Chromie is a member of the Bronze Dragonflight (AKA the best dragonflight), who control time itself. As such, the class theme revolves around my interpretation of time manipulation. There are many effects that let you see what cards are coming, let’s you affect what cards are coming and/or draw, and control the board through bouncing minions to the hand or deck. I envision the class focusing heavily on the strategic value of knowing what cards you are getting in the next few turns and setting up combos (as well as being a heavy control class). The Hero Power works very well for this, looking at your top card and reducing its cost to allow for combos on a later turn. Also, because of the association with the Bronze Dragonflight, there are a number of Dragons at the Chronomancer’s disposal.
Why did I call it Chronomancer?
After I started making my class, I realized other people had probably made Chromie as a hero, since she is so awesome. I browsed around, and found that most people who made Chromie call the class ‘Timewalker’. I don’t think that is a very good name, though. From what I understand, the Timewalkers are a faction, with members varying widely in their abilities and functions. There are people like Bronze Watchers, who have no control over time, as far as I can tell, but are closely aligned with the Bronze Dragonflight. I wanted to create a class that bends time to their will, like Bronze Dragons such as Chromie do. There are members of the Timewalkers called Timeweavers, which are described as practicing chronomancy, which I think is representative of the class I want. Chronomancy is a very general term, as far as magical definitions go, just having to do with time magic, and I wanted to make the class as general as possible, more general than Timeweaver, even. Chromie is a Timewalker, and a chronomancer. Calling the class Timewalker would have been much more restrictive than Timewalker, though, and wouldn’t really have embodied the kind of magic I wanted the class to be doing as well.
I’ve created a full set of cards for every expansion. In that sense, this is “complete”, although I am still tuning, so I would appreciate any feedback you have! I've listed some of my favorite cards first. The rest of the cards are in spoilers, with descriptions. I have everything organized by set, and then at the bottom is the entire collection in cost order.
BASIC:
Repeat: This is basically a combination of Shadowstep and Sap in one card, since it can target either. Chronomancer has a number of these versatile bouncing cards.
Restore: This would only really be useful for big minions, and probably wouldn’t be good enough even then to include in a deck, but I wanted to create some mediocre Basic cards, since all the real classes have them.
Chronoblast: Chronomancer variation on Frostbolt/Darkbomb/Wrath. It may seem strictly worse than these, since ⅔ of the damage comes at the end of the turn, but it is good against minions with Divine Shield. One Chronoblast kills Shielded Minibot. Also, it gets double the benefit from Spell Damage because of how it works.
Freeze Time: This is a variation on Frost Nova. It’s cheaper if you have no minions or don’t attack before you play it, but it becomes expensive if you are attacking first before you play it.
Lorekeeper: This is a card that’s meant to help out control-heavy decks that last a long time. You can use spells more times per game than normal with this card.
Bronze Drake: I tried to make this a pretty simple card. This is one of several options Chronomancer has for card draw, which should work well with their hero power.
Suspend Animation: I think a card like this would be a good addition to the game. It is a less reliable removal card than something like Assassinate, so it is cheaper. “Can’t Attack” can be silenced off, and it is pretty much useless against Taunt minions.
Timeless Knowledge: This is another card I tried to make purposefully mediocre. It is kinda like a combination of Arcane Intellect and Far Sight, which I think works with the Chronomancer theme pretty well. It could be good for setting up combos, but it would probably be too expensive to use in a deck.
Haste: I tried to give Chronomancer a finisher with this card. Note that it is not the same as giving minion Windfury, since Windfury minions would actually be able to attack a third time with this card. Minions without Charge still wouldn’t be able to attack on their first turn even if you played this.
Restart: This is an AOE board clear spell, similar to Twisting Nether. It targets your own minions as well. It is cheaper because it just shuffles the minions into the deck, so they will end up coming back out again. Plus, bouncing cards is Chronomancer’s specialty.
