Unique Keyword: Ritual - Activates the next time a minion is played or summoned.
Play Style and Mechanics: The Talonpriest class focuses on minion cost reduction or easier Ritual activates, cheap removal, and supporting the beast race. Generally this class would play a high tempo or possibly aggro style of deck with the ability to play reduced minions or swarm the board. Note: The basic set will equip the Talonpriest with some simple but necessary cards including card draw, removal, and minion reduction however future sets will make valuable use of the Ritual keyword and the Spirits of Arakkoa themselves.
The Basic Set
Sethekk Prophet: This is the first and only Arakkoan minion without the ritual keyword. However he fits the base set well with his ability to produce a free Spirit of Arakkoa which will combo well with other cards in the set.
Summoning Ritual: This card is essentially a lesser innervate that only works on minions, essentially you can use it like a coin to play a minion a turn ahead of curve. However this card really shines when you spend an entire turn early only playing this card and then playing a 6 cost on turn 3.
Arcane Shock: This is some very strong early board removal, however because it can only target minions it lacks versatility in the later game when you're looking for lethal.
Other Basic Cards
Raise Spirits: Very similar to Muster for battle but with slightly more potential. You summon three of your hero power tokens and reduced the next minion play in hopes that you'll be able to activate their ritual.
Shadowfury: This card is the AOE removal for this class, it's initial value is underwhelming but it scales very well. It also offers powerful combinations when paired with Raise Spirits or Sethekk Prophet.
Black Winds: This is some pretty standard card draw, it's cheaper than sprint but you can run the risk of losing something that you need. You specifically discard after you draw so that their is some risk involved.
Terokkar's Call: Very strong card that will allow you to draw a beast and possibly play it in the same turn. It can be useful if you don't have a minion in your hand to activate a ritual on board and overall it plays to both the reduction and beast mechanics.
Skettis Warpstalker: The purpose of this beast is to have a strong class specific beast. It avoids aoe that deals two damage and goes well with Terokkar's Call which would allow you to play it for free.
Silver-Winged Kaliri: This sitcky minion also fits the reduction and beast styles of play. The purpose was to have a Sorcerer's Apprentice but for the purposes of the Talonpriest.
Talonsworn Curse: This is pretty much the cheapest hard removal in the game, however it doesn't actually remove something until the end of your turn. Offensively you won't be able to get around that giant taunt for lethal, but defensively you can get rid of Doomguard for very little. Additionally it works like Polymorph or Hex where your opponent will receive compensation in the form of a 1/2 token.
Phase One post (hero, hero power, promo cards) - here.
Thx for sending me to round 2 :) here we go:
Trickster (hero: Liv) - CCC Phase Two
Sorry in advance for this spoiler about Hero Power, but after we agreed with DialM4Murloc about reworking the "between-step" (the choise window) for my hero power (and Asylum didnt answered my PM yet :) i had to put this somewhere, so hopefully its ok, that its here, but in a spoiler.
U get Poker Cards from your hero power and class cards: u get one random out of 52, but u dont get the same u already have in hand. (examples below - Poker Card: Ace of Spades (and how it looks when u choose to play it for its effect and not start a play) and example of Play: 'One Pair')
When u play a Poker card, u get an "select option window" (similar to when u choose what to do with Choose One mechanic) and u can either play the card for its effect (Basic Poker Card - Deal 1 damage to a minion) or u can start a Play - for visual explanation pls look hereand here.
When u choose a Play, all corresponding cards for chosen Play will glow yellow in your hand and after u select last card that is required to complete the Play, u will get a new card with the Play's name in your hand (like 'One Pair' - ex. above).
All Plays are:
Royal Flush - Deal 20 damage to enemy hero.
Straight Flush - Take control of an enemy minion and destroy the rest.
Four of a Kind - Summon 4 coppies of a random Legendary minion that died this game.
Full House - Deal 7 damage. Draw 3 cards.
Flush - Deal 4 damage to all enemy minions.
Straight - Deal 1 damage to all minions. Draw a card for each minion that survived.
Three of a Kind - Deal 6 damage.
Two Pair - Deal 4 damage. Draw a card.
One Pair - Draw a card.
Note: u might wonder, why do Plays offer direct dmg, since u could distribute more damage overall if u just played Poker Cards one by one for 1 damage buffed with Spell Power. Well, u can target only minions with basic Poker Cards and with Plays u can target opponents face ;-) Also there r not gona be any direct spell damage in future for this class, u will have to use your hero power for that, there will however be more ways to get Poker Cards.
