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 Four has *a lot* of challenges, or rather, a challenge system. You may *pick and choose* boons and banes this week! However, the banes and boons you pick must even out to be 0 points.
Example: You have 3 points in boons, you will then need to pick 3 points in banes, it does not matter how you get the three points, so long as they are equal.
You may showcase a 4th card. (ONE POINT)
This boon has two options (TWO POINTS):
If your chosen pre-core expansion has two legendaries, you can have one as a spell or weapon.
If your chosen expansion mandates a legendary minion alongside a legendary weapon/spell, this Boon is not applicable, example, KAC, Ungoro
Instead, if your chosen expansion has one legendary minion, you can replace one epic card with a legendary minion. (This is what happened in TGT)
You can bring back an old cycle from a past expansion, example, Illidari Studies. (TWO POINTS)
If your chosen expansion had one class with only one Hero Card, you may also have one like Witchwood, Rastakhan. (FOUR POINTS) If you expansion was one where multiple classes had a Hero Card, this Boon is not applicable.
You must showcase at least two common cards. (ONE POINT)
Only three cards in your pre-core set can have four lines of text. (ONE POINT)
You have a choice: No Deathrattles, Rush, or Taunt in your pre-core set. (ONE POINT)
You must have a card for every mana cost between 0-10, inclusive. The remaining four cards do not need to follow this rule. (ONE POINT)
Rules & Information
How is the Initiate set split in half?
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 3rd - August 10th Week 5: August 11th - August 18th
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.
"Hey you ! Feels like it's been forever since last time ! Maybe that's because I've been really busy solving paradoxes and chasing troublemakers around the Timeways. Fortunately, I found this super cool lab in the Netherstorm where they have all kinds of gizmos and contraptions that help me set the timeline straight."
Advanced Puffin - Look ! How cute !? And it built a little robot friend !
Doc's Time Capsule - Perfect to revisit old memories and rebuild your reality once it crashed and burned.
Suspension Project - Science is exhausting... Let's take a little pause while Dr.Boom isn't looking.
Rinse and Repeat - Ran out of new ideas ? Just reuse you old ones !
"And they have more ! The little gnome inside me is jumping in excitement !"
"Challenges this week got a little more complex, which I love ! And I can count on the Doc to help me figure it out."
Boons: 1. You may showcase a 4th card + 3. You can bring back an old cycle from a past expansion = 3 points
Banes: 1. You must showcase at least two common cards + 2. Only three cards in your pre-core set can have four lines of text + 3. No Taunt in your pre-core set = 3 Points
I showcased 4 cards of different rarities. I made a Portal card, a cycle from One Night in Karazan. Only Doc's Time Capsule and Forward Momentum have four lines of text. None of my cards have Taunt.
I followed the rarity distribution of Ashes of Outland for the Demon Hunter as that's the closest comparison I found for the Boomsday Project.
"These clockwork helpers are really handy when it comes to eliminating timeline anomalies. And they're super cute !"
"Let me tell you, I had a blast talking with the Doc about all his amazing invention !"
Dimension Shifter - "How did you manage to build something that works no matter which way you turn it ?"
Racing Clock - "I always put a timer on tasks, otherwise I get sidetracked too easily."
Acceler-O-Bot - "How fast can this thing go ? Depends which way it's going in time."
Forward Momentum - "Let's get the ball rolling !"
Future Researcher - "Science is all about finding new things we don't understand yet. Timetravel is just a super efficient way of doing that !"
Like Clockwork - "Why did I forget to put a snooze button on these bots ? I just need five more minutes..."
The Doc - "This guy exists in every reality I've been to, but he always has a different face !"
Time Saver - "Automation is such a blessing. Do it right once, then watch the little guy do it again the next 1000 times."
Gnomeregan Portal - "I've been trying to explain general relativity for ages. Finally, a people that understand's English !"
Turn Back Time - "At some point, it becomes easier to go back rather than deal with the mess."
