Hello everyone, I had some cards still saved on my computer from this expansion and I thought I'd update this expansion with this cards just in case anyone would be interested. It's been over half a year since I last updated this expansion and I don't think I will be updating this anytime soon again if ever. Besides, this forum isn't as active as it once used to be and I don't really enjoy making custom cards as much as I used to. I just thought it would be a waste to not post these cards. Since probably no one that reads this actually saw this when it was first posted, I'd advice you to read the introduction to get an idea to what the expansion is about. I should also say that most of these cards were made slightly less than a year ago so none of these cards were made with any expansion since the Witchtwood in mind. The newer cards are in the spoiler below if by some strange coincidence you have, I hope you like them :)
After two months i've finally decided to update this thread and add some new cards. This will be the last bunch of random cards untill i start working again on new class cards that synergise with the new archetypes i'm creating this expansion. For now however i made these cards that all relate to Maraudon. This in WoW is a dungeon located in Desolace. It contains a race of Demons called the Satyr, Centaurs, and lastly the daughter of the elemental lord Therazane, Princess Theradas. I'm hoping to add more cards soon but i hope you enjoy these for now.
Tokens:
Maraudon Wanderer:
Maraudon Wanderer is a good card for any deck that lacks early game to still get some of it. This also trades into most early drops and can really work well in a lot of decks. However in other decks you might not want to run it just because you don't want to draw it on turn one. What happens if you run two of these you might ask? Well, they just start at the top two cards of your deck. And in case you were wondering, if you mulligan it. It won't be your first draw because it's not in your deck anymore of course.
Cavern Lurker:
This is basically a Sludge Belcher 2.0. It works very well as an anti-aggro card and it's just a strong card in general.
Maraudon Cobra:
This is a good card for a token druid and makes the deck more control-like. It can really work well in any Druid deck as long as it has the synergies. However if they you don't have those synergies it's a really bad stand-alone card.
Moat Lord:
It's the lord of moat. A moat lurker, but bigger, better, and riskier. This could work well as a last resort card or as a full board clear with the right synergies. This could be a very interesting card if it would actually be in the game.
Princess Theradas:
This is a card that give Elemental Shaman much more value and could really help win the game in the long run, this also has crazy combo potential and could just do a lot of really interesting things, but as usual. Your trusty guide will be here to tell you something about the lore of the character.
It's been quitte a while traveller, it's good to see ya again! Theradas' story begins all the way back to the creation of this planet itself. For nearly the entire existence of Azeroth creatures named the Elemental Lords have been around. These are basically the leaders of the Elementals of their kind. There are four of these that all represent their own element. There is Ragnaros, Neptulon, Al'Akir the Windlord, and Therazane. Back in the early days of Azeroth's existence they had the planet basically as their own private playground. But then the Old Gods arrived. These are creatures that are parts of even greater creatures called Void Lords, with their only purpose being to find a planet with a titan in it, just to corrupt it. There are so far known to be five on these on Azeroth, one of which being an experiment made by the titans themselfs named G'huun. This means just four of these old gods were around at the time. They enslaved the Elemental lords to cause more chaos on the planet, but after a while the titans themselfs noticed what was going on, and they took action. First they killed the Old God Y'Shaarj, but seeing the damage it had caused on the planet. They decided to just imprison the others. The Elemental lords were also imprisoned to a realm called, the elemental planes. During the Cataclysm however, they were re-connected with Azeroth again. Theradas is the daughter of one of these Elemental Lords. The daughter of Therazane. She went to Decolace, a land once filled with nature. The Taurens came to settle there but they noticed the lands being drained of life and so the left. Zaetar, a son of the wild god, Cenarius went to the area which was now a waste land to find out what was happening. He discovered that Theradas had been feeding on the lands and had drained them of their life. However, he fell in love with Theradas and created the Centaur which ended up killing Zaetar. After all of this madness, a group of adventurers had finally slain the Elemental. But the lands have still not fully healed to this very day.
So that is the story of Theradas adventurer, quitte a long one if i do say so myself but i hope you've learned something. I hope to see ya again soon!
This is actually the first time i've updated this post by more than 3 cards interestingly enough. I've decided to throw these all in because i didn't find these all that interesting myself but still good for the set. I want to get back to the more interesting cards as quickly as i can which will probably be quitte soon when i will be updating some classes again and carry on with the new archetypes with some of them still missing core cards which i will be revealing soon. For now, these are some neutrals that i created which are unrelated to eachother, i just want to reveal these to not have a rather empty space in the neutral category while the classes are nearly done. So i hope you still enjoy these semi-filler cards for now and i hope to get to the more interesting cards soon.
Silithus Purger:
A card like this has always been on my mind. Everytime for example my Lich King gets Silenced i keep thinking, damn i wish i could unsilence this. To be honest having your card silenced is never really fun, but if you'd have a card like this not only does it potentially really help you by giving back the effects that were silenced, it also changes the way your opponent has to think about their turns. For example it serves as more of an insentive to instantly kill the Silenced minion before you'd get the chance to unsilence it. It's quitte an interesting concept which i could see being added into the game if it wouldn't cause quitte some confusing and difficulties with coding.
Desert Fox:
This can be used in the new Explore archetype in this expansion but also for other decks as a great scouting tool, although it will be both benefitial for you and your opponent. There is a way though by making it more benefitial to you than for your opponent by playing this along with some card draw. This has a very solid body along with a beast tag on it and a very good effect which could make this card very powerful and shouldn't be overlooked.
Sand Leech:
Just a pretty interesting idea i had for a card, it's really sort of a version of Lifesteal but then on the minion itself, but then only when attacking itself. This potentially could work very well in buff decks so this could maybe see play in a deck like that. This should be a very decent early game card, mostly for arena.
Greedy Pigmy:
This is a very interesting investment in mana. If you were to drop this onto an empty board and if it would survive for a turn not only would you have a decent body on the board but also a coin which could help you out later in the game or could be used for miracle deck or just to play as many cards in a turn as you can which is often used in the new priest and rogue archetypes this expansion.
Orcish Traveller
Just a nice card for Explore decks to potentially generate a bit of value which an Explore deck would be good at. Although this would still need to be in your deck to do that, but you could even if you want run a copy of Baleful Banker to avoid that. And even if you don't it's quitte a decent body to drop onto the board by itself.
After quitte a while i've updated this expansion again with some more neutral cards, i'm probably going to be revealing a couple of slightly less interesting cards in the future to foccus more on the more interesting ones. Because it is sort of difficult to make 135 cards that are all really interesting and unique from eachother. But for now i will be revealing the first out of 5 Neutral Legendaries and 2 Neutral cards with the Explore keyword. I'm hoping to update this post again soon but for now i hope you like these cards :)
Neferset Magi:
This card is very similar to Grand Archivist but this functions as a Battlecry meaning it could have some more synergies and also is less of a threat on the board since it doesn't trigger every turn. This is also a targeted Explore card which also could be useful in this set. The fact that the Spell actually goes off before the end of your turn could also actually be a very usefull thing considering you could still do something with the spell you just cast.