Basic Card Set
As example i chose to show u these three cards, they represent 3-cost minions for this class. They each go into different direction with how u want to approach the board, do u want to be agressive and attack, do u want to hide behind taunts or do u want your minions to be able to survive the trade? U choose. In usual scenario, u dont want to oversaturate your 3 mana slot (hard removal for this class also costs 3 mana and u might want to pick a neutral 3 drop), so in deck focused in one direction, u would probably not pick em all :)
Novice Novice is an unexperienced mercenary unit waiting to be tested in battle. Balance: I think stats r ok, 90% of 1drops r 2/1 or 1/2 with an effect, so as a class minion without effect, 2/2 is pretty much ok.
Trader's Caravan Caravan rolled into camp and mercenaries stacked up on new equipment so they r now more durable. Balance: If u look at Power of the Wild it gives minions +1/+1 and has an option to become minion itself, so with this class theme goin on defensive, i chose to price this at 1 mana and just give bonus health and taunt.
Courtesan Main attraction in the camp. The more the merrier :) Balance: Reverse Mana Wraith, same stats and since the effect is also for your opponent and he can choose to use it before he kills her, i think it can be ok (even tho ur gona - almost always - benefit from the effect first).
Mercenary Pikemen The long range of a pike allowes Pikemen to attack multiple opponents at once. Balance: Vanilla stats, quite powerful effect, but not hard to remove before he can attack, should be fine.
Spoils of War You can find all kinds of crap on the battlefield these days. Sometimes its even usable. Balance: Weaker than Velen's Chosen and a minion has to die before u can cast this, thus lower cost.
Final Blow When the opponent thinks he's got you, but with your last breath, u manage to take him down with you. Balance: This will be only hard removal for Trickster class. Lets compare it to Hex for example, same cost, but doesnt leave 0/1 taunt behind, but for that, u need to "sacrifice" one of your minions to be able to cast this spell in a first place.
Siege Tower Sometimes it's smart to hide, even if it isnt glorious. But then again, since when mercenaries care about glory ... Balance: One more attack for being a class card over Mogu'shan Warden.
Welcome to my phase two submission. HERE is my phase 1 submission, if you want to see that. It has an explanation of the hero power, class mechanic, and other themes of this class.
The basic set that I'm submitting this week has a heavy focus on Ice. This is one of the four major themes of Lich: Cold, Shadow, Death, and Scheming. That's not to say the other three won't get any time in the spotlight for the basic set, just less than Cold for the moment.
Why is Cold getting the spotlight? Well, it's mostly because the other 3 aspects depend more on Scheme and Deathrattle, which aren't allowed in the basic set. Also, cold will probably be the most distinctive feature of Lich overall and as such a basic set focused on Ice gives an appropriate introduction to that.
Well, without further ado...
I WILL FREEZE THE BLOOD IN YOUR VEINS!
The Lich
[Hero: Lady Deathwhisper]
[Hero Powers: Empower and Darkchill Blast]
<=>
Example Cards
#1 - Frigid Desolation
In case it wasn't clear, this card functions like a mega-cleave. It Freezes 5 random different minions, and thus requires that there be 5 minions in play for this to be played. This is how the card is balanced, not restricted by it's mana cost but restricted by needing minions on the board. However, because of its low mana cost, it's very easy to combo with the other cards should you be able to pull it off. This exemplifies how Lich's Freeze effects differ from the mage: Lich is much more random and much more likely to effect their own minions, in return for awesome synergy like Shatter.
#2 - Shatter
Within the Ice section of spells, Shatter reigns king as the ultimate card. Most of your Freezes will rotate around synergizing with this card. The mana cost of any card that Freezes ALL minions or Freezes all enemy minions has been appropriately pushed upwards such that we don't just have another Equality + Consecrate. Note that with many of the Shatter combos, your own minions will die. This is sometimes a sacrifice, but more often than not they'll have helpful deathrattles or other synergies.
#3 - Eternal Wisdom
The main card draw engine for Lich, especially in the basic set. Signifying the limitless knowledge that comes with endless life, you pay one mana whenever you cast this card in order to be able to use it perpetually throughout the game. Liches will have many "Shuffle cards into your deck" spells, and combined with the scheme mechanic, they need a way to be able to plow through potentially useless cards on a turn-to-turn basis in the late game.