CLASSIC:
Wrinkle: This is a cheap removal spell with a downside, since your opponent gets a card. There are several other cards that let you set it up by either putting a specific card on your opponent’s deck or revealing their top card(s). I worded it this way specifically so that it wouldn’t trigger draw effects.
Bronze Whelp: Chronomancer’s 1 mana 1/3. It gets more powerful when it is bounced to your hand or deck (or even when it goes from your hand to your deck). In this way, it is similar to other cards that get buffed in your hand (e.g., Bolvar Fordragon).
Slow: The effect of this card is similar to Freeze if you play it on a minion that just attacked you. In that case, it won’t be able to attack on the next turn. Again, I was trying to make a purposefully mediocre card. It is only 1 mana, though.
Echo: This card just copies the effect of the last battlecry, no the target. If the last battlecry was targeted, you choose the target, in the same way you would choose the target for any targeted spell. It can’t copy battlecries for legendary minions, because some of those are really powerful. I especially didn’t want people to have three Reno Jackson battlecries per game.
Shape Time: This is the epitome of a Chronomancer card. It lets you order your next three cards (which means you can set up for cards that depend on your top card) and you draw one. It’s basically a better Tracking.
Recover: This card is similar to Commanding Shout, in that you can trade in to minions without really losing your own minions. It’s best when you have good battlecries, because you will get them again.
Rewind: This is another versatile bouncing card, because you can use it on enemy or friendly minions. It lets you set up for cards that depend on the top card of the deck for either side.
Steward of Time: This is like Frothing Berserker or Holy Champion, in that it gains help based on the class theme. Here, it is bouncing cards. It is harder to bounce cards that to damage minions or heal, so it has better stats than its counterparts.
Temporal Vortex: This is one of Chronomancer’s AOEs. I wanted to make Chronomancher have unreliable AOEs like Warlock. Playing this card is a gamble if you don’t know your top card, and it hurts your own minions. It can deal a ton of damage for its cost, but using your Hero Power to fix the cost also means it will deal less damage from the cost reduction, which I think is a good tradeoff. This would combo really well with Rewind.
Chrono Strike: This would probably be a good control card. You choose the damage target, but how much damage is done is based on a random friendly minion To do a good amount of damage, you need to have a card with a decent mana cost. So if you have one high-cost minion, this is a sure, high damage spell. With the downside that you return a card to hand.
Rend Timeline: This is meant to be kind of a hybrid card. It is expensive removal for lower-cost cards, because it deals 4 damage for 5 mana, but it is a very good cost removal for high-health cards, because in that case it is a more efficient recycle. If it doesn’t kill the minion, it won’t trigger the deathrattle. It is probably best for Tirion Fordring.
Timeweaver: With this card, you have to choose the target first. If you don’t know what your top card is, it is then RNG whether you will heal or damage it. Fortunately, Chronomancer has a number of ways to reveal or set the top card (including the Hero Power), which makes this card more reliable.
Bronze Dragon: This card gives you both strategic value in knowing what’s on the bottom of your deck as well as a card draw. And it has a big body as well. I’m not sure if it’s worth the cost, but I think it fits the Classic set well.
Revert: People have been proposing this kind of effect since Alpha (mostly as a new effect for Nozdormu). So, I had to make a card like this. The would work as a good AOE board clear, if used correctly. It would change everything on the board to how it was at the beginning of last turn (not this turn). It would also change the heroes’ health to how it was, but it wouldn’t change mana crystals, hands, or decks. This means that any minions that were played since the beginning of your last turn would be effectively destroyed, without triggering death effects. It would be hard to use, but potentially very powerful, so I made it expensive.
Nozdormu: I’ve always hated how terrible Nozdormu is. I tried very hard to get him changed in the beta, but nothing ever came of it. Since I was making a new Chronomancer class, why not make a new Nozdormu then? This version replaces the current one, and who could possibly complain about that? I wanted to keep the cost and stats the same, so I tried to give him a powerful effect that fits with the theme. Knowing both your and your opponent’s next three cards would have huge strategic value, and it is an ongoing effect, so it stays powerful the longer it stays out. Note that it is not a Battlecry, but it does have an immediate impact. It is great for setting up a number of Chronomancer cards.
