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    posted a message on [Class Competition Finalist] - The Enchanter

    New decklist! Quest enchanter! Explanation up in the spoiler at the end of the post. Your win conditions are a) the quest reward b) value from Kano c) Wanderer's Raven.

    Posted in: Fan Creations
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    posted a message on [Custom Expansion] Sundering Time

    I'll go through this set card by card! Neutrals first.

    Neutral:

    1. Peculiar Hermit: Great flavour, interesting in a Druid deck that has Crystalsong Portal.
    2. Blooming Lasher: Very weak. 1 mana 0/2 in neutral is a very low tempo play and only becomes an Enchanted Raven on turn 2.
    3. Reckless Quel'dorei: This actually depicts a shal'dorei i.e. nightborne. This is an extremely powerful turn 1 play with no immediate downside. In fact, it could synergize with egg cards quite nicely. I'd say it's too powerful.
    4. Phasing Fox: I don't really see why this needs the swap synergy as it usually won't last for more than a turn otherwise. Not powerful enough to put in a Time Vortex deck – it's not even really an upside.
    5. Displaced Corsair: A 1 mana 2/2 is once again not very powerful. I'd say this could be a 1/2 easily.
    6. Zin-Azshari Rat: This is a fun card for all the combos it enables, but I don't really get the flavour? Why is this rat able to give you spells? And why any spells?
    7. Parasitic Corruptor: There is too much text here. Additionally, the effect is overcomplicated. It would be more intuitive and simply more useful if the deathrattle was just part of the battlecry instead – it doesn't need to be a Voodoo Doll reprint.  The effect you're giving it is also quite powerful even with it being a deathrattle. This card needs a rethink.
    8. Glassjaw Fiend: Reminds me of Anima Golem. However, I think this is a lot better, being an early game card. Maybe having Reckless Quel'dorei and Glassjaw Fiend is too much overstatting for one expansion? I'm not sure about it.
    9. Coldlight Elder: Good – just a small Violet Teacher with murloc synergy. I like it.
    10. Azsuna Alchemist: How do these stack? For instance, I play Dalaran Mage and two Azsuna Alchemists. The Dalaran Mage subsequently dies. Do both Alchemists lose Spell Damage or does the aura of one make the other's persist?
    11. Acidblood Bogbeast: This is very strangely worded. I'm not actually sure how I would fix it, but it's very difficult to read. "While damaged, at the end of your turn, deal 1 damage to all enemy minions." It's still janky. The balance is fine otherwise. I wouldn't put 'beast' in the name if it's not a beast though.
    12. Wormhole Agitator: ahhh parasitic card. At least it has vanilla stats. I'm not sure why this is a good effect because it's only useful as a... soft counter? For Murozond decks. Even then it's a very weak effect and seems like a waste of deck space.
    13. Polarity Reverser: Another parasitic card... but it's somewhat more useful than the previous one. I don't think either of these cards would see play.
    14. Time Capsule: This is a pretty good egg. It's actually better than Runic Egg because it doesn't put you closer to fatigue and samples only from your OG deck. Thumbs up.
    15. Displaced Defender: I debate whether this is better or worse than Stonehill Defender. For fatigue and value generation it's worse. For tutoring it's better. It really does depend on the deck.
    16. Fel-touched Angler: Very scary card. Sticky murlocs with +3 attack buff with a new body to boot could be oppressive indeed, especially when you pair this with Coldlight Elder.
    17. Time-Lost Protodrake: Clarification on Warped: is this an aura trigger like Enrage or a pseudo-Battlecry? Does it lose rush if you put something between it and the Time Vortex?
    18. Solicitous Priestess: There is no reason why this shouldn't be restricted to targeting minions. Heroes don't have Deathrattles.
    19. Paradox Incubator: Muckmorpher? Very slow "eggy" card that has a) a deckbuilding restriction and b) no immediate impact. Another clarification: This can't trigger multiple times, right? It obviously loses its text/doesn't remember being a Paradox Incubator after it transforms.
    20. Chromie: I like her. I do think that "Parallel Universe" should transform the minions into ones of the same Cost –– but that weakens the effect. I'd change the flavour somewhat.
    21. Time Guardian: Oof more parasitism. I don't think this is a very good card to print, even though it's a good tempo play. The fact that one of the Time Guardians dies renders the other's deathrattle useless, and that feels awkward to play with.
