword, Hero Power synergies are one of the main themes of my class, and this Keyword helps me to keep in check that there won't be much permament boosts, rather one-time effects, so player wouldn't end up spamming it each turn, yet would be using it more than with other classes. Another main theme is swarming your board with small minions, and then profit from their death, by Deathrattles, area on-death synergies, and sacrificing them. It won't have area buffs though, so it would be different than Token Druid. It will also have access to weapons. Side themes will be (0)-cost spells, without much synergy, but allowing for faster strategies, copying cards, what would help with some funny combos, and shuffling bad cards into your own deck as a downside for cards. The most common minion types will probably be Beasts, sometimes Totem, and there may happen to be few Elementals. Main spell school will be Shadow, there will be some Nature spells too, and a bit of Fire spells
Strenghts, limitations weaknesses:
Strengths: Swarm, card generation, AoE, a bit of combo potential through delayed effects, copying cards and Mana cheating.
Limitations: Survivability through healing, removals, card draw.
Weaknesses: No big bodies (not many high-cost cards in general, class rather relies on generating cards in late game), no single nor area buffs, lack of immediate face damage.
This week i tried to showcase my swarm and death synergies more than Ritual keyword. Smelly Souls is a (0)-cost spell allows for a bit of survivability, and has synergy with one of my Hexxer set legendaries - T'zane the Soul Terror. There will also be more Deathrattles to synergize with T'zane in the rest of th Hexxer set, but I had to cut them for the next week, so I'll also be able to showcase a bit of cards of different strategies, like Recurring Fire, which is a good card to help understand my Ritual keyword, as well as one of good AoE my class will have.
All cards of this half of Hexxer set, by rarity, with short insight:
Unearth Grave caps quite many aspects of my class. It is a (0)-cost spell, with Ritual Keyword, generating a card through copying one, and has profits from death of your minions. All of these are themes that may be found in cards of my class.
Branching Branch is a solid card helpful in stabilizing early game, though Ritualist Figurines will have only 1 Attack, and can't target heroes.
Ju-ju Bow is the first card I showcase which uses a special token - Ju-ju Essence, which will be used on some cards, though only this one this week.
Finally, considering that my class has access to weapons, I decided to add Staff Carver to my Hexxer set. It's the only card which synergize with weapons in my whole Hexxer set though.
Doc's Intuition allows you to get more resources, rather through generating, drawing, or adding some to deck. This is also meant to be an example of a card which shuffles a card into deck. Furthermore, most of shuffling in this class will be used as a downside, but, considering that Witch Doctor tends to generate cards rather than draw them, it won't be going too much against its game plan.
Danse Mortel is basically a Deadly Shot with a twist. It has a downside of potentially killing for minions, but restores you 3 Health for each, as well as 3 for an enemy minion. It also is meant to fulfill the challenge, by reusing 'cast this again' mechanic from KotFT use on Defile, Roll the Bones and Spreading Plague.
Feed the Shadows is another card fulfilling the challenge, this one allows you to make a strong board, with potential of being cast earlier by synergizing with swarm strategies, so you won't spend turn 10 without immediate effect.
Hope you enjoyed reading through my class, and wish you fun with checking classes of other contestants too.
The basic set last week included a few versatile cards, which can be used in different decks. The Troublemaker set will set the direction of the class in it's two main archetypes. The first one involves Pirates, a lot of them! However, the playstyle of this deck is vastly different than Rogue's and Warrior's. Unlike those two classes, the Cartelist's pirates revolve around flooding the board and ultimately benefitting from big payoff cards.
Bloodsail Buccaneer - This is of the most important cards of the set, as it basically showcases what the whole archetype is about. A relatively cheap way to get two Pirates on board.
Bloodsail Raider - One of the payoff cards, which allows you to stabilise your board or simply push your opponent further away in tempo. Potentially it can even serve as a finisher, as it deals a maximum of 12 damage.