Neferset Drainer:
You might thinkk this card is really overpowered for a deck like Big Priest but it turns out that sometimes cheating out a 1/1 isn't actually that great. This can however be used in different decks that either run big minions or with cards like Shadowcaster. This also Explores a minion from your deck which is very useful in this expansion, mostly in the Paladin and Hunter classes however it could still be used for others.
Siamat:
The ultimate tech card! This card is somewhat comparable to Dirty Rat in that it possibly pulls out a minion from your opponent's hand but it's much more different in so many ways. First of all it's effect triggers on your opponent's turn which means if your opponent has a Malygos and then conviniently has lethal with the cards he had left you didn't really do anything however, your opponent does spend the mana which means if you pull out a Lich King it's not as devastating since it wasn't free for your opponent. Maybe it could even be good since that might've not been the play your opponent wanted to make and you could remove it next turn. This is also different to Dirty Rat in that it could also pull out spells which with random targets could be benefitial to you in a lot of ways or could even break a combo. Just imagine playing this against a Mecha'thun Warlock and it pulling out a Cataclysm! However despite that it might still be harder to break a combo than with Dirty Rat since a lot of combo decks run way more spells than minions. This card could be really difficult to remove as well if dropped onto and empty board since your opponent will be spending mana on things he might not want to spend it on and then not have enough to clear your Siamat! However, it might just pull out the minion your opponent wanted to play which would cause for a devestating tempo loss. A very interesting tech card that could most certainly be a great tech option against a lot of combo decks like Shudderwock Shaman.
The following will be presented to you by your trusty guide:
Adventurer, back again are you? I've been preparing a story for you about the one and only lost city of the Tol'Vir. It was a city founded by the Neferset tribe, they are a group of Tol'Vir that during the cataclysm sided with Deathwing. It is surounded by mountains, and was difficult to invade. This was also the place where Siamat was located. Who is Siamt you ask? Well, after the Neferset decided to join Deathwing during the cataclysm. Deathwing in exchange told Al'Akir the Windlord to send Siamat to the city to cure the Neferset of the curse of flesh. After Siamat became exhausted of curing the Neferset, they took their chance and imprisond and enslaved him for their own gain. After a while, a group of adventurers came in to clear out the city to slay the Neferset but in the process actually freed Siamat. And although Siamat had put up a good fight, in the end he wasn't a match for the group of adventurers. And that was the story of the Lost City of the Tol'Vir and Siamat. I hope to see you again soon adventurer but goodbye for now!
So i said i was going to work on some Neutrals now and i will after this update but i've scrapped 2 or 3 Priest cards by now so i felt it was needed to add in some more Priest cards to keep the amount of cards revealed for all classes even. These 3 cards are all Dragons based around the concept of the Caverns of Time i'm going for for Priest. They all interact with your previous turn like most other Priest cards this expansion. It also appears i'm updating this post every day at the moment which i think i'll be stopping after this update since i want to update this post often but not too often like i'm doing now. Regardless here are the cards!
Timestuck Dragon:
This is a pretty basic card, however it's really good at generating value like most of the other Priest cards this expansion. It can also give you very good cards back if you are able to still control the board like the newly revealed Soridormi which i'll be talking about later. I should also note that you could go infinite with this but you'd have to do this every single turn without playing any other Dragons so it might not be as overpowered as it would seem.
Bronze Guardian:
Another relatively basic card but very strong if it works. However there's few Dragons you'd actually like to play on turn 4 so it's somewhat difficult to play this on curve. The effect is the same as for Elementals but works diffrently since with Dragons it's not the concept to keep a chain going but instead to be conservative with them which this card actually works against. This is a good control tool for a deck like this and one of the few Dragon synergies that would excist in standard.
Soridormi:
This is the first Priest legendary at the moment and it's a very powerful one. You could do multiple things with this, try to get a lot of value with it like with Lyra for example or you could try to play one or two really big minions to shuffle those back into your deck for a low cost. I should also not this works with the new Augmented Elekk that was revealed. This is another card for Priest that gives you lots of value.
The following will be presented by your trusty guide:
Greetings once again adventurer. It's been quitte a while hasn't it. Today we will be going back to the caverns of time, it's a magical place which maintains and protects the timeways. This is done by the Bronze Dragonflight led by Nozdormu. Then there is the infinite dragonflight led by Murozond, he along with his dragonflight tries to disrupt the timeways and tries to alter the past to change things, most likely in the favour of the Old Gods. This is the main threat to the timelines. There have been many incidents where this has happend. One of the most famous being the infinite dragonflight trying to prevent Arthas from becoming The Lich King during the Culling of Stratholm. Why would they do that you might ask. Well, it's still not certain but it's believed that if Arthas didn't become The Lich King the Alliance and Horde wouldn't have gone to Northrend and discover Yogg-Saron, Hope's End breaking out of his prison. It is believed that if that hadn't been discovered Yogg-Saron, Hope's End would have broken out which would have devestating consequences on Azeroth. Soridormi is one of the most important Bronze Dragons out of the many. Although she hasn't done many notable things, if she were to not be there things would play out very diffrently. Regardless, i need to go now adventurer, i hope to see you soon.
I'm actually managing to keep some consistency going at the moment with my updates which is why i'm updating this expansion again. This time with 3 new Rogue cards! This means all classes now have a minimum of 3 cards revealed. After this update i'll be revealing a few of the neutral cards since barely any of those have been revealed so far and i may actually now sometimes go for more cards than 3 per update. These Rogue cards will all be foccused about the manipulation of time and will be interacting with your previous turn which allows for interesting decision making to happen more often in games. With that said, here are the 3 new Rogue cards!
Timeless Thief:
This is a very good card to support Tess Greymane which you might argue is not needed with Academic Espionage but i made this card before that card was revealed and it makes the card arguably even more interesting. This can give you some good value but might not be the strongest play on curve.
Zul'Farrak Sand Troll:
This card is not the worst to play without the effect but it certainly isn't great. However if you do get the effect it's insanely powerful and in certain Rogue decks that requirement isn't very difficult to trigger. This combined with some buffs can be devistating and a great finisher.
Unpredictable Magic:
This is a very interesting card that you sometimes may want to play because they outcome would be very random and might not work in your favour. But if you were to play this card in combination with a card like Sprint it could be insanely powerful but does come at the cost of having a very slow turn. This card wouldn't work in many classes but because Rogue doesn't really have any big spells that could be abused with this it works perfectly fine. However if played in the right way it can still be very powerful.
I've actually managed to keep my promise for this update and have managed to take less than 10 days to post three cards! Regardless of that, this update itself is about the Tol'Vir. Specificly a tribe called the Ramkahen that fought against Deathwing during the Cataclysm which will represent the Paladin class this expansion. All of these cards are synergising with the new Explore keyword. Explore is actually just a diffrent way of saying: Reveal a card from _____ The reason i did this however is because of all of the synergies that would go with it which would make it easier to understand. Here are some examples:
Auro of Light:
There's not all too much to say about this card. It's quitte basic but it will help you get how Explore cards work. It's a nice heal if you need it since the deck can be fairly slow and against aggro this could really save you. Again though, not too much to say about this card.