NAXX:
Age: After the classic set I made, I thought Chronomancer needed some reliable removal, so that is what this card is. It is the first permanent stat reduction card, but it is a logical extension of what Shrinkmeister does. Even if the -2 health can't kill your target, the -2 attack can take it out of the picture.
GVG:
Time Bomb: Removal cards with restrictions can be more powerful, such asBackstab. This is the same. Not being able to target cards that were just played by your opponent is a large detriment, so it is very efficient for its cost. Note that the restriction only applies to cards your opponent played, not ones that were summoned or put into play by other means. So something like Misha, or a minion put into play by Deathlord are fair game immediately.
Time Loop: This is kind of a weird card. If you cast this on a minion, it makes it better at clearing the board, but makes it essentially useless for attacking the enemy hero. Like it says, at the end of every turn, any minion in damaged that turn is healed back up by the same amount, and any damage it took that turn is healed back. If you killed a minion, that minion stays dead, though. And it can also be used for a finishing blow on the hero because you never make it to the end of the turn in that case.
Time Traveler: This is like a variation on overload. I tried to make the card so that it is backwards; it is summoned before you play it, basically. You pay for it the turn after it dies. Might be good in fast decks, but I'm not sure. It would be best if you drew it during your opponent's turn somehow.
Gnomish Chronogineer: This is another card that is meant to combo with the Hero Power and other similar cards. If you don’t know your top card, it’s a crap shoot on what is returned to hand, but you can get control over it when you do know. Note that it can never return itself to your hand, though.
Merge Timelines: This is another versatile control card. You can use it to either make a big enemy minion into a smaller threat, or make one of your smaller minions into a larger threat. Best used on enemy minions with strong Deathrattles. It does have an RNG factor.
Temporal Mechanic: This is the obligatory GvG Mech synergy card. Note that it combos with both card draw and effects that let you know your next cards, both of which are Chronomancer’s speciality.
Time Machine: This card only gives you a net draw of one, unless you can use up the three cards you draw quickly. It also lets you know what cards are coming up after it dies, since you know which cards you put back on your deck and in which order, which combos with other Chronomancer cards.
Murozond: In WoW, Murozond is at the end of time, and in Hearthstone, he is at the end of your deck. This fits best into control decks that last until fatigue. Since he is always your last card, he is mana efficient and immune to control spells. He is vulnerable to Big Game Hunter, but who keeps one of those until the end of the game? Note also that Murozond has a combo with Bronze Dragon.
BRM:
Unravel: A keyword here means effects that are in bold. These are: Charge, Taunt, Battlecry, Deathrattle, Stealth, Divine Shield, Windfury, Inspire, and Discover. If it’s lost Charge, Stealth, or Divine Shield, or the Battlecry has already triggered, that doesn’t matter, as long as the effect is in the card text. This is the ultimate counter to Tirion Fordring. For most other minions, it is an expensive silence, or a slightly better Earth Shock.
Drakonid Warden: BRM started Dragon synergy, and Chronomancer is kinda like a dragon class, so I thought they needed one. Drakonid Warden fits in with the cost reduction theme, and it also gives theme a Taunt card, which they might need.
TGT:
Fork Timeline: This is another versatile bouncing spell. You can use it on your own minions, in which case you get a card, at the cost of bouncing a friendly minion to hand. Best used with good battlecries. In a pinch, you can use it like Sap on enemies, but with the downside of giving your opponent a copy of that card.
Timeless Jouster: This is another card that sets your top card. Like other jousters, it isn’t reliable, but its stats aren’t bad. Maybe it wouldn't see play if this all were real, but that's a problem with the jousting mechanic.