Adventure Party - Second payoff card, though this one is not exclusive for Pirates. Every minion counts and with a full board it can be a relatively cheap massive swing.
Rest of Troublemaker set
Adventure Partycompletes the double digit challenge, as it costs 10 mana.
Gambling completes the "returning mechanic" challenge. The Cartelist will be introduced with the Witchwood and Gamblinguses the mechanic of Forbidden spells from Whispers of the Old Gods. As a fun fact, I can say that I originally thought about naming the card "Forbidden Games", but later decided that it sounds awkward.
With that the first half of my Troublemaker set is done, I really hope you like it. Good luck to all other contestants! ^_^
Be wary, child, of Plaguelands plain... Be mindful, child, of the infected grain... For if throat is parched and of infected water sip... Forever your soul will be in cursed Scourge grip. So heed this warning, child, and if far from mother stray... Let light from home's hearth guide you back your way.
ABOUT THE PLAGUEBRINGER
The Plaguebringer sees diseases and infection as the ultimate weapon, working tirelessly to master new pathogens and spread systems. A Plaguebringer has no remorse at unleashing his virus on his enemies, weakening the immune systems of his foes and spreading his twisted illnesses across Azeroth. These masters of infection arts keep their companions fighting far beyond their normal capacities boosting them with injections of mutated virus while debilitating and poisoning heir enemies. Disease is a tool and the Plaguebringer is its master.
Margrave Stradama, Queen of the Slimes and once leader of the House of Plagues before their seat was destroyed. It was believed that Margrave Stradama was annhileted in the explosion that brought down her house. In truth the explosion transformed her into a monstrous new form of slimes and bones, driving her mad, and leaving her at the heart of the fallen House of Plagues. A source of plagues and disease, Stradama comes to Hearthstone to serve you global-pandemic realness.
INFECT / INFECTED
Infect, is the new Keyword added with the Plaguebringer class. Once a minion is infected, its stats will progressively drop over the course of the battle, weakening even the strongest of the warriors.
Release Expansion : Saviour of Uldum | Name of the set: Harvester
It's time to unleash more than a Plague but the one who can control their whims. The Harvester Set introduces some of the Plaguebringer strengths and specialities , with a stronger focus on the INFECT kewyord, to showcase you the basics of how an INFECTION occurs but also the synergies and benefits of have a lot of INFECTED minions on the board; it's obviously better if they are enemy minions but in the end of it...who cares who gets sick.
The other two aspect of this set is the are health manipulation and cards that synergize with it and the introduction of the BLIGHTBURSTS token. Once shuffled into your opponent's deck, the Blightbursts are a sort of hidden DOT, they might looks tiny (your opponent will only take 2 damage per card drawn) but we are going to shuffle a lot more in the future.
Rest of the Harvester Set
Challenges:Sludge Giant fulfils the double digit challenge, Forbidden Pathogen uses the Forbidden mechanic from the Whisper of the Old Gods.
Future Development: For the future i'm planning more Blightburst generator but also cards that synergize with the Blightbursts shuffled into you opponent's deck, the Blightburst is a core mechanic of the Plaguebringer. The Health manipulation will be a focus of the next half of the set aswell and we might dive into the Plague Doctor aspect (Marileth is that you?) of this class with a stronger focus on healing and restoration.
Where does Oracle come into play? No need to jump the gun so quickly, sheesh! But anyways, Oracle will be proposed to come in during the Witchwood expansion! Fortunately, Kriki has brought some friends along! Some big and some small. But you might even get Fatigued by some of them... Fatigue works the same way as when you run out of cards in the normal game! Slow, but sure doom awaits for those who delve deep...
Anyways, enough of the pleasantries! I'll let the cards speak for themselves! Enjoy and good luck other contestants!
"Time for you to learn new tecniques and meet new allies! We've allied with the League of E.V.I.L. to reach our goals, so get ready for when the Shadows Rise! Also, here's a new mechanic."
