Our favorite Pandaren is back and he wants to test his new skills!
The Lorewalker class is a class based on teaching and learning. In practice, it means that you will like to copy your opponent's cards, give cards to your opponent, imitate his style and be prepared for every eventuality. Your Hero Power (Study), for example, let you copy a card from your opponent's hand, in the same way as Mind Vision does. Except that the copied card cost (1) more.
The Lorewalker class is well suited for : Control, Mill , Fatigue and Hand decks. You will certainly see why...
The first card is the Experimented Teacher. A strong early minion that can substitute Zombie Chow. It can also help you "flood" your opponent's hand. As you might suspect, some (future) cards in the Lorewalker class will benefit from your opponent playing cards (like a Mind Control Tech, or a reversed Questing Adventurer).
Note : Experimented Teacher adds a vanilla 2/2 minion for (0) to your opponent's hand.
The second card is Careful Research. A card that embodies the Lorewalker style of play. Not only does this card give you information about what you might expect from your opponent, but it also give you some cards. Learn from your opponent and use his best assets against him!
You play against a Druid and suspects that he keeps a Savage Roar/Force of Nature combo? Nice, copy it. You play against a Mage and he keeps some cards forever and ever? Might be a Fireball or a Flamestrike. Oh, yes it is, better adapt my game plan accordingly.
The third card is Tranquility. The base class AoE effect. It doesn't destroy everything or do a horrendous amount of damage. That wouldn't be polite... and, sincerely, it's far more easier to study in a peaceful environnement. No more loud bangs and clashing swords while I'm reading that book, please.
Also, it's an AoE effect that is well adapted for the Lorewalker class. It's excellent for slowing down the game and milling your opponent, while preserving your own board. It can be used in conjunction with cards like Experimented Teacher to destroy some key targets.
In conclusion, play the Lorewalker class if you want to play a fun game, where you never exactly know how you will play.
And yes, Lorewalker Cho loves to play the Lorewalker Cho legendary.
The Dreadlord Kathra'Natir brings a new type of Control
Kathra'Natir is notable for having been dormant inside of Valeera Sanguinar and eventually taking control of her when she gave herself to him to save Med'an and Meryl. Meryl Winterstorm (now Felstorm) gave himself to Kathra'Natir in her stead and now controls him somewhat.
New Keyword: Dusk-A point in the turn before the actual end of the turn. It occurs after a person presses the end turn button or their rope burns out but before other "End of the turn" effects.
Hero Power Explaination:
The Hero Power will definitely seem Overpowered because its comparable to a Sap that is usable every turn. But it is like the warlock hero power because it gets additional power by sacrificing health and usability. This Hero Power returns the enemy minion to them before any end turn effects go off. This means no free Ragnaros hits or Kel'Thuzad revives. Also, the returned minions will be able to attack during the opponents turn. It should also be noted that the Possessed minion cannot attack, similarly to how a minion taken by Mind Control Tech cannot attack right away. This Combos with certain cards as you can see in Frightening Pit Lord
Note: Minions cannot be possessed if the hero already has 7 minions.The hero power will not be able to be used.
A basic example of combos with the hero power. Class cards will have increased stats or effects in trade for having friendly debuffs.
More Possession and Dusk effects. This spell is like a removal if used on the opponent's minion because it will continuously switch to the other player.
The minion will stay if the player who it is supposed to go to already has 7 minions.
A Basic Dusk effect. A non-instant damage system to allow for more damage to be dealt but not instantaneously to be more fair.
Lore: Naga Class (or Sea Witch), are once highborne priest/priestess that obsessed with magical power. They turned into serpent like sea creature after the Great Sundering, outsiders only view them as demonic and hateful serpentine but most of them they are still those highly gifted individuals.
Intro: Design direction evolves around mid-range to control gameplay that may reuses the unpopular card in the original pools, there will be tools to counter aggro meta effectively. Naga will be a tribal class with different combat tools involves combos with swapping Attack and Health mechanic, some Freeze, random damage and weapons to gain board presence.
Hero: Naz'jatar or Vashj
Hero Power: 1. Radical Regeneration
1.1 Attempt to provide tools to counter minion heavy aggro plays. 1.2 May have great advantages during mid-game, but not late game, since its not armor and you can not target specific minions for healing nor damage. 1.3 With great board presence will enhance the effectiveness of the Hero Power.
