This class would have a focus on zoo like combat - holding board control with powerful low cost minions. Due to the nature of it's hero powe (see below) this hero will often be at low health, so there will be cards that seek to abuse that. The class makes use of Secrets as well. The higher cost "human form" cards (also see below) provide some possibilities for a mid-range/control archetype.
Hero Power: Transform
This hero power may seem powerful, but when aimed at the opponent's face it is merely the Hunter hero power restricted by taunts, and when targeting minions, you can sacrifice a lot of health. The Worgen hero has no weapons, but does have some ways to increase its attack. So the hero power can be combined with other cards, but cannot be abused by ramping your attack up to huge levels.
A simple card which for four mana can be combined with the hero power to great effect. Due to how quickly windfury attack stacks, +1 attack is really near the limit of extra attack that your hero can gain through normal means.
Human Form is a unique keyword for the Worgen Hero. While a card with Human Form is active, your hero power cannot be used. Like the slightly lowered quality of the Warlock class cards - to make up for the potent hero power - so too does this mechanic keep the Windfury effect in check. Obviously minions with this drawback tend to have better stats for their cost than usual. This particular card emphasises aggro/zoo, but not as much as a 4/3 charger might.
A bumped up version of eye for an eye. The interesting thing with Worgen secrets is that there are two costs of secret. Genn will have both 2 mana and 4 mana secrets. This provides a lot of flexibility, but also allows your opponent to guess what secret you are playing more accurately. There will be three of each secret cost.
Rollback Post to RevisionRollBack
"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
I made this "Lich preview" that showcases the class in a more flashy way. My submission's official format in full text with lengthier discussions, balance explanations, and properly sized images is in this spoiler, if you want to ruin the fun.
You had your chance to run from really long explanations of everything... If you just wanted to see the basic preview with more showcasing than design philosophy, this is not the place to do it.
Class name: Lich.
Hero: Lady Deathwhisper.
The Lich class revolves around three major gameplay themes, as shown in the introduction below: Shuffling minions back into your deck to represent their immortality or returning from the dead, Ice and Shadow spells to stall the board with powerful combo removals, and scheme - synergy minions and cards to give you your cards when you want them (or at least closer to when you want them). Lich then revolves around three major gameplay phases: The tempo / on curve phase until around turn 5, where you play value minions to keep up with your opponent and set up for the late game. Then the control phase, where you start to break out your freeze spells, board clears, and Soul Harvests. Lastly, the ending phase, where the minions you shuffled into your deck during the control phase come back to you, as you push for victory against an opponent who is out of steam.
Hero Power: Empower and Darkchill Blast
As you can see, Lich features a Dual Hero Power. You always start the game with Empower. Using empower will change it into Darkchill Blast, and using Darkchill Blast will change it back to empower. Notice that your hero power changes next turn, not this turn. This is because, as we have seen with Shadowform, hero power changes often cause it to refresh, which is not supposed to happen for this class. As the Lich class whose unique mechanic is based on planning ahead, it is intentional for both flavor and balance that the bulk of this hero power takes an entire turn to charge up.
Balance-wise, here's the reasoning: A 2 mana hero power is typically worth a 0-mana spell or 1 mana minion's battlecry. For example, Mage's hero power is Moonfire and Priest's hero power isVoodoo Doctor's battlecry. For every other card we've seen in the game, average damage balancing says that from whatever starting value is given, an increase in 1 mana cost = an increase in 1 damage. So, it would only make sense for a hero power to be 3 mana: Deal 2 damage. This could be done with a hero power like "Add an Arcane Shot to your hand". We're not trying to do this exactly, but we've established that a hero power dealing 2 damage is probably worth approximately 3 mana.
This hero power has a total cost of 4 mana as well as the additional requirement of only being able to get the full effect once every other turn, at the maximum. So, subtracting out the 3 mana that's already accounted for, we have 1 mana and "wait a turn" left over. To make up for this cost, Scheme: (1) was added to the first hero power. Since Scheme is a new mechanic, it's hard to know exactly how much it's worth, but it seems conceptually to be relatively balanced.
