Capable of channeling ancestral spirits through their body, spirit walkers are revered in tauren and orc societies for the history and wisdom they carry within them. More Lore:
The eyes of a spirit walker are ancient and shine with the light of a thousand souls. Their bodies are vessels, conduits from the realm of the dead to the world of the living. A spirit walker strong enough to bear the weight of so many souls achieves a mystical transcendence, embodying the collective will and experience of the generations that are reaching out to him.
A spirit walker lives only partially in the mortal world. His mind roams freely, and countless personalities enter his memories and his thoughts. When speaking to a spirit walker one can never be entirely certain that only the spirit walker responds, for they speak with the voices of the ancient ancestors.
Keyword& Class Strengths
(X) could be a spell, minion, weapon, Totem, 4-Cost, etc.
The loyalty a spirit walker feels for his community is zealous. The spirits of countless ancestors fill his mind, impressing a powerful need upon their host to guide and safeguard the tribe.
In not so many words, the kin and kindred of a Spiritwalker are of the upmost importance to them, and empower them to do amazing things, gaining new powers through playing minions or spells in sequence, and even through playing different tribes.
Class Strengths and Mechanics
Strengths
Single target/lone minions. Handbuffs and board buffs like Power of the Wild or Bloodlust are few and far between for the Spiritwalker. However, this class excels at buffing powerful single minions, keeping them alive, and bringing them back from their untimely demise.
Dormancy and Immunity. A sleeper mechanic that saw more attention in Ashes of Outland, Dormant, is a key focus for the Spiritwalker class. Not all 'dead' things are really dead, and in truth, the spirits are merely waiting to be called upon. At some points, minions under the Spiritwalker's control may phase in and out of the corporeal plane, while still being able to attack, gaining Immune temporarily.
Card draw/generation. To keep up with your opponent, Spiritwalkers need every opportunity they can get to level the playing field, and that means card draw/generation.
Health Restore/Addition. Health restoration and addition is vital for the Spiritwalker to maintain board presence and keep themselves in the game.
Death-based effects. There are minion demise related cards.
Taunt, and other keywords that significantly obstruct your opponent as you build a tall board.
Limitations
Low AOE potential. Board clears will usually be conditional, and may have a 'negative' effect rather than just dealing damage.
Limited hard removal. As with AOE, Spiritwalkers don't carry Twisting Nether or Assassinate with them, but under the right circumstances, they can get good value removal.
Weaknesses
Low burst damage. Spiritwalker isn't inherently a class that rushes to the finish line (even though there is potential for early game snowball), so don't expect much in the way of face damage.
Showcase
All Cards
Spiritwalker Cards
More about these cards:
Refracting Rune: The Shimmering Courser effect as a cantrip spell. This is one of the more powerful buffs you can give a minion versus spellcasting classes, and can be extremely powerful against certain classes. We all know how disruptive Robes of Protection can be.
Spirit Weak: Remember, this is Scholomance, so there are some scholastic puns to be had (Spirit Weak -> Spirit Week). Targeted spell that works well to reduce threat from your opponent's board and give you time to cope when faced with an aggro deck.
Mystflame: A tradeoff AoE; very powerful early game effect that prevents you from establishing an immediate board presence after playing it.
Tempest Totem: Apart from targeted draw, Spiritwalker still relies on a select few cards from the basic set to get through their deck, and one from the Apprentice set (Soul Sunder, Truesight Saber, and Natural Reflection). This makes a good addition to that list.
Spiritcaller: A nice solid body on turn 3 to get value out on turn 5/6.
Taskmistress Akara: Silence in the classroom! The taskmistress will be having no disobedience in her school... or there will be punishment.
Shaman / Spiritwalker Dual Class Cards
More about these cards:
Totem Grower: 4 mana 3/6 Overload (1) with the potential to grow bigger. Shaman totem decks have been very cheesy pseudo-aggro decks when they've been pushed. There is more to it than that, and the powerful effects they provide are not to be laughed at.
Totem synergies cross-class. Totem Mayhem can summon Totem Grower (which buffs itself intentionally). Tempest Totem is powerful draw that does not get pulled by Totem Mayhem. Shon'to is more Totem draw and buffs. See if you can spot anything special about her name... Related cards from previous sets include:
Targeting minions with spells
Cards that encourage single-target buffs help to establish class identity as a "build a big minion" class, neglecting hand buffs or wide buffs. Related cards from previous sets include:
Spellburst
Since this is Scholomance, it's pretty much obligatory to have some spellburst cards. Usually it's just two per class, but I couldn't resist giving it to the legendary as well - when you think about it, the two keywords are the inverse of each other. The effect activates a) if you've cast a spell before you've played it, and b) when you cast a spell after you've played it.