Back From the Future!: This card was inspired by a quest in Wrath of the Lich King, Mystery of the Infinite. In it, Future You helps you complete a quest. When you cast this spell, you get an exact copy of a friendly minion, except that the new copy will be named Future Self, and the old minion will have a deathrattle that kills Future Self if it dies. Because that’s how time travel works, right?
Timewalker Aspirant: This card can help you set up for Wrinkle, plus it’s a good control card. Not that it won’t work if none of the minions it has damaged have survived. It would work well against both control and aggro decks in that way. Unless your opponent uses a removal spell on it, they will either need to use multiple minions to kill it, or a large minion, which will then go on top of their deck and take up their next draw.
Bronze Watcher: This is another card that combos with your Hero Power. It is still good if you don’t know your top card before using it, although it has a good chance of giving you The Coin, because the cost reduction happens before the Inspire effect. Because of that, it probably isn’t as useful as something like Nexus-Champion Saraad. Which is commensurate with its rarity.
End Times: This card creates an ongoing effect. At the end of each turn, a random minion is killed for each player, unless one player has no minions. In that case, the ongoing effect ends. It would work best in aggro decks that can afford to lose minions, or if you could get a lot of tokens in a control deck.
Distortion Bomb: I thought Chronomancer needed a more reliable AOE, and it fits the TGT hero power theme. This card gets better as the game progresses, and if you use your hero power a lot. If you’ve only used it twice, it's a worse Consecration. Once you use it four times, though, it’s a betterFlamestrike. Because it kinda sucks in the early game, I think it is balanced.
Xarantaur: This guy is also from Wrath of the Lich King, from a series of quest in the Storm Peaks. He’s one of the Bronze Watchers, and has a powerful ongoing effect similar to Nozdormu (my Nozdormu, not the terrible actual version). It just gives you back cards that were played, which aren’t as good as Dream cards, so Xarantaur is more accessible thanYsera, for not quite as great a reward. It won’t give you Legendary cards, because that would be crazy OP, especially since you could play it on turn 6 and immediately get a second Xaranataur.
Cosmic Alignment: This is a card meant to facilitate cost-reduction combos, which is meant to be one of Chronomancer’s strong suits. I made the card really expensive, and limited the scope of the effect to the same turn, to try to keep if from creating really OP moves. So, it’s point is to let you play to cards whose costs total more than 10 in the same turn. To compensate you use up an extra card and all your mana.
LOE:
Revise History: This is another card to let you set your top card. It’s similar toConvert, but it works on any minion, and uses up your next card draw.
Senior Historian: With Revise History and my TGT card, this is part of a theme in letting you get additional copies of cards you have played. You can also get something your opponent played.
Time-Frozen Specimen: This is meant to represent the frozen people sitting around in the Caverns of Time. What better way to study archaeology or anthropology than to have actual people from that time period? I set the cost for the based on Ancient Watcher and Mana Tide Totem. It is basically a combination of the two. The card draw on this is worse than Mana Tide in that it is at the beginning of your turn, but you get to Discover the card, so the effects is probably the same, on net value. I designed it so that your opponent will want to trade into it, even though it can’t attack. And if it’s silenced, it loses its card draw, but it can then attack like a normal minion.
Maybe a balanced extra turn card? "Time walk: (8) mana spell. " Take an extra turn after this one. Your opponent and his creatures are immune until his next turn " ? It gives you the ability to play more minions and build your board.
Maybe a balanced extra turn card? "Time walk: (8) mana spell. " Take an extra turn after this one. Your opponent and his creatures are immune until his next turn " ? It gives you the ability to play more minions and build your board.
I've thought a lot about cards that give you extra turns, since people often make things like that on these forums. They work in other card games, like MTG, but I am not sure you could make a balanced spell like that in Hearthstone, because it is so much more powerful here. For one thing, if I made a card like that for Chronomancer, I think I would have to take out Cosmic Alignment and Haste, because they would combo too well. But, Haste and Cosmic Alignment are already similar to taking an extra turn. Haste lets you attack as if you had an extra turn, and Cosmic Alignment let's you cast two turns worth of spells in one turn. I think both of those spells are already pretty powerful, and might even need nerfing if this ever became a real class. It's hard to say, though, since Bloodlust is similar to Haste but isn't OP, and I purposefully made Cosmic Alignment take up pretty much all your mana.
