[CUSTOM CLASS]
imgur album for ease of viewing
^ nerfed
original portrait:
According to Wowpedia (praise be to our lore overlords), Grand Magistrix Elisande is the (now former by virtue of her being dead but whatever) ruler of the nightborne , an elven race that grew to be separated from the others by their use of the Nightwell , a font of incredible arcane energy that embued them with great magic powers. Elisande wasn't exactly a benevolent leader, but she sure was a badass. By enchanting normal magics and infusing them with the power of the Nightwell, the Enchanter overpowers over your opponent by blasting them with bolts of arcana and throwing the odd burning-legion-allied demon at them here and there.
TL;DR: Lore good. You can skip ahead to the cards if you want.
Playstyles
- Control. The Enchanter has a lot of control tools, but has relatively few sustainability cards, having to rely on only a few cards per rotation for healing. For this reason, Elisande has to play differently than how a class like Warrior, Druid, or Paladin might when playing a control deck. While she can be reactive, she also has to pair that reactivity with maintaining her own board presence, and with powerful spells to help her with that you can keep your opponent under control while hopefully not getting bursted down. Auto-mana-ton is a powerful control tool in classic that gives you a delayed one-sided board clear. The Tombwurm is an Enchanter's ultimate finisher, providing unlimited value as long as you can keep yourself alive.
- Versatile Damage. Not only does the Enchanter's hero power activate Phase on her damage-dealing spells, it also ups their power level irrespective of the keyword (explanation for that below). While Mana Beam only deals 2 damage to a minion and the enemy hero for 2 mana, pairing it with your Hero Power makes it a more versatile and playable Cobra Shot . Immolate goes from 6 mana deal 3 damage to all enemies to 8 mana 4 to all. Astral Fire deals 8 damage for 8 mana, or 10 damage for 10 mana, a la Pyroblast . Use your versatility to your advantage in midrange and control decks.
- Aggro & Midrange. Enchanter has enough small minions and token generation, as well as handbuff and boardbuff effects , to consistently threaten your opponent; while Enchanter certainly doesn't have as powerful buffs as Paladin, it has more of them; see Ley Walker for an early game buff, and Enchanted Figures for a late-game finisher.
- Hand Positioning and Combos. Enchanter doesn't have access to endless hero damage like Hunter or Mage, but it does have combo potential and Cost reduction mainly based on the left-most card in your hand, from classic onwards (particularly in Rastakhan's Rumble). With the right setup, you can potentially empty your hand from left to right into one or two turns – but you have to make sure your hand is set up correctly.
- Deathrattles, Stat Swapping, and 1-Cost cards. These are some of the set themes that Enchanter uses; in KFT and K&C we have deathrattles, in Witchwood we have stat-swapping, and throughout all of these we have 1-Cost cards, a mechanic that is taken advantage of in Boomsday most notably.
Keyword
Explanation:
SYNERGY CARDS:
Phase activates when a number on a card changes when you play it. I know it sounds like a weird keyword, and you'd be right, but nothing about the Enchanter is conventional, and Phase is a supplement to the numerous mechanics that Enchanter takes advantage of anyways. Still confused? Here are some examples:
Here's an example of a phase spell .
The first card is the normal version. It deals 2 damage and adds two 1/1 Demons to your hand, a pretty weak effect. On the other hand, the card on the left has activated Phase thanks to Spell Damage, which turns it into Feeding Time if played while you have Spell Damage. With an upgraded hero power, this can be a very powerful card, dealing 4 damage and summoning four 1/1s.
Here's an example of a phase minion .
The first card is normal, the second card was handbuffed by +2/+2. When playing the buffed version, instead of destroying a minion, you add Seismic Rift to your hand, to be played later.
Important note: Any number change on a minion is a phase activator. If the Cost of a card increases or decreases it activates Phase; same with Attack and Health for minions, and damage dealt with spells. The wackiest and most powerful phase activator is Eryn's Particle Paradox .
Showcase
RASTAKHAN'S RUMBLE
DESIGNER'S REMARKS:
soon™
THE BOOMSDAY PROJECT
DESIGNER'S REMARKS:
soon™
THE WITCHWOOD
DESIGNER'S REMARKS:
soon™
KOBOLDS & CATACOMBS
âž
DESIGNER'S REMARKS:
soon™
KNIGHTS OF THE FROZEN THRONE
LICH KING CHALLENGE CARD (AKA CURVESTONE)
DESIGNER'S REMARKS:
soon™
JOURNEY TO UN'GORO
DESIGNER'S REMARKS:
soon™
CLASSIC
DESIGNER'S REMARKS:
soon™
BASIC
DESIGNER'S REMARKS:
soon™
WILD
DESIGNER'S REMARKS:
Infuser Rhiadrya (ree-add-ree-ya) sets up Phase on your hand and either enables or disables combos. GvG randomness in a nutshell.
Runic Guardian is the ultimate counter-swing card. Your opponent Flamestrike s? Time to whip this out and you can counter any board they build. If you're going up against a miracle deck, you can tech this in to get your own miracle going.
Nightborne Cultist is what Enchanter healing should be; based off of the power of minions in your hand rather than on absolute values. This compares favourably with Antique Healbot when used in conjunction with Enchanter's handbuffs, like Mana Vapor .
