Many thanks to Mokthol for his Blood Mage card border!
Wizards are arcane spellcasters who have undertaken intensive study of magic in places such as the Violet Citadel of Dalaran or the Academies of Silvermoon in Quel'Thalas. They exercise their magic by wielding staves, and use them to empower their spells. They go into battle commanding their own armies of apprentice wizards, coming from all schools of magic. If 4 words could characterize them, these would be:
Studying, Cooperation, Wisdom, Power
A combination of Rogue's and Mage's, the Wizard's Hero Power equips Aegwynn with a 1/1 Apprentice Staff. With the use of those staves,Aegwynn can hit his enemies from a long-range, without having to engage in a melee battle with them. Thus,Aegwynn takes no damage when he attacks. This ability is also known as Range.
The Wizard is a class which is heavily based on weapons (staves in our case) and Spell Damage abilities. ALL staves have Range. Spell Damage can be found on minions with an inherent Spell Damage ability, on weapons with a Spell Damage bonus while equipped, and on spells which enhance the Spell Damage of minions and weapons. The Wizard is heavily benefited by the presence of a large army of apprentice wizards under his command. Thus, board control is an essential piece for his strategy.
The Wizard is a very simple and interesting class that focuses, initially on establishing board control with small amounts of Spell Damage, maintaining the board during the mid-game, until the necessary cards are gathered to perform a massive attack with powerful Staves.
Scorch: One of the main damaging spells. Unlike its brother, Moonfire, Scorch benefits from Spell Damage and offers great tempo boost.
Apprentice Wizard: Our 1-drop, a cheap boost to Spell Damage for early board control.
Amplified Bolt: Our Eviscerate, it's essential for early-midgame board control or even late game face damage.
Timewalk: A situational card which can buy us some time to perform our final attack.
Voidfire Wand: No Range, 'cause it's a wand, not a staff. Another cheap boost to Spell Damage along with early board control.
Gift of Wisdom: A staple for any Wizard deck, offers a large Spell Damage boost and recycles itself bringing you closer to your combos.
Past Mentality: An alternative way for drawing cards, recycling your important spells.
Magic Frenzy: A straightforward card draw, which benefits much from our cheap spells.
Black Archivist: A large boost to Spell Damage combined with a decent body, this minion drives us from midgame to late game.
Light of Dalaran: Our ultimate board clear, this card returns all minions back to the basic schools of Dalaran.
Insidious Prophet choice cards:
List of minions with Spell Damage (and their stats-based* Cost) summoned by Bloodmagic Curse.
Wrath of Air Totem (1)
Apprentice Wizard (1)
Kobold Geomancer (2)
Bloodmage Thalnos (3)
Dalaran Mage (3)
Soot Spewer (3)
Ogre Magi (4)
Azure Drake* (4)
Dalaran Aspirant (4)
Frigid Snobold (4)
Black Archivist (6)
Average Cost = 3.85
Flame Elementalist: Our basic 2-drop, it's like a Shielded Minibot with a continuous Divine Shield only on your turn.
Mental Anguish: A simple removal which isn't affected by Spell Damage.
Recharge: An alternative way of buffing your weapon. In a class like Rogue it could cost (1), but due to the nature of the Staves, I was forced to value it at (2).
Dancing Staves: Τhis card gives you a chance to benefit from the effects of a weapon for only one turn, at the cost of only (2) mana.
Pyromancy: Our Unleash the Hounds! This card is considered a staple. It benefits from your Spell Damage and enables crazy Magic Frenzy combos.
Wizardry Course: Close to Savage Roar, this card offers possibilities for an alternative playstyle.
Mooncharge: A weapon buff with huge possibilities. Most of the time its cost won't justify the result, but it can get very dangerous with Staff of Eternity. Mainly used for a final strike.
Staff of Wisdom: A simple and effective staff for early game control. Staple in any Wizard deck.
Insidious Prophet: A Loatheb-type minion. It doesn't hinder your opponent that much, but it gives you the possiblity to choose the card type.
Silvermoon Instructor: Another version of Violet Teacher. It provides you with a continuous source of Spell Damage, as long as you keep it alive.
Bloodmagic Curse: Our Bane of Doom! I gave it only 1 damage 'cause most of the time you'll have a Spell Damage bonus anyway.
Dance of Blood: Some more blood magic here. Very effective against heavy control decks, but useless against lower curve decks.
Staff of Eternity: Probably our most devastating weapon. On average, it will be a 4/3, and combos greatly with Mooncharge. Used both for board control and for a finishing blow.
Khadgar: Who else? A master of Spell Damage, along with Gift of Wisdom, he can convert your Scorches into Shadow Bolts, or even Fireballs.
Arcane Giant: A card that serves as a preference addition in any Spell Damage heavy deck. It does not offer much to our strategies, but makes up for a big body for sure.
Goblins vs Gnomes
Mechanical Cauldron: A typical 0 mana vanilla. I put the extra Can't attack effect to ensure that it won't attack even when buffed. It's a cauldron after all!
Goblin Summoner: Surprise! So, that's what is really going on with those cauldrons. They're part of a specific combo, which, if achieved, ensures that you win the early game battle.