Call to the Light:
This card can be very powerful or very weak depending on how you build your deck. This really can't be used in aggro well at all so you could finally have some card draw as a more control style paladin. And while it is fairly random you can certainly manipulate the odds in your favour by building your deck in a certain way.
Rahj's Disciple:
This is another card where you can manipulate the odds to benefit you. This paired with a Lich King can be devistating but on the other hand you could get a copy of this minion. It could really go either way but if you build your deck correctly it's nearly always going to be at least a decent play.
Having a 7/2 Sword with Windfury wouldn't be very fun to play against in my opinion and yes i could say you wouldn't be able to get Windfury on it but in my opinion it would be a little confusing and some people might not even read that. I guess i could up the attack by 2 but the idea with the sword is to get some immediate impact or just as a finisher.
Weapons From the Sands - 3 New Warrior Weapon Synergy Cards
After another 10 day break i'm back with 3 new custom cards, i've recognised my update scheduele is slightly inconsistent to say the least which i can't promise change for at the moment but i am hoping to improve in that in the future. Regardless, this update contains 3 new Warrior cards all based around synergising with your weapons as the title suggests. Warrior was along with Rogue and Paladin the only class with just one card and since i was trying to keep the amount of cards revealed for all classes equal i'll be working on the other two in the upcoming updates. But for now here are the cards.
Tokens:
Hammer of the Tol'Vir:
This weapon in my opinion has a pretty interesting effect which hasn't really been used before in Hearthstone. The idea is that you would have quitte a few weapon synergies in your deck and it could buff the weapon or if you'd go out of your way to put in cards like Malkorok or Commander Schnottz this weapon could be very powerful.
Some interesting synergies are Centaur Slasher's effect (which would do nothing since you'd destroy your own weapon but the weapon would then gain it's own stats back, and the Warrior minion i can't remember the name of which makes your weapons cost 2 less, the way that would work is that when the weapon breaks the effect stops just as it would with the minion.
Centaur Slasher:
This can be very powerful and great removal, if you have just a 1 duribility weapon left this is a very solid card to play since it would gain 1 health and the attack of the weapon which could make it into possibly a 9/7 with Rush for example but you would have to sacrifice your 1 duribility Arcanite Reaper for it.
Commander Schnottz:
The way this would work is somewhat like Kazakus where in this, you first choose your weapon's stats and after that you get to pick one from three abilities (you're not able to get Windfury on a Sword if you were wondering that). This weapon would then be very powerful and can really change the way your opponent will have to play the game. A 3/5 weapon which also deals damage to adjacent minions can be very annoying for your opponent and can help you swing the board in your favour or it could give you that 8 damage you need despite your opponent having just triggered Hadronox's effect. All of this however does require the sacrifice of having two pretty slow turns but it can most certainly pay off.
But now as always when a new legendary minion is revealed your tour guide will tell you all about the revealed legendary, in this case your tour guide will tell you the story of Commander Schnottz!
Tour Guide:
Welcome back adventurer! It's been a while since we've last met. I've got to say it's good to see you again. I've heard you want to hear the story behind one called Commander Schnottz, is that so adventurer? Well, there once was a Goblin called Schnottz, he was a Leatherworker and there wasn't much exiting about him, but his thirst for power got him an idea. He wanted to command his own army, and so he did after working hard for quitte a while. His army was so big he was even noticed by the mighty Deathwing! He was sent to Uldum to set up a base and discover "The Ultimate Weapon", which is capable of destroying all life on Azeroth. He eventually got help from an adventurer who happened to walk by. During this however, Schnottz became the target of an assasination attempt, the assasin however being unknown... Schnottz blamed the adventurer for this and before executing the adventurer he revealed that he had been working for Deathwing all along. Just when it all seemed over, none other than Harrison Jones arrived to save the day forcing Schnottz to retreat to the Temple of Uldum, where the Coffer of Promise, the key to the reorigination device which could exterminate all life on azerother, was located. Our two protagonists rush towards the Temple of Uldum to retrieve the artifact before Schnottz but are now attacked by an Obsidian Colossus sent by Schnottz to destroy them once and for all. Our adventurer and Harrison Jones defeated the colossus but just as they were about to retrieve the Coffin of Promise they get ambushed out of nowhere by Schnottz. They watch helplessly as Schnottz destroys the Coffin of Promise to get the key but just when all seemed lost, Brann Bronzebeard arrives to activate the Coffin's defense system which instantly obliterates Schnottz leaving just a skeleton behind.
Well adventurer, there you have it. The story of Commander Schnottz! I hope to see you again soon adventurer, i've got loads more stories to tell you all about, but for now i've got to go. Take care adventurer!
Yes it is, i've changed the text to say last turn now and TBH i don't know how i first made the wrong text and then didn't notice it untill you made me aware of it haha. Thanks for pointing that out. :)
After another short break from creating cards i have again come back to post this update right here. I already made these cards some time ago and decided to post these before i continue on making new ones. Regardless, these cards are 3 spells themed around the manipulation of time. They all interact with your previous turn which really gets you to think ahead of your turns and causes some interesting decisions to be made and this is a mechanic that i personally really want to see in the game at some point. I'm also hoping to post updates more of ten than this but regardless, i've been rambling on too much and here's the cards:
Blessing of the Sands
This card may seem overpowered at first but the biggest downside of this card is that it's very hard to play on curve just like the upcoming one, i also want to get the fact out there that this is also an indirect buff to Echo cards but nobody probably cares since they'd still suck... Past that though this is a very powerful card in the late game and it could be some unexpected burst damage your opponent wouldn't expect. I find it a very interesting card personally and there would be a lot of interesting combos with it.
Sands of Time
Another card that seems overpowered at first but the fact that you can't play it on curve brings it's powerlevel down by a lot. It is still powerful however and even more for a card like Priest which is known for having a lot of dead turns. You would have to make some really interesting decisions with this card for example you could choose to not play your four-drop on that turn and instead play it on turn five along with this card which then gets a huge discount. That is just an example but think of the cool plays that could be made with this card. This is one i'd deffinetly want to see in the game at some point to make decision making more interesting.
Rewind
Just a very interesting card that also has some interesting interactions and combos to go with it. You could do some amazing stuff with this card and is not as RNG based as you'd think since it's specificly targeted at spells. Overall a fun card to think about being in the gam but nothing special in my opinion haha.
