<Geomancer Class: Basic!>
Example Card Explanation:
Geomancer's Disciple is the first card that I choose to showcase in this set which shows the class identity mentioned in Phase 1, Durable. It's lost of stats compared to a normal 2-drop but gaining 3 Armor with no real big condition is great!
Crushing Arms is the greatest card I've made so far in the whole entire basic set, it being a generally a better Flanking Strike but with a small condition that is usually ignored. It being able to hit face is also a very flexible card but your not likely to get a minion that way, so this makes players not always want to go face. The card helps with control slightly and gives a nice amount of board presence.
Break is the hard removal card of the basic set and for geomancer class. It is the most flavourful card, I've done during the process of making the other basics, the second last card to be made amount the ten cards. The idea of it is just as simple as Assassinate and Whirlwind combined but the flavour show makes it so that the debris of the destroyed minion scatters and hits everything else.
Rain Boulders , the card i showed in phase 1 will most likely be a recurring idea in the geomancer class (Deal x damage, Y number of times). It having the damage deal twice separately and spell damage synergy makes up for it being a weaker version of Consecration .
Cursed Monolith , the big bomb of the set which is based of Radioactive Bombs and Uranium itself. Having being able to deal high amounts of damage to the board to clean out left over weak enemies and maybe some casualties but in the end you'll get two mutations that shall be in your service, wonder how that works thou. Maybe the Monolith has some kind of Mind Controlling properties? Spooky~ ~
Other Cards:
Ps Nuts//Bolts challenge is "Break" the "Mold
Tokens:
Token for Mold and Crushing Arms Token for Cursed Monolith
1
This is my possible idea for the card for challenge #2. Thoughts on this?
1
@thebangzats Thanks for the feedback. I agree about you with more Character synergy. I have some planned, but I forgot to add it in the class themes. I added it there now.
16
The Storyteller
Behind every famous hero or villain of Azeroth, there are countless storytellers spreading their name and telling stories of their deeds, like old Theodore here. He's one of the most well-known storytellers in the world, travelling across the world telling stories to whoever wants to listen and also collecting and writing new ones. Some say that while he speaks, the characters and worlds from his stories almost seem to appear out of thin air...
Thematically, storytellers like Theodore don't fight themselves that much, but instead are capable of summoning the characters from their stories to fight for them and rewrite their fates for them, which can be seen here from his heropower, which creates a 0/2 Character. In a completely blank state with no stories to be told of it, but a little bit of writing can fix that and give it a new Fate. So, what is the Fate mechanic?
So, it's relatively simple, just a pre-emptive buff. Even though not seen in any of my example cards, it can also give Deathrattles, Inspires or any other effects. You can stack them up if you use several Fate spells before playing a minion.
Example Cards
Book of the World is a fairly simple Fate spell. Can be really powerful when played turn 1 into some good 2-drop, but that takes a total of 3 mana and both your turn 1 and 2.
Fate Keeper is one of the Fate synergy cards, and potentially is very strong in a combo with some powerful Fate and cards that summon several minions. However, any Fate effect you had before you played this affects this before the battlecry, so you can't stack a lot of Fates up the turn before and then play this and some board flood card for a huge board. Instead, you need to play this, then a Fate card and then you can play minions.
Plot Twist is potentially very powerful removal, but your opponent can play around it with proper placement. This theme of potentially powerful removal/AoE that your opponent can play around will appear more in the future of this class.
Themes
Fate Synergy: Cards that make your Fates stronger in some ways, like Fate Keeper in the example cards.
Buffs: Not just fates, but normal buff spells and aura buffs too.
Powerful removal/AoE that can be played around: By this I mean cards like Plot Twist, that are potentially stronger than an average removal or AoE of the same cost, but that your opponent can play around to make them do less.
Tokens: Spells or minions that summon more minions, to take advantage of the buff cards and Fates.
Character synergy: Like how paladin has cards that have synergy with Silver Hand Recruits, the Storyteller will have cards that have synergy with Character tokens or summon more of them, making way for a Character-focused deck.
1
Changing a few cards does have a major effect. Druid is seen much less now because of the nerfs, face hunter is not a thing anymore partially because leper gnome, knife juggler and arcane golem nerfs and handlock is dead because molten giant nerf. You can't say that changing 3-5 cards is not major when we've seen that it is.
2
Sure, I'd probably have used them but I don't have all of the BRM wings.
1
1
Made a rough draft on what a totem/midrange shaman could look like. Cards will probably change once new ones are shown. I'm new to building decks, so I'd like some feedback on this. I talked a bit about some choices I'm not sure of in the deck post itself.
13
I bet the corrupted hogger thing summons 2 tentacles which may explode.
1
Brann will most likely not live a single turn in a C'Thun deck, but brann might have synergy with the minions that buff C'Thun, so there might be an epic Trolden moment of 40 random pings.
15
Battlecry: Summon 2 1/1 Hogs. WARNING: Hogs may explode