Speaking of Scheme, it's the class's unique mechanic. Scheme: (X) reads "Look at the top X cards of your deck. Select any of them that you wish to send to the bottom of your deck, then place the ones you didn't send back on top of your deck." The interface will be similar to the mulligan screen, each card you click on gets sent to the bottom. You may have noticed that this is indeed Scry from MTG, and you would be correct. Hearthstone has adapted other keywords from MTG, including Stealth and Charge. The Scry effect seemed perfect for Lich, as
A. It requires combination with other cards to have a direct effect
B. It allows you to plan ahead in general
C. it allows you to look for the 2 to 3 card combos that this class is so reliant on
D. It allows you to sort through the cards that come into your deck via Soul Harvest or other such mechanics.
Some technical notes for Scheme, using an example of Scheme: (3). The top card of your deck will be referred to as card 1, the next card called card 2, and the last card called card 3.
The animation should make it obvious as it draws out the top three cards of your deck. The leftmost card is card 1, the rightmost card is card 3.
If you selected the middle card to send to the bottom, then the top of your deck that results will be card 1, followed by card 3, while card 2 is now the last card in your deck.
If you selected the leftmost and rightmost card, then the top of your deck that results will be card 2. The bottom card of your deck is card 3, while the card second to the bottom is card 1. This is because as well as being drawn in the order of left to right, the cards are sent to the bottom of your deck in the order of left to right.
If you do send any cards to the bottom of your deck, unlike the mulligan screen, you will not see the cards that take their place in line.
Flavor-wise, this was based off of an ability in the Lady Deathwhisper raid. Her cultists had an ability called Darkchill Blast that dealt high damage, but could only be used if they were Empowered by Lady Deathwhisper first.
Sample Card #1: Soul Harvest
This is a pretty representative card of the Lich class for quite a couple of reasons. First of all, it involves the "Shuffle minions into your deck" mechanic. This is one of the main features of Lich, and their main win condition in most games: Get value out of returning strong minions to your deck and push for a win late game. This is strongest around turns 8-10 when you can combo it with full board clears, shuffling your own minions as well as enemy minions back into your deck, prioritizing cards like Antique Healbot, Alexstrasza, or even Dr. Boom. Secondly, it's a card that requires a combo with other effects. Obviously, this card can't be played on it's own, you'll have to have a Shatter combo or a Doomsayer play to make it useful. This puts pressure on your scheme mechanic, to draw into your combo.
Balance: Can potentially be better than Gang Up based on the board state, can get you more minions, however it requires that you first actually destroy all the minions you want to add to your deck.
Sample Card #2: Shatter
Short, sweet, and absolutely devastating. Again, this is a good representative card for Lich for a few reasons. First of all, you would be a fool to think that this card exists and there are no class cards that freeze. Of course, Lich will have many ways to freeze the board. I will say right now, however, that these freeze mechanics are NOT going to be a copy of Mage. No, this game already has Equality + Consecrate, we don't need a Frost Nova + Shatter. I'll drop a hint that the biggest AoE freeze guarantee is a 4 mana card with one of it's effects being "Freeze ALL minions." There are other cards that freeze random minions, single minions, and there is likely to be one Cone of Cold shape. This is attempting to differentiate from two single-target freezes and two "all enemy minions" freezes that mage has. Anyway, this is a perfect example of Lich's combo removal style. While you'll usually want to only play this to kill as many minions as you possibly can, it's still a very good play if you can get 2 or 3.
Balance: This is hard to explain without seeing the other class spells. Note that there will be no "Freeze all enemy minions" spell, there will only be a "Freeze ALL minions" for 4 mana, an arcane missiles style freeze for 3-4 mana, single target freezes, and one cone freeze. Overall, it's usually weaker than Equality + Consec but is easier to combo with more spells.
Note: If you watch Fulla's Games, you might see that this card is literally exactly the same as his Shatter, for his Lich class. I was watching his video to see what pictures he used since I was struggling for art, and then I saw this. I think I just have bad luck with these kinds of things, as in my Monk Class concept I made a 6 mana card called Touch of Karma that silenced and destroyed a minion - and then someone told me later that in Amaz's Monk concept he also had a 6 mana card called Touch of Karma that silence and destroyed a minion. Anyway, I promise I didn't steal this idea.
Sample Card #3: End of Hope
This exemplifies the fact that Scheme synergy goes beyond just knowing what you're going to draw. Quite simply, send this card to the bottom of your deck and eventually you will draw or scheme it back out. Once you do, it'll be a 6 mana 11/11. By that point in the game, your opponent's BGH's should be exhausted and this card should be safe to play. This is also one of the two main end game cards in a super fatigue Lich or super slow control Lich playstyle in terms of finishers. Keep in mind, though, that you don't have to go all the way to fatigue to play this card, because each time you scheme a card to the bottom of your deck while this is at the bottom will move it up 1 position. This card's benefit isn't so much that it can single-handedly close out a game, it's the fact that it is just one of many high value minions that will come out of your deck in the late game.
