Colour Chart entry:
Lady Vashj is the Sea Witch: A versatile Naga sorceress capable of unleashing devastating water-based magic as well as powerful minions of the deep to overwhelm your opponent, but can also lurk beneath the Ocean Depths, biding her time, waiting for the right moment to strike.
After a lengthy hiatus, the Sea Witch class has received its Core Set with a large number of changes, buffs, and new cards!
For a development timeline of the Sea Witch prior to the Core Set, refer to the below spoiler:
- The Basic Set provided the framework for this class, introducing the most core of mechanics and playstyles.
- The Classic cards built up and outwards from the Basic Set. While the initial Basic cards attempted to tone down the Sea Witch's inherently complicated playstyle, the Classic set attempts to slowly introduce the first glance at the strategies the Sea Witch has at her disposal.
- With more cards from the Whispers of the Old Gods and One Knight in Karazhan expansions, the Sea Witch slowly became more complex and explores different possible interactions and archetypes.
- Mean Streets of Gadgetzan and Journey to Un'Goro shake up the meta, and the Sea Witch finds herself competing with a diverse array of other deck archetypes in different classes. However, a custom Gadgetzan gang, a Quest (Freeze Sea Witch) that has been slowly planned for since the Basic Set, and both strong value and tempo-oriented cards keep the Sea Witch afloat in the shifting meta. Un'Goro also finalizes the token-Murloc archetype, a deck that has slowly gotten support since the Basic set.
- And at last, the final two sets of this competition make their mark on the Sea Witch's already considerable arsenal. Knights of the Frozen Throne brings about the new Death Knight hero card and the continuation of a new archetype first introduced in Un'Goro, big Sea Witch, as well as support for Quest Sea Witch. Kobolds and Catacombs, with its Spellstones and Legendary Artifacts, also introduce new ways to play and deck types, namely Lifesteal/Heal-Control Sea Witch.
- The Witchwood is the first expansion completed outside of the competition. Many key cards and cycles were rotated out, notably strong early-game options to fill the Sea Witch's deck with Ocean Depths, a key Murloc card, and the entire Hero Power synergy package. The Witchwood aims to fill in the gaps here and there with several new options, bolstering the Sea Witch's early game with some tempo-oriented minions, midrange options, and a few late game tools as well. The first signs of a faster, proactive Sea Witch game also appears in the form of a unique 4-mana legendary.
- The Boomsday Project reintroduces Mechs, and the Sea Witch is no slacker in that department. Though they are not the main focus of the Sea Witches this expansion, they have options to seamlessly unite Mechs and Murlocs and powerful, hulking, control-style mechs too. The scientific theme of the Sea Witches is genetics; They're messing around with what they shouldn't be. Genetics revolve around minion cost and summoning minions. Lots of minions. This sounds boring, but the Sea Witches wouldn't be Sea Witches if they didn't use that concept in... peculiar ways. The name of the game is all about Tempo, and the Sea Witches finally get a strong push towards a zoo-like playstyle, having been relegated to mid or late-game options for a while, save for Murlocs. Heal-Witch gets some much needed tools as well.
- Rastakhan's Rumble sees some marked departures from the usual, slower playstyles of Sea Witch. They do not represent a team, per se, but instead are the cheerleading faction! While they don't really worship a Loa in Warcraft lore, Sethraliss is reptilian so we are going with that. At this point, most of the Sea Witch's most powerful cards and archetype enablers have gone. Big Sea Witch is no longer a thing and the most efficient ways of putting in Ocean Depths into your deck are also gone. Murlocs, too, are gone for the most part. Therefore, this expansion is a "test" to see this class can support any other archetypes: Charge Sea Witch, a combo deck, and Zoo Witch. Charge Sea Witch was a minor archetype in MSoG and the first tool has been added to this deck with further support coming. Zoo Witch uses lots of wide-ranging buffs and can quickly amass high-health, difficult to remove minions.
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List of Changes from Wild/Classic versions:
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- Hindsight: Art/name change from Calm Currents (Basic).
- Saltspring Wand (WOTOG): Unchanged.
- Ghostscale Scout (Witchwood): -1 Attack, -1 Mana.
- Sea Elemental (Basic): -1 Attack, +1 Health.
- Highborne Grace (Classic): Unchanged.
- Blackhorn Subjugator: Art/name change from Blackblade Stalker (Witchwood).
- Three Fathoms Below (Basic): Art change, -1 Mana.
- Evaporation (WOTOG): Added Nature tag.
- Scry Me a River (Basic): Added Nature tag.
- The Water Cycle: New card.