    22. Congested Ooze: Really like this card.
    23. Hyjal Harpy: Nice pack filler.
    24. Demonsbane Dervish: Oof, very punishing to Warlock. Light's Champion is I think the only demon-hate card in neutral and that has a very 'meh' effect. This is a bit more polarizing so I'd at least lose the +1/+1.
    25. Indomitable Brave: I love this effect. Interesting to play around and take advantage of.
    26. Palace Handmaiden: Archmage Vargoth? Is that you? In all seriousness, this is probably too powerful an effect to exist. Imagine Warlocks running Twisting Nether and Mages using Flamestrike with this card, and building up their own tempo with minions in between. I imagine this would be bonkers in wild. Also crazy with Priest resurrect spells and even the legendary spells like Kangor's Endless Army.
    27. Temple Archivist: Good card. Good flavour. A+
    28. Untamed Gardener: Very interesting. The fact that it can target itself and that your opponent can also proc it makes it very dangerous but it sucks against zoo decks. I don't exactly see what deck you do play this in because it costs quite a bit, it requires spells (which zoo decks don't run so many of) and can hit your opponent's minions. Unfortunately this just isn't the statline for this card. I'd say bump it down to a 3 mana 2/5 or a 4 mana 2/7.
    29. Sentinel Ward: The fact that it has attack is puzzling. It's very much a static object, so the flavour is off on that point. Aside from that, it's just a +1/+1/+1 on Spectral Knight, so I guess that's okay.
    30. Captain Varo'then: This is brutal. It effectively neuters combo decks and allows aggro/midrange to be very dominant. I'm not sure 6 mana is okay on this.
    31. Shen'dralar Sage: This is a nice snowball-y card and I hate it in Rogue.
    32. Unbound Mana Storm: I don't think this would be played, but I like the idea. The name is pretty long and cumbersome, however.
    33. Displaced Doomsayer: Funny and balanced.
    34. Meticulous Planner: Art and statline/effect don't mesh for me. 
    35. Infinite Collaborator: Hogger with a weird condition doesn't cut it for me. I also don't see the point of summoning Dragons when most of the synergy comes from holding them (exception for Onyxia because Classic didn't have dragon synergies).
    36. Legion Devastator: I like the balance and effect, but not sure about the flavour of it being a Fel Reaver. If you could explain it I'd probably be okay with it.
    37. Zheros, Eternity's Heart: This doesn't feel like a legendary effect to me. Card draw is pretty 'meh' and this doesn't do anything the turn it's played.
    38. Anachronos: Now this is crazy. You might be able to do some insane combos with this card... I'm looking at Jepeto for this one, but I guess he already does that on his own.
    39. Mo'arg Warbringer: While Feeding Time stuck on a 3 mana 4/3 is something that can be done, I'm not sure that it should. Since it's a common I'll let it slide. For comparison however, I'd see North Sea Kraken for balance: 9 mana 9/7 that deals 4 to anything vs. 8 mana 7/6 that deals 3 to a minion. Makes me think this is quite underpowered.
    40. Stomping Crystalmaw: Feels broken. I know the new 9/9 Rush for 9 is powerful – in arena especially – but a 7/6 deal 7 damage for 8 mana seems much more powerful (even compare it to Mo'arg Warbringer). I'd nerf the attack to 5 or 6.
    41. Continuum Protector: No complaints here.
    42. Murozond the Infinite: I do feel like the Time Vortex token has too much going on (esp. with the minions thing) but that's up to you. I'm also not sure about Murozond having that Warped effect. Seems tacked on.
    43. Snobby Aristocrat: Well, here we go with the evolve nerfs.
    44. Advance Scout: Fair enough.
    45. Antinomious Giant: I don't know what's going on with the name, but since this expansion reminds me of WotOG, would you have liked a giant that said "Costs (1) less for each Attack of your C'thun"? I don't think that is the kind of parasitism we need here. Since these giants are very powerful with time vortex it feels like you need them if you want to play that deck, which you shouldn't.

     

     

    Posted in: Fan Creations
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    posted a message on Custom Class: The Magus

    You've made an interesting class concept here – a little lacking on the connection between 'attacking things' and 'casting mage-type spells' – and it has a lot of potential. However, I will point out some pretty busted combos with this class, that can be found in the early sets.