"So that was all great fun ! Things got a bit crazy, but don't worry : I can feel a big convergence coming up. Reboot time ?"
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.
Oh, you found a slimy note!
Hope you’ll like my take of the Plaguebringer set for Saviour of Uldum. I wanted to play with the Plague theme of the expansion giving Stradama a mastery over the other Plagues unleashed by the league of E.V.I.L. The Deathrattle theme is heavily present in this set but it can also count on some previous entry such as Kevin and Unstable Oozeling (from the Harvester Set) Pathogen: Green Fire, Pestered Mice (from the Basic Set) .
Airborne Sickness and the Neferset Putrefier plays with the Infect keyword and the quest is solely focused on the shuffle mechanic of the Blightbursts (boosted by the addition of the Plague of Exhaustion from this expansion).
If you want to see more of me, please vote me, I'm sure you will like my Plague Doctor mercenary and it's quest to stop the spread of a terrible outbreak in Stormwind following the demon invasion.
Alright lads and lasses the first real set is here. Even through some minor difficulties Kurdran and Sky'ree have hopefuly managed to arrive just in time. For the Descent of Dragons set Winglord obviously joins the good side and is accompanied by the Red Dragonflight, which is the only major flight that did not get paired with any class originaly (Alexstrasza was featured as Neutral) and from the lesser flights Plagued and Twilight do not make any sense and Stone dragons have no available art.
As a good guy Kurdran has access to two Side-Quests and a Dragon Explorer, but is not obviously using Lackeys or Resurrecting Galakrond.
As the final hour draws close the time has come to reveal another ally (Boon (1 point): Showcase an extra card) while pledging not to fall so low as to cooperate with minions of death (Bane (-1 point): No Deathrattle cards).
So for the set we arrive in Dragonblight and with our determination we Impress the Dragons. They, in turn allow some of our Dwarven troops to ride on them into battle and become Dwarven Dragonriders. But that is not all as the red dragonflight join us in a fight with their fearsome Ruby Breaths and Explorers. Seeing the Red ones, Falstad, who helped to free Alexstrasza in the past, sends a clutch of Gryphons as a Vanguard for the incoming, or rather inflying, Drakes. The Redflight second most important member as well as a renown Mage - Korialstasz can help us to Consider our Options, by either continuing assault with our forces, or call upon the more magical side of Gryphon Riders and potentionaly Blast our foes from Above. If all fails we might take a Momentary Respite and hope that Skycasters from Dalaran arrive in time to finish the job.
A war in the sky! Dragonflights converging above the ancient resting place of Galakrond, who has returned! It is time for Scaleborns to emerge and join the conflict, who else more fitted for this fight other than dragon born dragon riders? And to represent their inheritance of all dragon powers, the Chromatic dragonflight joins the frey, some tamed by these sky knights.
Challenges: I chose to showcase 4 cards (+1 point) and have no deathrattles (and no taunts) in this set (-1 point)
Chromatus, the Perfect is the only true and successful chromatic dragon Azeroth has seen. His creation was not easy though, and all 5 dragonflight powers had to be combined into one single body. This cards reflects that journey, sending you on a mini-quest to obtain all 5 Heritage cards. In total it is a 10 mana play with 6 cards needed, but the Bloods can be played in advance, with the cost of not playing other minions until Chromatus fully comes to life.
Chromatic Breath is the Breath spell of the class, and it is the most powerful of all, as it can copy aspects of all other dragonflights. Each option has its own use, making this an amazing versatile card. It also allows you to utilize Heritage cards to enhance spells, not only minions.
Sylvena and Karro represent another theme within this set, that of rider and mount, of dragon and non-dragon.
Rider and Mount is another powerful draw spell, a thing Scaleborns excel at, and it directly supports the new mini-archetype.
Rest of the set:
Family Gathering is mainly support for Chromatus, to gain the missing Heritage cards in order to complete the whole set. Thematically, if we are going to Dragonblight, then the Scaleborns will meet quite a few of their draconic relatives, which would make for an...interesting conversation.