Remaining 7 Cards:
#4 - Absolute Zero
Whereas Frigid Desolation represents the Low-end Shatter synergy, this is as good as it gets. For a 9-mana two card combo, you can silence and destroy all enemy minions. The card was costed at 6 specifically so that the mana cost could be driven all the way up to 9 mana. The only other card you can play here assuming you haven't reduced the cost of these spells is probably something like Soul Harvest.
#5 - Lich Slap
Ah, Lich Slap. This card isn't the most "ultra-efficient, auto-include 2" like some other cards are. This card has some uses, like tagging on a tiny bit of extra value for AoE ice combos, or serving as a cheap trigger for single-target ice combos (which will become clear in the next set). It's a 0 mana Freeze with the downside that it gives the water elemental effect to whatever it hits. While this usually means that you get a drawback when you use it on an enemy minion, there are some cases that you can use it on your own minions, as you will see below.
#6 - Frost Maiden
Lich joins the "1 mana 1/3" club. This is an excellent card for what I'll call "Tempo Freezing", which is using minor freeze cards (like Lich Slap and other upcoming cards) to freeze just a few minions to stop your opponent rather than trying to fully halt their board or shatter it. It's great when your opponent has a 3-mana minion frozen for this to kill, rather than something you try to save to kill a bunch of minions. It combos doubly well with Lich Slap: Lich Slap the enemy minion and hit it with this. Although this card gets frozen, it's immediate hard removal. Or, if you're up to the risk, you can actually Lich Slap this minion, and then it will indeed become "destroy any minion damaged by this minion."
#7 - Shadowfrost Lich
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With this card, we begin to transition out of the Ice focus for this week. Within the 4 themes of Lich, Ice easily synergizes with the themes of Death and Planning. Likewise, Shadow cards will also synergize easily with Death and Planning. However, if you look at Ice and Shadow, you'll find that they're as different as black and white (literally). Does this mean that you can't make a deck that has both Ice and Shadow? No! It just means that you'll have to use "connecter" cards, like this one right here. It takes your ice cards, and converts them into shadow synergy. It will be a staple in Malygos Lich, as well as an interesting card for new players to use in any of their Lich decks.
#8 - Devious Plan
The second planning card! A two mana on-demand Thaurissan for your spells. A great card for helping you build your combos, especially in an Ice set, which has so many combos. Not only does it make some of the later game combos playable early (Frigid Desolation -> Permafrost goes from 4 mana to 2 mana!) but it also draws a card, which helps you a little bit in drawing into those combos if you don't have them. Note that you draw a card before the spell cost reduction, so if you've schemed enough to see that the next card of your deck is a spell, you get some extra value. I personally think this card is a little overcosted, but honestly the fact that you can play it on turn 2 instead of waiting till turn 6 is worth something in and of itself.
#9 - Soul Harvest
The death card for this week. A nice card to throw in after a Shatter combo, especially if it was one of the combos that killed your own minions too. It's easy to combo especially if you've Devious Planned it, and serves as one of the win conditions for super control / fatigue Lich. Watch as your opponent's Rags and Dr. Booms return from the dead on your side, while they're in the topdeck phase!
#10 - Annihilation
And finally, the representative pure shadow card for this week. This is the kind of super simple card you'd expect from the basic set. Sure, you could say it's "Boring" because the effect is so simple, but it's charm really comes from the impact this card has. 7 damage to a minion for 4 mana, while balanced, feels like a lot. Combined with a solid animation, this card could feel epic to play as you completely erase a minion from existence with RAW POWER.
To see why this card is balanced, check out the spoiler below this one.
How in the world is 4 mana: Deal 7 damage to a minion BALANCED?
You might look at this card, and accuse it of being designed based on the premise that Shadow Bolt sucks (which is not okay), or say that I'm balancing based on fireball (which is purposefully OP, and as such other cards shouldn't be compared to it), or that regardless It's just OP. But allow me to explain...
As I was looking at cards like Savagery and Shield Slam, I wondered how they could possibly be balanced. I mean, shield slam can easily get to deal 10 or even 20 damage, for 1 mana. I mean sure, it requires setup, but still... if you balance minion damage off of Shadow Bolt, there's not that big of a difference between minion damage and regular damage... so how the heck is 1 Mana: Deal 20 damage to a minion even the slightest bit reasonable?