"Our troops don't shine for their intelligence, so you're better off showing where they should strike! Think about Combo, but change the Rogue's finesse for our Barbarian brutality!"
That's all for now, I've been out all week so I didn't have a lot of time for this, hopefully it helps round up my mechanic of adding 2/2 Gnolls to your hand. I know I need a lot more spells, luckily I planned more Fire spells sinergy next week so I'll have a pretty complete package of them I hope.
What is the most important thing for secret agent? To get the job done. And when it IS done that's a...
The Rookie Set
So, you’re the new one, huh? Want to know more your fellows? Fine, fine, I’ll tell you something, so listen…
Sometimes, you need backup. In those dire times, use this card. Hopefully, your deck will contain some big dude to rush to your help. Or just some successful minion. Make a deck that only contains big minions in the first place? Yeah, that might work!
Anything about secrets? Of course! We are the Secret Agents, after all! With this Spying Tech we can quickly dig some dirty stuff. The funniest part – you’ll never know what you might get! Oh, and this is just the beginning of the secret theme. More of them next time!
Keiran. Yes, I know him. Everyone in our department knows. He is the best. He flies into the fray, beats out all the information poor guy knows, and then goes to the next one. One by one. Soon, there’s nothing you don’t know about your enemy. As long as they have minions for the interrogation, of course.
The rest of the set
Combat Engineers? Yeah, you will meet… some of them eventually. Lads not very suitable for fights, but they’re sturdy! And if their mission is successful, they probably will gather just enough resources to buff your weapon. Treat them well and you’ll be fine.
Crowds are the best friends for agents. Wanna hide? Use crowds. That’s it.
Grenade is a grenade, obviously. Just aim and throw it, and if you’re lucky, you might even kill 3 enemies at once!
Can YOU get this Success feeling? Of course. With Stealthy Spotter around, you won’t just mindlessly shoot with your gun. You will mindlessly shoot your gun, while completing missions! Or something like that. Oh, and also he might call himself “stealthy” and stuff, but nope, nothing like that. You’d better protect him, alright?
Uhhh, this guy. I don’t wanna talk about him. Shove his shoulder and you are dead. And he will laugh on your grave. For a long time. Good thing he’s on our side. You can actually defeat him, by sending a lot of small lads… but don’t tell him I told you.
There are… some operators, that won’t come to your help, unless they find you worthy of their time. This guy is like that. Prove yourself, by shooting some bad guys with your Hero Power.
“Why do you need that spyglass?” Hahahaha, that’s why you’re just a newbie. True agents know – this is not a spyglass, this is an Observation Club. Watch their plans and send your spy with this info to bring some chaos… or get some value. And then, hit them hard with this club. What? “Sounds lame?” Boyo, have you ever been hit with a spyglass..?
Agents feel great in the darkness, so Rise of Shadows is a perfect time for them to appear.
Challenges: Double digit number - Senior Operator Legacy mechanic - Observation Club with unidentified-like mechanic from the Cobolds
Heir to both humans and dragons, you are a Scion, gifted with unique skills and abilities, which let you connect the worlds of men and monsters. Your knightly training, your trusted partner dragon and your unusual family are your best weapons in battle and in life. We begin to explore more advanced mechanics and synergies, while keeping the same core themes established in the basic set.
The Scion Set (Part 1)
Yara and Balgruf: This legendary represents every main theme of the Scaleborn. Thematically, they are a dragon and a human, two lovers that are inseparable , a rider and his mount rushing into the fight. They allow versatility, even if you draw them early you have Balgruf to play for only 3 mana, and Yara on 5 if you believe she can survive a turn. When they are played together they reunite into the 8/8 minion keeping individual buffs, thus allowing you to get two attacks in the same turn.