Chromie, the Chronomancer
Justicar Trueheart Hero Power:
Chromie is a member of the Bronze Dragonflight (AKA the best dragonflight), who control time itself. As such, the class theme revolves around my interpretation of time manipulation. There are many effects that let you see what cards are coming, let’s you affect what cards are coming and/or draw, and control the board through bouncing minions to the hand or deck. I envision the class focusing heavily on the strategic value of knowing what cards you are getting in the next few turns and setting up combos (as well as being a heavy control class). The Hero Power works very well for this, looking at your top card and reducing its cost to allow for combos on a later turn. Also, because of the association with the Bronze Dragonflight, there are a number of Dragons at the Chronomancer’s disposal.
Why did I call it Chronomancer?
After I started making my class, I realized other people had probably made Chromie as a hero, since she is so awesome. I browsed around, and found that most people who made Chromie call the class ‘Timewalker’. I don’t think that is a very good name, though. From what I understand, the Timewalkers are a faction, with members varying widely in their abilities and functions. There are people like Bronze Watchers, who have no control over time, as far as I can tell, but are closely aligned with the Bronze Dragonflight. I wanted to create a class that bends time to their will, like Bronze Dragons such as Chromie do. There are members of the Timewalkers called Timeweavers, which are described as practicing chronomancy, which I think is representative of the class I want. Chronomancy is a very general term, as far as magical definitions go, just having to do with time magic, and I wanted to make the class as general as possible, more general than Timeweaver, even. Chromie is a Timewalker, and a chronomancer. Calling the class Timewalker would have been much more restrictive than Timewalker, though, and wouldn’t really have embodied the kind of magic I wanted the class to be doing as well.
I’ve created a full set of cards for every expansion. In that sense, this is “complete”, although I am still tuning, so I would appreciate any feedback you have! I've listed some of my favorite cards first. The rest of the cards are in spoilers, with descriptions. I have everything organized by set, and then at the bottom is the entire collection in cost order.
BASIC:
Repeat: This is basically a combination of Shadowstep and Sap in one card, since it can target either. Chronomancer has a number of these versatile bouncing cards.
Restore: This would only really be useful for big minions, and probably wouldn’t be good enough even then to include in a deck, but I wanted to create some mediocre Basic cards, since all the real classes have them.
Chronoblast: Chronomancer variation on Frostbolt/Darkbomb/Wrath. It may seem strictly worse than these, since ⅔ of the damage comes at the end of the turn, but it is good against minions with Divine Shield. One Chronoblast kills Shielded Minibot. Also, it gets double the benefit from Spell Damage because of how it works.
Freeze Time: This is a variation on Frost Nova. It’s cheaper if you have no minions or don’t attack before you play it, but it becomes expensive if you are attacking first before you play it.
Lorekeeper: This is a card that’s meant to help out control-heavy decks that last a long time. You can use spells more times per game than normal with this card.
Bronze Drake: I tried to make this a pretty simple card. This is one of several options Chronomancer has for card draw, which should work well with their hero power.
Suspend Animation: I think a card like this would be a good addition to the game. It is a less reliable removal card than something like Assassinate, so it is cheaper. “Can’t Attack” can be silenced off, and it is pretty much useless against Taunt minions.
Timeless Knowledge: This is another card I tried to make purposefully mediocre. It is kinda like a combination of Arcane Intellect and Far Sight, which I think works with the Chronomancer theme pretty well. It could be good for setting up combos, but it would probably be too expensive to use in a deck.
Haste: I tried to give Chronomancer a finisher with this card. Note that it is not the same as giving minion Windfury, since Windfury minions would actually be able to attack a third time with this card. Minions without Charge still wouldn’t be able to attack on their first turn even if you played this.
