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.
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).
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. Health restoration and addition is vital for the Spiritwalker to maintain board presence and keep themselves in the game.
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.
Farseer Ba'kora's Prophecies:
(Upgraded Hero Power) ^
Totems are explicitly a Shaman-specific tribe, but they've made limited use of them and have basically been a gimmick throughout the class' existence. Spiritwalker will have more powerful specific synergies with totems (nothing about basic Totems), and they will also have more powerful immediate effects.
In previous sets, cards like Barrens Wanderer and Rite of Solitude were the only specific cards that dealt with 'only-minion' mechanics. The first two examples here allow you to keep a minion in reserve, either without summoning it or having summoned it. In the first half of the class's Apprentice set, I focused (rather heavily) on the Dormant keyword. Lost in the Veil,Shadowlands Guide, and Talar Ghostmaneall explicitly use Dormant in their card text. Those cards allow you to set up big minions or preserve them when you're under some other pressure. Other synergies, like Dormant totems, will be set up in the future.
Healing and Health
In the basic and first half of the Apprentice set, cards like Anima Infusion, Soul Seeker, Unyielding Chieftain, and Gift to the Shu'halo were the main health granting and health restoring cards for the class. The three in this half of the Apprentice set further expand on that archetype, specifically for keeping minions on the board and your hero in the game.
In this half of the Apprentice set, there's only one weapon-related card. In previous sets, Ghost Iron Halberd and Ethereal Form account for more. Weaponry is not a fixture of the Spiritwalker class, but it offers flexibility for removal that it lacks in other card types.
More about Commons: Kindred Spirit: Similar in some ways to Shadow Essence, but without resurrection synergy in the same way. It is effectively meant to activate deathrattles, as well as to create board presence even when your hand is too expensive.
Possessed Totem: This merges two themes in my class; weapons and totems. I think it’s a nice fun card, kind of like Felsteel Elemental that turns into a weapon.
Spirit Link: Can be compared to the new version of Paladin’s Holy Light. This can be used on enemy minions to potentially stop one from trading (since it would heal you, which they don’t want!)
Spirit Link Totem: There will be more synergy for cards like this in the future, but for now it’s a pretty reasonable buff in the uncommon but potentially viable Spiritwalker ‘wide board’ deck. There will be ways to make this work with an only-minion archetype though!
More about Rares:
Natural Reflection: This card gives you plenty to think about when playing it; what do you want out of it? It’s a very good tutor, but you need to have played the opposite type of card to do it. If you’ve been playing minions, you’ll likely want some buff spells to cast on them. Conversely, if you have spells at hand, you’ll want some board presence.
Skyfury Exile: Punish those aggro decks! I hate tokens, don’t you? In a lone-minion Spiritwalker deck, this is a prime target for health buffs (as well as giving it Taunt).
Soulbind Totem: Keep that Skyfury Exile going! A positional, friendly, recurring Seance on a stick.
More about Epics:
Anima Giant: A really good reason to play lone-minion Spiritwalker. Recovery, removal, board presence all in one amazing minion.
Earth Mother's Blessing: If your opponent is chipping away at your minions(s) turn after turn, or if you’re developing a tall or wide board, this ”Trispell” is for you.
More about the Legendary:
Farseer Ba’kora: Much like Demon Hunter, Spiritwalker has a limited-impact hero power that costs 1 mana. With minimal direct synergy in at least this set (healing synergy in the basic set), upgrading your hero power is a powerful effect that fits right into the apprentice set - one that won’t of course remain in the core set. Paying the full 12 mana to upgrade your hero power allows you to: • Restore 6 health to a minion and your hero per turn, for 0 mana; • Deal 6 damage to an enemy minion and restore 6 Health to your hero per turn, for 0 mana.
"Oh, so you're here again... good, I was wondering whether you were considering to turn back or not... just kidding. You don't just turn back after entering contact with the forces beyond the Veil. You are, at this point, bound to see and hear the souls of the dead. Wich kind of gets us to the lesson of this week. I hope you are well fed, rested, and ready to learn."
Last week we got you all started in using Soul Remnants to your advantage, creating them through spells and minions and then consuming them to unleash powerful plays. While that lesson is not over yet, we are going to dwelve deeper into the powers of the dead. Now we are getting to empower through the deaths of the rest of our minions... and ways to recycle them.
Forgotten Rider: Many souls get lost before reaching the Afterlife, some of these were once great warriors. Soldiers that a soulbinder may use in battle before guiding them to the Shadowlands. It's a strong card that packs a punch before leaving a fairly good taunt behind. One good deathrattle card that will help you build decks around that sort of minions.