Keywords: 1. Manacycling(x) - Do something
1.1 If you have (x) unused mana crystal at the end of your turn, consume x mana and trigger the effect. 1.2 It only triggers the turn you played the card (since there will be minions uses the keyword). 1.3 They will also be affected by 'spell damage'. 1.4 Which means there will be some mana efficiency tactical play involved (It all comes down to balance and design for sure).
2. Replenished: Do something
1.1 The minion keeps the power/ gain power as long as it's undamaged. 1.2 Since the Hearthstone engine will give minions undamaged status after the swapping attack and health mechanics, plus the naga class plans to play around with that mechanics, this keyword can be interesting to play with in this class. 1.3 Sort of like warrior are more effective with minions with 'Enrage' and has minions/spell that gives 'Charge'
First 3 example cards:
1. Trident Lightning (Common) - Classic set 1.1 Simple spell that counter aggro gameplay in early game, but still give you an option to do some damage in the later game. 1.2 Since the manacycling effect and main effect trigger separately, this can synergize with Spell Damage minions effectively.
2. Nazjatar Tactics (Epic) - GvG set 2.1 An attempt to create a game finisher that will combos the swap health and attack mechanics from other spells/minions. 2.2 May need rework to +1/+3 or +1/+2 instead. 2.3 There will be spell that further combos the swapping mechanics with this finisher spell.
3. Nar'jira (Legendary) - ? set 3.1 A board presence oriented legendary that gives you a random naga weapon if you have extra mana at the end of turn.
p.s. Since I find Lich can have alot of overlapping with Death Knight plus Kel'T already has his Naxx, so I took the Lich skin to create Naga and it fits well.
p.p.s Scry then draw effect should keep in mtg instead, even Scry 1 will surely be highly effective in a 30 cards hearthstone deck.
... The Black Dragon class! (Note: THE CARDS CLASS COLOR IS FROM THE BLOODMAGE, IT LOOKED SO COOL THAT I USED IT.)
A class with a LOT of dragons, unique cards, weapons and the new keyword Regulation. This means that you can choose how many mana crystals you want to spend on the card, if you don't have enough mana to regulate the card, it will be normally played. For example: Regulation (2): "An effect".(two means the number of mana crystals you can use alternatively).
These warriors who walk neither the path of light or darkness and who seek to sew the threads of chaos with a simple whisper will revel in the ether. Disorder and insanity fuels their souls while blood and reckless abandon fuels their bodies.
This is a class that is all about disruption and misdirection. This is a concept that is unique and that uses minions and spells to hinder and change your board state and your opponents. Its play style and power will be defined and spike in the mid game. Also this class has few direct removals and seeks to use minions an their abilities as clears and control tools while spells seek to disrupt and end out the game. In essence this class is all about board control, foresight, tactical positioning and tactical use of the hero power.
Vastie: Mistress of chaos and disorder!
Chaotic Tether Explained:
In simple terms this hero power allows the user to link one their minions to a random enemy minion. This “tether” lets the two minions share effects or abilities inherent, given or taken from them. The tether will only last until the end of the user’s turn, if one of the tethered minions die or one of them is returned to the hand. With this hero power you can take a weaker minion and make it stronger by tethering it to a minion with a great ability or take a minion with a bad effect and share it with you opponent, giving yourself a more advantages position. This can allow for the ultimate manipulation of the board with the right set up. Example: tethering a Chillwind Yeti to a sylvanaswill allow the yeti to gain her deathrattle until the tether effect ends but sylvanas cannot share an effect with chillwind yeti because he has none. Yet if a spell gave chillwind yeti “taunt, +1/+1” sylvanas would then gain “taunt, +1/+1” on top of her deathrattle.
Priest of Chaos Explained:
This minion has a similar ability to Dire Wolf Alpha but with a negative outcome. It also shares the mana cost and stat line with Zombie Chow and this is justified by the negative effect. It is meant to be a card that can help control the early game but it prevents you from taking over the board without risk. Yet this is a minion that works well with the hero power because by sharing this effect with a enemy minion you can create a board state more favorable to trading or clearing but the same can be said about your side of the board.
Rogue of Chaos Explained:
This is another example of a class minion with high end stats paired with a debilitating effect but when tethered becomes a great board control tool. Salmac is a card meant to trade multiple times but the downside is that to do so means to have to play it over and over again at full cost. This is a great card to tether to get rid of a sticky or bigger minions but remember to play this card you knowingly give up board position which gets worse the later the game goes.
