The Alchemist is a specialist in the art of transformation, generation, and combination; including of living material. Her specialties are:
CARD GENERATION!
Be it through summoning, shuffling, or adding to hand. Small minions in particular will be focused on very often.
HAND SYNERGY!
You're an Alchemist. More ingredients means crazier experiments! Transform cards in your hand, take advantage of your hand size, or use useless cards you're holding as a resource! There will be lots of
synergy with 1-Cost cards
for this reason, as they are generated by the Hero Power.
UNIVERSAL TRIBAL SYNERGIES!
Alchemist has cards to synergize with any and all tribes! Be it Murlocs, Dragons, Demons, or
Nightmare Amalgam
-like "All" cards.
SNOWBALLING BOARD!
Be it through aggressive tribal synergies (e.g. Murlocs), board-wide buffs
à la
old-school Token Druid, or quick board reloading
à la
Odd Paladin.
STRENGTHS
Minion swarming
- The class has a lot of 1-Cost minions, and the HP generates further of them. However the class has also many other ways to summon minions.
Value generation
- Patricia loves to concoct new stuff! Like Priest and Rogue, Alchemist is a class with lots of value generation. Alchemist's way of generating value is either to generate 1-Cost cards or to generate cards from random classes (as opposed to Rogue which is only your opponent's class).
Versatility
- Like Druid, Warrior, and Rogue, Alchemist has a good variety of playstyles and can adapt to any situation during games.
WEAKNESSES
Few direct damage
- Alchemist has trouble dealing direct damage. Most of its damage will come from minions.
Few big midrange-y minions
- Alchemist has a lot of low-cost minions at her disponsal, but few high-cost minions, and the few high-cost minions she has are big effects rather than big bodies. If Alchemist wants big minions, she will have to create them herself (through buffs or card generation).
Showcased Cards
In all my cards, I will use the term
"Type"
to mean what is commonly called "tribe".
It's the offical term!
Challenge #1: Tortollan Elder
Challenge #2: Natural Selection, Mutant Chameleon, Mass Extinction
Challenge #3: Rapid Contamination
TOKENS
Philosopher's Stone cost 2 because 0 would have been OP and 1 is hard-countered by
Skulking Geist
and anti-synergy with my "transform 1-Cost in hand" cards.
PRIMORDIAL GENESIS
- My Un'Goro quest is based around summoning spells. There are already very poweful summoning spells in my basic & classic sets, including one that can clear more than half of this. The reward is an infinite value giver, similar to
Build-A-Beast
. If Blizzard thought this was a good idea, I don't see why I can't do it.
AMBER DROP
- A Discover-summon spell that helps complete the Quest. Based on
Free From Amber
. Note that, despite the "Discover", you won't keep a copy in your hand.
RAPID CONTAMINATION
- A card that rewards having a full or near-full hand. Very powerful when cast with...
BRAINS IN JARS
- Another card that rewards having a full or near-full hand. Super OP with all the cards that
PLAGUEMAKER PATRICIA
- My class' DK. I wanted to try something new which is why she costs only 1. Patricia can potentially make your games super consistent and change your strategies. Every game will feel different with Patricia on board.
"But Cheese! The Lich King card is supposed to highlight a weakness from your class! This highlights a strength!"
Contrary to what people believe, Lich King cards don't target a class' intrinsic weaknesses (except maybe the Rogue one) but rather forces them into a specific playstyle. Warlock must play Renolock, Hunter must play Spells, Shaman must play Murlocs, etc... My Lich King card does the same: it forces you to play a token playstyle. It is still a significant downside since the Trainess deal damage to you.
Remaining cards
Journey to Un'Goro
TOKENS
NOTES
BLUE POTION
lready appeared in my Basic set.
MUTANT CHAMELEON
has the "All" tribe because he's a Chameleon. I already made "All" cards in the Classic set.
NATURAL SELECTION
can also target typeless minions, but other typeless minions won't be buffed.
CHROMATUS
only gives you all 3 cards if the Discover is a true Discover. My Amber Drop won't summon 9 minions for instance.s
Knights of the Frozen Throne
TOKENS
NOTES
BLOOD OOZE
- If you only have a single Blood Clot at the end of your turn, it will still transform into a Blood Ooze. If you have Clots from several Oozes, they will all merge back into a single Ooze regardless.
THE ALCHEMIST
The Alchemist is a specialist in the art of transformation, generation, and combination; including of living material. Her specialties are:
STRENGTHS
WEAKNESSES
Showcased Cards
In all my cards, I will use the term "Type" to mean what is commonly called "tribe". It's the offical term!
TOKENS
Philosopher's Stone cost 2 because 0 would have been OP and 1 is hard-countered by Skulking Geist and anti-synergy with my "transform 1-Cost in hand" cards.
Lich King Challenge card
Spectral Trainee
"But Cheese! The Lich King card is supposed to highlight a weakness from your class! This highlights a strength!"
Contrary to what people believe, Lich King cards don't target a class' intrinsic weaknesses (except maybe the Rogue one) but rather forces them into a specific playstyle. Warlock must play Renolock, Hunter must play Spells, Shaman must play Murlocs, etc... My Lich King card does the same: it forces you to play a token playstyle. It is still a significant downside since the Trainess deal damage to you.
Remaining cards
Journey to Un'Goro
TOKENS
NOTES
Knights of the Frozen Throne
TOKENS
NOTES
LINKS TO PREVIOUS POSTS
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)