Dragon Talons, another Dragon spell for Obsydin, the Father from the previous set (link). It is similar to Storm Strike in a way, dealing 3 damage twice for 3 mana, under different conditions.
Armored Drake Rider is one of the cards of the Rider/Mount archetype. Going of the theme of Attacks in the class, this inion will repeatedly strike after each Dragon, riding them into battle.
Chromatic Explorer is a simple generator that lets you attack on the same turn, letting Armored Drake Rider charge early on. Look at those colours!
Armored Drake Mount is the intended other half of the Armored Drake Rider, at together they can both charge right away into battle.
Speaking of Charging, Scaleborns have had a ton of Rush minions so far but it's time to show their true Aerial Superiority. attacking 3 turns in a row, something that shouldn't be too hard for them, lets them grant Charge to a minion of their choice, allowing devastating combos. Due to the ample delay however, the enemy can prepare for the inevitable DESCENT OF DRAGONS!
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. More Lore:
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
(X) could be a spell, minion, weapon, Totem, 4-Cost, etc.
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, and even through playing different tribes.
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. Health restoration and addition is vital for the Spiritwalker to maintain board presence and keep themselves in the game.
Death-based effects. There are minion demise related cards.
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 may have a 'negative' effect rather than just dealing damage.
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.
More about these cards:
Refracting Rune: The Shimmering Courser effect as a cantrip spell. This is one of the more powerful buffs you can give a minion versus spellcasting classes, and can be extremely powerful against certain classes. We all know how disruptive Robes of Protection can be.
Spirit Weak: Remember, this is Scholomance, so there are some scholastic puns to be had (Spirit Weak -> Spirit Week). Targeted spell that works well to reduce threat from your opponent's board and give you time to cope when faced with an aggro deck.
Mystflame: A tradeoff AoE; very powerful early game effect that prevents you from establishing an immediate board presence after playing it.
Tempest Totem: Apart from targeted draw, Spiritwalker still relies on a select few cards from the basic set to get through their deck, and one from the Apprentice set (Soul Sunder, Truesight Saber, and Natural Reflection). This makes a good addition to that list.
Spiritcaller: A nice solid body on turn 3 to get value out on turn 5/6.
Taskmistress Akara: Silence in the classroom! The taskmistress will be having no disobedience in her school... or there will be punishment.
Shaman / Spiritwalker Dual Class Cards
More about these cards:
Totem Grower: 4 mana 3/6 Overload (1) with the potential to grow bigger. Shaman totem decks have been very cheesy pseudo-aggro decks when they've been pushed. There is more to it than that, and the powerful effects they provide are not to be laughed at.
Totem synergies cross-class. Totem Mayhem can summon Totem Grower (which buffs itself intentionally). Tempest Totem is powerful draw that does not get pulled by Totem Mayhem. Shon'to is more Totem draw and buffs. See if you can spot anything special about her name... Related cards from previous sets include:
Targeting minions with spells
Cards that encourage single-target buffs help to establish class identity as a "build a big minion" class, neglecting hand buffs or wide buffs. Related cards from previous sets include:
Since this is Scholomance, it's pretty much obligatory to have some spellburst cards. Usually it's just two per class, but I couldn't resist giving it to the legendary as well - when you think about it, the two keywords are the inverse of each other. The effect activates a) if you've cast a spell before you've played it, and b) when you cast a spell after you've played it.
There is limited focus on Dormancy in this set, even though it is one of the core mechanics of the class. Mystflame is a powerful AOE tool that prevents you from immediately swinging the board in your favour - it is conditional, as are most removal effects in this class. Spiritcaller can be thought of like Voidcaller in its effect, but has certain tradeoffs and advantages over it. The minion can't affect the board immediately, but it is still summoned and can't be silenced. It also summons a copy, such that you don't lose card advantage. Related cards from previous sets include: