Ritualist Tools (Note: 'temporary' means that a card is discarded at the end of turn, like in Throw Glaive):
Explanation on Ritual: Ritual works a bit like Secrets, by creating a special symbol over your portrait, which, when hindered, will show what the Ritual does. Unlike Secrets, Ritual doesn't have to be the only effect on the card, and may be placed on minions and weapons. Still, you can have at most 5 Rituals at the time, but, unlike Secrets, you can have multiple copies of the same Ritual.
Upgraded Hero Power:
Short recap:
Themes:
Short version: Hero Power synergies (through Ritual keyword mostly), swarm and death of minions, sacrificing minions, weapons, (0)-cost spells, copying cards, shuffling as a downside.
A bit longer version: My class is a Witch Doctor. As you may guess from the Keyword, Hero Power synergies are one of the main themes of my class, and this Keyword helps me to keep in check that there won't be much permament boosts, rather one-time effects, so player wouldn't end up spamming it each turn, yet would be using it more than with other classes. Another main theme is swarming your board with small minions, and then profit from their death, by Deathrattles, area on-death synergies, and sacrificing them. It won't have area buffs though, so it would be different than Token Druid. It will also have access to weapons. Side themes will be (0)-cost spells, without much synergy, but allowing for faster strategies, copying cards, what would help with some funny combos, and shuffling bad cards into your own deck as a downside for cards. The most common minion types will probably be Beasts, sometimes Totem, and there may happen to be few Elementals. Main spell school will be Shadow, there will be some Nature spells too, and a bit of Fire spells
Strenghts, limitations, weaknesses:
Strengths: Swarm, card generation, AoE, a bit of combo potential through delayed effects, copying cards and Mana cheating.
Limitations: Survivability through healing, removals, card draw.
Weaknesses: No big bodies (not many high-cost cards in general, class rather relies on generating cards in late game), no single nor area buffs, lack of immediate face damage.
Showcase cards:
Tokens:
In this part of set, I focused on cards with Ritual keyword, as well as added two other cards with Hero Power synergy. Crawling Friends helps swarming the board, and after you use Hero Power, you may add two more to your hand. On the other hand, that will also add two rather bad cards into your deck, weakening power of your deck. There are few cards in my class which do use mechanic of shuffling cards as a downside, used preferably in decks which generate cards rather than drawing them. Power Ring showcases a special token my class will sometimes use - Ju-ju Essence. I do not plan on any direct synergies, but they will help in building combos. Voodoo Channeler has synergy with 0-Cost spells, which my class uses quite oftenly. They are not one of main themes though, so that's the only card which synergise with them in whole Hexxer set.
All cards in this part of Hexxer set, by rarity, with short insight:
Common:
Ju-ju Blast is one of 0-Cost spells my class has, and may generate another one. It's probably a bit on a strong side, in comparison with WANTED! or Mortal Coil, but I'd say it's ok, in today Hearthstone. Broodmother is another card which summon spiders, and another one which shuffle them into your deck as a downside. Cauterize Soul is helpful, but rather high-cost spell which may get rid off of one big minion, or many small ones.
Rare:
Mating Toad helps with summoning small minions, and is a bit stronger, but still small minion useful in early trading. It completes one of two challenges.
Epic:
Soulfused Staff is kind of flexible draw, which can be postponed so you can smack some small minions with pre-Core Assassin's Blade. If used immediately, it's either 7-Mana Sprint that also adds Ritualist Tool to your hand, or 7 Mana draw 3, gain +3 Attack this turn and add a Ritualist Tool to your hand.
Nightmare Ring may not realy do much damage for it's cost, in comparison to Volcanic Potion, or Felfire Potion, but may add a decent amount of minions to your hand, and help you out-value your opponent. This class relies in late game rather on card generation, than high-cost class cards.
Legendary:
Sen'jin gives an actual payoff for playing focusing on Hero Power and Rituals. It gives you a decent minion in terms of stats, because I felt that this effect on 6-Mana card is worse than cards like Wildfire. I would probably include this in Showcase cards, but I felt like 9 tokens is a bit of overkill.
Uncollectible:
Thanks for reading through this! Hope you like it, and hope you enjoyed other custom classes in this competition as well. If you have time you may also want to check out 2 previous sets of this class: Basic and another half of Hexxer.