Chaotic Whisper Explained:
One of the spells indicative of this class, where spells don't do much damage (or none at all) but can still warp the board. This is a spell meant to help keep semi control of the board while at the same time act as damage negation. By giving a enemy minion +2 attack you increase the chance of it to trade effectively and or grant the possibility of lethal. Yet by the same token that minion has a probability to help manage the opponent’s board. While this is a persistent spell it can be silenced and or shared through tethering.
End Note: After reviewing these cards you should have noticed that this class is one that will not have a bunch of must have spells or minions. You will need to pick class cards that will push your strategy forward and use neutral cards to fill the curve and synergies with your class abilities.
I have gone about this challenge from the most practical approach. This exercise is being treated as if this character would actually be added to the game as it is now.
Witch doctor was the clear forerunner in the preliminary design stage. Most wow class are very "vanilla" so that the player can imprint their own personality in the character. Some of the classes are somewhat specialized (ie. shaman, druid paladin) but for the most part these are generic. Death knight is the one class that is most unique. Witch doctor occupies the same space as shaman/monk etc. as something generic with some unique qualities that make it stand out.
Zalazane won the bid as he embodies everything a witch doctor should be and voljin is already a card (Velratha was the initial choice but I could not find great artwork for her and she is less known).
The theme for this hero is trinkets/alchemy. This hero power is modelled off valeera's. Orginally, it was going to be a zero power weapon to enforce the theme of trinkets/potions but but that is slightly game breaking and takes away possible opportunity costs from the player.
This card really illustrates the fulcrum of Witch Doctor mechanics. The "Concoct" key word is activated when a weapon is played over top one another. Generally the weapon attributes are mixed in different ways to create a large array of possible plays/decisions without the inclusion of RNG. Generally the the durability is untouched as I would like to keep these weapons volatile and create tougher decisions for the player (ie. attack and get rid of my aura or keep my aura and allow creature to live). There is some amount of "scaling" as an item can keep transferring from one to the next but not generally not all attributes will transfer.
This deck is reliant on card draw as it is a combo deck. This seems overpowered at first glance but it has a more linear interaction than the famed Northshire Cleric. a comparison to Gadgetzan Auctioneer is more equitable.
This final card is a taste of minion weapon interaction (managed to fit Velratha in after all). This is more tempo oriented card rather than win-condition.
Let me know what you think and up-vote if you like :]
Class: Barbarian New Keyword: Bloodlust - Functions similarly to the rogues Combo mechanic. Basically it reads "When you play this card if your opponent's hero was dealt damage this turn apply the Bloodlust text to this card". Hero: Gorn - a well known orc barbarian from the original warcraft rpg. He smashes things. Overall theme: An offensive melee class that uses the brute force of minions and weapons such as mauls, maces and clubs to pound opponents in to the ground.
A hero power that functions similarly to the hunter hero power however it is sometimes restricted by taunts and can be used to push through minions in exchange for the Hero's HP thus being relatively flexible just like how a barbarian needs to be able to adapt to any situation on the battlefield.
A basic minion with the new Bloodlust keyword. The minion has relatively fair stats for its mana cost but should you be able to damage your opponent before you play it, you're rewarded with a 3/5 body instead, potentially rewarding you for using resources to damage your opponent as opposed to trading for your opponents minions.
A standard 1 mana removal / burn spell similar to previous cards like Holy Smite, Arcane Shot and Lightning Bolt. This card however does make use of the Bloodlust mechanic and should you have done damage to your opponents face this turn you will be rewarded with an additional point of damage from your spell which can then be used either as relatively efficient removal or additional burn on your opponents face to close out the game if need be.
The final card of my three preview cards for the Barbarian class yet again showcasing the potential of the Bloodlust mechanic and how it can do more interesting things than simply increasing the values of what a card does. For the case of Steel Warflail should you say attack your opponents face with a minion your 3 mana weapon can now be used to kill off a weaker minion and your hero won't suffer the residual damage it normally would have received if you hadn't triggered the Bloodlust text.
Final Thoughts: The barbarian heavily rewards you for swinging mindlessly towards your true opponent, your opponent's hero and for your insatiable Bloodlust you are rewarded with more powerful effects from your cards. The risk is of course that by ignoring the other combatants on the battlefield you can end up overwhelmed, so you'll just have to "Smash!" your opponent before they can do that to you.
Theme: Having suffered Lich King's manipulations for so long, the Forsaken believe their enemies deserve no less! Their aim is to disturb enemy's plays and board as much and efficiently as possible until they can get their combo pieces to quickly regain control or go for the kill.