Sanctity: Everyone wants to feel safe from sudden death. While the procedures and ethics on the matter may vary, most soulbinders take this duty seriously, as it is one of their reasons of being in society. Consecrated rites may preserve the spirit, letting the owner have another chance, have death come for it too soon. In practice, this means you ressucitate a (hopefully) valuable minion, leave one in your hand ready to use, and then keep another one for later. Big value to have for a 4 mana card, with the limitation of needing the minion to die the same turn.
Terenas Menethil the Returned: The fate of Terenas Menethil was uncertain after he broke free of the dreaded Frostmourne. Would have surely ended up under the grasp of an evil serveant of Death, had Akaala not been in the wrong place at the wrong time. One of your deathrattle potential powerhouses, he will store your last deathrattles triggered until you play him (then he keeps those, and never change them again). His biggest limitations are needing to stay in hand to store the right deathrattles, and having no inmediate impact, besides being a 6/6 minion for 6. Plus, in case of emergency, you can take matters into your own hands to trigger those (see below).
Rest of the set:
Bone Horror: It's like a jenga tower made of skeletons.
Decrepit Necromancer: Drop that deathrattle, you won't need it where you're going.
Ascended Judicator:It's not your time yet... but don't try reading any long book anyways.
Forgotten Rider: Warning: May develop a grim obsession with something or someone called Baggins.
Essence Harvest: Pretty much the same as any other harvest season.
Splitting Souls: Get them, mini-mes!
Carrier of Souls: She always offers a bottle of wwater to any soul that hires her services.
Mawsworn Tormentor: No matter how many people do actually escape and invade the Maw, this one will keep reminding us it is impossible.
Sanctity: Because sometimes fourth time is the charm.
Terenas Menethil the Returned: No king rules forever. But nobody said he could'nt rule more than one time after taking some free time.
Not much to add here this time as most things have been stated in the first part of the Wingmate Set last week.
There will be more to write about in later phase, if Kurdran and Sky'ree gets that far.
For this part we're basicaly arming our Gryphons, and also our Hero if any Armor remains, and then we'll show our Resolve while mocking our opponent with the help of a certain Moonkin and Call Reinforcements when our foe gets enraged. Other than that we're mastering lightning spells with Stormcaller Mylra, and recruiting some though allies from Kul'Tiras in the form of Roughneck Rider.
The rest of Wingmate Set
(Gryphon Patriarch takes care of the first challenge, while Talonaxe saved me from the second one.)
NOTE: To understand how Mylra works check out the Token Spoiler bellow.
All of the following tokens are related to Stormcaller Mylra:
The Stylist is concerned with looking good. Last week revealed the all-eyes-on-me keyword of the class, Couture - an activator that triggers after the minion has been targeted by anything, friendly spells, enemy spells, enemy minions, hero powers, and so on. A natural synergy for directing the attention of attacks, on top of just being thematically fitting, is taunt. Since the baseline of the importance of Spell Damage and these other keywords was established last week, this week I bring you cards to flesh out niches, and offer more interesting ways to utilize some of the Stylist's tools.
To introduce the showcase cards:
With the apprentice set, the Stylist has two Lifesteal spells, both of which are thematically tied to barbering. They both deal 0 damage at base (one direct, the other AoE), so they are dependent on SpellDamage, which is a major focus of the class. As such they have many opportunities to wield Spell Damage, as well as rewards for doing so. For example, Networking can be used to find more resources regardless of what your deck is built around. Cast it on a minion with Spell Damage to find a different minion with Spell Damage, or Taunt, or the class keyword Couture -- the list goes on! It takes into consideration any enhancements minions received, which the class supports as targeting your minions will activate the keyword, as does this spell.
Warpweaver Hashom is an introduction into another side of the Stylist. Transmogrification is key to a good look. Hashom will take all your minions of the sad Common variety, and turn them into stars. As the plan for this class would be for it to have been released after Ashes of Outland, there would be a Legendary minion in Standard for the Cost of every Common minion, with Hashom himself fulfilling the 0-Cost spot. With his specifications, he could be a card either just for fun, or built around targeting specific minions. For instance, maybe you want a Reliquary of Souls seeing it would be a good target for some of your buffs that you wouldn't otherwise have, and can guarantee it with any 1-Cost common.
The Rest of This Week's Cards!