Restart: This is an AOE board clear spell, similar to Twisting Nether. It targets your own minions as well. It is cheaper because it just shuffles the minions into the deck, so they will end up coming back out again. Plus, bouncing cards is Chronomancer’s specialty.
CLASSIC:
Wrinkle: This is a cheap removal spell with a downside, since your opponent gets a card. There are several other cards that let you set it up by either putting a specific card on your opponent’s deck or revealing their top card(s). I worded it this way specifically so that it wouldn’t trigger draw effects.
Bronze Whelp: Chronomancer’s 1 mana 1/3. It gets more powerful when it is bounced to your hand or deck (or even when it goes from your hand to your deck). In this way, it is similar to other cards that get buffed in your hand (e.g., Bolvar Fordragon).
Slow: The effect of this card is similar to Freeze if you play it on a minion that just attacked you. In that case, it won’t be able to attack on the next turn. Again, I was trying to make a purposefully mediocre card. It is only 1 mana, though.
Echo: This card just copies the effect of the last battlecry, no the target. If the last battlecry was targeted, you choose the target, in the same way you would choose the target for any targeted spell. It can’t copy battlecries for legendary minions, because some of those are really powerful. I especially didn’t want people to have three Reno Jackson battlecries per game.
Shape Time: This is the epitome of a Chronomancer card. It lets you order your next three cards (which means you can set up for cards that depend on your top card) and you draw one. It’s basically a better Tracking.
Recover: This card is similar to Commanding Shout, in that you can trade in to minions without really losing your own minions. It’s best when you have good battlecries, because you will get them again.
Rewind: This is another versatile bouncing card, because you can use it on enemy or friendly minions. It lets you set up for cards that depend on the top card of the deck for either side.
Steward of Time: This is like Frothing Berserker or Holy Champion, in that it gains help based on the class theme. Here, it is bouncing cards. It is harder to bounce cards that to damage minions or heal, so it has better stats than its counterparts.
Temporal Vortex: This is one of Chronomancer’s AOEs. I wanted to make Chronomancher have unreliable AOEs like Warlock. Playing this card is a gamble if you don’t know your top card, and it hurts your own minions. It can deal a ton of damage for its cost, but using your Hero Power to fix the cost also means it will deal less damage from the cost reduction, which I think is a good tradeoff. This would combo really well with Rewind.
Chrono Strike: This would probably be a good control card. You choose the damage target, but how much damage is done is based on a random friendly minion To do a good amount of damage, you need to have a card with a decent mana cost. So if you have one high-cost minion, this is a sure, high damage spell. With the downside that you return a card to hand.
Rend Timeline: This is meant to be kind of a hybrid card. It is expensive removal for lower-cost cards, because it deals 4 damage for 5 mana, but it is a very good cost removal for high-health cards, because in that case it is a more efficient recycle. If it doesn’t kill the minion, it won’t trigger the deathrattle. It is probably best for Tirion Fordring.
Timeweaver: With this card, you have to choose the target first. If you don’t know what your top card is, it is then RNG whether you will heal or damage it. Fortunately, Chronomancer has a number of ways to reveal or set the top card (including the Hero Power), which makes this card more reliable.
Bronze Dragon: This card gives you both strategic value in knowing what’s on the bottom of your deck as well as a card draw. And it has a big body as well. I’m not sure if it’s worth the cost, but I think it fits the Classic set well.
Revert: People have been proposing this kind of effect since Alpha (mostly as a new effect for Nozdormu). So, I had to make a card like this. The would work as a good AOE board clear, if used correctly. It would change everything on the board to how it was at the beginning of last turn (not this turn). It would also change the heroes’ health to how it was, but it wouldn’t change mana crystals, hands, or decks. This means that any minions that were played since the beginning of your last turn would be effectively destroyed, without triggering death effects. It would be hard to use, but potentially very powerful, so I made it expensive.