Balance: Compare to Drakonoid Crusher. Drakonoid crusher is a 6 mana 9/9 under the condition that you wait for your opponent to get to 15 or less health, which honestly seems pretty easy. This requires you to first find this card through scheme, then send it to the bottom of your deck, and then wait until you scheme it back out or you draw all the way to fatigue, and as such 11/11 (or only +2/+2 better than Drakonoid Crusher) seems balanced.
Kalecgos is a Dragon aspect and apprentice of Malygos. I decided upon Kalecgos to be my hero because I wanted to make sure that my hero fitted the theme of a magic-orientated control dragon class. It will focus on early game spells to try to control the board and late-game dragons - including some we already know and love such as Ysera and Nefarian.
Seeing as this is the dragon class, I decided that the hero power should be dragon related. Therefore it summons a Dragon Egg The cards in this class will have synergies with the hero power, just like Quartermaster or Totemic Might. Other cards in the deck will require you to have a Dragon Egg (I will showcase these at a later stage).
Since the new cards from Blackrock mountain have been introduced, having dragons in your hand has been a crucial mechanic of the dragon theme, this card takes a twist on this mechanic. By turn 4 in a dragon deck, you're likely to have about 3-5 dragons in your hand. This card is sometimes more effective than Consecration, because it could theoretically kill deathrattle minions such as Piloted Shredder and the minion it summons, however sometimes it will be useless as you only have 1 dragon in your hand, or it hits your opponents face 3 times and doesn't clear his board at all. This card can also be used with spell damage for an explosive finisher.
This minion will synergise well with the hero power, by activating the eggs and summoning Black Whelps, it will also pop divine shields and kill any minions on 1 health, however, this also kills the Black Whelps that have already been summoned. This card works in the same way as Baron Geddon and therefore will trigger the eggs every turn. It has good stats because the effect is symmetrical. There will also be a card like Muster for Battle which will create minions like the dragon eggs but with better stats, thus increasing the value of Chaos Drake.
This card may look simple at first, however this is quite a complex card, spell damage is really important in this class, with plenty of spells to buff. That might lead you to believe that this card is OP, but you have to have a minion on the board in order to use it, this is important because almost all of the spells in this deck must be used as removal in the early-mid game to make you last until you can drop your big dragons in the late game. Therefore, you may not have a minion on the board in order to cast the spell you want to buff, on curve. This card is very strong though, imagine if you have 4 dragons in your hand on turn 4 and an egg on the board and play arcane crystal and Firestorm. That would deal 4 damage to 4 random targets!
I hope I have shown you some of the potential for this class. There are many more cards I have for you to see.
Overcharge - overcharge deals 1 dmg to minions next to main target (like Foe Reaper, but only 1 dmg)
Shock - debuff, affected minion gets 1 more dmg from all sources
Stun - freeze
Tyrant. Dictator. Conqueror. Emperor. These titles of the Thunder King were earned by bringing absolute misery to every race of Pandaria. Resurrected into a world where his people no longer rule, Lei Shen is bent on ending the farce and bringing the land under his heel once more.
Conduits are powerful weapons in Lei Shen arsenal.
When the Mogu still ruled over Pandaria, they were allied with the Zandalari, who assisted them against the embryonic Pandaren empire. Eventually they were overthrown in a desperate revolution led by the Pandaren, but their legacy persists in thousand year-old ruins too immense to fall.
Lei Shen equips his Polearm, Lightning, allowing him to call lightning from the sky.
A master of martial arts, the Champion fights relentlessly with his bare fists. Skillful prowess and focused strikes matter much more than raw strength to this skilled combatant.
Iron Fist is a slightly weaker version of the Druid's Hero power. Like Shapeshift it grants Chen +1 Attack, but instead of giving Armor, it heals him. This allows Chen to naturally attack, which reflects his martial prowess, as well as being able to ping down minions with 1 Health at the cost of his own Health. The heal has great synergy with other Champion class cards.
The Champion class is heavily focused on board control. It's ability to efficiently kill minions with spells to allow him to develop his own board is best represented by Triple Strike. This card deals 3 damage to a single minion, much like Frostbolt or Darkbomb, but with the added constraint of not being able to hit the opponent's face. However, in return it allows it to deal it individually. What this means is it scales much better with Spell Power than similar spells, but it triggers on damage abilities multiple times, making it quite weak against the likes of Acolyte of Pain.