Egg Clutch: Best not disturb the hatchlings as they come into this world hungry and ravenous. Every turn, when you attack a target a 2/2 Whelp will hit it first, and if it survives you get to keep the whelp. If the enemy survives, a second attack won't trigger the clutch anymore, nor will the Whelp attack re-trigger the clutch causing a loop. It acts both as payoff for other Attack synergy and large board cards you have, while also doubling the number of attacks in a turn.
Discover YourOrigin: Journey backwards and uncover your real ancestors! Your two Heritages, and your progenitor. A Heritage generator that lets you choose what Dragon Blood you'll get, and gifts you a target for them in case you ran out of minions.
Rest of the cards:
Protective Mother: Intended to go together with Egg Clutch both thematically and mechanically. It smacks anyone who dare lay a finger on her babies, offering a way to get Attacks during enemy turns as well.
It's In My Nature: Flavorful boardclear, tied to minions like all Scaleborn boardclears. The buff (the spell itself) deals the damage, not the minion, and so it benefits from Blue Dragon Blood, but not the Green or Red ones.
Familly Squabble: one of the few spell removal options the class has, but it also plays into the attack synergy. if played before you attack anything, the last 2 enemy minions that attacked will slap each other. If you attack once with a minion then play this, it acts as a weird windfury, letting that minion attack again the last enemy minion that attacked. You can also kill off the last minions that attacked to move back on the chain of events in order to force a good trade, giving you and the opponent an incentive to pay attention at the order of actions.
Dragon Claws: introduces a mini-mechanic within the class, rewards for having at least 7 cards in hand when played. The Hero power can generate cards quite fast and so you have a small resource management minigame where you must stay above the 7 card line to keep getting benefits.
Ancestry Researcher: the second card with this mechanic, it makes everything you have stronger as long as you keep the chain. Find the way to maximize your minion output while minimizing card consumption in hand.
Lesser Chromatic Spellstone: Fulfills both challenges and gives the class one final big push on the board, summoning 5/5 drakes with Heritage keywords. Drawing is a class strength and the condition is not hard to fulfill.
Family Fortune: Bigger family, bigger fortune! Give this bad boy chest Some Black dragon Blood (Taunt) and you get a nasty defender. It's a reward for heavily investing in a single minion, rather than spreading buffs to many.
Capable of channeling ancestral spirits through their body, spirit walkers are revered in tauren and orc societies for the history and wisdom they carry within them.
The eyes of a spirit walker are ancient and shine with the light of a thousand souls. Their bodies are vessels, conduits from the realm of the dead to the world of the living. A spirit walker strong enough to bear the weight of so many souls achieves a mystical transcendence, embodying the collective will and experience of the generations that are reaching out to him.
A spirit walker lives only partially in the mortal world. His mind roams freely, and countless personalities enter his memories and his thoughts. When speaking to a spirit walker one can never be entirely certain that only the spirit walker responds, for they speak with the voices of the ancient ancestors.
Keyword& Class Strengths
Kin and Kin (X) are on a basic level the same keyword. Kin is simply used as shorthand. Example: If Kin (Minion) is listed on a spell, it is written like that. If it is on a minion, it's just Kin. The same applies for weapons and spells.
The loyalty a spirit walker feels for his community is zealous. The spirits of countless ancestors fill his mind, impressing a powerful need upon their host to guide and safeguard the tribe.
In not so many words, the kin and kindred of a Spiritwalker are of the upmost importance to them, and empower them to do amazing things, gaining new powers through playing minions or spells in sequence, playing cards of the same or different Cost, or even Attack, Health, and spell school. For the Apprentice set, Kin cards focus on the most essential forms: Kin, Kin (Minion), Kin (Spell), and Kin (Weapon).
Class Strengths and Mechanics
Single target/lone minions. Handbuffs and board buffs like Power of the Wild or Bloodlust are few and far between for the Spiritwalker. However, this class excels at buffing powerful single minions, keeping them alive, and bringing them back from their untimely demise.