Yes, she has her own card in the game, but for my idea of a class, I can't think of anyone who'd be better than her! (This has nothing to with her being my favorite character :))
Her famous skill from Warcraft. It's effect applies during your turn and until the end of your opponent's next turn, so if you attack with a weapon, you'll still benefit from it. It is used to get into mid game without taking much face damage. However, it seems to be at best a Priest hero power. Well, the minions and spells to be later added will be able to do certain things to charmed minions like negating their attacks completely, so this hero power by itself isn't all there is.
I, for one, couldn't image the Dark Lady without her bow. The stats allow it to be useful early game where it's effect would count most: negating Deathrattles. It might seem OP at first, to be able to kill Mad Scientist or Nerubian Egg but it's effect can be totally useless against classes like Warrior, Rogue or Priest. Depending on the matchup, it might cause the enemy great disruptions, or simply be an overpriced Fiery War Axe.
A very interesting idea to me that I always wondered how it would be: removing Silence. This card allows you to Silence a minion, yours or your opponent's, and cycles itself, but the interesting part is, you can actually remove Silence from a minion too! That Hunter thinks he Silenced your Sludge Belcher? Sorry for him. That Warlock Silenced his Ancient Watcher? Too bad! This will allow interesting combos with class cards as well.
And here is the first class Legendary! Annhyled the Caller has already sacrificed herself for Sylvanas's revival before according to lore, but she is here to do it again! In most cases, this is a lot worse than giving your hero Immune, but the minion comes with a strong body on board as well, and you can make it's effect apply on your turn too. Play her, attack a minion to be healed by 9. Also, remember the previous card that allows remove silence? It offers great use here.
So is my Forsaken class. By disturbing enemy's plans by means of negating minions effects, or as in our Legendary's case, having a pseudo-taunt, we allow ourselves enough time to bring together our combo pieces (which I haven't exactly figured out yet specifically) to win. Thanks for reading ;)
The Magisters have been Silvermoon's top authority on all things pertaining to magic and have been in possession of a vast reservoir of knowledge on all things arcane. Also, the Magisters have been a cornerstone of Thalassian society and a common career choice for studious and ambitious elves.
This powerful arcane artifact appears to be a sphere of green magical fire that hovers around the owner. Legend has it the orb siphons a portion of the essence of every outsider slain by its owner. The reason it is most sought after by arcane casters is its ability to enhance spells.
Keyword: Enhance - Works similar to Batlecry and consumes your heroic stacks of spellpower while is also empowered by other source of spellpower.
Felo'melorn is an ancient legendary runeblade and legacy of the Sunstrider Dynasty. It's said that grants its wielder enhanced abilities and causes havoc to the blattlefield with ever lasting flamestrikes.
Nice aoe removal for the early game as this class grows stronger in the late game.
Al'ar is Kael's precious phoenix. As with all phoenixes, he is reborn from his own ashes, so adventurers wishing to take him down may have to do so more than once.
As the primary legendary, Al'ar reflects the core mechanic of the class - enhanced creatures and spells by spellpower.
Maiev Shadowsong an amazing character from the World of Warcraft. This Hero would have some new and exciting cards that would mix things up in Hearthstone.
Maiev would play as an aggressive and swift damage dealer with some unique battle spells. The Warden will have some interesting utility Secret spells, dynamic new class cards that would include a few Demons, and some powerful weaponry.
Hero Power: Blinkstrike
Blinkstrike would instantly deal 2 damage to a random enemy character. Your Hero will take no damage from this Hero Power attack. The random strike makes the ability a bit unreliable but strong nevertheless. The Hero ability is very simple, deal 2 damage to a random enemy without taking damage from that specific attack (think a 2 damage fireball that you can not control).
3 CLASS CARD SNEAK PEAK!
The Warden can summon Demons! The Warlock will no longer be the exclusive class with Demonic minions at its disposal! The Avatar of Vengeance can be an early game major threat or possibly a late game powerhouse for the Warden.
The Huntress of the Moon is a strong front line force for Maiev Shadowsong in the early stages of any fight.
A classic companion of the Warden in Warcraft lore.
Maiev Shadowsong's Epic Blade. The iconic circular blade is capable of dealing out significant damage in a hurry.
Edit: I changed the "Token" upon request and fixed the text on Hero Power.
The Raid Boss class is focused all around cards that empower your hero, allowing it, not your minions, to do most of the fighting.