Also thank you Aspect and all the other people that left their feedback here, it really helps me improve and better this expansion and again thank you so much to the people who left such kind words, it means a lot to me :)
Exploration of the Forge - 3 New Hunter Explore Cards
After being gone for 10 days i've finally come back to update this post again! I've been a little busy these last couple of days so forgive me for that and i'll head right to the new cards. This update is about Hunter, this is the direction the Explore Hunter archetype is going which will be based around the Explore keyword that i explained in my main post. This deck will be able to get a lot of value and even draw some cards to not run out of steam which has been a very big weakness for Hunter but of course you can't run these sorts of cards in aggro. It's probally best to just show them and not explain it myself since you will see what i mean :)
Setesh's Deciple
This is the first of the 3 reveals, this is a cheap card that has a very acceptable statline and a very useful effect. The only problem however is that sometimes you haven't Explored a card by turn 3 making it a tough decision if you should play it or not. Though later in the game this card is still a very respectful play and most certainly when you concider you also get another card from it. Overall a pretty basic but very solid card.
Tol'Vir Void Sorcerer
This is a very solid tempo play, Fire Elemental is already a decent card even in constructed which means you'd need to have just Explored 3 cards, that may seem like a lot at the moment but there are going to be more cards revealed that Explore cards themselfs in the future so this isn't that hard to do. Get 5 damage however and this is a really insane card. Another solid card that can keep Hunter into the late game a little.
Setesh
Setesh is the main Hunter legendary for this archetype in this set, it refills your hand completely giving you an insane amount of value. This will probally set you up for the rest of the game and if you have good cards to finish the game this can get you that final push you need to win it. This is most likely the win condition and can probally work well as that, it also has some combo potential but that's a little far fetched haha.
Lore
The following will be presented by your trusty guide:
Woah, adventurer! Haven't seen you in a while, where in the sands of Kalimdor do you want to travel to? There is so many great places, think about the Caverns of Time, the Oasis in Uldum, or maybe even a trip to Gadgetzan! What do you say, The Forge of Origination!? We've already been there and we nearly got ourselfs killed. But of course your trusty guide would not let such an adventurer like you down in situations like this! Let's go adventurer.
Since this is going to be quitte a long walk, let me tell you a story adventurer, a story of the Tol'Vir. The Tol'Vir are a race made by the mighty titans themselfs forged to guard and maintain their structures here in Uldum and in the far north. After a while these Tol'Virs split up in three diffrent factions: The Ramkahen, the Neferset, and the Orsis. The last of which remaining neutral for a long time between the two. When the Cataclysm happened however, the Tol'vir tribes were offered by Deathwing to help him and be on his side, this offer was refused by the Ramkahen. But the Neferset however sided with Deathwing. Similarly to the Ramkahen, the Orsis also refused but were met by a terrible faith... Nearly all of them were burried by a giant sandstorm along with their city, with the ones surviving seeking help from the Ramkahen which strengthend their defenses after seeing what had happened to the Orsis.
Oh look adventurer, we're finally there. If you come and look over here adventurer you can see another titan construct in the distance named Setesh. Setesh was created along with three other giant constructs to guard the Forge of Origination which is a device able to eradicate all life on Azeroth allowing life to start all over again. These four constructs all represented something, Setesh representing chaos. This construct would be a serious threat if corrupted. Now before any of that happens, i suggest we leave adventurer and head back to safety!
Hello again everyone! I'm updating this post again to add 3 new Mage cards to the set. Mage's archetype will have to do with drawing cards. They released quitte a couple of cool cards in the Witchwood for Mage and then the Taverns of Time got me thinking if it could be an actual thing. To be fair i think it wouldn't be since the Taverns of Time just seemed like a scrapped idea from Blizzard to me which they didn't want to waste. Regardless though i decided to make this the archetype for Mage and give it some more synergies.
Uldum Scavenger
Just an overall solid card draw tool. It doesn't give you near guaranteed card draw like Acolyte of Pain does but it is a much better card to play on curve and a very big threat for your opponent which could easilly get out of controll if it doesn't die instantly.
Forge Guardian
This card is an example of some of the card draw synergies you might see for the Mage cards this expansion. This one is very conditional and pretty terrible if you don't get the effect but the condition is easy to complete so it isn't that bad. And it may seem pretty OP to have a 3/9 with taunt on turn 5 but there's barely any card draw cards for 4 mana and you could argue you could coing it out but that means you most likely had an incredibly slow turn 3. Overall it's powerful but it's not as powerful as you might think.
Fire Burst
This card really has to be used in the right situation. The mage hero power does make it slightly more flexible but that means you have to spend 2 additional mana. At first glanse this also might seem pretty overpowered but at best it kills a 1 health minion which you could've also just pinged and would draw you 4 cards which is powerful but not broken since it's not that common on turn 5 or higher. This does however synergise incredible well with Spell Damage and is a really flexible card.
Hello again everyone! During the last update i said i would focus on the diversity of the card reveals which i will be trying to stick to. That's why i'm now revealing the first 3 Shaman cards this expansion and the new archetype it will be getting which will be a very unique Odd-Spell Damage-Shaman. I got this idea when i was thought about how and Odd Shaman could totally remove the random element of summoning your totems and in theory could always summon a Spell Damage totem if they wanted to. This is combination with some cards could be really good and maybe even worth the deck restriction. The name also comes from Lei Shen, the Thunderking which plays a big role in the history of Uldum and will be explained more later but for now i hope you like these cards!
Summon Storm
Already a playable card on it's own but it becomes insane if wou have some spell damage! This can possibly get you huge tempo swings in the early game to then get to the late game and try to win in the long run. The design as well is pretty unique and takes advantage of having Spell Damage very well. Overall really solid card.
Totem Enchanter
This has potentially insane synergy with the card above but this again with any other spells in hand can be really good. This card can be good because you're most likely going to have board control with your Spell Damage totems by constantly removing your opponent's minions of the board with those buffed up Spells which means eventually you'll have at least 3 standing at some point. At that point you can maybe play this and completely lock down your opponent. You could also maybe be in a situation where you need just 1 more damage in which this can also be used well.
Unbound Air Elemental
This also is a great tempo card, you could for example Summon a Totem, play this, Lightning Storm and you've dealt 6-7 damage to your opponent's minions with a respectable board. This has insane potential and can easilly swing the entire game in your favour. But their will be even more synergies with Upcoming Shaman cards so stay tuned for those!
Yoyo, great ideas over here. I was just wondering how does Centaur Axemaster interact with Medivh? I thought it summons the weapon as a battlecry. How would it work with Molten Blade? would it change its text everytime the Molten Blade changes in your hand?
If a weapon has a battlecry, would it use that battlecry when entering the battlefield or just Deathrattle/other effects?
So i sort of messed up with the Medivh thing and totally forgot about it being a Battlecry, with Molten Blade however it gains the effect of the weapon it transforms into. If however you have the original Molten Blade in your hand it wouldn't really work since it wouldn't be in your hand but if you somehow managed to bounce it back and get that to work i guess it would change into a random weapon in your hand though the chances of that working would be incredibly low. And yes it does use the Battlecry and Deathrattle of the weapon since it gains the entire text.