The Champion also makes use of the Combo mechanic from the Rogue class. Champion combos are powerful effects, but are harder to activate than Rogue combos, since the Champion mana curve does not have as many cheap cards as the Rogue. For instance, the Guarding Monk might be a 4/4 for 3 mana, but only if his Combo activates. Elsehow, it's a 2/4! This might be a really strong turn 2 play with The Coin, which might create a problem for your opponent to remove.
Evil Snake Lord is the Champion's Legendary card. As any control-oriented class, it features a powerful late-game effect, which can turn the tides of the match. Evil Snake Lord's ability allows the Champion to play a spell-heavy deck with high-cost spells to benefit from the Attack increase it offers, and allows to both drop a threat and remove a high priority target with the Attack it grants to the Champion.
Former countess, now Blood Queen of all San'layn, Lana'thel was one of the blood elves who followed Kael'thas' lead into Northrend, in pursuit of Arthas after he tainted the Sunwell. She was the one that brought Thalorien Dawnseeker's famous blade - Quel'Delar - from the commander's dying place at the Dead Scar into the frozen north. When she and some of her friends were slain by the Scourge, Lana'thel was raised by the Lich King as a San'layn, or a Darkfallen, to lead the undead armies in Northrend and to lead the other San'layn.
Vampirism - Whenever your character deals damage, restore that much Health to it, but can't converts heal into damage.
Vampirism offers a combination of offensive and defensive benefits your characters. This can be useful for removing enemy minions, trading Health for board control with small loss of health, or simply for chipping away at the enemy hero for heal yourself. A blend of attack and heal benefits, Vampirism is a reliable option for survival your minions.
Blood Boil can be used to make it easier to remove tough enemy minions. Delirious Slash will damage a total of 3 possible minions. When choosing which enemy minion to cast this spell on, be sure to target the minion that is in between the 2 minions that you want to damage. This will ensure you use Delirious Slash's maximum potential, assuming your opponent has 3 or more minions on the field. This spell can be used on stealth minion.
Dark Advisor. A strong opening play, the Dark Advisor's value relies on the summoning of friendly minions with Deathrattle and Vampirism. Vampirism makes the minion very difficult to kill it, which increases its value. A deck filled with cheap Vampirism and Deathrattle minions increases the odds of buffing the Dark Advisor within the following turns, allowing him to attack and trade with high value targets.
Introducing: Dragon-Born Class (Definitely not affiliated with Skyrim :)
I'm not too familiar with the Warcraft lore so I made my own hero.
This hero makes use of the dragon race, a card type I feel is sorely underrepresented. It's geared toward a controlling play style!
This hero power allows you to have phenomenal early game clears (Sorcerer's apprentice, Mad Scientist's? No problem) However, it comes with a price. You've gotta be careful as you can severely damage yourself in the process. good for early board control and reach later in the game.
New Keyword: Minions afflicted with Burn will take 1 damage at the start of each turn, similar to Micro Machine's attack gain mechanic. This fits the control theme as the longer the game goes on, the more Burn damage enemies will take. As you often won't have many early game minions on the field, the draw back is not too large.
The Magma drake is a good card to play against larger boards to whittle them down and put them on a time limit. 8 health might seem like a lot but it also Burns itself, bringing it down to 6 health on your next turn.
F*ck yeah! Dragon Tamer FTW!
Clarification: Any dragon summoned can attack immediately
This card is bada**. The outcomes are crazy. Of course it could go your way if they can't kill off their new dragon pal, but it could potentially backfire. Who knows, they could get a god damn Deathwing, double power overwhelming it, faceless manipulator it and come out with 20 face damage and an extra huge a** Deathwing. But then again, they could get a Malygos they can't do much with. Next turn you proceed to wreck. The way I see it, this card could be played in most decks as a way to get the game going right off the bat, or just another card sitting in your collection, gathering dust. You decide.
A basic set card akin to shield block. This card's value depends on the enemy board and what you've done with it. Potential value is great, but if you aren't able to get at least one card it performs poorly. As you're looking for a lot of draw to control the board, it's usually better to combo with burn affects unless you really need the armor. It can also can help you survive some punishing blows brought on by clearing minions with your hero power.
Recap: Dragon-Born is a control oriented class that looks to whittle down/wipe the enemy board while developing it's own board with beefy dragons. Ultimately, your strong trades, defensive abilities and board clears will allow you to really take over in the late game and show the enemy the true power of your dragons!