Adept Training: The next level of a Wizards training involves absorbing the powers of your opponent's weapon. Clearly a tech card against weapon heavy metas.
Void Conjuror: A disrupting card which should be used at the right time.
Electro-Gnome: He joined our team to teach us Wizards that not only staves can hit from long range, but guns can too. His powers come from his other mechanical friends, but you shouldn't underestimate him even when he's alone.
Staff of Insanity: Careful there, when holding that staff. It may drive you insane! One more nice option for the Wizard, this one works very well with Silvermoon Instructor.
Leeching Bolt: Holy Fire's cousin, this one guarantees that you destroy the enemy minion and heal for that amount, too. You just can't damage the enemy hero.
Queen Azshara: The master of all magic, she knows all of its secrets and protects you from it.
The Grand Tournament
Hero Powers by Blood Path:
Intensive Study: The spells are random among all classes.
Blood Path: Necessary for any Wizard wishes to master Blood Magic. Further enhances the Spell Damage synergy of the class.
Nexus Trinket: A very helpful artifact which offers great spell casting speed!
Channeled Energy: Simple damaging spell.
Ice Tactician: An interesting twist in our strategy that promotes aggro spell-casting.
Specializer: He likes to play with fire. The second card after Pyromancy which grants you Scorches to play with.
Time Slip: Creates a version of your hero coming from an alternate timeline to protect you. When the copy is destroyed, your hero is restored to its previously amount of remaining Health.
Master Eradicator: A permanent Counterspell for low cost spells.
Kael'thas Sunstrider: Doesn't have synergy with our strategy, but includes an Inspire effect, suitable to the expansion, and a signature ability.
Staff of Immortality: An alternative way of reviving minions, this one resembles simply drawing a card.
Cleanse Mind: Can be used both offensively and defensively.
Ethereal Teleporter: Probably the best possible way to protect your board. You just send them elsewhere. Note that the resummoning is part of the Battlecry, so it will still activate even if the Teleporter dies.
If you liked my Class, make sure you have a look at my entire Card Factory.
I really like the idea, although I'd say Mage = Wizard, so I'd name it Arcane Warrior / Arcane Something-Related-To-Fighting (Knight won't do, knights don't use staffs).
Well... That Timewalk of yours seems to be WAY out of line. Maybe as a Legendary Spell that could do, but in that form, for 2 mana... Two is such a small cost for such a strong effect. You're playing against Face Hunter, he used double Kill Command and Hero Power, leaving you on 2 HP, just to finish you in his next turn. Then boom, you magically negate his 8 mana effort for 2 mana? Same with double Fireball.
But I have to say: I absolutely adore Magic Frenzy and Past Mentality. Both remind me of two Magic the Gathering cards and both can be amazing in HS.
Thank you for your comments!
The point with Timewalk is that it can't be used whenever you want to. Many times it will be dead. It's not useful in every meta, but only when specific decks are ruling.
If you liked Magic Frenzy, then you'll surely like how it combos with Pyromancy in the Classic Set!
Thread UPDATED! with the Classic cards. 15 new cards added with brief comments at the end. I'll add Naxx, GVG and BRM soon.
11 final cards added with brief comments at the end. That will be all for now, I'll be waiting for the full Grand Tournament reveal in order to include the newest cards! In the meantime, I'll be working on my new Demon Hunter class concept with an exciting new keyword! Thank you!
This class is sooooo much based around spell damage and it only has 4 damage based spells (5 if you count pyromancy), and there needs some explenation for like Cleanse Mind.
Thank you for your comment! I'm very careful with damaging spell, exactly because there's so much Spell Damage around. Pyromancy is one of the main and stronger cards which fills your hand with multiple damaging spells. Also I added another one in Grand Tourney. Cleanse mind can be used offensively on an enemy minion, or defensively to heal one of yours, or even silence something as an Ancient Watcher.
! ! ! UPDATE ! ! !
Class updated with The Grand Tournament expansion. I made 9 cards just in case, I'll cut 1 if we get 8 again.
Am I the only one to notice that the hero power (and more generally the keyword "Range") is just a Druid HP that would have been buffed ? I mean, ok, you don't get the armor (but druids do not really stack it through HP anyway) but you are Immune when attacking, which is MUCH better than one armor point.
I truly like your work, and the keyword Range is really thematic and "roleplay", but to me, the HP is way too strong (and just a bufffed mix of Rogue and Druid) =/
Thank you for your comment, DeAgio. Some Hero Powers are better than others with Warlock's on the top. It all comes down to the synergy with the class cards. Wizard's HP doesn't synergize with no but 1 card, just like Druid's, opposite to Rogue or Warlock which exploit them the most.
Personally, the biggest difficulty I meet is when I design Hero Powers. I want them to fullfill 3 criteria: Simple (least possible words used), Flavorful (art, name and effect that fit the class) and ALWAYS useable (so that you always have a play, e.g. I don't like Hero Powers that target only minions). There's not much you can do when you set these limitations. I've followed the same logic with Demon Hunter and Moon Priestess (see signature).