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Update:
Hello everyone, I had some cards still saved on my computer from this expansion and I thought I'd update this expansion with this cards just in case anyone would be interested. It's been over half a year since I last updated this expansion and I don't think I will be updating this anytime soon again if ever. Besides, this forum isn't as active as it once used to be and I don't really enjoy making custom cards as much as I used to. I just thought it would be a waste to not post these cards. Since probably no one that reads this actually saw this when it was first posted, I'd advice you to read the introduction to get an idea to what the expansion is about. I should also say that most of these cards were made slightly less than a year ago so none of these cards were made with any expansion since the Witchtwood in mind. The newer cards are in the spoiler below if by some strange coincidence you have, I hope you like them :)
Caves of Maraudon - 5 New Cards
After two months i've finally decided to update this thread and add some new cards. This will be the last bunch of random cards untill i start working again on new class cards that synergise with the new archetypes i'm creating this expansion. For now however i made these cards that all relate to Maraudon. This in WoW is a dungeon located in Desolace. It contains a race of Demons called the Satyr, Centaurs, and lastly the daughter of the elemental lord Therazane, Princess Theradas. I'm hoping to add more cards soon but i hope you enjoy these for now.
Tokens:
Maraudon Wanderer:
Maraudon Wanderer is a good card for any deck that lacks early game to still get some of it. This also trades into most early drops and can really work well in a lot of decks. However in other decks you might not want to run it just because you don't want to draw it on turn one. What happens if you run two of these you might ask? Well, they just start at the top two cards of your deck. And in case you were wondering, if you mulligan it. It won't be your first draw because it's not in your deck anymore of course.
Cavern Lurker:
This is basically a Sludge Belcher 2.0. It works very well as an anti-aggro card and it's just a strong card in general.
Maraudon Cobra:
This is a good card for a token druid and makes the deck more control-like. It can really work well in any Druid deck as long as it has the synergies. However if they you don't have those synergies it's a really bad stand-alone card.
Moat Lord:
It's the lord of moat. A moat lurker, but bigger, better, and riskier. This could work well as a last resort card or as a full board clear with the right synergies. This could be a very interesting card if it would actually be in the game.
Princess Theradas:
This is a card that give Elemental Shaman much more value and could really help win the game in the long run, this also has crazy combo potential and could just do a lot of really interesting things, but as usual. Your trusty guide will be here to tell you something about the lore of the character.
It's been quitte a while traveller, it's good to see ya again! Theradas' story begins all the way back to the creation of this planet itself. For nearly the entire existence of Azeroth creatures named the Elemental Lords have been around. These are basically the leaders of the Elementals of their kind. There are four of these that all represent their own element. There is Ragnaros, Neptulon, Al'Akir the Windlord, and Therazane. Back in the early days of Azeroth's existence they had the planet basically as their own private playground. But then the Old Gods arrived. These are creatures that are parts of even greater creatures called Void Lords, with their only purpose being to find a planet with a titan in it, just to corrupt it. There are so far known to be five on these on Azeroth, one of which being an experiment made by the titans themselfs named G'huun. This means just four of these old gods were around at the time. They enslaved the Elemental lords to cause more chaos on the planet, but after a while the titans themselfs noticed what was going on, and they took action. First they killed the Old God Y'Shaarj, but seeing the damage it had caused on the planet. They decided to just imprison the others. The Elemental lords were also imprisoned to a realm called, the elemental planes. During the Cataclysm however, they were re-connected with Azeroth again. Theradas is the daughter of one of these Elemental Lords. The daughter of Therazane. She went to Decolace, a land once filled with nature. The Taurens came to settle there but they noticed the lands being drained of life and so the left. Zaetar, a son of the wild god, Cenarius went to the area which was now a waste land to find out what was happening. He discovered that Theradas had been feeding on the lands and had drained them of their life. However, he fell in love with Theradas and created the Centaur which ended up killing Zaetar. After all of this madness, a group of adventurers had finally slain the Elemental. But the lands have still not fully healed to this very day.
So that is the story of Theradas adventurer, quitte a long one if i do say so myself but i hope you've learned something. I hope to see ya again soon!
5 New Common Neutral Cards
This is actually the first time i've updated this post by more than 3 cards interestingly enough. I've decided to throw these all in because i didn't find these all that interesting myself but still good for the set. I want to get back to the more interesting cards as quickly as i can which will probably be quitte soon when i will be updating some classes again and carry on with the new archetypes with some of them still missing core cards which i will be revealing soon. For now, these are some neutrals that i created which are unrelated to eachother, i just want to reveal these to not have a rather empty space in the neutral category while the classes are nearly done. So i hope you still enjoy these semi-filler cards for now and i hope to get to the more interesting cards soon.
Silithus Purger:
A card like this has always been on my mind. Everytime for example my Lich King gets Silenced i keep thinking, damn i wish i could unsilence this. To be honest having your card silenced is never really fun, but if you'd have a card like this not only does it potentially really help you by giving back the effects that were silenced, it also changes the way your opponent has to think about their turns. For example it serves as more of an insentive to instantly kill the Silenced minion before you'd get the chance to unsilence it. It's quitte an interesting concept which i could see being added into the game if it wouldn't cause quitte some confusing and difficulties with coding.
Desert Fox:
This can be used in the new Explore archetype in this expansion but also for other decks as a great scouting tool, although it will be both benefitial for you and your opponent. There is a way though by making it more benefitial to you than for your opponent by playing this along with some card draw. This has a very solid body along with a beast tag on it and a very good effect which could make this card very powerful and shouldn't be overlooked.
Sand Leech:
Just a pretty interesting idea i had for a card, it's really sort of a version of Lifesteal but then on the minion itself, but then only when attacking itself. This potentially could work very well in buff decks so this could maybe see play in a deck like that. This should be a very decent early game card, mostly for arena.
Greedy Pigmy:
This is a very interesting investment in mana. If you were to drop this onto an empty board and if it would survive for a turn not only would you have a decent body on the board but also a coin which could help you out later in the game or could be used for miracle deck or just to play as many cards in a turn as you can which is often used in the new priest and rogue archetypes this expansion.
Orcish Traveller
Just a nice card for Explore decks to potentially generate a bit of value which an Explore deck would be good at. Although this would still need to be in your deck to do that, but you could even if you want run a copy of Baleful Banker to avoid that. And even if you don't it's quitte a decent body to drop onto the board by itself.
Lost City of the Tol'Vir, 3 New Neutral Cards
After quitte a while i've updated this expansion again with some more neutral cards, i'm probably going to be revealing a couple of slightly less interesting cards in the future to foccus more on the more interesting ones. Because it is sort of difficult to make 135 cards that are all really interesting and unique from eachother. But for now i will be revealing the first out of 5 Neutral Legendaries and 2 Neutral cards with the Explore keyword. I'm hoping to update this post again soon but for now i hope you like these cards :)
Neferset Magi:
This card is very similar to Grand Archivist but this functions as a Battlecry meaning it could have some more synergies and also is less of a threat on the board since it doesn't trigger every turn. This is also a targeted Explore card which also could be useful in this set. The fact that the Spell actually goes off before the end of your turn could also actually be a very usefull thing considering you could still do something with the spell you just cast.