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Witch Doctor, the Hexxer set, part two
Ritualist Tools (Note: 'temporary' means that a card is discarded at the end of turn, like in Throw Glaive):
Explanation on Ritual: Ritual works a bit like Secrets, by creating a special symbol over your portrait, which, when hindered, will show what the Ritual does. Unlike Secrets, Ritual doesn't have to be the only effect on the card, and may be placed on minions and weapons. Still, you can have at most 5 Rituals at the time, but, unlike Secrets, you can have multiple copies of the same Ritual.
Upgraded Hero Power:
Short recap:
Themes:
Short version: Hero Power synergies (through Ritual keyword mostly), swarm and death of minions, sacrificing minions, weapons, (0)-cost spells, copying cards, shuffling as a downside.
A bit longer version: My class is a Witch Doctor. As you may guess from the Keyword, Hero Power synergies are one of the main themes of my class, and this Keyword helps me to keep in check that there won't be much permament boosts, rather one-time effects, so player wouldn't end up spamming it each turn, yet would be using it more than with other classes. Another main theme is swarming your board with small minions, and then profit from their death, by Deathrattles, area on-death synergies, and sacrificing them. It won't have area buffs though, so it would be different than Token Druid. It will also have access to weapons. Side themes will be (0)-cost spells, without much synergy, but allowing for faster strategies, copying cards, what would help with some funny combos, and shuffling bad cards into your own deck as a downside for cards. The most common minion types will probably be Beasts, sometimes Totem, and there may happen to be few Elementals. Main spell school will be Shadow, there will be some Nature spells too, and a bit of Fire spells
Strenghts, limitations, weaknesses:
Strengths: Swarm, card generation, AoE, a bit of combo potential through delayed effects, copying cards and Mana cheating.
Limitations: Survivability through healing, removals, card draw.
Weaknesses: No big bodies (not many high-cost cards in general, class rather relies on generating cards in late game), no single nor area buffs, lack of immediate face damage.
Showcase cards:
Tokens:
In this part of set, I focused on cards with Ritual keyword, as well as added two other cards with Hero Power synergy. Crawling Friends helps swarming the board, and after you use Hero Power, you may add two more to your hand. On the other hand, that will also add two rather bad cards into your deck, weakening power of your deck. There are few cards in my class which do use mechanic of shuffling cards as a downside, used preferably in decks which generate cards rather than drawing them. Power Ring showcases a special token my class will sometimes use - Ju-ju Essence. I do not plan on any direct synergies, but they will help in building combos. Voodoo Channeler has synergy with 0-Cost spells, which my class uses quite oftenly. They are not one of main themes though, so that's the only card which synergise with them in whole Hexxer set.
All cards in this part of Hexxer set, by rarity, with short insight:
Common:
Ju-ju Blast is one of 0-Cost spells my class has, and may generate another one. It's probably a bit on a strong side, in comparison with WANTED! or Mortal Coil, but I'd say it's ok, in today Hearthstone. Broodmother is another card which summon spiders, and another one which shuffle them into your deck as a downside. Cauterize Soul is helpful, but rather high-cost spell which may get rid off of one big minion, or many small ones.
Rare:
Mating Toad helps with summoning small minions, and is a bit stronger, but still small minion useful in early trading. It completes one of two challenges.
Epic:
Soulfused Staff is kind of flexible draw, which can be postponed so you can smack some small minions with pre-Core Assassin's Blade. If used immediately, it's either 7-Mana Sprint that also adds Ritualist Tool to your hand, or 7 Mana draw 3, gain +3 Attack this turn and add a Ritualist Tool to your hand.
Nightmare Ring may not realy do much damage for it's cost, in comparison to Volcanic Potion, or Felfire Potion, but may add a decent amount of minions to your hand, and help you out-value your opponent. This class relies in late game rather on card generation, than high-cost class cards.
Legendary:
Sen'jin gives an actual payoff for playing focusing on Hero Power and Rituals. It gives you a decent minion in terms of stats, because I felt that this effect on 6-Mana card is worse than cards like Wildfire. I would probably include this in Showcase cards, but I felt like 9 tokens is a bit of overkill.
Uncollectible:
Thanks for reading through this! Hope you like it, and hope you enjoyed other custom classes in this competition as well. If you have time you may also want to check out 2 previous sets of this class: Basic and another half of Hexxer.