THE ENCHANTER
The Enchanter is all about magic and change. Enchanting your cards to make them better and unique, setting yourself apart from your opponent! Spells and books and wands and even Demons! Elisande, the ruler of Suramar City and the leader of the Nightborne, has versatile play-styles: A spell-oriented Enchanter can use their hero power to consistently activate Phase and empower their cards, which benefit from Spell Damage in interesting ways. A minion-oriented Enchanter will be able to buff minions in their hand and establish a board presence. And even weapons have a place in the class as an aggressive option!
Strengths
• Versatile spells: The Enchanter has access to a lot of spells; AOE, direct damage, single-summon, hard removal, and buff cards. In this sense, Enchanter is slightly more versatile than Mage when it comes to spell use.
• Handbuffs: Normally average minions in Enchanter can be buffed by a range of cards — either as they are drawn from your deck, played from your hand, or on the board. This makes normally low-impact minions more viable later on.
• Left-most hand matters: The ability to discount/take advantage of the left-most cards in your hand makes for a strategic way to play your hand out, so you have to be careful what you want to make your hand into! Especially with Mistveil Drake , combo potential is only there if you have the right setup!
• Aggressive early game: Once again, Enchanter has low-impact minions — but they're cheap and have good snowball potential paired with handbuffs. Making use of Phase can give you bonuses for your board as well as your hand, and help put you in control of the board early on.
• Draw: In both the basic set and the classic, Enchanter has good single-card draw potential. However, there's nothing like Sprint in the deck, so you have to be careful not to empty your hand too quickly.
Weaknesses
• No healing: Enchanter may have good spell and minion value, but it has no way to recover from damage on its own, much like Rogue.
• Lack of late-game minions: While there are a few high-cost minions, they aren't particularly well-statted. That's why your handbuffs are there.
• Recursive playstyle: Phase cards have to be supported by other cards... that usually have Phase themselves. This will be easier to overcome in later sets, but in Classic it means you have to choose which cards to play first to get the bonus — similar to how if your hand is filled with combo cards, you need to play one card without the bonus in order to activate the others.
Keyword: Phase
If the text on a card has changed, Phase is activated when you play it. That means Cost , Attack , Health , and card text (particularly Spell Damage ). Cards that transform don't count!
Example Cards
- Foul Homunculus supports Phase minions easily with fair stats and a not-too-amazing effect. The best part is, if you've already buffed it (or played it with a bonus from Mistveil Drake) the effect gets more powerful along with it! It's almost like it gets upgraded.
- Warp Splicer 's immediate effect is similar to Gloop Sprayer , but its secondary effect helps if you want to reuse a battlecry minion.
- Bibliomancy is the challenge #2 card. It supports a future archetype of 1-Cost cards similar to Rogue's burgle concept ( sorry Cheese ). Most 1-Cost cards are actually kind of good — this archetype will replace card draw in favour of immediate lower value plays that benefit from Enchanter's handbuffs.
- Occult Infusion , when paired with the hero power is analogous to Feeding Time , and only scales from there. Otherwise the tokens become a target for handbuffs, making for a versatile card with delayed or immediate board impact.
- Arcanist Valtrois may seem weak stats-wise, but keep in mind that her effect affects all of your minions, including her. That makes her an 8 mana 4/8 with Spell Damage +2 and a board-wide double Stormwind Champion effect. It also makes your hero power good for 2 charges... or empowers it as a 2/2 weapon to smash enemies with. This is a win condition card that can be paired with various Enchanter play styles.
Tokens
Token for Occult Infusion
All Cards
Common
Rare
Epic
Legendary
A note on Mana Vapour : When said minions are played, they keep the +2/+2 buff!
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Just to be clear.
They are working on a mobile game. That investment they just received was from NetEase. Yes, that's the same company that made Diablo Immortal. I do hold more optimism for Second Dinner's mobile titles than Blizzard's as the former really seem to be passionate about their projects. Regardless, this should dispel any disappointments from early misconceptions.
Source: https://www.polygon.com/2019/1/3/18167154/former-hearthstone-devs-marvel-game-second-dinner
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Idea behind Expansion (MUST READ):
So, there are 9 classes in Hearthstone. So, if we do the math, there are 36 unique combinations of two classes in Hearthstone. Wow.
So, to simplify things, I'm going to make cards based on 9 out of the 36 possible combinations of 2 classes. What are those 9? Well, if you look at your daily quests, you'll notice that there are only 9 possible combinations of classes whenever you get a daily quest that awards you for winning with _____ and ______ classes for a number of wins:
Source: http://hearthstone.gamepedia.com/Quest#Class_combinations
There have been some speculation behind these classes when Hearthstone was first released. Apparently, these classes have similar playstyles (Shaman and Warlock have the most drawback cards) and flavour (Mage and Hunter both use arcane projectiles). As such, it would make the most sense to design cards around these combinations.
So, these combinations are going to be the "Schools" of Dalaran; they are groups where the teachers and students of the Kirin Tor have joined to refine the arcane skills and pass down the knowledge of magic.
Don't worry though, I'm going to make 27 cards based off of the other possible combinations. They will be called "Unorthodox Academies", which are basically special classes for..."gifted" students.
What's the difference between Unorthdox Academies and the Schools? Well, you see...the Academies are tried of being pushed around. Rarely are they as recognized, and it is always the Schools that receive the most talented individuals. In fact, each School has a unique keyword to represent its dominance. Thus, a malicious plot is about to unfold...
"For those who are willing to learn the most mystic powers amongst others."
Note: Every school has an exclusive keyword.
Classes: Mage and Shaman
"For those who are willing to become one with the ley-lines around us."
School's Exclusive Keyword:
Stabilize (X): After this minion's battlecry occurs, spend X mana. If you can't, destroy this minion.
Common (2/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
Classes: Shaman and Warlock
"For those who are willing to sacrifice anything for power."
School's Exclusive Keyword:
Cursed: Whenever you play a card, destroy this minion.
Common (2/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
Classes: Warlock and Priest
"For those who are willing to embrace one's duality."
School's Exclusive Keyword:
Jealousy: If your hero has less Health than your opponent's hero...
Common (0/3)
Rare (1/3)
Epic (0/2)
Legendary (0/1)
Classes: Priest and Paladin
"For those who are willing to protect others at all costs."
School's Exclusive Keyword:
Support: Whenever you summon a minion with less Attack or Health than this minion, give it +1/+1.
Common (2/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
Classes: Paladin and Warrior
"For those who are willing to put themselves in harm's way and execute orders without exemption."
School's Exclusive Keyword:
Guardian: Whenever this minion takes damage, gain that much Armor.
Common (0/3)
Rare (1/3)
Epic (0/2)
Legendary (0/1)
Classes: Warrior and Rogue
"For those who are willing to recognize that strength and intellect are no match for fear and respect."
School's Exclusive Keyword:
Intimidated: If you are holding a weapon...
Common (0/3)
Rare (1/3)
Epic (1/2)
Legendary (0/1)
Classes: Rogue and Druid
"For those who are willing to find enlightenment before and after death."
School's Exclusive Keyword:
Chi Spirit: Add a copy of this card to your hand without Chi Spirit
Common (1/3)
Rare (1/3)
Epic (0/2)
Legendary (0/1)
Classes: Druid and Hunter
"For those who are willing to speak in the language of nature and the universe."
School's Exclusive Keyword:
Awaken: This card is a permanent card that cannot be destroyed. Transform this card into a minion if the following condition is met.
Common (1/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
Classes: Hunter and Mage
"For those who are willing to explore the infinite reaches of arcane sciences."
School's Exclusive Keyword:
Recursion: This spell costs (1) more for each enemy minion on the battlefield. Recast this spell for each enemy minion on the battlefield. (e.g. A (1) mana spell with Recursion that draws a card will draw 7 cards and cost (7) if there are 6 enemy minions on the battlefield).
Common (0/3)
Rare (0/3)
Epic (1/2)
Legendary (0/1)
Classes: All 26 other combinations
"For those who are willing to accept themselves as an outcast."
Common (1/9)
Rare (0/9)
Epic (0/6)
Legendary (0/3)
"For those who are willing to seek simplicity in the arts."
"For those who are willing to toy with the strings of magic."
Theme: Discover Spells and Minion Position Importance
Common (0/3)
Rare (2/3)
Epic (0/2)
Legendary (0/1)
"For those who are willing to connect with every being and spirit."
Theme: Hybrid Tribal Cards
Common (0/3)
Rare (0/3)
Epic (1/2)
Legendary (0/1)
"For those who are willing to turn their greatest weakness into unimaginable power."
Theme: Anti-drawback
Common (0/3)
Rare (0/3)
Epic (0/2)
Legendary (1/1)
"For those who are willing to continue to aid the helpless when others have failed."
Theme: Fatigue Syngery and Mill Cards
Common (2/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
"For those who are willing to strengthen others by leadership and tactics."
Theme: Buff and Debuff spells
Common (0/3)
Rare (0/3)
Epic (1/2)
Legendary (0/1)
"For those who are willing to play the strategic game of war."
Theme: Abilities that trigger on your opponent's turn
Common (0/3)
Rare (0/3)
Epic (1/2)
Legendary (0/1)
"For those who are willing to see a vast ocean in a mere puddle."
Theme: 0-attack minion synergy
Common (1/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
"For those who are willing to understand that the most cowardly thing to do is to not run away, but rather to run blindly forward."
Theme: Evasion
Common (0/3)
Rare (0/3)
Epic (1/2)
Legendary (0/1)
"For those who are willing to aim without ever looking."
Theme: Spell Synergy
Common (0/3)
Rare (1/3)
Epic (0/2)
Legendary (0/1)
"For those who are unwilling to decide."
New Keyword:
Recruited: Whenever you play a card that belongs to only 2 classes...
Common (1/22)
Rare (0/9)
Epic (0/9)
Legendary (0/5)
P.S. For funnsies, I might put the people who have critiqued my cards as easter eggs within my future cards (E.g. Rene Discardes references me! Rene Descartes was the one who first said "Cogito Ergo Sum" which means "I think; therefore, I am").
This is totally not me reminding myself how to post cards in the proper dimensions...
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Congrats Lathy! It was well deserved, and it keeps reminding me that DISCARDLOCK SHOULD BE A THING YOU READIN THIS BLIZZARD?! BUFF IT TO OBLIVION!
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A very simple formula. Take the total number of submissions, divide them by 10, round to the nearest multiple of 4 (so it looks nice on the poll).
So we have 80 submissions, divide that by 10 you get 8, and since it's already a multiple of 4, we keep it as 8.
Examples:
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Glad you liked my card. ^-^
Do note that you're gonna have to a) have a completely empty board when you spam Samuro, b) have the exact cards you need in your hand in the exact order you want to play them from right to left, c) dodge literally any AoE that deals at least 2 damage for one turn because note that the first time you play this, Sam's reduction will ONLY affect his Echo card because it'll stay there until the end of turn, which makes the Echo mechanic a lovely balancing tool.
Also note that the main viable Rogue decks atm are tempo/aggro/midrangey decks, and Sam only really works in a Control/Combo deck with the latter being kinda hard to set up.
Hope that explains why I balanced him as such.
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"MEDIC! Oh wait, wrong card."
Based on the Warcraft 3 Character introduced alongside Rexxar and Chen, Samuro is a Blademaster seeking vengeance for his slaughtered hometown. He's well-known for having the ability to clone himself into sqwishy clones that overwhelm the enemy. Hope you like this interpretation of him into card form. :D.
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All of these are not balanced whatsoever. These ideas were also made in the last minute. Eh. YOLO. Your thoughts?
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And for those who are wondering what their current rankings are...again...
"The mathing intensifying intensifies"
Current Rankings!
Those Advancing to the Next Phase Are Green.
*Rankings are subject to change, swing-states, and deus ex machinas.
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And for those who are wondering what their current rankings are...
"The mathing intensifies"
Current Rankings!
Those Advancing to the Next Phase Are Green.
*Rankings are subject to change, explosions, and dramatic love stories.
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For drawing Candleshot , Eaglehorn Bow , Rhok'delar , and Deathstalker Rexxar !
"And by 'Eternal', he usually means about 5-10 minutes or so."