Neferset Drainer:
You might thinkk this card is really overpowered for a deck like Big Priest but it turns out that sometimes cheating out a 1/1 isn't actually that great. This can however be used in different decks that either run big minions or with cards like Shadowcaster. This also Explores a minion from your deck which is very useful in this expansion, mostly in the Paladin and Hunter classes however it could still be used for others.
Siamat:
The ultimate tech card! This card is somewhat comparable to Dirty Rat in that it possibly pulls out a minion from your opponent's hand but it's much more different in so many ways. First of all it's effect triggers on your opponent's turn which means if your opponent has a Malygos and then conviniently has lethal with the cards he had left you didn't really do anything however, your opponent does spend the mana which means if you pull out a Lich King it's not as devastating since it wasn't free for your opponent. Maybe it could even be good since that might've not been the play your opponent wanted to make and you could remove it next turn. This is also different to Dirty Rat in that it could also pull out spells which with random targets could be benefitial to you in a lot of ways or could even break a combo. Just imagine playing this against a Mecha'thun Warlock and it pulling out a Cataclysm! However despite that it might still be harder to break a combo than with Dirty Rat since a lot of combo decks run way more spells than minions. This card could be really difficult to remove as well if dropped onto and empty board since your opponent will be spending mana on things he might not want to spend it on and then not have enough to clear your Siamat! However, it might just pull out the minion your opponent wanted to play which would cause for a devestating tempo loss. A very interesting tech card that could most certainly be a great tech option against a lot of combo decks like Shudderwock Shaman.
The following will be presented to you by your trusty guide:
Adventurer, back again are you? I've been preparing a story for you about the one and only lost city of the Tol'Vir. It was a city founded by the Neferset tribe, they are a group of Tol'Vir that during the cataclysm sided with Deathwing. It is surounded by mountains, and was difficult to invade. This was also the place where Siamat was located. Who is Siamt you ask? Well, after the Neferset decided to join Deathwing during the cataclysm. Deathwing in exchange told Al'Akir the Windlord to send Siamat to the city to cure the Neferset of the curse of flesh. After Siamat became exhausted of curing the Neferset, they took their chance and imprisond and enslaved him for their own gain. After a while, a group of adventurers came in to clear out the city to slay the Neferset but in the process actually freed Siamat. And although Siamat had put up a good fight, in the end he wasn't a match for the group of adventurers. And that was the story of the Lost City of the Tol'Vir and Siamat. I hope to see you again soon adventurer but goodbye for now!
Caverns of Time - 3 New Priest Dragons
So i said i was going to work on some Neutrals now and i will after this update but i've scrapped 2 or 3 Priest cards by now so i felt it was needed to add in some more Priest cards to keep the amount of cards revealed for all classes even. These 3 cards are all Dragons based around the concept of the Caverns of Time i'm going for for Priest. They all interact with your previous turn like most other Priest cards this expansion. It also appears i'm updating this post every day at the moment which i think i'll be stopping after this update since i want to update this post often but not too often like i'm doing now. Regardless here are the cards!
Timestuck Dragon:
This is a pretty basic card, however it's really good at generating value like most of the other Priest cards this expansion. It can also give you very good cards back if you are able to still control the board like the newly revealed Soridormi which i'll be talking about later. I should also note that you could go infinite with this but you'd have to do this every single turn without playing any other Dragons so it might not be as overpowered as it would seem.
Bronze Guardian:
Another relatively basic card but very strong if it works. However there's few Dragons you'd actually like to play on turn 4 so it's somewhat difficult to play this on curve. The effect is the same as for Elementals but works diffrently since with Dragons it's not the concept to keep a chain going but instead to be conservative with them which this card actually works against. This is a good control tool for a deck like this and one of the few Dragon synergies that would excist in standard.
Soridormi:
This is the first Priest legendary at the moment and it's a very powerful one. You could do multiple things with this, try to get a lot of value with it like with Lyra for example or you could try to play one or two really big minions to shuffle those back into your deck for a low cost. I should also not this works with the new Augmented Elekk that was revealed. This is another card for Priest that gives you lots of value.
The following will be presented by your trusty guide:
Greetings once again adventurer. It's been quitte a while hasn't it. Today we will be going back to the caverns of time, it's a magical place which maintains and protects the timeways. This is done by the Bronze Dragonflight led by Nozdormu. Then there is the infinite dragonflight led by Murozond, he along with his dragonflight tries to disrupt the timeways and tries to alter the past to change things, most likely in the favour of the Old Gods. This is the main threat to the timelines. There have been many incidents where this has happend. One of the most famous being the infinite dragonflight trying to prevent Arthas from becoming The Lich King during the Culling of Stratholm. Why would they do that you might ask. Well, it's still not certain but it's believed that if Arthas didn't become The Lich King the Alliance and Horde wouldn't have gone to Northrend and discover Yogg-Saron, Hope's End breaking out of his prison. It is believed that if that hadn't been discovered Yogg-Saron, Hope's End would have broken out which would have devestating consequences on Azeroth. Soridormi is one of the most important Bronze Dragons out of the many. Although she hasn't done many notable things, if she were to not be there things would play out very diffrently. Regardless, i need to go now adventurer, i hope to see you soon.
Power of Time - 3 New Rogue Cards
I'm actually managing to keep some consistency going at the moment with my updates which is why i'm updating this expansion again. This time with 3 new Rogue cards! This means all classes now have a minimum of 3 cards revealed. After this update i'll be revealing a few of the neutral cards since barely any of those have been revealed so far and i may actually now sometimes go for more cards than 3 per update. These Rogue cards will all be foccused about the manipulation of time and will be interacting with your previous turn which allows for interesting decision making to happen more often in games. With that said, here are the 3 new Rogue cards!
Timeless Thief:
This is a very good card to support Tess Greymane which you might argue is not needed with Academic Espionage but i made this card before that card was revealed and it makes the card arguably even more interesting. This can give you some good value but might not be the strongest play on curve.
Zul'Farrak Sand Troll:
This card is not the worst to play without the effect but it certainly isn't great. However if you do get the effect it's insanely powerful and in certain Rogue decks that requirement isn't very difficult to trigger. This combined with some buffs can be devistating and a great finisher.
Unpredictable Magic:
This is a very interesting card that you sometimes may want to play because they outcome would be very random and might not work in your favour. But if you were to play this card in combination with a card like Sprint it could be insanely powerful but does come at the cost of having a very slow turn. This card wouldn't work in many classes but because Rogue doesn't really have any big spells that could be abused with this it works perfectly fine. However if played in the right way it can still be very powerful.
Wrath of the Tol'Vir - 3 New Paladin Cards
Hello again everyone!