This is my hero, Lord MurgleThis is a Hero that is based solely on the Murlo themed race. Next to him is his hero power, which is very fitting for a murloc Hero for murlocs like their buffs!
This is the first sample card. The name is a reference to Neptulon, and has a similar effect to his battle cry. This card doesnt really have a downside, except for destroying a murloc, which isn't a huge deal since you get 3 more!
Captain Cookie, a beloved vanilla WoW character. Doing much of what he does in WoW, which is buffing people with food. Very good mid game card that will probably need to be killed off.
One thing murlocs dont currently have is late game cards. Introducing a Murloc based Hero can allow for more of a mid range murloc deck, or just late game FACE cards. SMOrc for life.
Well, may as well throw my hat in the ring - though i may well be too lazy to finish it, here's my concept for a character: one of my favorite WoW villains, Yogg-Saron.
And his hero power:
So, as you might guess from the hero power, Yoggy's playstyle revolves around being able to or not being able to attack. This is based off of - you know - Yogg-saron being the god of mind-rape. Why, just look at one of his minions:
Never go to the Yogg-Saron Blood Drive. Trust me.
An extremely effective anti-aggro card, with the downside of low damage tempo. Another one of Yogg's minions is equally intimidating.
This vision is your worst nightmare come to life. That is, if your worst nightmare is a ghost in robes.
Basically a reverse "Cannot be targeted by Spells or Hero Powers" effect. This minion can be very powerful, but most spells and hero powers will take it down fairly easily. Speaking of spells...
"I swear, it wasn't my fault!"
A mega-betrayal that effects all minions. Very powerful in late game, but you lose a signifigant amount of tempo by using it. If it seems expensive, imagine using it on a Boom and watching the enemy board be devastated.
This was my concept! Again, i may be too lazy to actually finish it, but I mostly just did this for fun.
Hello, if for some reason anyone find a non-lore friendly class uninteresting, i accept your oppinion and sorry to waste your time :P
The main characteristic of Trickster class is achieving Poker Card combos (called Plays) and using the Poker Cards or Plays to get most of each situation. Main emphasis here is on combo strategy, u will get Poker Cards through your hero power, but also from some of the class cards. Rest of the class cards r gona be Mercenary Units, that Trickster hire to buy him/herself time to be able to get to his/her desired ultimate combo(Play) to finish off his/her opponent.
Liv's story in a spoiler below ;-)
Olivia always had everything she desired, her beauty opened every door and made everyone her slave. For some time, it was all she wanted, live an easy life and enjoy it to the fullest with everything the world had to offer. But as she grew older her beauty didnt fade and her life was still as easy as ever and that started to bore her. Nothing interested her anymore. She had everything. Nothing was a challange ... until.
One day at the market, she saw quite a large crowd gathering around one of the stands in very far corner of the square. Usually she would not even notice such a thing, but for some reason, she did. And it changed everything for her. As she was approaching the stand, the people made way for her and let her through right to the mysterious performer. Most of the crowd didnt know where to look first now, at the godess walking among them or at the unimaginable performance of a small man behind the stand. Olivia paid no attention to the masses or their empty lustful looks, but what she did notice was, that the performer didnt look at her, not even after she spoke to him. Not a single move in her direction. She began to grow agitated. Who is this person? How does he dare not to acknowledge her presence? She grabbed him by the shoulder and twitched as hard as she could. The performer finally looked at her, only to say "Enjoying the show love?" and turned away again, continuing his grand spectacle.
Olivia stood there speachless. She didnt remmember the last time a person resisted her charms and ignored her presence. She decided to wait for the end of the performance and learn this persons secret. Finally some mystery in her dull life! She was excited beyond measure. After the last of the audience left the stand, performer aproached her and said: "Hello Liv, long time no see?" Olivia was speachless again. "Who is this person? How does he know me?" she thought as the performer continued: "Oh come now, dont u remmember your old pal Trick? Has it been that long?" Olivia finally managed to form a sentence: "Who are you?! How do u know me?! How did u resist me?! Noone resist me. Noone." Trick gave her a little smirk and said: "Did u hit your head love? Its me, Trick. Now dont act like u dont know who i am. Dont u remmember the card tricks i used to teach u before sleep?" Olivia didnt remmber. She couldnt remmber anything before everyone was blinded by her beauty and obeyed her every command, it was so long long ago. "No i dont remmember u, i told u as much, dont make me repeat myself old man, i asked u a question!" she said with an angry voice. Trick was confused, but he knew she was telling the truth, she didnt remmember him, so he started from the beginning.