Dormancy and Immunity. A sleeper mechanic that saw more attention in Ashes of Outland, Dormant, is a key focus for the Spiritwalker class. Not all 'dead' things are really dead, and in truth, the spirits are merely waiting to be called upon. At some points, minions under the Spiritwalker's control may phase in and out of the corporeal plane, while still being able to attack, gaining Immune temporarily.
Card draw/generation. To keep up with your opponent, Spiritwalkers need every opportunity they can get to level the playing field, and that means card draw/generation.
Health Restore/Addition. While there are some similarities to Priest, healing is a means to an end rather than an archetype for the spiritwalker.
Death-based effects. There will be a lot more minion demise related cards (not necessarily deathrattles) in initiate/core sets.
Taunt, and other keywords that significantly obstruct your opponent as you build a tall board.
Low AOE potential. Board clears will usually be conditional and expensive, but they create swing turns to build up big minions.
Limited hard removal. As with AOE, Spiritwalkers don't carry Twisting Nether or Assassinate with them, but under the right circumstances, they can get good value removal.
Low burst damage. Spiritwalker isn't inherently a class that rushes to the finish line (even though there is potential for early game snowball), so don't expect much in the way of face damage.
A powerful early-game minion that discourages playing more than one minion. This is a strength of the class, and buff spells from the basic set like Rite of Solitude and Anima Infusion reward the player for focusing on a single minion. There are mindgames for both you and your opponent: Do they want to trade into a smaller minion, awakening this one? Or do they go face? You can also 'save' this minion by simply playing another, creating a kind of pseudo Taunt effect.
Whether it's a wide board or a minion that you've been keeping alive to ward off your opponent's attacks, removal and trading can feel pretty bad. In any other class, this kind of effect might be too powerful; but for the Spiritwalker, it's just what they need. In concert with Rematerialize and Roots of the Weald, Free Spirits is an excellent board-recovery tool, especially when a spell is played before it. (Originally, the spirits really were free - they cost 0 - but that was a little bit too free).
Trading favourably or unfavourably into your opponent's minions is all a matter of strategy when Talar Ghostmane is in play. You may want to have a specific 6 dormant minions, and the board clear in your hand might give you some 1/1s that you don't want to have cluttering your board. Plan your attacks accordingly! Playing a minion before playing Talar makes your Dormant copies able to attack minions immediately after they awaken!
Notes: • Magic Weald Frog attempts to draw the top 3 spells in your deck, rather than reordering your deck to put 3 spells on top of it. This makes it so effects that destroy the top cards of your deck do not work. If you don't have 3 spells to draw, it draws what it can before resorting to normal draw. • It's difficult to state the effect of Ethereal Form in card shorthand, but it is as follows. If the last card you played was not a weapon, become Immune at the end of the turn. If it was, become Immune right after you play this. • Gift to the Shu'halo (how the Tauren refer to themselves in their language) is a pseudo-Echo effect that provides sustained health restore on off-turns. It also fulfills the double-digit challenge. • Roots of the Weald is a Scheme type card, so it also fulfils the other challenge. As card generation goes, this can get very out of hand, but on the other side of it, it's one of the few proper card generation routes that Spiritwalker can take, because this isn't Mage or Priest.
Kurdran and Sky'ree, along with their Wingmate set, arrive during the Descent of Dragons Hearthstone expansion to prove that to wield the Stormhammer you don't need to hold any Dragon, eh?
Winglord comes to the game alongside new class specific keyword - Formation.
With the class you can form all kinds of Formations, be it Battlecry Formation, Rush Formation, or even Formation FORMATION!
But during the Wingmate set we'll mainly focus on the keywords Rush and, in the later second part of the set, Taunt.
He didn't manage to rush in to an Ironforge set so he really wants to be in Charge now.
Lets start things with a legendary card that can finish a game - Gryphon Master Talonaxe. Play him next to a Rush minion, preferably one you played this turn and both of them (and any other Rush minion you control) will gain Charge.
Fast-Ride, not Fart-Ride.