I've actually managed to keep my promise for this update and have managed to take less than 10 days to post three cards! Regardless of that, this update itself is about the Tol'Vir. Specificly a tribe called the Ramkahen that fought against Deathwing during the Cataclysm which will represent the Paladin class this expansion. All of these cards are synergising with the new Explore keyword. Explore is actually just a diffrent way of saying: Reveal a card from _____ The reason i did this however is because of all of the synergies that would go with it which would make it easier to understand. Here are some examples:
Auro of Light:
There's not all too much to say about this card. It's quitte basic but it will help you get how Explore cards work. It's a nice heal if you need it since the deck can be fairly slow and against aggro this could really save you. Again though, not too much to say about this card.
Call to the Light:
This card can be very powerful or very weak depending on how you build your deck. This really can't be used in aggro well at all so you could finally have some card draw as a more control style paladin. And while it is fairly random you can certainly manipulate the odds in your favour by building your deck in a certain way.
Rahj's Disciple:
This is another card where you can manipulate the odds to benefit you. This paired with a Lich King can be devistating but on the other hand you could get a copy of this minion. It could really go either way but if you build your deck correctly it's nearly always going to be at least a decent play.
Having a 7/2 Sword with Windfury wouldn't be very fun to play against in my opinion and yes i could say you wouldn't be able to get Windfury on it but in my opinion it would be a little confusing and some people might not even read that. I guess i could up the attack by 2 but the idea with the sword is to get some immediate impact or just as a finisher.
Weapons From the Sands - 3 New Warrior Weapon Synergy Cards
After another 10 day break i'm back with 3 new custom cards, i've recognised my update scheduele is slightly inconsistent to say the least which i can't promise change for at the moment but i am hoping to improve in that in the future. Regardless, this update contains 3 new Warrior cards all based around synergising with your weapons as the title suggests. Warrior was along with Rogue and Paladin the only class with just one card and since i was trying to keep the amount of cards revealed for all classes equal i'll be working on the other two in the upcoming updates. But for now here are the cards.
Tokens:
Hammer of the Tol'Vir:
This weapon in my opinion has a pretty interesting effect which hasn't really been used before in Hearthstone. The idea is that you would have quitte a few weapon synergies in your deck and it could buff the weapon or if you'd go out of your way to put in cards like Malkorok or Commander Schnottz this weapon could be very powerful.
Some interesting synergies are Centaur Slasher's effect (which would do nothing since you'd destroy your own weapon but the weapon would then gain it's own stats back, and the Warrior minion i can't remember the name of which makes your weapons cost 2 less, the way that would work is that when the weapon breaks the effect stops just as it would with the minion.
Centaur Slasher:
This can be very powerful and great removal, if you have just a 1 duribility weapon left this is a very solid card to play since it would gain 1 health and the attack of the weapon which could make it into possibly a 9/7 with Rush for example but you would have to sacrifice your 1 duribility Arcanite Reaper for it.
Commander Schnottz:
The way this would work is somewhat like Kazakus where in this, you first choose your weapon's stats and after that you get to pick one from three abilities (you're not able to get Windfury on a Sword if you were wondering that). This weapon would then be very powerful and can really change the way your opponent will have to play the game. A 3/5 weapon which also deals damage to adjacent minions can be very annoying for your opponent and can help you swing the board in your favour or it could give you that 8 damage you need despite your opponent having just triggered Hadronox's effect. All of this however does require the sacrifice of having two pretty slow turns but it can most certainly pay off.
But now as always when a new legendary minion is revealed your tour guide will tell you all about the revealed legendary, in this case your tour guide will tell you the story of Commander Schnottz!
Tour Guide:
Welcome back adventurer! It's been a while since we've last met. I've got to say it's good to see you again. I've heard you want to hear the story behind one called Commander Schnottz, is that so adventurer? Well, there once was a Goblin called Schnottz, he was a Leatherworker and there wasn't much exiting about him, but his thirst for power got him an idea. He wanted to command his own army, and so he did after working hard for quitte a while. His army was so big he was even noticed by the mighty Deathwing! He was sent to Uldum to set up a base and discover "The Ultimate Weapon", which is capable of destroying all life on Azeroth. He eventually got help from an adventurer who happened to walk by. During this however, Schnottz became the target of an assasination attempt, the assasin however being unknown... Schnottz blamed the adventurer for this and before executing the adventurer he revealed that he had been working for Deathwing all along. Just when it all seemed over, none other than Harrison Jones arrived to save the day forcing Schnottz to retreat to the Temple of Uldum, where the Coffer of Promise, the key to the reorigination device which could exterminate all life on azerother, was located. Our two protagonists rush towards the Temple of Uldum to retrieve the artifact before Schnottz but are now attacked by an Obsidian Colossus sent by Schnottz to destroy them once and for all. Our adventurer and Harrison Jones defeated the colossus but just as they were about to retrieve the Coffin of Promise they get ambushed out of nowhere by Schnottz. They watch helplessly as Schnottz destroys the Coffin of Promise to get the key but just when all seemed lost, Brann Bronzebeard arrives to activate the Coffin's defense system which instantly obliterates Schnottz leaving just a skeleton behind.
Well adventurer, there you have it. The story of Commander Schnottz! I hope to see you again soon adventurer, i've got loads more stories to tell you all about, but for now i've got to go. Take care adventurer!
Yes it is, i've changed the text to say last turn now and TBH i don't know how i first made the wrong text and then didn't notice it untill you made me aware of it haha. Thanks for pointing that out. :)
Sands of Time - 3 New Time-Themed Priest Cards
After another short break from creating cards i have again come back to post this update right here. I already made these cards some time ago and decided to post these before i continue on making new ones. Regardless, these cards are 3 spells themed around the manipulation of time. They all interact with your previous turn which really gets you to think ahead of your turns and causes some interesting decisions to be made and this is a mechanic that i personally really want to see in the game at some point. I'm also hoping to post updates more of ten than this but regardless, i've been rambling on too much and here's the cards:
Blessing of the Sands
This card may seem overpowered at first but the biggest downside of this card is that it's very hard to play on curve just like the upcoming one, i also want to get the fact out there that this is also an indirect buff to Echo cards but nobody probably cares since they'd still suck... Past that though this is a very powerful card in the late game and it could be some unexpected burst damage your opponent wouldn't expect. I find it a very interesting card personally and there would be a lot of interesting combos with it.
Sands of Time
Another card that seems overpowered at first but the fact that you can't play it on curve brings it's powerlevel down by a lot. It is still powerful however and even more for a card like Priest which is known for having a lot of dead turns. You would have to make some really interesting decisions with this card for example you could choose to not play your four-drop on that turn and instead play it on turn five along with this card which then gets a huge discount. That is just an example but think of the cool plays that could be made with this card. This is one i'd deffinetly want to see in the game at some point to make decision making more interesting.
Rewind
Just a very interesting card that also has some interesting interactions and combos to go with it. You could do some amazing stuff with this card and is not as RNG based as you'd think since it's specificly targeted at spells. Overall a fun card to think about being in the gam but nothing special in my opinion haha.