What I realized is that, unlike pure damage cards (which cap out at around a 29 mana value (29 Mana: Deal 30 damage is technically balanced), since if you increased the damage then it wouldn't matter (unless against a warrior) since the most value you can get is 30 damage, which is worth 29 mana) minion damage caps out at a slightly less than 5 mana value, no matter how high you set the damage. This is because of the card Assassinate, and the common notion that "Destroy a minion" is worth 5 mana on its own. That means you could make a card like:
And, it's actually slightly underpowered! This is because it gives the slight disadvantages of not being able to break divine shield and triggering enemy "whenever this minion is damaged" effects.
Anyway, back to Annihilate. Clearly, not breaking divine shield and triggering effects is not enough of a drawback to justify a card like Holy Moly! to cost only 4 mana. As such, the value we have to choose for damage shouldn't kill every minion in the game. That's why I chose 7, because while it kills most minions, the fairly large category of 8 and 12 health minions escapes this card. I think that a drawback like that is enough to justify a 4 mana cost. Even if it is a little strong, remember that this card isn't a damaging card, it's just a different way of going about hard removal. And this is a game where "execute" is considered balanced...
Enjoy!
On a side note, I'm actually really hyped about Lich development, and I'm sure you guys are probably excited for your classes too. I was thinking of breaking out my LackeyCCG plugin, anyone interested in some playtesting? Please PM me or post in the discussion thread.
Class: Witch Doctor Hero: Rastakhan Mechanics: Deathrattle, Voodoo (Indirect Damage) Phase One post:Here
When preparing for battle, Witch Doctors often craft complex potions. Whilst not considered to be the most epic ofbrews, the Shaka Brew adds tremendous potency to Witch Doctor powers:
The doctors may consume Shaka Brew before performing special rituals of sacrifice. Voodoo Spirits often volunteer to dissipate in the ceremonial flames, as no living Witch Doctor is actually ever keen to be burned alive:
Firebats flock to the battlefield in great numbers following a ritual of this kind.. only to have their souls sucked out of them by an apparently 'friendly' Witch Doctor.
Other Basic Cards (7):
A perfect candidate for a Jungle Remedy to help grow his adolescent mind.
Keep fewer allies and weapons around to avoid spirit walking into them.
Absorbed life mightn't be given to those who need it most.
A lot of battles can be won without aiming for the real enemy.
Witch Doctors hate the sound of silence.
Too weak to attack, some poisoned enemies clog up space for their allies.
Even if these don't register pain, the enemy "might feel a little tingle"...
To everyone who got me through to Phase II - thanks!!
Talonpriest
Unique Keyword: Ritual - Activates the next time a minion is played or summoned.
Play Style and Mechanics: The Talonpriest class focuses on minion cost reduction or easier Ritual activates, cheap removal, and supporting the beast race. Generally this class would play a high tempo or possibly aggro style of deck with the ability to play reduced minions or swarm the board. Note: The basic set will equip the Talonpriest with some simple but necessary cards including card draw, removal, and minion reduction however future sets will make valuable use of the Ritual keyword and the Spirits of Arakkoa themselves.
The Basic Set
Sethekk Prophet: This is the first and only Arakkoan minion without the ritual keyword. However he fits the base set well with his ability to produce a free Spirit of Arakkoa which will combo well with other cards in the set.
Summoning Ritual: This card is essentially a lesser innervate that only works on minions, essentially you can use it like a coin to play a minion a turn ahead of curve. However this card really shines when you spend an entire turn early only playing this card and then playing a 6 cost on turn 3.
Arcane Shock: This is some very strong early board removal, however because it can only target minions it lacks versatility in the later game when you're looking for lethal.
Other Basic Cards
Raise Spirits: Very similar to Muster for battle but with slightly more potential. You summon three of your hero power tokens and reduced the next minion play in hopes that you'll be able to activate their ritual.
Shadowfury: This card is the AOE removal for this class, it's initial value is underwhelming but it scales very well. It also offers powerful combinations when paired with Raise Spirits or Sethekk Prophet.
Black Winds: This is some pretty standard card draw, it's cheaper than sprint but you can run the risk of losing something that you need. You specifically discard after you draw so that their is some risk involved.
Terokkar's Call: Very strong card that will allow you to draw a beast and possibly play it in the same turn. It can be useful if you don't have a minion in your hand to activate a ritual on board and overall it plays to both the reduction and beast mechanics.
Skettis Warpstalker: The purpose of this beast is to have a strong class specific beast. It avoids aoe that deals two damage and goes well with Terokkar's Call which would allow you to play it for free.