Keyword: Natural Weapon (X). This keyword can only appear on weapons, and it effectively allows you to stack them the number of times it specifies. For example, let's say you have a 0/2 with Natural Weapon 2. If you play a 2/1 weapon, it gives your original weapon +2 attack and +1 durability, instead of replacing it. You can do this twice, as 2 is the X value, before having to replace the weapon.
Pretty simple, main way to start your weapon gains early.
As your hero will take a lot of damage trading with minions, the Raid Boss class will have a lot of cards that protect your hero. Taunt being a primary example.
Card that rewards you for having high attack and keeps you alive.
Edit: Missed that tokens weren't allowed, have been removed from the page.
Introduction: Ishaal is a member of the Arakkoa, a bird-like humanoid race from Draenor, specifically Terokkar forest. They are highly intelligent creatures with a special affinity for magic. The Arakkoa are very ritualistic people with many beliefs and deities which they worship. For the purposes of my talonpriest class I have drawn from specific inspirations which include the different tribes of Arakkoa, and the land of their origins, Terokkar Forest.
Play style: The Talonpriest class primarily focuses on controlling the early game with strong removal and lower cost minions. The two main mechanics that will be present in this class are lowering the costs of minions in your hand, and utilizing the beast race. The Arakkoa are summoners and will therefore tend to lower the cost of minions yet to be played and then benefit from when they are. Additionally Arakkoa are people of the land who commune with nature, and it is common for them to breed and train owls and ravens of the forest, and so this class will have spells and minions that benefit playing a more beast oriented deck should you choose.
Keyword: Ritual. Activates after the first time another minion is played or summoned. This includes the hero power.
Worshiper of Rukhmar: In terms of the ritual keyword, it will only be seen on the Arakkoa characters, which I've created 4 of so far, because it is a habit fairly unique to them. So I decided I would show off one of the larger minions from the base set, this is essentially an altered Azure Drake, same cost, same stats with the exception that the card draw isn't immediate and instead of spell power you get minion cost reduction. The cost reduction functions the same as the Dragon Consort, where the cost is reduced until a minion is actually played, therefore you have the option of waiting.
Terokkar's Call: So here I've decided to reveal a spell that interacts with beasts. This is just some one the beast related cards I've created for the class and as you can see it can be used in powerful combinations. I've created a healthy array of Talonpriest specific beast cards which include a dread raven(involves ritual), a kaliri (taunt), a sporebat (Windfury), and a warpstalker(stealth). I wanted to play on the hero power wording here as summoning a spirit would be the work of the Arakkoa god, Terokk and calling forth a beast from your deck would be the power of forest.
Arcane Shock: This is a spell that I contemplated for while. I wanted this class to have something that was on par with Frostbolt, Quick shot, Wrath, or even Dark Bomb. It's not exactly an aoe spell but it will be powerful early game, in any case I think it's balanced because unlike the spells I mentioned with the exception of Wrath, you can only damage minions.
The Adventurer – Adventurers are ready for any situation. With their trusty bag stuffed full of supplies and magic itmes, they always seem to have a trick up their sleeve and a friend in times of need.
I didn't add a name because I don't know of any female gnomes in WoW, but if you have a suggestion I would update. Basically, looking for a female gnome with a bug backpack. Or maybe adventurers are just nameless.
Class power. Find Treasure: 2 mana. Add a coin to your hand.
Adventurers of course just don't find gold, thy find magic items like the ever popular: Wand of Magic Missiles 3 mana weapon: At the end of your turn deal 3 damage randomly split among all enemies and reduce the durability of this weapon by 1[Note: you cannot attack with a 0 attack weapon. Wands are affected by spell power].
Of course, no self-respecting adventurer would travel without some loyal retainers: 2 mana 1/2 Whenever you use a coin, this minion gains +1 attack and divine shield. “They love shiny coins.”
Finally, adventurers can always count on an Unexpected Ally: Casting cost (3) – Add a coin and a random legendary minion to your hand. “Thank the gods you arrived when you did!”
Short note on mechanics: Adventurer's key mechanics revolve around finding treasures and quickly gathering allies. Magical items (rings, wands, cloaks, etc…), are represented as weapons with attack zero whose durability reduces each turn. Several of their minions will interact with coins, and they will have ways to "recharge" their magic items. Several treasure cards will use the choose mechanic. Hope you enjoyed the Adventurer, and want to learn more and see cards such as Adventurers Assemble! Thanks for checking her out!
Varedis was one of five warriors sent to Illidan by Kael'thas to be trained as demon hunters - the first time that blood elves were allowed to do so. Illidan put the blood elves through excruciating trials that would have defeated most fully trained demon hunters. Three of the blood elves died during the training, and a fourth was driven to insanity. Varedis was the only one to succeed.