This common weapon introduces us to Training Tools Winglord as access to. They'll all be Weapons interacting with your Hero Power. Not only that Fastride Lassomakes your Sky'ree better, it also makes sure you have something to activate your Formation effects.
There's no Nature Magic involved in Clearing Skies, just hard work.
Lets finish the showcase with a card-draw engine for our faster playstyle archetypes. Just a note that the flavor text, like most others, is a refference to my previous sets or oversights during cardmaking.
The Rest of the first part of Wingmate set:
(The cards that fulfill the challenges are Weaponmakerand Form the Storm.)
"Chromie back at it again ! I'm so happy with the greeting you all gave me last time around, thanks so much ! I guess that means you're wanna see more of me !"
Time Heist - What do you mean you 'don't have time' ? You know you can just take it !?
Endless Futures - Time waits for no one. No one but me !
Stasis - *Record scratch* 'You're probably wondering how I ended up in this situation.'
"Here's the first half of the classic tricks a Chronomancer like me uses all the time. I wanted to jump straight into the more complicated stuff but I figured simple things are cool too. Watch out for what's coming next week though !"
Desperate Times fulfills the first challenge.
Eternal Dragon fulfills the second challenge with the Hatchling mechanic from Journey to Un'Goro.
The Chronomancer's first expansion will be The Boomsday Project.
"The bronze dragons have voiced a lot of concerns recently, I might have to investigate that a little more..."
"More jokes if you're into that ! I'm having fun with it so I'll keep going anyways !"
Twin Paradox - These two could never get along.
Traveler of the Sands - One tourist traveling the timeways is fine, it's when they start pilling up that it becomes a problem.
Eager Inventor - So many ideas ! I need to start building now !
Eternal Dragon - 'But I already killed you !' -Frequent last words.
Fleeting Power - I can give you immense power ! For a time...
Time Keeper Kairoz - I'm sure his obsession with fixing the future will never become a problem.
Desperate Times - Let's just delete this timeline and forget it ever existed.
"So yeah a lot of fun stuff here and I'm already looking forward to the second half ! Looking forward to see you there !"
The Stylist is a flashy class based in fashion, performance, design, and so on! They utilize a lot of healing for all characters, including the enemy as drawbacks. They can still deal massive damage with a heavy focus on Spell Damage which can be acquired in a number of unique ways, from tailors who make enchanted cloth worthy of the mightiest spellcasters. We also care about our minions looking good, which is why we utilize Couture:
With this, a minion gets a special effect when anything targets them: Hero Powers, spells, and even minions' attacks! Everyone will be looking at them, which is why Taunt is another particular focus of the class.
Oh hey, I didn't see you there. I was just sitting here showcasing the first half of the Graverobber set, tehe. The launch set is in the Scourge themed expansion Knights of the Frozen Throne. I added a keyword that should be pretty familiar, since it does something that's already in the game. Note: Bury is specific to Necromancer cards, and neutrals would use the usual language.
Heavy Footsteps continues the adding cards to deck theme. Cast it turn one, and by turn three you are guaranteed a 6/6 for three mana. "You hear that? Something big is coming this way..."
Ritual of Ruin is part of a new card cycle. Rituals add Cast-When-Drawn cards to the deck. Not on the power level: there is no gurantee of when or how often you can trigger Desecrations. Best you can do is Unearth looking for one when facing a wide board. Your doom is at hand! Well, eventually.
Brainless One provides some much needed card draw and support to the Deathrattle sub-theme. Necromancers find it convenient to store spare spells in empty skulls.
Notes: The Invoke class of spells continue. Necromancers are an AoE class, as this set will establish.
Notes: It wouldn't be Hearthstone without RNG! Chaos serves a purpose, but not many will have the guts to use it. Flesh Golem ties the set into Hearthstone continuity by referring back to Un'Guru. He keeps adding the limbs of his foes to his body!
Note: The Master summons even if he is killed by the enemy minion. He summons little minions who trade into him. Therefore you really want spell removal for this guy.