- Vashj'ir Portal (ONiK): Added Nature tag.
- Azshara's Journal (ONiK): Added Arcane tag, Highborne cards changed:
- Chronic Tonic: Added Arcane tag.
- Destruction: Added Arcane tag.
- Infinite Intellect: Added Arcane tag, art change, changed from "Draw 4 cards" to "Draw 5 cards".
- Arcane Detonation: Added Arcane tag.
- Boundless Mana: Art change, +1 Attack and Health.
- Highborne's Elegy: New card.
- Sirenic Banshee (KOTFT): +1 Health, added Lifesteal.
- Brine Crossbolter (Classic): Changed from "Double this weapon's attack" to "Gain +3 Attack".
- Warlord Kalithresh (Classic): Unchanged.
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Instead of joining one of the three existing gangs, competitors had the option of creating a custom gang, as long as they included someone who was previously eliminated. I introduce the Cutthroat Cult, a ruthless, ghostly crew of shark-pirates who took over the Gadgetzan Port while the other three crime families were too busy fighting with each other! While the Goons buff your hand, the Jade Lotus focus on board presence with their golems, and the Kabal aim to gain value through deckbuilding and potions, the Cult provides strong mid-game presence with hero powers.
The Cutthroat Cult is made up of the mysterious Sea Witch, the deceptive Illusionist (Broeck1), and the power-hungry Harbinger (Mewdrops). These questionable magic-users have rallied behind the Davy Jaws, who may or may not be a ghost, the captain of the Flying Dutchman, which may or may not exist. The pirate has promised power beyond imagination, so long as these three classes partake in the occasional ritual. Sounds like too good of a deal!The gang members:
The Tri-Class Cards:
Davy Jaws' Tokens
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Challenge Card
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Northgate Reservoir's original idea was by Demonxz95.
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7
I really don't see why there is so much negative response to Blizzard offering this bundle. There are some of us who rather enjoy playing wild (Beta testers anyone?) and this bundle is targeted at them; not the standard players. After countless standard bundles it's nice to finally see a wild one.
It's a good value and a nice way to help both newer players who want to explore wild and vets who just want another shot at getting something they missed (since everyone wants a Dr Balance). Since the pity timers for a lot of these sets weren't a thing it's probably going to be at least 3 legionaries a pop.
For the ones who don't like it; no one is forcing you to buy it. If you don't want it then instead of bitching just don't buy it. For those who do want it; good luck on your packs!
3
Fun...if you can build it :)
2
I didn't know you could see the breakdown either; learn something new every day.
Considering the time and effort this Pupdate (didn't) take (compared to a game feature) I highly doubt the time spent on the Pupdate affected Hearthstone development in any serious or even noticable way. It probably took the pet owners 10 seconds each (which is less time then people spent bitching about the post) to text a picture to the one making the Pupdate.
If the border template was already made by Art then the entire thing could have easily been done during a lunch break. Even if it was done on clock "so what?" The Pupdate makes a lot of people - including the developers - happy; so again what is the harm in it? Workplace moral is important; since happy developers are productive developers.
I personally love the idea; and wouldn't mind if the Pupdates became a regular thing. Sadly though people are just using this as an excuse to complain about the developers and how they spend their time. Maybe instead you guys should be thankful that we have Hearthstone and that Blizzard is nice enough to make it F2P accessible to those who can't afford pay to win, that they release more then one expansion a year, and that they are light hearted enough to be concerned with something that doesn't make them any money?
Just my 2 cents.
9
I got a nice chuckle reading this. Well played.
1
It was close for me between Atreides, the Sandworm (awesome Dune reference) and Master Michelo (awesome concept). There is a lot of good and original cards here though; so good luck everyone!
2
Seems completely legit. ;)
2
The (under)hype is real.
I'm not the least bit surprised that Zilliax or Giggling Inventor are doing well. Anyone who played when GvG was a thing remembers how annoying Annoy-o-Tron was; making two at once (which can now easily be buffed with magnetic) is bound to be a hit. The fact that Zilliax gives more then 2 keywords makes him an auto include in any deck with any amount of mechs.
Like everyone else I'm surprised as well on not seeing Supercollider; stat wise it looks horrible; but once you use it you will fall in love. It's so satisfying to watch two enemy minions kill each other.
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Anyone else notice that the Boomsday cards were in both those? =D
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I'm OK with this. I know it's an April Fools joke; but free - or any - TGT packs would be cool.
2
I love some of the references snuck into the flavor text.t. The 8-bit theater one (Kobold Apprentice) and the D&D one (Void Ripper) both made me chuckle