Much of this set works in tandem with previous cards. Although currently limited, the Stylist does use weapons. As well, healing enemies is a common drawback, although the class has many healing resources to begin with. Similarly to Rarity being a mechanic, Cost is also somewhat of a focus, though not as prevalent as, say, Spell Damage.
The Bomber Boot Camp continues for another week. It is time to dive straight back into what Bomber does best, and that is burning through your opponent's health, your own, and, well, ultimately, your deck, too. Rockets from last week's training are put to use again, under the helm of the prodigious engineer Siegecrafter Blackfuse, to whom we owe the Iron Stars, too.
By now, you should have picked up enough Armor to protect yourself when it's needed the most, so let's dive into a set of cards that don't feature it whatsoever...
As a reminder, here are the relevant Tokens:
Pick up your Arcane Charge, or both of them, to boost your spells even further, and Rockets, too! If you wish to focus on those alone, contact Aerial Support to put some more kick into your Rockets. Careful not to begin Burning Up! while you have Arcane Charges out, because it might get a little messy. If you burn yourself, call upon a Sword Gnome to clear the air and leave behind the Shield Gnome to hold your ground.
Many, many of Bomber's equipment items sport a Short Fuse. Sometimes, it might be best to leave it to burn up. Same with the Unstable Chugger, which can be a force to be reckoned with, or a very effective supply drop. Finally, don't forget to Reload! inbetween slinging your Fire spells to maintain your tempo.
If the original Rocket generation cards aren't enough to satisfy your pyromania, you may also want to get your hands on some more via the time-tested act of Jury-Rigging some more. After two of these and the original cards, you can generate up to twelve Rockets, and buff them up. You might want to hold onto those. And those weapons? Maintain a strong sidearm inbetween bombarding your opponent with cannon fire by holding onto a Backup Blaster to grab inbetween your stronger pieces.
Finally, the devious inventor himself. So, remember how you have been told to hold onto your Rockets? Suppose you hold onto six, improve them with Aerial Support, and then maybe again, and then... you get the gist. A well-prepared Siegecrafter Blackfuse CAN and WILL blow your opponents sky high when provided with the right materials!
Last week's Legendary card was a 5-Cost weapon, thus not imposing the Cost requirement.
Shield Gnome features three keywords: Rush, Deathrattle and Taunt.
Rollback Post to RevisionRollBack
Check out my submission for the custom class competition here.
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.
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, 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.
T O K E N S
Kevin, the Slime is a good boy. Loyal pet of the beloved Marileth (too busy to appear on this set) it's a slime, a very sticky one. With the right buff on your hand this little boy can grow up to something marvellous and fascinating. Shantay you stay Kevin, you can scream that, he is going to stick around for more than a single performance.
Grimy Hands you should have washed your hands properly kid, do you really want to know how many things can grow up on your dirty hands? Well, this spell kind of show how many things can hide in a layer of dirt. It buffs a minion -Kevin can you hear me?, it increase the cost of cards of your enemy slowing down his strategies and also it summon more slimes, infective one to be specific! I mean, to stop the spread you need to wash your hand, but for the sake of the Plaguebringer, the dirtier the better.
Unstable Oozeling here comes the cutie of the set, a little droplet of sludge and infectious blobs that it's here to make sure Infections are spreading and, if you really want to kill it - it's really cute not sure if you can do that-, it will make sure to slides some annoying Blightbursts in your deck. The Plaguebringer is here to bring a pandemic on the board, you need to assume the risk of getting a virus is lurking around the corner.
The themes in place with the Harvester set are obviously linked to the Infected keyword and the Blightbursts, but also there is a hint of synergies with healings, spells in general and Deathrattles. Hope you will give me the chance to explore the beautiful and pandemic world Stradama even further.
REST OF THE HARVESTER SET II
T O K E N S
PS. I did a restyle of the class and made a new template for it. If I will pass to the next round I will make sure to update my previous entries too. Good luck everyone!
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.
In this part of set, I focused on cards with Ritual keyword, as well as added two other cards with Hero Power synergy. Crawling Friends helps swarming the board, and after you use Hero Power, you may add two more to your hand. On the other hand, that will also add two rather bad cards into your deck, weakening power of your deck. There are few cards in my class which do use mechanic of shuffling cards as a downside, used preferably in decks which generate cards rather than drawing them. Power Ring showcases a special token my class will sometimes use - Ju-ju Essence. I do not plan on any direct synergies, but they will help in building combos. Voodoo Channeler has synergy with 0-Cost spells, which my class uses quite oftenly. They are not one of main themes though, so that's the only card which synergise with them in whole Hexxer set.