Silver-Winged Kaliri: This sitcky minion also fits the reduction and beast styles of play. The purpose was to have a Sorcerer's Apprentice but for the purposes of the Talonpriest.
Talonsworn Curse: This is pretty much the cheapest hard removal in the game, however it doesn't actually remove something until the end of your turn. Offensively you won't be able to get around that giant taunt for lethal, but defensively you can get rid of Doomguard for very little. Additionally it works like Polymorph or Hex where your opponent will receive compensation in the form of a 1/2 token.
Phase One post (hero, hero power, promo cards) - here.
Thx for sending me to round 2 :) here we go:
Trickster (hero: Liv) - CCC Phase Two
Sorry in advance for this spoiler about Hero Power, but after we agreed with DialM4Murloc about reworking the "between-step" (the choise window) for my hero power (and Asylum didnt answered my PM yet :) i had to put this somewhere, so hopefully its ok, that its here, but in a spoiler.
U get Poker Cards from your hero power and class cards: u get one random out of 52, but u dont get the same u already have in hand.
(examples below - Poker Card: Ace of Spades (and how it looks when u choose to play it for its effect and not start a play) and example of Play: 'One Pair')
When u play a Poker card, u get an "select option window" (similar to when u choose what to do with Choose One mechanic) and u can either play the card for its effect (Basic Poker Card - Deal 1 damage to a minion) or u can start a Play - for visual explanation pls look here and here.
When u choose a Play, all corresponding cards for chosen Play will glow yellow in your hand and after u select last card that is required to complete the Play, u will get a new card with the Play's name in your hand (like 'One Pair' - ex. above).
All Plays are:
Note: u might wonder, why do Plays offer direct dmg, since u could distribute more damage overall if u just played Poker Cards one by one for 1 damage buffed with Spell Power. Well, u can target only minions with basic Poker Cards and with Plays u can target opponents face ;-) Also there r not gona be any direct spell damage in future for this class, u will have to use your hero power for that, there will however be more ways to get Poker Cards.
Basic Card Set
As example i chose to show u these three cards, they represent 3-cost minions for this class. They each go into different direction with how u want to approach the board, do u want to be agressive and attack, do u want to hide behind taunts or do u want your minions to be able to survive the trade? U choose. In usual scenario, u dont want to oversaturate your 3 mana slot (hard removal for this class also costs 3 mana and u might want to pick a neutral 3 drop), so in deck focused in one direction, u would probably not pick em all :)
Novice
Novice is an unexperienced mercenary unit waiting to be tested in battle.
Balance: I think stats r ok, 90% of 1drops r 2/1 or 1/2 with an effect, so as a class minion without effect, 2/2 is pretty much ok.
Trader's Caravan
Caravan rolled into camp and mercenaries stacked up on new equipment so they r now more durable.
Balance: If u look at Power of the Wild it gives minions +1/+1 and has an option to become minion itself, so with this class theme goin on defensive, i chose to price this at 1 mana and just give bonus health and taunt.
Courtesan
Main attraction in the camp. The more the merrier :)
Balance: Reverse Mana Wraith, same stats and since the effect is also for your opponent and he can choose to use it before he kills her, i think it can be ok (even tho ur gona - almost always - benefit from the effect first).
Mercenary Pikemen
The long range of a pike allowes Pikemen to attack multiple opponents at once.
Balance: Vanilla stats, quite powerful effect, but not hard to remove before he can attack, should be fine.
Spoils of War
You can find all kinds of crap on the battlefield these days. Sometimes its even usable.
Balance: Weaker than Velen's Chosen and a minion has to die before u can cast this, thus lower cost.
Final Blow
When the opponent thinks he's got you, but with your last breath, u manage to take him down with you.
Balance: This will be only hard removal for Trickster class. Lets compare it to Hex for example, same cost, but doesnt leave 0/1 taunt behind, but for that, u need to "sacrifice" one of your minions to be able to cast this spell in a first place.
Siege Tower
Sometimes it's smart to hide, even if it isnt glorious. But then again, since when mercenaries care about glory ...
Balance: One more attack for being a class card over Mogu'shan Warden.
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Welcome to my phase two submission. HERE is my phase 1 submission, if you want to see that. It has an explanation of the hero power, class mechanic, and other themes of this class.
