Dire Frenzy Baleful Banker Elise the Trailblazer Dead Man's Hand The Marsh Queen Fal'dorei Strider
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Why the year of the Ram ? Well, because it's a year chockfull of conflict! What kind of conflict, thought? Well, let's see.
The breaking of time has made everyone go wild! Alliances are made and broken, betrayals left and right, unlikely friends and expected foes! And all this at a blinding fast pace! It's a free-for-all; and you're in the middle of it!
This expansion's main theme is tribe wars ! What's a tribe, though? Well, a minion can assigned a tribe, often having interactions with it. Some of these would be Beasts, Dragons, Elementals, and such. And in this weird time strange alliances are forged, unlikely tribe combinations rise. Which is the main mechanic of this expansion! Imagine, if you will, decks consisting of Beasts and Murlocs! or Dragons and Mechs! or a deck with all known tribes! Possibilities are endless- well not really. So what's new?
Simple, when you play a card with draft, or you draft a minion, this will pop up:
You just have to choose one of them and the Drafted minion is nor from that Tribe!
"What's that? Why no choosing Demons, Totems, Elementals or Dragons? Well for one, most of these will be summons, but do expect some new synergies with them. Secondly, most also have a very special kind of interaction with other minion of their tribe. So, I've stuck to the four OG neutral tribes."
Tide Revenant: Whenever a poor soul is at trouble in-sea, they call in a Tide Revenant to help. A versatile minion; not only an elemental, but with the chance of having both Taunt and Rush, it's a premier control card for Shaman!
Friendly Recruiter: He's the kinda guy who's just really nice. Whatever tribe he joins, he'll do it with a smile... and a friend! Having a minion that can draw a particular kind of minion is a great ally to have!
Whew, that tribe-brawiling sure is tiring! Why not take a visit to the (in)famous Scholomance? After all, learning is the best- Oh, you're dead. Wait, no. No, Undead. Nope, dead again. Don't worry though, there's plenty of necromantic magic and alchemy to bring you back again! And again. And again. Forever.
In WoW, the Scholomance is a vile academy for prospective necromancers of the Scourge. But now that the scourge is kinda gone, it now lies under the care of Principal Darkmaster Gandling. It features a huge array of Necromancers in training, one of which could be you! Yes, you! How's that sound? How would you like to take a tour round' the academy? There's much to see:
Well, let's take for example Academy Steward : "A the start of your turn, Sacrifice a minion to draw an extra card". This means that,after your turn begins and you draw a card, this will pop up:
Like I mentioned before, Sacrifice allows you to destroy a minion for a more potent effect i f you wish . You may choose to or not to do it. If you do choose to Sacrifice a minion, however, once you've clicked on the option on the right you will then choose what minion to Sacrifice. It happens in a very similar manner to Wrath , when you choose a target to damage.
Let's take this Blighted minion, for example, who has been Blighted by another minion beforehand.
Now let's say we play a minion next to it, shall we?
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Blighted! And not only that, but minions played next to any of these two will be Blighted, as well! Better remove them before it spreads further...
Do note, however, that only minions that are played will be Blighted, not summoned . For example, if a card is played on the left to a Blighted minion, it will be Blighted. However, the token it spawns from it's battlecry won't, as it is summoned , not played .
Academy Steward: A powerful drawing tool to have. For the price of just one friendly minion, even if it's the meekest, you'll draw an extra card at the start of your turn. Handy!
Skeletal Guard: Now he doesn't want anyone breaking into the Scholomance, no sir. Any minion played next to it, will gain Taunt and reinforce you defense! A great tool for warrior!
"WIZZ-CON IS HERE! What is Wizz-con, you ask? Why, it's the biggest sorcery convention in Azeroth, of course. No surprise you've never heard of it, though. After all, it is held once every thousand years in the beautiful city of Dalaran! Magic-enthusiast around the map gather here to showcase their abilities in one of the biggest magic showdown in the world! Not only that, but also the most powerful contenders are rewarded with an artefact of powers beyond comprehension! All kinds of magics are allowed, so warm up your wand and put on your oversized hat; Wizz-con awaits!"
That's right, WIZZ-CON! Even if you're taking a bit of a break from all the tribe wars and necromantic hijinks, the conflicts don't stop! Of course, the main theme of the expansion are spells and magic! All kinds of magic, you name it! Arcane, Wild, Void, Light, Bears, and more! So let's see what's in store, shall we?
Living Fireball: A minion that also works as a spell? This minion eats spell damage for breakfast, making him stronger with each point of Spell Damage you control.