Simple, but intended to be complimented by cards like the following:
Heightened Senses (3)
Your Hero Power damages an additional minion.
Focus Your Hate (2) Your Hero Power can no longer hit friendly minions. If you played this already, draw a card instead.
Maiden of Onslaught (7) Your Hero Power deals damage twice.
Demon Hunters preferring the company of few or no minions might benefit from including a majority of weapons and spells. This being complemented by the earlier spells that improve the base Hero Power.
Other effects on minions or other weapons might include things like:
Battlecry: Reveal the top card of your deck, if it isn't a minion gain +1 Attack.
GENERAL DESCRIPTION The Blood Mage is a Hero with a very unique playstyle for the most advanced players looking to win in the most satisfying ways. The Blood Mage relies on major tempo swings and controlling the game in a very similar fashion to the Warrior and Mage, but with many interesting twists. You will find that the Blood Mage will dominate in the mid to late game, and control the board early on through its unique risk-reward system (described below).
CORE MECHANICS Mana Crystals as a Resource - In lieu of such cards as Arcane Golem, the Blood Mage has several cards which are ridiculously powerful, yet will require the destruction of one of your Mana Crystals as a result. This could allow for some very early aggression which will keep your opponents on their toes.
Spell Manipulation - Much like the Mage, the Blood Mage has several cards which will dictate which spells will be played and how they will be played. Utilizing very powerful secrets and minion abilities, players will have to react in new ways in order to navigate past much of the Blood Mage's ability to counter spell casting.
Snowballing Spell Damage - A major win-condition for the Blood Mage relies on his ever increasing spell damage, thanks to his Hero Power. Unique to the Blood Mage, increased Spell Damage can be used as a resource to unleash powerful minions as well, with several cards that increase in power or deal immense damage depending on your Spell Damage.
Rando-Magic - The Blood Mage has a strong list of spells at his disposal, but he can utilize other spells from other classes as well. Inspired by Nefarian, several of the Blood Mage's minions and spells allow him to draw spells from other classes that he can use with his Hero Power for nasty results.
HERO POWER The Blood Mage utilizes a very unique Hero Power that, while it doesn't provide an immediate benefit, can allow the game to go way out of hand in your favor. Properly using your Hero Power can allow you to dominate the late game, while keeping the tempo swings in your favor in the early to mid game.
CARD EXAMPLES With all of the Core Mechanics and Hero Power in mind, here are a few card samples.
At first I wanted to create the Dark Ranger, based on reviving minions, summoning undead and revolving around lots of silence mechanics. But while browsing around all sorts of Warcraft Wikis I found my love for some kind of Alchemist class, thus presenting to you the Apothecary.
The Apothecary revolves around reducing enemy minions Attack and/or Health while buffing it's own. It's more of a controlly class, rather spell-centered and having access to some nice 4-mana Secrets.
It also introduces the new mechanic Blight. Minions with Blight don't deal damage to other minions, but rather give them -1/-1 according to their Attack, i.e. when a 3/4 minion with Blight deals damage to an enemy 4/5 minion, the 3/4 Blight minion dies and the 4/5 minion becomes a 1/2. Blight is applied after damage is dealt and can be Silenced!
Grand Apothecary Putress
I balanced giving -1/-1 to be equal to dealing 2 damage. Since dealing 2 damage to a chosen minion would be rather OP, I chose the hero power to target a random enemy minion, thus hopefully being quite balanced.
The Apothecary's basic 1-mana minion and first minion to introduce Blight. A solid 1-drop which can still be useful in the late-game.
Flesh Eating Poison:
Since we already have 1, 2 and 3-mana Secrets, the Apothecary's secrets will be 4-mana. Flesh Eating Poison can be a real game-changer, especially when both players have established quite full boards.
If not silenced, this is a 6/6 for 5 mana the first turn you can use it, decreasing in efficiency with every turn it's in play. This is a hefty body for 5 mana, especially when silenced - but also a nice BGH or SWD target. Should be one of the biggest bodys of the class.
This class mechanics are: Mech, Spare Parts and Deathrattles (Mechs going even more BOOM).
There are 3 exemple cards using these mechanics.
His cards are all Mech and Spare parts sinergy but they often need other cards to to work (Exemple:Use +1/+0 Spare Part on Landmine to trigger its Deathrattle, since has stealth basic cards that give taunt aren't enough.) . So combos (and goblins) lovers will like this class.