I was inspired by the 'Color Pie' re-shuffle from way back when in Magic the Gathering, when it was discovered that Blue had more than its fair share of keywords and mechanics, which made it predominantly the strongest color.
Wizards then re-shuffled many keywords and abilities to create a more balanced environment moving forward, and in my opinion created a much more enjoyable environment overall. At the very least, it gave each color more identity than it had previous to the shuffle.
My intent with this post is merely to identify what keywords and mechanics are allocated to the different classes CURRENTLY, because I am interested if a reshuffle is even neccessary.
Here is my list so far, and I welcome and appreciate additions/subtractions/modifications from the community.
Yeah I was hesitant to include that since there are only 2 cards supporting the mechanic and that seemed a little too small of a sample size. But it is a very cool mechanic and I hope they flesh it out more in future expansions.
Also adding the 'Resurrection' mechanic to Priests for the same reasons.
Rogue has a lot of stealth cards. In fact, the 1 mana secrets were originally made for rogue not paladin because they represent the stealth ability from WoW (hunter secrets represent camouflage and mage secrets represent invisibility), but they gave them to paladin because stealth became a mechanic itself that is mostly associated with rogue, so you should add it to the list.
Rogue has a lot of stealth cards. In fact, the 1 mana secrets were originally made for rogue not paladin because they represent the stealth ability from WoW (hunter secrets represent camouflage and mage secrets represent invisibility), but they gave them to paladin because stealth became a mechanic itself that is mostly associated with rogue, so you should add it to the list.
I originally had stealth in there, not sure how it went missing. Maybe it's in Stealth mode already?? Anyways, thanks for pointing out that it's missing!
Uh dragon synergy? Like Priest, Warrior, even Mage and Paladin? Even C'Thun synergy might be a thing in certain classes (especially Warrior and Priest, forget about warlock lol)
Uh dragon synergy? Like Priest, Warrior, even Mage and Paladin? Even C'Thun synergy might be a thing in certain classes (especially Warrior and Priest, forget about warlock lol)
As far as Dragon synergy, those classes only have 2 cards that synergize. While that IS more than the other classes, I'm trying to only include mechanics that have 3 or more cards.
As far as C'Thun goes, that is just a single-set gimmick. I don't believe they will ever bring that back.
Uh dragon synergy? Like Priest, Warrior, even Mage and Paladin? Even C'Thun synergy might be a thing in certain classes (especially Warrior and Priest, forget about warlock lol)
I'd include Druid if C'thun synergy was added to the list, but I'd say it has been stated as not continuing in the future so not sure if it's right for this list.
I would add Taunt to Druid, and possibly some term to reference playing big minions. That may be covered by the ramp section, but the focus on things like AoW, Lumberer and the 8/8 taunt existing, along with the Arakkoa C'thun buffer suggests they have a theme like traditional Green in MtG of fewer big minions rather than flooding small minions (like Zoo in HS, White Weenie and Red Goblin in MtG old school days)
I would add Taunt to Druid, and possibly some term to reference playing big minions. That may be covered by the ramp section, but the focus on things like AoW, Lumberer and the 8/8 taunt existing, along with the Arakkoa C'thun buffer suggests they have a theme like traditional Green in MtG of fewer big minions rather than flooding small minions (like Zoo in HS, White Weenie and Red Goblin in MtG old school days)
Added taunt. I'm not sure about "big minions" as a mechanic, I think that over time, all classes will get minions of every size.
For Hunter, there have been three cards that get more powerful if your hand is empty. Enough to call it a mechanic.
Paladin has cards that change power or toughness to a specific number. Humility, Peacekeeper, Equality, Repentance, Keeper. None of the other classes can do that.
I'm not sure Priest has any special claim to the Silence mechanic. With Purify, that's what, two cards?
Warlock has symmetrical destruction effects (Hellfire, Dread Infernal, Twisting Nether), cards that care about the number of minions on board (Anima Golem, Darkshire Councilman, Reliquary Seeker), and sacrifice effects (Power Overwhelming, Void Terror, Shadowflame).
Warrior has three Whirlwinds at this point, so I think that's a theme.
For Hunter, there have been three cards that get more powerful if your hand is empty. Enough to call it a mechanic.
Paladin has cards that change power or toughness to a specific number. Humility, Peacekeeper, Equality, Repentance, Keeper. None of the other classes can do that.
I'm not sure Priest has any special claim to the Silence mechanic. With Purify, that's what, two cards?
Warlock has symmetrical destruction effects (Hellfire, Dread Infernal, Twisting Nether), cards that care about the number of minions on board (Anima Golem, Darkshire Councilman, Reliquary Seeker), and sacrifice effects (Power Overwhelming, Void Terror, Shadowflame).
Warrior has three Whirlwinds at this point, so I think that's a theme.
Priest has now 3 silence cards, counting Mass Dispel.
The Warlock cards that care about the amount of minions are imo covered by the token generation.