Dormancy
There is limited focus on Dormancy in this set, even though it is one of the core mechanics of the class. Mystflame is a powerful AOE tool that prevents you from immediately swinging the board in your favour - it is conditional, as are most removal effects in this class. Spiritcaller can be thought of like Voidcaller in its effect, but has certain tradeoffs and advantages over it. The minion can't affect the board immediately, but it is still summoned and can't be silenced. It also summons a copy, such that you don't lose card advantage. Related cards from previous sets include:
Scholomance Academy
*Commune can be used without minions on the board, and it will restore 1 Health to your hero.
Basic Set (for reference)
First half of Apprentice Set (for reference)
Keyword & Class Strengths
Showcase
All Cards
Spiritwalker Cards
More about these cards:
Refracting Rune: The Shimmering Courser effect as a cantrip spell. This is one of the more powerful buffs you can give a minion versus spellcasting classes, and can be extremely powerful against certain classes. We all know how disruptive Robes of Protection can be.
Spirit Weak: Remember, this is Scholomance, so there are some scholastic puns to be had (Spirit Weak -> Spirit Week). Targeted spell that works well to reduce threat from your opponent's board and give you time to cope when faced with an aggro deck.
Mystflame: A tradeoff AoE; very powerful early game effect that prevents you from establishing an immediate board presence after playing it.
Tempest Totem: Apart from targeted draw, Spiritwalker still relies on a select few cards from the basic set to get through their deck, and one from the Apprentice set (Soul Sunder, Truesight Saber, and Natural Reflection). This makes a good addition to that list.
Spiritcaller: A nice solid body on turn 3 to get value out on turn 5/6.
Taskmistress Akara: Silence in the classroom! The taskmistress will be having no disobedience in her school... or there will be punishment.
Shaman / Spiritwalker Dual Class Cards
More about these cards:
Totem Grower: 4 mana 3/6 Overload (1) with the potential to grow bigger. Shaman totem decks have been very cheesy pseudo-aggro decks when they've been pushed. There is more to it than that, and the powerful effects they provide are not to be laughed at.
Self-Possessed: Referring back to the 'lonely minion' archetype of this class, this follows cards like Rite of Solitude, Barrens Wanderer, and Anima Giant. It also provides the same value as Grave Rune for the price of Ancestral Spirit.
Totem Mayhem: It's getting late where I am... Basically a board-flood card like Gather Your Party (or whatever that's called).
Shon'to, Temp Teacher: Speaks for itself I'd say. Good legendary to play in a totem deck. Great draw and buff utility.
Spiritwalker / Priest Dual Class Cards
More about these cards:
Alluring Alumnus: Basic draw engine. "Finishes off" the cycle of Frazzled Freshman, Shifty Sophomore, Judicious Junior, and Smug Senior.
Top of the Class: Can't be top of the class unless you're better than everyone else!
Trainee Trendsetter: Not quite Spiteful Summoner, but close.
Lecturer Brightsong: Pulls from a very wide pool of cards and gives you a lot of choice. You should be careful to have mana to play them, however!
Themes
Totems
Totem synergies cross-class. Totem Mayhem can summon Totem Grower (which buffs itself intentionally). Tempest Totem is powerful draw that does not get pulled by Totem Mayhem. Shon'to is more Totem draw and buffs. See if you can spot anything special about her name...
Related cards from previous sets include:
Targeting minions with spells
Cards that encourage single-target buffs help to establish class identity as a "build a big minion" class, neglecting hand buffs or wide buffs. Related cards from previous sets include:
Spellburst
Since this is Scholomance, it's pretty much obligatory to have some spellburst cards. Usually it's just two per class, but I couldn't resist giving it to the legendary as well - when you think about it, the two keywords are the inverse of each other. The effect activates a) if you've cast a spell before you've played it, and b) when you cast a spell after you've played it.
Dormancy
There is limited focus on Dormancy in this set, even though it is one of the core mechanics of the class. Mystflame is a powerful AOE tool that prevents you from immediately swinging the board in your favour - it is conditional, as are most removal effects in this class. Spiritcaller can be thought of like Voidcaller in its effect, but has certain tradeoffs and advantages over it. The minion can't affect the board immediately, but it is still summoned and can't be silenced. It also summons a copy, such that you don't lose card advantage.
Related cards from previous sets include:
Cards from Previous phases
Basic
Link to album
Apprentice 1
Apprentice 2
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