Olaf Stoutstorm: A master of the elemental powers of Storm, he'll keep your Mana Crystals un-overloaded... as long as you have enough magic power in-deck!
At the begining of every year, new cards are rotated into wild to allow for fresh new ideas that were previously limited by these. So, what are they?
Malygos : Though it's not much of a widespread card, it limits cool Spell Damage synergy, which is what I want to do with Wizz-con.
Cult Master : Very powerful in aggro, and, if it were to stay, even more powerful with the inclusion of Sacrifice and The Scholomance.
Mana Wyrm : One of the strongest early drops in the game. What mage would pick these over any other 1-drop? It also has way too powerful spell synergy for an early drop. Thus, Mana Wyrm has not been invited to Wizz-con this year. Nor the Year of the Ram.
Well, that's it... for now. Be sure to go around and check the other submissions, there's some real cool ones to see! So take a vote, and may the best move one!
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Just so we're clear, I'm linkblade91 . If you see a linkblade92 anywhere, they are my evil dinosaur doppelgangster from a parallel-timeline alternate-dimension mirror-universe and you should kill them on the spot! Don't let them fool you: I am not the evil dinosaur doppelgangster, they are! This is all Chromie's fault! Ahem, anyway, I'm here to present the...
... Year of the Kodo! Hey what's that doin' there? I was gonna announce it and then...fine, have it your way graphic.
Enough of my bad humor; let's start this show:
Expansion #1: The Trials Within Us
In The Burdens of Shaohao animated video series, Emperor Shaohao gained enlightenment and saved Pandaria from The Great Sundering by overcoming the Sha - manifestations of negative emotions - that burdened his soul and held him back. The Trials Within Us tells nine separate tales of defeating one's personal demons and tackling adversity.
Each class has a Trial card, a new type of card that plays like a reverse-Quest: you are granted an immediate and lasting benefit, but a heavy Burden is placed upon you. That Burden takes the form of an on-going penalty or a rule you must follow. These Trials reference various events across Warcraft's timeline, including the orcs taking Mannoroth's Blood-curse within themselves and Kael'thas' journey to sate the Blood Elves' addiction to magic.
Trial cards do not cost mana, because they are played automatically at the start of the game. They take up space in your deck initially, but they cannot be drawn or generated and they remove themselves from your deck upon activation, after the mulligan.
A reminder for the Burden takes the form of a purple gem, much like the orange gem for Quests/Rewards.
Each class is also represented by a specific Sha - Hatred, Arrogance, Doubt, etc. - and the archetypes the Trials inspire are reflective of them and what it might require of you as a person to overcome that negative quality. By mastering your personal demons, you can benefit in ways that would have crippled you otherwise. The archetypes for my example Trials - the Paladin and the Priest - are described in the spoiler below:
The Paladin's Sha is Despair: "Being solitary crusaders against endless evil, a Paladin must not lose hope as the fight continues everlasting."
Evil never wanes, and it can be hard for a person to fight a battle that will seemingly never end. In such a situation, one can feel lonely and hopeless; this is reflected in their Trial, The Vigilant Crusader. The Light's blessing provides multiple benefits (in the form of +1/+2 stat boosts plus Rush and Taunt Keywords), but the Burden of the lone warrior is great: the Paladin cannot summon more than 1 minion at a time, ever. This creates a 1-vs-Many Control archetype and deck-building challenge, where the Paladin seeks to outlast his opponent by playing high-value minions and holding the line with Taunt walls, board control, and healing. To defeat Despair, one must persevere!
Meanwhile, the Priest's Sha is Arrogance: "Tempted by the Shadow ways, a Priest must strike a balance with the Light or fall victim to their own recklessness."
Drawn to power, and yet that darkness eats away at one's insides as it seeks to claim them; this is reflected in their Trial, Heart of Darkness. An evolution of the Shadow Priest archetype, their Trial casts Shadowform to immediately change their Hero Power...but their Burden says that each time they use it, they hurt themselves too! This results in an archetype of major Health swings, as the Priest tries to balance dealing damage with preserving their own life. Other Priest cards will play to this idea, inflicting damage, healing, and/or benefiting from the damage you're inflicting on yourself (borrowing from the Warlock in this way). Balance is key to rein in one's Arrogance!