The life payments, symmetrical AoEs, sacrifice effects and discard could be combined into one group of drawbacks (or not), but discard synergies should be mentioned separately.
Shaman also has a lot of random cards, even the hero power is unique in this sense. But, more importantly, Shaman has random spell damage, which is a unique mechanic of this class (except from warlock's Imp-losion I think), with Crackle, Elemental Destruction and Lightning Storm, plus Fireguard Destroyer which shares the same concept but in the form of a minion's battlecry,
Shaman also has a lot of random cards, even the hero power is unique in this sense. But, more importantly, Shaman has random spell damage, which is a unique mechanic of this class (except from warlock's Imp-losion I think), with Crackle, Elemental Destruction and Lightning Storm, plus Fireguard Destroyer which shares the same concept but in the form of a minion's battlecry,
I am also going to add Random Damage (to controlled targets) to Shaman as that seems to be a supported mechanic as well.
Hunter would be a minor 3rd with Multi-Shot and Deadly Shot. I'm not super-convinced this is a mechanic in Hunter, but if I get a 3rd opinion either way, i'll probably go with that.
Hi All,
I was inspired by the 'Color Pie' re-shuffle from way back when in Magic the Gathering, when it was discovered that Blue had more than its fair share of keywords and mechanics, which made it predominantly the strongest color.
Wizards then re-shuffled many keywords and abilities to create a more balanced environment moving forward, and in my opinion created a much more enjoyable environment overall. At the very least, it gave each color more identity than it had previous to the shuffle.
My intent with this post is merely to identify what keywords and mechanics are allocated to the different classes CURRENTLY, because I am interested if a reshuffle is even neccessary.
Here is my list so far, and I welcome and appreciate additions/subtractions/modifications from the community.
Druid:
Hunter:
Mage:
Paladin:
Priest:
Shaman:
Rogue:
Warrior:
Warlock:
Class Mechanics Distribution List
I guess Shaman has Evolve, maybe not forever.
Yeah I was hesitant to include that since there are only 2 cards supporting the mechanic and that seemed a little too small of a sample size. But it is a very cool mechanic and I hope they flesh it out more in future expansions.
Also adding the 'Resurrection' mechanic to Priests for the same reasons.
Class Mechanics Distribution List
Substitute charge with taunt for warrior.
Class Mechanics Distribution List
Class Mechanics Distribution List
Some mechanics for Rogue might include cards shuffling into the deck like Gang Up and Beneath the Grounds.
Another would be the "Deal X damage to an undamaged minion" text.
Also, Rogues have quite a bit of Pirate synergy.
Another would be the "Return to the hand" mechanic seen in Sap, Vanish, and even Anub'arak
Class Mechanics Distribution List
Rogue has a lot of stealth cards. In fact, the 1 mana secrets were originally made for rogue not paladin because they represent the stealth ability from WoW (hunter secrets represent camouflage and mage secrets represent invisibility), but they gave them to paladin because stealth became a mechanic itself that is mostly associated with rogue, so you should add it to the list.
Valar Morghulis
Class Mechanics Distribution List
Uh dragon synergy? Like Priest, Warrior, even Mage and Paladin? Even C'Thun synergy might be a thing in certain classes (especially Warrior and Priest, forget about warlock lol)
Just remember the good times!
Class Mechanics Distribution List
Class Mechanics Distribution List
Class Mechanics Distribution List
And there you can see why Zoolock is the only existing Warlock deck that isn't built around a single card but rather a concept and itself.
For Hunter, there have been three cards that get more powerful if your hand is empty. Enough to call it a mechanic.
Paladin has cards that change power or toughness to a specific number. Humility, Peacekeeper, Equality, Repentance, Keeper. None of the other classes can do that.
I'm not sure Priest has any special claim to the Silence mechanic. With Purify, that's what, two cards?
Warlock has symmetrical destruction effects (Hellfire, Dread Infernal, Twisting Nether), cards that care about the number of minions on board (Anima Golem, Darkshire Councilman, Reliquary Seeker), and sacrifice effects (Power Overwhelming, Void Terror, Shadowflame).
Warrior has three Whirlwinds at this point, so I think that's a theme.
I don't know what you really mean with Random Target in Mage, but if it's anything with a random effect, Hunter should be added as well. I can think of a lot of cards with random effects, much more than other classes (mage is very close): Fiery Bat,Webspinner, Dart Trap,Glaivezooka, Lock and Load,Misdirection, Deadly Shot, Multi-Shot and Ram Wrangler.
Shaman also has a lot of random cards, even the hero power is unique in this sense. But, more importantly, Shaman has random spell damage, which is a unique mechanic of this class (except from warlock's Imp-losion I think), with Crackle, Elemental Destruction and Lightning Storm, plus Fireguard Destroyer which shares the same concept but in the form of a minion's battlecry,
Class Mechanics Distribution List