Nozdormu: I’ve always hated how terrible Nozdormu is. I tried very hard to get him changed in the beta, but nothing ever came of it. Since I was making a new Chronomancer class, why not make a new Nozdormu then? This version replaces the current one, and who could possibly complain about that? I wanted to keep the cost and stats the same, so I tried to give him a powerful effect that fits with the theme. Knowing both your and your opponent’s next three cards would have huge strategic value, and it is an ongoing effect, so it stays powerful the longer it stays out. Note that it is not a Battlecry, but it does have an immediate impact. It is great for setting up a number of Chronomancer cards.
NAXX:
Age: After the classic set I made, I thought Chronomancer needed some reliable removal, so that is what this card is. It is the first permanent stat reduction card, but it is a logical extension of what Shrinkmeister does. Even if the -2 health can't kill your target, the -2 attack can take it out of the picture.
GVG:
Time Bomb: Removal cards with restrictions can be more powerful, such asBackstab. This is the same. Not being able to target cards that were just played by your opponent is a large detriment, so it is very efficient for its cost. Note that the restriction only applies to cards your opponent played, not ones that were summoned or put into play by other means. So something like Misha, or a minion put into play by Deathlord are fair game immediately.
Time Loop: This is kind of a weird card. If you cast this on a minion, it makes it better at clearing the board, but makes it essentially useless for attacking the enemy hero. Like it says, at the end of every turn, any minion in damaged that turn is healed back up by the same amount, and any damage it took that turn is healed back. If you killed a minion, that minion stays dead, though. And it can also be used for a finishing blow on the hero because you never make it to the end of the turn in that case.
Time Traveler: This is like a variation on overload. I tried to make the card so that it is backwards; it is summoned before you play it, basically. You pay for it the turn after it dies. Might be good in fast decks, but I'm not sure. It would be best if you drew it during your opponent's turn somehow.
Gnomish Chronogineer: This is another card that is meant to combo with the Hero Power and other similar cards. If you don’t know your top card, it’s a crap shoot on what is returned to hand, but you can get control over it when you do know. Note that it can never return itself to your hand, though.
Merge Timelines: This is another versatile control card. You can use it to either make a big enemy minion into a smaller threat, or make one of your smaller minions into a larger threat. Best used on enemy minions with strong Deathrattles. It does have an RNG factor.
Temporal Mechanic: This is the obligatory GvG Mech synergy card. Note that it combos with both card draw and effects that let you know your next cards, both of which are Chronomancer’s speciality.
Time Machine: This card only gives you a net draw of one, unless you can use up the three cards you draw quickly. It also lets you know what cards are coming up after it dies, since you know which cards you put back on your deck and in which order, which combos with other Chronomancer cards.
Murozond: In WoW, Murozond is at the end of time, and in Hearthstone, he is at the end of your deck. This fits best into control decks that last until fatigue. Since he is always your last card, he is mana efficient and immune to control spells. He is vulnerable to Big Game Hunter, but who keeps one of those until the end of the game? Note also that Murozond has a combo with Bronze Dragon.
BRM:
Unravel: A keyword here means effects that are in bold. These are: Charge, Taunt, Battlecry, Deathrattle, Stealth, Divine Shield, Windfury, Inspire, and Discover. If it’s lost Charge, Stealth, or Divine Shield, or the Battlecry has already triggered, that doesn’t matter, as long as the effect is in the card text. This is the ultimate counter to Tirion Fordring. For most other minions, it is an expensive silence, or a slightly better Earth Shock.
Drakonid Warden: BRM started Dragon synergy, and Chronomancer is kinda like a dragon class, so I thought they needed one. Drakonid Warden fits in with the cost reduction theme, and it also gives theme a Taunt card, which they might need.
TGT:
Fork Timeline: This is another versatile bouncing spell. You can use it on your own minions, in which case you get a card, at the cost of bouncing a friendly minion to hand. Best used with good battlecries. In a pinch, you can use it like Sap on enemies, but with the downside of giving your opponent a copy of that card.