"A cold breeze suddenly started blowing. I t apparently came from nowhere, but as soon as it came it went, and I realized it was time.
Greetings. I see some new faces here. I guess, some of you are interested in taking on the mantle of the Soulbinders. The power of life and death, the forces beyond the Veil, and the souls of living and not living creatures is a hard burden, but I am sure, together we can go all the way to the end of it."
I know all of you want to go out there and become fearsome casters of unfathomable power. However, that still has to wait. last week we merely scratched the surface of what a true soulbinder could achieve. Barely enough to reach the first step in the path: becoming a ritualist. As a ritualist, we can finally master some of the main sources of power at our disposal.
Sever Bond: We already toyed with death magic, but how about directly attacking the opponent's soul? Not a big spell by any means, but if you manage to kill things with it, you'll generate a lot of ressources highly useful for a Soulbinder (see token below).
Tomb Revenant: Soul magic can leave quite a lot of waste. What happens with a soul so broken it can't be fixed again? Or with the remains of stuff used in order to bring people back to life (or the opposite)? Usually, although it can be any of these thing, we tend to call them Spirit Remnants. And they can either be used as some handy tokens to pressure the opponent... or destroyed by other cards to make them extra powerful. This one does the later, by technically 6 mana you have a strong rush that heals you and blocks minions. And it's scary as hell, because angry spirits are not for the faint of heart.
Bloodhoof Spiritist: Remember I said last week this class had buffs as one strong point. Well, I was serious, and it does'nt just mean you have some buffs to slam onto a deck with no further planning whatsoever, like priest, druid and paladin do most of the time. this time, we also have cards that really want to cooperate with buffs to make it an archetype on its own. this one, for example, in tempo is merely a 4/4 that gives 1/1 to people, but adding some cards to it really makes makes it shine. Also, may make the opponent think twice to remove it if it can't remove the rest of your minions either.
The rest of the cards are here:
And here are the tokens:
"After your training is complete, we'll depart to the Witchwood. Soulbinders there have sided both with the troubled defenders of Gilneas to save them from the evil spirits awaken by Hagatha, and with the witch, looking to harness the power of the witch covens.
Restless Dead: You'd also be restless if you lived under a goblin night club with karaoke.
Unfinished Business: I won't leave this world until I finally find Carmen Sandiego!
Sever Bond: It's always hard to say goodbye, but at some point, every soul has to leave the nest.
Sacred Warden: He takes care of banishing evil spirits, preserving the sanctity of the cementery... and sometimes does stand up comedy.
Spark of Heroism: With a bit of love, everyone can be a hero. except possibly Spirit Remnants.
Tomb Revenant: You picked the wrong tomb, fool!
Soulbound Golem: Nobody would send one of these into an auction house anyways.
Lesser Obsidian Spellstone:
"An obsidian stone was given to the deathspeakers
so inside it they safely could their souls forever store.
Its power was beyond the reach of any dreamer,
but soon backfired, pulling them into the Maw."
Bloodhoof Spiritist: Sharing is caring.
Signe: She wants to be remembered as a great opera singer, not as a minion of a banshee queen forced into servitude by an evil god of death.
Double digit: Soulbound Golem meets all requirements for this one, by costing 10 mana.
Past mechanic: This class was released in Witchwood, and Lesser Obsidian Spellstone (and upgrades) come from the KaC set.
Zag'arak is a Vizier, a high ranking official of the Black Empire. She commands both endless skittering swarms of Larvae, Drones, and other small insects as well as towering Aqir, Qiraji, and Nerubian. Being insectoid herself means strong chitinous Armor and her ties with the Old Gods, coupled with her race's natural abilities, grants her powerful healing.
The Vizier Imperial Set continues to expand on unconventional Armor gain and health manipulation as well as reinforces Larvae synergy by giving new ways to generate and interact with them. It also introduces a powerful new playstyle, Taunt synergy.