Also thank you Aspect and all the other people that left their feedback here, it really helps me improve and better this expansion and again thank you so much to the people who left such kind words, it means a lot to me :)
Exploration of the Forge - 3 New Hunter Explore Cards
After being gone for 10 days i've finally come back to update this post again! I've been a little busy these last couple of days so forgive me for that and i'll head right to the new cards. This update is about Hunter, this is the direction the Explore Hunter archetype is going which will be based around the Explore keyword that i explained in my main post. This deck will be able to get a lot of value and even draw some cards to not run out of steam which has been a very big weakness for Hunter but of course you can't run these sorts of cards in aggro. It's probally best to just show them and not explain it myself since you will see what i mean :)
Setesh's Deciple
This is the first of the 3 reveals, this is a cheap card that has a very acceptable statline and a very useful effect. The only problem however is that sometimes you haven't Explored a card by turn 3 making it a tough decision if you should play it or not. Though later in the game this card is still a very respectful play and most certainly when you concider you also get another card from it. Overall a pretty basic but very solid card.
Tol'Vir Void Sorcerer
This is a very solid tempo play, Fire Elemental is already a decent card even in constructed which means you'd need to have just Explored 3 cards, that may seem like a lot at the moment but there are going to be more cards revealed that Explore cards themselfs in the future so this isn't that hard to do. Get 5 damage however and this is a really insane card. Another solid card that can keep Hunter into the late game a little.
Setesh
Setesh is the main Hunter legendary for this archetype in this set, it refills your hand completely giving you an insane amount of value. This will probally set you up for the rest of the game and if you have good cards to finish the game this can get you that final push you need to win it. This is most likely the win condition and can probally work well as that, it also has some combo potential but that's a little far fetched haha.
Lore
The following will be presented by your trusty guide:
Woah, adventurer! Haven't seen you in a while, where in the sands of Kalimdor do you want to travel to? There is so many great places, think about the Caverns of Time, the Oasis in Uldum, or maybe even a trip to Gadgetzan! What do you say, The Forge of Origination!? We've already been there and we nearly got ourselfs killed. But of course your trusty guide would not let such an adventurer like you down in situations like this! Let's go adventurer.
Since this is going to be quitte a long walk, let me tell you a story adventurer, a story of the Tol'Vir. The Tol'Vir are a race made by the mighty titans themselfs forged to guard and maintain their structures here in Uldum and in the far north. After a while these Tol'Virs split up in three diffrent factions: The Ramkahen, the Neferset, and the Orsis. The last of which remaining neutral for a long time between the two. When the Cataclysm happened however, the Tol'vir tribes were offered by Deathwing to help him and be on his side, this offer was refused by the Ramkahen. But the Neferset however sided with Deathwing. Similarly to the Ramkahen, the Orsis also refused but were met by a terrible faith... Nearly all of them were burried by a giant sandstorm along with their city, with the ones surviving seeking help from the Ramkahen which strengthend their defenses after seeing what had happened to the Orsis.
Oh look adventurer, we're finally there. If you come and look over here adventurer you can see another titan construct in the distance named Setesh. Setesh was created along with three other giant constructs to guard the Forge of Origination which is a device able to eradicate all life on Azeroth allowing life to start all over again. These four constructs all represented something, Setesh representing chaos. This construct would be a serious threat if corrupted. Now before any of that happens, i suggest we leave adventurer and head back to safety!
3 New mage cards
Hello again everyone! I'm updating this post again to add 3 new Mage cards to the set. Mage's archetype will have to do with drawing cards. They released quitte a couple of cool cards in the Witchwood for Mage and then the Taverns of Time got me thinking if it could be an actual thing. To be fair i think it wouldn't be since the Taverns of Time just seemed like a scrapped idea from Blizzard to me which they didn't want to waste. Regardless though i decided to make this the archetype for Mage and give it some more synergies.
Uldum Scavenger
Just an overall solid card draw tool. It doesn't give you near guaranteed card draw like Acolyte of Pain does but it is a much better card to play on curve and a very big threat for your opponent which could easilly get out of controll if it doesn't die instantly.
Forge Guardian
This card is an example of some of the card draw synergies you might see for the Mage cards this expansion. This one is very conditional and pretty terrible if you don't get the effect but the condition is easy to complete so it isn't that bad. And it may seem pretty OP to have a 3/9 with taunt on turn 5 but there's barely any card draw cards for 4 mana and you could argue you could coing it out but that means you most likely had an incredibly slow turn 3. Overall it's powerful but it's not as powerful as you might think.
Fire Burst
This card really has to be used in the right situation. The mage hero power does make it slightly more flexible but that means you have to spend 2 additional mana. At first glanse this also might seem pretty overpowered but at best it kills a 1 health minion which you could've also just pinged and would draw you 4 cards which is powerful but not broken since it's not that common on turn 5 or higher. This does however synergise incredible well with Spell Damage and is a really flexible card.
Minions of the Thunder King - 3 New Cards
Hello again everyone! During the last update i said i would focus on the diversity of the card reveals which i will be trying to stick to. That's why i'm now revealing the first 3 Shaman cards this expansion and the new archetype it will be getting which will be a very unique Odd-Spell Damage-Shaman. I got this idea when i was thought about how and Odd Shaman could totally remove the random element of summoning your totems and in theory could always summon a Spell Damage totem if they wanted to. This is combination with some cards could be really good and maybe even worth the deck restriction. The name also comes from Lei Shen, the Thunderking which plays a big role in the history of Uldum and will be explained more later but for now i hope you like these cards!
Summon Storm
Already a playable card on it's own but it becomes insane if wou have some spell damage! This can possibly get you huge tempo swings in the early game to then get to the late game and try to win in the long run. The design as well is pretty unique and takes advantage of having Spell Damage very well. Overall really solid card.
Totem Enchanter
This has potentially insane synergy with the card above but this again with any other spells in hand can be really good. This card can be good because you're most likely going to have board control with your Spell Damage totems by constantly removing your opponent's minions of the board with those buffed up Spells which means eventually you'll have at least 3 standing at some point. At that point you can maybe play this and completely lock down your opponent. You could also maybe be in a situation where you need just 1 more damage in which this can also be used well.
Unbound Air Elemental
This also is a great tempo card, you could for example Summon a Totem, play this, Lightning Storm and you've dealt 6-7 damage to your opponent's minions with a respectable board. This has insane potential and can easilly swing the entire game in your favour. But their will be even more synergies with Upcoming Shaman cards so stay tuned for those!
So i sort of messed up with the Medivh thing and totally forgot about it being a Battlecry, with Molten Blade however it gains the effect of the weapon it transforms into. If however you have the original Molten Blade in your hand it wouldn't really work since it wouldn't be in your hand but if you somehow managed to bounce it back and get that to work i guess it would change into a random weapon in your hand though the chances of that working would be incredibly low. And yes it does use the Battlecry and Deathrattle of the weapon since it gains the entire text.