Expansion #2: War of Sea and Sky
In the War of Sea and Sky expansion, it's a showdown between the two powerful reptilian tribes: the mighty Dragons and the cunning Naga. Each class will have to take a side, for only the strongest tribe will prevail. The Naga are a cunning and evil race that consists of physically strong males and magically gifted females. The most powerful among them lead their armies: whether it's the Naga with the highest Attack, the highest Health, or the highest Cost, the benefits flow upward to the best Naga on the battlefield...even if that means it belongs to your opponent! They bring with them the Challenge Keyword:
When you play a card with Challenge, a minion from your opponent's hand is revealed to both players; if and when your opponent decides to summon that minion, the Challenge commences and they attack each other. It's a lot like Swamp King Dred but with specific criteria and an element of spying.
As both players are aware of the Challenge, there's a strategic element for both sides: you get to spy on their hand and maybe disrupt a combo (because they might not want to play the minion now), and your opponent gets to decide if they want to play around your Challenge or play into it on purpose.
As Dragons and Naga are both prideful creatures, they would not back down from being called out like that. Let's look at some team members:
On Team Dragon, we introduce the newest addition to the "Classes with Dragons" group: the Rogue! The Rogue joins the Priest, Paladin, Warrior, and the Hunter, who will all receive support. However, Rogue Dragons reflect the darker, more sinister side of the tribe: everyone knows that Dragons are physically powerful and magically superior, but they're also capable of sharp cunning and wicked contempt for the "lesser" races.
The Terror Drake preys on minions with less strength, safe in the knowledge that 4 Attack is not enough to kill it. It can wait seemingly forever behind its veil of Stealth, but hubris is its weakness: when your opponent plays the minion affected by the Challenge, the Stealth will end when Terror Drake attacks!
Over on Team Naga, we have a Neutral card to showcase the tribal mechanic. The Naga Siren is pretty straight-forward in terms of stats, but its effect can be tricky: the Naga with the highest Health is granted Taunt...at least until another Naga is the one with the most Health! This requirement could theoretically cause the effect to bounce to another Naga one-by-one, keeping them all alive as your opponent struggles to lock down the right one. That is, unless they play a Naga with higher Health, 'cause then they'll steal the effect for themselves! D:
The following minions would add "Naga" as their tribe: Darkscale Healer, Naga Sea Witch, and Zola the Gorgon. Naga Corsair is unfortunately a Pirate, and would remain as such.
Expansion #3: Metal & Mayhem!
Metal & Mayhem! is a bombastic, over-the-top expansion of Rock & Roll & Mechs: Dr. Boom seeks to take over the world with his army of underlings and super-bots, interrupting Elite Tauren Chieftain's concert in the process. Can ETC hold back a mechanical army with his own heavy metal? Save the day with the power to ROCK!
M&M adds two new Keywords:
Power Up is a one-time bonus effect that triggers when you play a Spare Part on the minion. So, instead of only getting +1 Health from Armor Plating, you'll get something even better! There will be new ways to generate Spare Parts, so don't worry about this being Wild-only :P
Meanwhile, Encore is a Battlecry that also repeats the most recent Encore effect you played. Encore #1 would just be a normal Battlecry, but Encore #2 would play out its effect and Encore #1's. It can create a messy, crazy combination of stuff firing off together but hey, Rock & Roll is a chaotic art form!
With those in mind, let's check some cards out:
Spirit Bouncer is an example of Encore in-action. When you play him, he'll cast Ancestral Spirit on himself and repeat whatever Encore effect you activated last (let's say it was "Gain +2 Attack", making him a 5/5). When you play a third Encore minion, they too will get Ancestral Spirit played on them, but they won't get the "Gain +2 Attack" effect because it wasn't your most-recent Encore. This isn't Shudderwock :P
Tree-Ant Harvester 500 showcases a Mech with Power Up. By playing a Spare Part on the minion, a Token-Druid could add two 2/2 vanilla Treants to their hand instead of whatever effect the SP had (By all accounts, two more tokens > +1 Health). They're cutting the trees down to add to their army!
Hall of Fame 4: The Hall-ening
Personally, I feel that we should hold off on replacing missing Classic cards: such an event has never actually happened yet, so we don't know how Blizzard will handle it (once they get around to doing so). It might not be as simple as rotating some old cards back in. Instead, I'm going to just rotate cards like normal, and replace them if-necessary via my expansions. The victims are in the spoiler:
Preparation: Preparation is a really cool card, and allows for a lot of neat combos. However, its existence stifles the Rogue's ability to have spells that are higher in cost; by removing Preparation from Standard, I can add more impactful spells to the Rogue's repertoire without fear of abuse.
Gadgetzan Auctioneer: I know this is basically a double-tap against the Rogue, but the Auctioneer has his own problem in-that he prevents classes from being able to generate a collection of low-cost spells. I want to develop new synergies with the Coin and Spare Parts, so Auctioneer has to go.
Divine Favor It was between DF and Battle Rage, and I jumped back and forth for a couple days. I'm trying to push 1-vs-Many and Healadin Control strategies for the Paladin, and they won't get much out of Divine Favor. However, that doesn't stop people from playing the aggressive Paladin decks of old and abusing DF's ridiculous ability to reload one's hand. "Dump the hand out, immediately refill" synergy is just way too good with this one card, so I'm killing it anyway.
And that's it for me ^_^ Thank you for checking out my Year of the Kodo, and a double-Thank You if you actually bothered to read the whole thing <3 I don't have any art skills, so the power of prose is my go-to method.
(Edit: There was some weird spacing issues that were bugging me. Edit2: I keep finding more DX)
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Hello. My name is Phoenixfeather, or just "Nix" for short. After arguing with Nozdormu for the longest time (actually, no time at all given the time bubble we used), I've devised a possible guideline for the future. To satisfy my own narcissism, I've demanded to continue with the Year of the Phoenix. With that, Nozdormu - who've I've exiled into the wildlands as punishment - gave up on me. Anyway, without further ado, I present the Year of the Phoenix.
Hall of Fame
Doomguard has had it's run. It's dominated with powerful Carnivorous Cube decks. Especially with the new set coming, demons will become incredibly powerful. To balance this power, I've decided to move Doomguard into the Hall of Fame .
The keyword Charge is honestly on it's way out. Aggro decks focus on flooding the board rather than dealing 20 damage out of nowhere. Sorry Leeroy Jenkins . At least you'll still have Angry Chicken .
I don't think Nozdormu was ever meant to be taken seriously. Often, the 90 second regular player turn is stressful enough already when playing a heavy control deck. This card just makes life more difficult. Also, despite the card saying 15 seconds, players often actually receive around 30. With this rotation to the Hall of Fame, Nozdormu will truly cause 15 second turns.
The first expansion is “Tomb of Asara” (ToA), which details the shattered kingdom of a hidden realm. Long ago, the supposed heroes of Asara were insufficient in stopping the demonic onslaught. The benevolent gods who once ruled have fallen. Demons and corrupted deities rule against an oppressed people. Civilians are merely slaves waiting to be used. Even in this hopeless world, bitter slivers of resistance remain in the hopes of liberating the doomed people. In this desolate landscape, fuel the hunger of the demons with the keyword Soulcast or hide from them with the new evergreen keyword Elusive .
Pronounce Asara as [azh-ahr-uh]
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This set symbolizes the death of the phoenix as a great power has been killed.
"After awakening, the zombies feasted on flesh. The necromancer prefered funnel cake."
Rise From the Grave is a powerful tool for warlocks. It allows a player to sacrifice their own board to activate Deathrattles and other effects. Afterward, any survivors will be given a powerful buff. This is especially useful for Carnivorous Cube decks. Fortunately, Leeroy Jenkins and Doomguard have been rotated to wild, so you should be safe... For now.
"Apatheia was once one of the great heroes. Then she declared that black was the new pink."
Apatheia the Guile is one of the new Neutral legendary cards. It encourages you to use "boring" Neutral cards for the incredibly powerful buff, everything has Elusive. This will help greatly strengthen Aggro decks without them having ridiculous buffs. Thankfully, the minions are still quite weak to AoEs.
Pronounce Apathiea as [ap-uh-thee-uh]
The second expansion is “Rise of the Eternals” (RotE). With the help of the time traveller Toki, you’ve travelled back in time in the hopes of changing Asara’s timeline. Here, we’ll view a polar opposite to the previous expansion. Instead of demonics reigning supreme, the powers of the light must spring up to meet it. Since times have changed, some of the “bad guys” have even turned good! This set is meant to symbolize a phoenix’s resurrection, so we’ve decided to “resurrect” two keywords. Rally your forces to fight for a wavering future with the power of various deities with the revived keyword Inspire or secure its downfall with the recurrence of Soulcast .
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Soulcast - Round 2 |
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This set symbolizes the resurrection of the phoenix as life is brought to a once dead land, this time through the power of Toki's time travel.
"Caution: Hot surface and the chance of instant teleportation into Arasa's sun."
Solais is a powerful Legendary Warrior Weapon. When a hero is in great danger, it's power is more easily unlocked. This perfectly displays both the keywords Inspire and Soulcast. Soulcast allows this to be played for a stunning comeback, at the risk of taking damage from attacking other minions. Inspire allows the weapon to function for a longer period of time, but risks lowering it's effectiveness. All in all, it's quite a strong card.
Pronounce Solais as [soh-ley-uhs]
"Pffffft, look at this idiot charging in by himself? Who do he think he is? A god?" - Ergriff's last words
Deus Ex Machina symbolizes the nature of the set. The idea is that old powers will be resurrected to fight evil. In this scenario, a warrior charges forward, recklessly, with the boon of one of the many gods, granting him temporary invincibility.
Pronounce Deus Ex Machina as [dey-uhs eks mah-kuh-nuh]
The final expansion, titled “Gods and Kingdoms” (GaK) features Asara at the height of its power. With the help of Toki, the world has once again returned to its former glory. The royals can once again return to their frivolities. Party is cheap and music wreathes the streets. People revel, loud and bright, day and night. But, not all things are luminous. Rumors hint at the rising dissatisfaction. The supposedly perfect gods bicker amongst themselves over the littlest things, causing devastating in their wake. Ominous omens hint at a possible future in which a darkness rises and heroes must rise up to meet it.... But, why should you needlessly worry about such a miserable possibility? Enjoy life while you can. Act on Impulse . Ignorance is bliss. Feast without avail with the new keyword Burn .
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This set represents the rise of a phoenix. After it's death, it will come back, stronger than before.
"I have all the Arcane Intellect as you do AND I look awesome!"
Frivolous Arcanist is a card that has a surprisingly huge drawback. Spells are crucial to the identity of the mage. Sure, drawing two spells can offer you the perfect boardclear you need, but it comes at the cost of likely removing any future possibility of large AoEs.
"Apatheia spontaneously decided that pink was the only pink and neither puberty nor the demonic energies were going to change that."
Apatheia the Truth has returned from Toki, Time-Tinker 's intervention and decided to fight on the side of good. Her start of game effect causes the first card you play each turn to cost (1) less. This is powerful in generating Tempo (through a pseudo- Wild Growth effect) as well as late game Control plays.
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YEAR OF THE SERPENT
Introduction
I’ve chosen the Year of the Serpent to be represented by the ouroboros, an ancient symbol that depicts a serpent eating its own tail. Historically the ouroboros has symbolised cyclicality, and this is aptly the central theme of the Year of the Serpent.
The first expansion takes us back to pre-recorded history; subsequent expansions progress chronologically. The cyclicality motif will appear in each expansion (albeit forced!). Although not apparent as of yet, the third expansion will link into the first, thus establishing an overall cycle as well (you will have to wait until Phase IV to find out, if I manage to progress that far!).
For each expansion, I’ve outlined two central themes to give a flavour of what is to come. More themes may be added if I progress to future phases. I have chosen one neutral and one class example card for each expansion to put these themes into practice.
Sadly, I’ve never played World of Warcraft, so all three expansions are entirely non-canon.
Expansion #1: An Eternal Winter
An unstoppable ice age forces humans to use their ingenuity to survive among creatures large and small in the frozen wilderness.
(The cyclicality arises from the inherent periodicity of ice ages.)
Themes
Hibernate
When temperatures are low and food is scarce, it pays to conserve energy. The Hibernate ability reflects this by offering a benefit to a minion if it didn’t attack during a turn. In essence, a decision must be made between the benefit of an attack and the benefit of Hibernating .
Freeze
In accordance with the ice age theme, all classes will receive Freeze -related cards, and in particular, this expansion will aim to push for a viable Freeze Shaman archetype and a viable Freeze Mage archetype after the loss of the vital card Ice Block . This expansion should bring a few infrequently used cards into play, such as Corruption .
Example Cards
Cavern Bear is an example simply to demonstrate the Hibernate effect. Bear in mind that, bar those with Charge and Rush , minions can’t attack the turn that they are summoned. Due to this, Cavern Bear becomes a 4/4 at the end of the turn that it’s summoned. During the next turn, you decide whether to attack with it or not. If you choose not to attack with it, it becomes a 6/6 at the end of your next turn.
Hypothermia is one of many Freeze -related cards that will be introduced in this expansion. Hypothermia may be used in a 6-mana two-card board clear in conjunction with Frost Nova (compare with the Equality - Consecration Paladin combo ).
Expansion #2: The Royal Athenaeum
‘Welcome to the Royal Athenaeum! Here lies a place of knowledge, a place of wisdom, and a place of insight. Come, and be shown what you have yet to learn, young one.’
(The cyclicality arises from the borrowing and returning of books over multiple generations.)
Themes
Card Draw and Hand Manipulation
Knowledge is power. This expansion will introduce card draw synergy and the ability to manipulate your hand to achieve additional value. This will push for more on-curve play and help to remove dead cards in your hand.
Hero Power
Only the most diligent of heroes are able to flourish under the guidance of the Royal Athenaeum. More powerful Hero Powers and Hero Power synergy will be introduced for all classes, including the return of Inspire . These cards are best exhibited with tokens, and therefore will only be shown if I manage to progress to Phase III.
Example Cards
Royal Archivist showcases the style of cards that this expansion will have to offer. Because the left-most card in your hand is one that you have kept for a while, it’s likely that it’s an expensive card or one that‘s not useful in a given matchup. Royal Archivist lessens this problem, making games less dependent on the luck of the mulligan. Royal Archivist additionally offers card draw synergy, an important theme in this expansion. You may have noticed that Royal Archivist is a tad similar in style to Possibility Seeker , however the ability to draw an entire hand’s worth of cards makes the latter far too powerful a card in this expansion.
Knowledge Corrupt is an example of card draw synergy that will be offered to every class. At its base, Knowledge Corrupt will deal 2 damage for 2 mana, since a card is auto-drawn at the start of your turn. If you draw an additional card using your Hero Power, Knowledge Corrupt will deal 4 damage instead. There will be many new cards in this expansion that can help rack up the damage, with Royal Archivist being one.
Expansion #3: A Study of Enigmas
Temporal experiments are becoming more and more prevalent in an age of innovation. Let us pray that no such experiment will bring about the doom of civilisation, because that would be very unfortunate indeed…
(The cyclicality arises from the existence of time loops.)
Themes
Next Turn
Fluctuations in temporal dimensions means that heroes must learn to plan ahead and predict not only their opponent’s but also their own actions. Effects that apply next turn will be a common theme.
Immune
Due to easy access in and out of exotic dimensions, dimensional shielding becomes a widespread defensive mechanism. This expansion will make the previously rare Immune ability into a more prevalent one.
Example Cards
Keeper of the Tesseract was designed with Earth Elemental in mind. Personally, I’ve always liked Earth Elemental as a card and I hope Keeper of the Tesseract will push Earth Elemental into common play. Keeper of the Tesseract on turn 4 can also be followed by Doomhammer on turn 5 as an alternative strong play.
Dreamwalker is a simple minion that I believe has the right balance of Immune . Dreamwalker ensures that you will have a 3/3 minion at the start of your next turn that you could perhaps buff (except in unfortunate cases such as Deadly Shot ).
Hall of Fame
Faceless Manipulator is powerful against minions with end-of-turn effects, because you receive the end-of-turn effect immediately (think Faceless Manipulator on Ragnaros the Firelord ; although the latter isn’t in Standard, this example stands to demonstrate the potential). Faceless Manipulator will be especially powerful against Hibernate minions.
Nozdormu is not a particularly interactive card and discourages thoughtful plays. Nozdormu should be a card that exists as an amusing addition to Hearthstone and not one that emerges in serious games. This is in addition to the problem posed by the more prevalent end-of-turn animations due to Hibernate . (Also, let’s be honest, it’s one fewer Legendary card that we would be disappointed in opening!)
Divine Favor has been chosen because the ability to draw many cards for three mana is too strong with the card draw synergy that The Royal Athenaeum introduces. Paladin will receive more reasonable card draw in The Royal Athenaeum to compensate for this.
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For drawing
Candleshot
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Eaglehorn Bow
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Rhok'delar
, and
Deathstalker Rexxar
!
"And by 'Eternal', he usually means about 5-10 minutes or so."
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A different take on Spell Hunter. This card makes it so that you're able to run minions in your Spell Hunter, then remove them from your deck for deck-thinning and allowing you to activate To My Side! and Rhok'delar . It also cycles itself as a bonus.
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Always thought Spell Hunter was in rough shape. Felt it needed the most support, so why not try?
"A perfect tool for an imperfect plan."
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7.16 Rare phrase ("Death Knight") + 7.20 Troll
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Given the inspiration for this week's competition, I thought an Enrage enabler would be appropriate. It could also make Blood Warriors/Sudden Genesis useable.