The basic set that I'm submitting this week has a heavy focus on Ice. This is one of the four major themes of Lich: Cold, Shadow, Death, and Scheming. That's not to say the other three won't get any time in the spotlight for the basic set, just less than Cold for the moment.
Why is Cold getting the spotlight? Well, it's mostly because the other 3 aspects depend more on Scheme and Deathrattle, which aren't allowed in the basic set. Also, cold will probably be the most distinctive feature of Lich overall and as such a basic set focused on Ice gives an appropriate introduction to that.
Well, without further ado...
I WILL FREEZE THE BLOOD IN YOUR VEINS!
The Lich
[Hero: Lady Deathwhisper]
[Hero Powers: Empower and Darkchill Blast]
<=>
Example Cards
#1 - Frigid Desolation
#2 - Shatter
#3 - Eternal Wisdom
Remaining 7 Cards:
#4 - Absolute Zero
#5 - Lich Slap
#6 - Frost Maiden
#7 - Shadowfrost Lich
=>
#8 - Devious Plan
#9 - Soul Harvest
#10 - Annihilation
How in the world is 4 mana: Deal 7 damage to a minion BALANCED?
You might look at this card, and accuse it of being designed based on the premise that Shadow Bolt sucks (which is not okay), or say that I'm balancing based on fireball (which is purposefully OP, and as such other cards shouldn't be compared to it), or that regardless It's just OP. But allow me to explain...
As I was looking at cards like Savagery and Shield Slam, I wondered how they could possibly be balanced. I mean, shield slam can easily get to deal 10 or even 20 damage, for 1 mana. I mean sure, it requires setup, but still... if you balance minion damage off of Shadow Bolt, there's not that big of a difference between minion damage and regular damage... so how the heck is 1 Mana: Deal 20 damage to a minion even the slightest bit reasonable?
What I realized is that, unlike pure damage cards (which cap out at around a 29 mana value (29 Mana: Deal 30 damage is technically balanced), since if you increased the damage then it wouldn't matter (unless against a warrior) since the most value you can get is 30 damage, which is worth 29 mana) minion damage caps out at a slightly less than 5 mana value, no matter how high you set the damage. This is because of the card Assassinate, and the common notion that "Destroy a minion" is worth 5 mana on its own. That means you could make a card like:
And, it's actually slightly underpowered! This is because it gives the slight disadvantages of not being able to break divine shield and triggering enemy "whenever this minion is damaged" effects.
Anyway, back to Annihilate. Clearly, not breaking divine shield and triggering effects is not enough of a drawback to justify a card like Holy Moly! to cost only 4 mana. As such, the value we have to choose for damage shouldn't kill every minion in the game. That's why I chose 7, because while it kills most minions, the fairly large category of 8 and 12 health minions escapes this card. I think that a drawback like that is enough to justify a 4 mana cost. Even if it is a little strong, remember that this card isn't a damaging card, it's just a different way of going about hard removal. And this is a game where "execute" is considered balanced...
Enjoy!
On a side note, I'm actually really hyped about Lich development, and I'm sure you guys are probably excited for your classes too. I was thinking of breaking out my LackeyCCG plugin, anyone interested in some playtesting? Please PM me or post in the discussion thread.
Class: Witch Doctor
Hero: Rastakhan
Mechanics: Deathrattle, Voodoo (Indirect Damage)
Phase One post: Here
When preparing for battle, Witch Doctors often craft complex potions. Whilst not considered to be the most epic of brews, the Shaka Brew adds tremendous potency to Witch Doctor powers:
The doctors may consume Shaka Brew before performing special rituals of sacrifice. Voodoo Spirits often volunteer to dissipate in the ceremonial flames, as no living Witch Doctor is actually ever keen to be burned alive:
Firebats flock to the battlefield in great numbers following a ritual of this kind.. only to have their souls sucked out of them by an apparently 'friendly' Witch Doctor.
Other Basic Cards (7):
A perfect candidate for a Jungle Remedy to help grow his adolescent mind.
Keep fewer allies and weapons around to avoid spirit walking into them.
Absorbed life mightn't be given to those who need it most.
A lot of battles can be won without aiming for the real enemy.
Witch Doctors hate the sound of silence.
Too weak to attack, some poisoned enemies clog up space for their allies.
Even if these don't register pain, the enemy "might feel a little tingle"...
To everyone who got me through to Phase II - thanks!!
EDIT: Spoiler formatting
And submissions are closed! Give us just a moment to set up the Poll Topic for Phase II. =)