All cards in this part of Hexxer set, by rarity, with short insight:
Ju-ju Blast is one of 0-Cost spells my class has, and may generate another one. It's probably a bit on a strong side, in comparison with WANTED! or Mortal Coil, but I'd say it's ok, in today Hearthstone. Broodmother is another card which summon spiders, and another one which shuffle them into your deck as a downside. Cauterize Soul is helpful, but rather high-cost spell which may get rid off of one big minion, or many small ones.
Mating Toad helps with summoning small minions, and is a bit stronger, but still small minion useful in early trading. It completes one of two challenges.
Soulfused Staff is kind of flexible draw, which can be postponed so you can smack some small minions with pre-Core Assassin's Blade. If used immediately, it's either 7-Mana Sprint that also adds Ritualist Tool to your hand, or 7 Mana draw 3, gain +3 Attack this turn and add a Ritualist Tool to your hand.
Nightmare Ring may not realy do much damage for it's cost, in comparison to Volcanic Potion, or Felfire Potion, but may add a decent amount of minions to your hand, and help you out-value your opponent. This class relies in late game rather on card generation, than high-cost class cards.
Sen'jin gives an actual payoff for playing focusing on Hero Power and Rituals. It gives you a decent minion in terms of stats, because I felt that this effect on 6-Mana card is worse than cards like Wildfire. I would probably include this in Showcase cards, but I felt like 9 tokens is a bit of overkill.
Thanks for reading through this! Hope you like it, and hope you enjoyed other custom classes in this competition as well. If you have time you may also want to check out 2 previous sets of this class: Basic and another half of Hexxer.
This time around we are exploring the transformation aspect of the class. As children of dragons, some of that power still exists in them, and can be made manifest. Besides the transformation into a true Dragon, scaleborns obtain a few more Heritage synergy cards, attack support and a few tools for a Big archetype.
Obsidyn the Father is the ultimate reward for utilizing transformation effects throughout the game. Dragon spells are those that have the word Dragon in their name, similar to the new SI:7 cards rogue got this expansion. The more you practice tapping into that elder power, the more you unlock your true form. Black dragons are famous for their shape shifting skills, Onyxia having infiltrated Stormwind. This time however, the shifting is from half human to full dragon.
Dragon Wings is one of the spells that counts for daddy Obsidyn. It is a bounce effect with Rush added in, letting you attack immediately with the minion, something Scaleborns love. Heal a minion, get back any battle cries and go back into the fray with your new Dragon Wings!
Reckless Drake is an expensive removal that can be paired with another card from this set to form a scary deck archetype, but beyond that it functions as another reward for the "at least 7 cards" theme, rewarding minimal card consumption with powerful buffs and effects.
Rest of the set:
In addition to these 3 cards there also is another one in Part 1 of the set (this), and one in the Basic set (this)
"I'm late ! I'm late ! This week blitzed so fast ! I've been overrun by members of the infinite dragonflight and breakers of the rules of time !"
Blitzing Flight - Speed, I am speed ! I am lightning !
Time Dilation - Are my enemies too slow or am I too fast ?
Chronomage Inara - Guardians of the timeways and skincare companies HATE her.
"I guess I'll have to give you the advanced course right away ! We need to get rid of these breaks in the timeline ASAP !"
Since Timekeeper Kairoz was 5 mana last week, I didn't have to fulfill the first challenge.
Time Dilation fulfills the second challenge.
"Look at Inara's powers ! She's just cheating at this point."
"A few comments on the new stuff before I go back to fighting chronic anomalies !"
Innovative Chronicler - What's my source ? Just trust me, I went there.
Alternate Timeline - Alright, that's enough, let's just start over.
Time and Place - Nope, I don't wanna deal with that this turn.
Forward Thinker - Sometimes it can be really useful to know what you're doing.
Scaled Menace - It's the kind of problem that you swear you're gonna get to eventually. And then it becomes worse...
Take Your Time - Bruh chill ! I don't know why you in a big time rush.
Patient Matriarch - Oh she can wait all day, but she'd also like it better if it was, like, now, you know ?
"I have to leave, but I'll be back soon ! I found a ripple in spacetime, a place outside of Azeroth and reality as we know it ! A place where surely they can build some kind of crazy contraption to help me set things right !"
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. The second half also introduces some specific tutoring cards to the Vizier's arsenal while also giving support for playing multiple Dormant cards.