DECKBUILDING
Bespoke Enchanter decks
AGGRO/TOKEN
Fire Fly curves directly into Fire-Eating Raptor , while you can pair Enchanted Wolf with Scarab Egg , Devilsaur Egg , and Stirring Speaker to immediately break the eggs. 2 copies of Jungle Book and Atomizer aren't necessary, so you can swap in Accelerate Plans for card draw, deathrattle synergy like Tombweaver , or value with Spectral Librarian . Electroclaw and Raven Cultist are crucial pieces in the token generation aspect of this deck. Use Potion of Darkness to activate your eggs or break through enemy taunts. This deck is very cheap with the exception of Atomizer (not a core card) and Mana Vapour .
1-COST MECHA'THUNAs a Mecha'thun deck, you want to be drawing your deck as fast as possible. Enchanter has the right tools for the job, with Superposition and Mistveil Drake allowing you to do wacky combos with Gadgetzan Auctioneer and cheap spells ( Ping of Power , Pocket Mana , Illumination , and the Bananas from Banana Buffoon ). For value in the long game, you can play Eryn Atombinder , and become Blood-Fiend Elisande to stabilize. Since you are casting a lot of spells on minions and playing a bunch of cheap cards, you use Lesser Opal Spellstone , Questing Adventurer , and Atomizer . Extra draw comes from Har'koa, the Leopard , Scroll of Divination , and Tome of Suramar .
The "100%" combo consists of Hero Power + Galvanizer + Lightning Cirrus on the turn before you play your combo out – but you'll need to make sure those minions can die first. From there, you play Mecha'thun, cast Invigorate on it, and then Ping of Power to kill it.
With some skill, you could also use Superposition to discount Opal Spellstone , Invigorate, and Mecha'thun such that the first combo is unnecessary.QUEST ENCHANTER
This deck is built around The Enchanted Forest and its reward, Aurea . By making a lot of tokens and handbuffing minions, you're meant to stack your quest rewards together and overwhelm your opponent. You have slow win conditions like Wanderer's Raven to soak up buffs and, if they can't deal with it, hit them in the face for lots of damage. Refill your hand with Charged Crystal and Spectral Librarian when paired with Kano the Moonshard , and improve your card quality by pairing Kano with Jungle Book and Opal Signet Stone . For a wide buff, play Blood-Fiend Elisande after you complete the quest (almost completing the quest again). By a certain point, you will be completing the quest each turn and filling your hand up with copies of Aurea.
CONTROL DEATHRATTLE ENCHANTER
Using the power of healing cards like Blood Beast and Blood-Fiend Elisande , this deck relies on Eryn's Particle Paradox , Big Book O' Runes , and The Tombwurm to generate long-term value and get the most of deathrattle cards like Mechanical Whelp . We don't have the same resurrect power as Priest, nor do we have the vast Deathrattle potential of Hunter, but we can definitely get an early start with Superposition and close out the game with multiple copies of The Tombwurm.
MIDRANGE DEATHRATTLE ENCHANTER
This iteration of Deathrattle Enchanter uses much lower cost cards in order to build a wide board as fast as possible multiple times over. Spiritsinger Umbra can be paired with Waxling to create an immediate board; a 3/4, a 1/1, a 3/3, and a 5/5. You can also double up on your Deathrattle minions with Quantum Technician and Spiritsinger Umbra . Arguably you could put a Carnivorous Cube in here and it wouldn't be out of place (however, it does mess up the Big Book O' Runes trigger pool.) Use Enchanted Wolf and Potion of Darkness to break your eggs, using spells like Mana Beam and Ping of Power to activate Lesser Opal Spellstone or to finish off your opponent. Wrathgazer and Astral Fire are your big finishers. When paired with Sorcerer's Brew , your eggs can neutralize the threats from your opponent's board.
CHARGECHANTER
This deck is sort of similar in win condition to Darkest Hour warlock; summon a bunch of charge minions for low mana and win in one turn. This deck is arguably less consistent than that, but it has one crucial win condition; Eryn's Particle Paradox . The method is to play it as soon as possible, then dump the high-cost of chargers in your hand onto smaller cards (or indeed to get the small numbers of those on the costs of your chargers). With the right luck, your Electroclaw could end up summoning 2/2, 2/3, 5/2, or even 6/6 Sparks (you'll have to take opportunities where you can get them). An important synergy in this deck is between Book Binding and Sorcerer's Brew; not only do the low numbers on Book Binding help to lower the cost of your chargers, they have important ramifications on board. There's practically no downside to Book Binding into Sorcerer's Brew ; you're almost guaranteed to buff your books and weaken your opponent's board. Give the deck relies on the legendary spell so heavily, tutors like Har'koa, the Leopard , Tome of Suramar (interesting interaction; might lose more than 1 durability at a time...) , and Scroll of Divination are used to draw spells.
And that's all from me, folks. I hope I can count on your vote. 💩
1
I designed a card exactly like Chromatic Anomaly not too long ago, I'm a fan of the concept. Stealth Taunt is a cool mix too.
1
Needy Veteran is pretty insane for an aggro deck, get to call to arms and tarim quick? Don't mind if I do.
1
RIP, the Berserker was really cool and seemed to actually make a lot of sense in the game. Its mechanics were simple and straight forward. You forum goers confuse me. Well, F to pay respects. Good luck to everyone else.
2
1
Seems pretty neat, the Ritual Dagger could do with less clutter, plus you use Revelry a bit much in your set. If you do take out revelry you should make it 1 mana, Light's Justice with the said upside. Crimson Sceptre wouldn't even be super strong with Apocalypse Jester, I still think it should cost one less as it is a delayed set of 4 3/2s (look at ambush.)