...to be continued :D haha i guess im writing more about her than i thought i would be :D lets stop now and let u in suspense of what will happen next :p :)
Hero Power: Deal!
Deal! will give u one random Poker Card out of 52 possible Poker Cards (example is in spoiler above). Those cards r gona be your bread and butter, either act as a ping/removal (notice that the damage will be affected by Spell Power, so thats why it can target only minions and u can even target your own minions, if u so desire) or u can make Plays with them, Plays will net u new cards (spells) with new effects, but they require a set up (some more than others - see spoiler below for two examples).
When u do choose the Play option, u will get a new option list (similar as to the Choose One mechanic, but instead of 2 options, there will be 9) with all of the Plays that u can do with the card.
The Plays are: Royal Flush, Straight Flush, Four of a Kind (or Poker), Full House, Flush, Straight, Three of a Kind, Two Pair, One Pair.
When u activate Play with the first card, rest of the relevant Poker Cards in your hand will glow yellow (like with Rogue combo cards) and u can click on them (which will consume them) and u can complete your chosen Play (u can choose 10 of diamonds instead of 10 of spades, if u want to keep 10 of diamonds for another play etc), after u click on the last card, that was required to complete the Play, u will get a new Play card in your hand (One Pair etc.). Note that even Play cards like One Pair can be either used directly for its effect or can start more advanced Play, if any of the higher Plays includes such combination of cards (for example One Pair can start a Two Pair, Three of a Kind, Four of a Kind and Full House Plays).
Classic example of one of the core spells, for now its basicly Arcane Intellect, but with more complexity, given the class's potential. Balance: I might just alter the spell a bit, after i decide what all Plays do, so this might be way to cheap to get 4 Poker Cards or i might keep it as a Spell Power dependant "aoe/hard removal" ... will see).
Classic example of a Mercenary Unit. Vanilla stats, but quite a powerfull effect if allowed to attack, can clear a lot of opponents board and help u survive longer to get to your desired Play.
Another way for u to get more Poker Card for your Plays. Lip should net u at least 2 Poker Cards, usually more. This class is gona have two main archetypes, either heavy combo reliant on Plays, or using Poker Cards solely for removal of enemy minions (preferably in spell power deck) and Lip can fit in both, note that with 4 attack, he will most likely not kill any of 5+ cost minions on its own, but u can finish off 5hp minions with the Poker Card generated via his ability or u can keep em for Plays and have to finish off damaged enemy minions some other way.
Well thats it, hope u guys find this idea interesting and get me to next Phase, so i can show u how the class developed :)
<pre>PS: im not sure if i can use basicly 3 cards to explain my hero power (but i kinda need to), but i tried to PM Asylum about it and he didnt answer me yet, so im goin with it for now <3</pre>
Chief among witch doctor powers is the ability to inflict pain on multiple enemies through the power of Voodoo. Few are as talented in this dark art than the Voodoo Guru himself:
Magic itself is not enough for the witch doctor to overcome their foe. The doctors are also talented with weapons, like the Soulbound Staff. Such artifacts are said to imbue allies with a power that bonds strongly with the witch doctor folk and their spells.
With their potential to enlist an endless army from beyond the grave, witch doctors do not rely on their powers to dispel multiple enemies with one blast of their magic. However, they have been known to mitigate several threats via unorthodox mind tricks:
Hope y'all enjoyed deciphering the class behind the story!
Focuses on buffs to keep your healthy trolls healthier, and using vile voodoo to hurt your opponent's board.
Channel spirits will give a random friendly minion +2 attack, +2 Health, or +1/+1 this turn. If you control no minions it will you your hero +2 attack this turn, similar to the condition of the Shaman hero power where you cannot have more than 1 kind of a totem at a time.
Similar to imp gang boss or imp master, it will spawn 1/1s. Obvious synergy will your hero power, shattered sun cleric, possibly broken synergy with dire wolf. At 3 health and with no immediate impact on its own I think its balanced.
Hard removal on the condition you have a board, or you use hero power for +2 Attack and your opponent has no taunt. Maybe more balanced as a 2/1 when comparing it to Polymorph.
An alternative to darkscale healer or healbot. Troll will have more Health than Attack so curving out at 6 Mana Darkspear healer can seal board control, or simply help you stabilize. Also lightwarden dream synergy.