I loved the concept of Curse of Rafaam, but always thought that Blizzard could have done so much more with it. I love the affliction warlock feel, and know a lot of people enjoyed playing that style in WoW. Therefore I decided to make a custom set outlining what I think would be good concepts related to the "affliction" archetype. I focused on cards that would encourage meaningful decisions on both the parts of you or your opponent, and I tried to make the mana costs reflect that.
Please note that these are concepts only, many of these cards are likely way over- or under-powered! Also, a disclaimer: none of these images are my own. Many are from the WoW TCG, but others are from talented artists across the internet and I sincerely thank them.
So, without further ado, here are my thoughts on how Blizzard could make the affliction archetype work. First off the curses themselves!
Agony:
Agony in WoW was always a DoT effect that increased the longer it stayed on the target.
Curse of Tongues:
In WoW, curse of tongues reduced the casting speed of the target. I tried to keep this flavour. Note that curse of tongues! would affect the cost of the card itself, which is why it has a base cost of 1. I am thinking of dropping this to zero.
Curse of Weakness:
Curse of Weakness reduced the physical damage done by your opponent. I felt that in hearthstone it might be better to feel that this card was making you weaker for every card you held (i.e. if you were in a position of strength). Obviously better in control matchups, probably suffers the same problems as cards like Clockwork Giant, but could see play in a meta full of fatigue games.
Drain Soul:
What is your opponents soul? Why their cards of course!
Health Funnel:
Like a "permanent" Drain Life. Great against aggro to slow them down and heal a bit.
Seed of Corruption:
A guaranteed 2 damage AoE. I felt 3 mana was needed to make sure it was playable, and the 1 mana cost to discard was low because it is guaranteed.
Soulburn:
The high cost to cast this card is due to the high priority it has for your opponent. They cannot ignore it as eventually the damage and cost will get out of hand. It is a board control/comeback mechanic as most times when this is played the opponent will need to spend most/all of their turn discarding this.
Unstable Affliction (my personal favourite):
This card screams choice and interaction. You play it when your opponents board is not overwhelming, but established. They must decide when to discard this, which then acts much like the spell did when you tried to dispell it in WoW.
Curse of Doom:
The most complicated of the curse cards, and the one I had the hardest time deciding on. Essentially this is a ticking time bomb. If played on turn 5 it is a guaranteed 3 damage and your opponent must spend turn 8 9 or 10 discarding this or you gain a Fearsome Doomguard. I originally had it doing AoE as well when discarded, but decided it would be way too OP.
Haunt:
How do you pressure your opponent to actually discard these cards? Especially the ones that "only" deal 1 damage? With the threat of this card. An alternate version I had also triggered the "on discard" effects like the AoE of unstable affliction or doomguard summoned by curse of doom. It is still a consideration.
Of course, with all these cards you will want minions that help fight for board control and/or interact with the mechanic. I came up with a few:
I hope you enjoyed reading as much as I had fun creating these! Please feel free to give feedback, and of course suggestions for more of these mechanics is welcome!
RIP Museum Curator, I hardly knew you :( With no Dark Cultist and the many of the best deathrattles being removed from standard, this card will probably be trash tier (big caveat for next expansion cards of course)
I think it is quite interesting and people could have a lot of fun with in many different decks.
You could activate a draw card like Acolyte of Pain if there are no enemy minions, or an enrage such as Raging Worgen. You could use it in a handlock to help enable Molten Giant by attacking your own face. I kept the cost low because it targets only 1 minion and you may want to be able to use an effect the same turn (ex. heal with Priest hero power, imagine the possibilities!).
Got to legend this week for the first time ever after stalling at rank 2 last month and rank 3 the month before. Played a demon handlock to rank 5 then tempo mage to rank 2. After that I was at 50% WR with the tempo mage because of all the damn secret pallies so I bit the bullet and played patron from 2 to legend (went 15-3, with my two final bosses a mech mage (loss) and a druid (win)).
I think a tempo-based inspire priest has some real potential and will surprise people. I am going to try that, a dragon priest deck and hopefully a very heavy control warrior deck.
Seems simple enough, and the jousting principle is great idea for the game. Will see play in both aggro and mixed metas for constructed. You could even see this type of card in tournament decks to 'scout' the opponents deck. Very interesting mechanic for sure, and I actually like the fact that it is 1 mana for that early potential scout.
1
Hello all,
I loved the concept of Curse of Rafaam, but always thought that Blizzard could have done so much more with it. I love the affliction warlock feel, and know a lot of people enjoyed playing that style in WoW. Therefore I decided to make a custom set outlining what I think would be good concepts related to the "affliction" archetype. I focused on cards that would encourage meaningful decisions on both the parts of you or your opponent, and I tried to make the mana costs reflect that.
Please note that these are concepts only, many of these cards are likely way over- or under-powered! Also, a disclaimer: none of these images are my own. Many are from the WoW TCG, but others are from talented artists across the internet and I sincerely thank them.
So, without further ado, here are my thoughts on how Blizzard could make the affliction archetype work. First off the curses themselves!
Agony:
Agony in WoW was always a DoT effect that increased the longer it stayed on the target.
Curse of Tongues:
In WoW, curse of tongues reduced the casting speed of the target. I tried to keep this flavour. Note that curse of tongues! would affect the cost of the card itself, which is why it has a base cost of 1. I am thinking of dropping this to zero.
Curse of Weakness:
Curse of Weakness reduced the physical damage done by your opponent. I felt that in hearthstone it might be better to feel that this card was making you weaker for every card you held (i.e. if you were in a position of strength). Obviously better in control matchups, probably suffers the same problems as cards like Clockwork Giant, but could see play in a meta full of fatigue games.
Drain Soul:
What is your opponents soul? Why their cards of course!
Health Funnel:
Like a "permanent" Drain Life. Great against aggro to slow them down and heal a bit.
Seed of Corruption:
A guaranteed 2 damage AoE. I felt 3 mana was needed to make sure it was playable, and the 1 mana cost to discard was low because it is guaranteed.
Soulburn:
The high cost to cast this card is due to the high priority it has for your opponent. They cannot ignore it as eventually the damage and cost will get out of hand. It is a board control/comeback mechanic as most times when this is played the opponent will need to spend most/all of their turn discarding this.
Unstable Affliction (my personal favourite):
This card screams choice and interaction. You play it when your opponents board is not overwhelming, but established. They must decide when to discard this, which then acts much like the spell did when you tried to dispell it in WoW.
Curse of Doom:
The most complicated of the curse cards, and the one I had the hardest time deciding on. Essentially this is a ticking time bomb. If played on turn 5 it is a guaranteed 3 damage and your opponent must spend turn 8 9 or 10 discarding this or you gain a Fearsome Doomguard. I originally had it doing AoE as well when discarded, but decided it would be way too OP.
Haunt:
How do you pressure your opponent to actually discard these cards? Especially the ones that "only" deal 1 damage? With the threat of this card. An alternate version I had also triggered the "on discard" effects like the AoE of unstable affliction or doomguard summoned by curse of doom. It is still a consideration.
Of course, with all these cards you will want minions that help fight for board control and/or interact with the mechanic. I came up with a few:
I hope you enjoyed reading as much as I had fun creating these! Please feel free to give feedback, and of course suggestions for more of these mechanics is welcome!
0
CM_Zeriyah confirms the translation and says the card is named "Mire Keeper"
https://www.reddit.com/r/hearthstone/comments/4dc990/rogers_new_card_translation_needed/d1pmdq7
0
I had a starter account with level 19 on US, leveled it to 20 and got the achievement, playing on US with her now
0
RIP Museum Curator, I hardly knew you :( With no Dark Cultist and the many of the best deathrattles being removed from standard, this card will probably be trash tier (big caveat for next expansion cards of course)
8
Here is my submission!
I think it is quite interesting and people could have a lot of fun with in many different decks.
You could activate a draw card like Acolyte of Pain if there are no enemy minions, or an enrage such as Raging Worgen. You could use it in a handlock to help enable Molten Giant by attacking your own face. I kept the cost low because it targets only 1 minion and you may want to be able to use an effect the same turn (ex. heal with Priest hero power, imagine the possibilities!).
0
Got to legend this week for the first time ever after stalling at rank 2 last month and rank 3 the month before. Played a demon handlock to rank 5 then tempo mage to rank 2. After that I was at 50% WR with the tempo mage because of all the damn secret pallies so I bit the bullet and played patron from 2 to legend (went 15-3, with my two final bosses a mech mage (loss) and a druid (win)).
0
Crafting Eydis Darkbane first because I think it is very strong and will fit in a lot of decks. Not sure about the next one, either Nexus-Champion Saraad or Varian Wrynn likely.
0
I think a tempo-based inspire priest has some real potential and will surprise people. I am going to try that, a dragon priest deck and hopefully a very heavy control warrior deck.
0
Seems simple enough, and the jousting principle is great idea for the game. Will see play in both aggro and mixed metas for constructed. You could even see this type of card in tournament decks to 'scout' the opponents deck. Very interesting mechanic for sure, and I actually like the fact that it is 1 mana for that early potential scout.
17
My entry previously didn't conform to the rules, so here is my new entry:
Flavour text: Rock rock baby!
0
Been toying with this one for a while :)