Timeless Jouster: This is another card that sets your top card. Like other jousters, it isn’t reliable, but its stats aren’t bad. Maybe it wouldn't see play if this all were real, but that's a problem with the jousting mechanic.
Back From the Future!: This card was inspired by a quest in Wrath of the Lich King, Mystery of the Infinite. In it, Future You helps you complete a quest. When you cast this spell, you get an exact copy of a friendly minion, except that the new copy will be named Future Self, and the old minion will have a deathrattle that kills Future Self if it dies. Because that’s how time travel works, right?
Timewalker Aspirant: This card can help you set up for Wrinkle, plus it’s a good control card. Not that it won’t work if none of the minions it has damaged have survived. It would work well against both control and aggro decks in that way. Unless your opponent uses a removal spell on it, they will either need to use multiple minions to kill it, or a large minion, which will then go on top of their deck and take up their next draw.
Bronze Watcher: This is another card that combos with your Hero Power. It is still good if you don’t know your top card before using it, although it has a good chance of giving you The Coin, because the cost reduction happens before the Inspire effect. Because of that, it probably isn’t as useful as something like Nexus-Champion Saraad. Which is commensurate with its rarity.
End Times: This card creates an ongoing effect. At the end of each turn, a random minion is killed for each player, unless one player has no minions. In that case, the ongoing effect ends. It would work best in aggro decks that can afford to lose minions, or if you could get a lot of tokens in a control deck.
Distortion Bomb: I thought Chronomancer needed a more reliable AOE, and it fits the TGT hero power theme. This card gets better as the game progresses, and if you use your hero power a lot. If you’ve only used it twice, it's a worse Consecration. Once you use it four times, though, it’s a betterFlamestrike. Because it kinda sucks in the early game, I think it is balanced.
Xarantaur: This guy is also from Wrath of the Lich King, from a series of quest in the Storm Peaks. He’s one of the Bronze Watchers, and has a powerful ongoing effect similar to Nozdormu (my Nozdormu, not the terrible actual version). It just gives you back cards that were played, which aren’t as good as Dream cards, so Xarantaur is more accessible thanYsera, for not quite as great a reward. It won’t give you Legendary cards, because that would be crazy OP, especially since you could play it on turn 6 and immediately get a second Xaranataur.
Cosmic Alignment: This is a card meant to facilitate cost-reduction combos, which is meant to be one of Chronomancer’s strong suits. I made the card really expensive, and limited the scope of the effect to the same turn, to try to keep if from creating really OP moves. So, it’s point is to let you play to cards whose costs total more than 10 in the same turn. To compensate you use up an extra card and all your mana.
LOE:
Revise History: This is another card to let you set your top card. It’s similar toConvert, but it works on any minion, and uses up your next card draw.
Senior Historian: With Revise History and my TGT card, this is part of a theme in letting you get additional copies of cards you have played. You can also get something your opponent played.
Time-Frozen Specimen: This is meant to represent the frozen people sitting around in the Caverns of Time. What better way to study archaeology or anthropology than to have actual people from that time period? I set the cost for the based on Ancient Watcher and Mana Tide Totem. It is basically a combination of the two. The card draw on this is worse than Mana Tide in that it is at the beginning of your turn, but you get to Discover the card, so the effects is probably the same, on net value. I designed it so that your opponent will want to trade into it, even though it can’t attack. And if it’s silenced, it loses its card draw, but it can then attack like a normal minion.
Cost Ordered Full Collection:
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Maybe a balanced extra turn card? "Time walk: (8) mana spell. " Take an extra turn after this one. Your opponent and his creatures are immune until his next turn " ? It gives you the ability to play more minions and build your board.
Love it. Massive amount of work here. All the cards seem balanced as well, great job!
Come Play Make the Keyword!!!
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Lots of art from MTG. Don't know why that's relevant but idk
Looks good :)
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition