THE SORCERER-KING: LORD RHEMUS I
Fan Lore:
Lord Rhemus I is one of the most powerful sorcerer-kings to walk Azeroth. Shepherding lost peoples and appearing in visions to the hopeless, he has cradled his small, hidden kingdom on the outskirts of the Wetlands. It is said that, over the span of but a few decades, this mystical ruler of fabled origin was able to bring a powerless, rotting village to splendid grandeur by gathering prisoners, exiles, war victims, pilgrims, and other vagrant peoples in one place, imbuing their spirits with his magical powers and oratory brilliance. The village-turned-kingdom is often shrouded to undesired outsiders, keeping the citizens safe, allowing them to strengthen and prosper. Any invaders or bandits that stumble across the city walls are either indoctrinated or immediately destroyed by Rhemus' private army. It is rumored that one day, Lord Rhemus I will assimilate the rest of the Wetlands, followed by all of the Eastern Kingdoms, in due time, for he is believed to be immortal and the extent of his power limitless.
Hero Power
Class Mechanics and Example Cards:
The core mechanics of the Sorcerer-King class are the manipulation of Spell Damage, board control, and card combos. These are displayed by the cards below:
Prosper: Lord Rhemus has a kingdom to run, and he may cheekily employ magic to augment the treasury when needed. The idea for this card is to create a cheap draw engine to promote combo-based removals or buffs using your stored Warp Charges. There is a pretty big tradeoff here though, as you're obviously giving your opponent an opportunity to draw cards to respond to your combos.
Ethereal Elite: An example of Spell Damage-based minion synergy. Lord Rhemus often utilizes his grand throne-seated power to empower his chosen troops on the battlefield. During the later stages of the game, when theoretically you'd have several Warp Charges in hand, you could essentially play the minion as a 6-mana 5/6 with Taunt. Or, if you have other Spell Damage sources, the minion could get even bigger.
The People's Champion: An example of mid-game versatile hard removal. The People's Champion fiercely fights for the common man, so you can rest assured that she will courageously destroy that which most threatens the peace of the kingdom.
3
what is the win coindition of this deck?
2
How do you deal with your draw problem? because you can run out of steam by turn 4-5