    1. If you play Diffusion on its own, you immediately set the Attack of all minions to 0. This is a very powerful effect, as 0-attack minions can't do anything except exist unless they are buffed. If your opponent doesn't run buffs, they are likely to be stuck with the board they have and won't be able to use them to interact with your characters. It's dangerous to set a minion's Attack to 0, and so I think this effect could be tweaked to avoid that.

    2. You do have a lot of 'give your hero attack' cards, somewhat diluting your design space. It goes beyond even Druid's number of attack cards, and sometimes feels tacked on to your other cards.

    3. 2x Burning Hands without a weapon equipped is 2 mana for 10 attack. Not only is this on its own pretty broken, when paired with 2x Focus Beam it's 50 damage (if you attack afterwards). That's a 4 card combo for 8 mana. Even without Burning Hands, Infusion paired with a weapon will reliably deal an insane amount of damage.

    4. Using 'ignores all minion effects' on a classic card is a little complicated for that set – the kinds of mechanics we see in KFT and RR about minion 'effects' (moreso enchantments) only started being explored in KFT and RR. If you look back at GvG and TGT for example – and even WotOG – you see Team 5 have a much smaller mechanical design space in mind. It's actually much more difficult to design cards for those wild sets than it is to design for the sets with more potential for complexity (e.g. MSoG, JTG, KFT, K&C, WW, RR, RoS).

    5. I don't quite understand the subtheme of Freeze in GvG and TGT. You have no real synergies with the mechanic apart from "Can't be damaged by Frozen minions", which is in itself almost opposite the point of Freeze – the mechanic allows you to temporarily ignore minions, rather than to use the mechanic as a pseudo-immune effect for your own – and because it has no presence in the basic or classic set, you would have to reintroduce the mechanic on a rolling basis (much how Freeze Shaman in KFT was an extremely isolated synergy set that had no set up or follow up).

    I will say that you have put a lot of effort in here, and that there's a lot of potential in the cards you've made. If you can refine the themes of the class beyond hero attack then you'll be on the right track.

    Posted in: Fan Creations
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    posted a message on F2P to P2P Fatigue Paradox, Lack of Achievements

    One of the fundamental draws of Hearthstone is the feeling that you're always playing for more; you play for gold, you play to win seasons-end rewards, you play to earn packs, and that pays off when you're able to convert that currency into packs and into cards you can play to make your dream – a higher rank for instance – a reality. What happens when you've gotten all the cards you want, can play all the decks you want, and have reached all those goals? Another set of motivations have to kick in, then:

    1. You like Hearthstone for the mechanics and really like TCGs, but Hearthstone is the only one you enjoy so you'll keep coming back to it

    2. You find something else to enjoy about it, such as Arena, or Monster Hunt, or the weekly tavern brawls

    3. You enjoy the experience of opening packs and being a completionist, going so far as to craft a golden collection

    4. You enjoy crafting your own decks, and perhaps you're waiting in anticipation of the next expansion to express your creativity.

    5. You're a competitive player, and you want to climb the ranks and then maintain that rank, so you have to play to keep Legend or what have you, and you make the most out of the ranked experience that way.

    But if none of those are things you feel like doing, then I'd say feeling burned out is a pretty rational response to having completed the 'objectives' of Hearthstone. Go onto another game, see how you feel – enjoy yourself! If you feel yourself wanting to come back and have another go, do that. You've already spent the money on HS, so there's no use in feeling you've "wasted" it. You got all the experiences you wanted from how you spent your money, presumably, so don't think you're beholden to the game for having spent it.

    Posted in: General Discussion
  • 0

    posted a message on Counter that card!

    Except Nerub'ar Weblord put you two turns behind.

    Posted in: Card Discussion
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    posted a message on Elysiana is part of the issue right now

    I honestly don't understand this long game hate. Look back over the history of posts on this website about how so many players complained that aggro/tempo/midrange made it so that control games were rarely (depending on the exact meta) a thing. Now you can have really long games and you people complain.

    How about you make up your mind about the damn control meta you want. It's never good enough for you people.

    PS - Games with double Elysiana rarely actually go to turn limit. The discovers almost always end up eeking out more value than the other person, which gradually leads to too much pressure to ever hit a turn limit.

    PSS - If you're really that concerned about super long Elysiana games you can always run some form of finisher and actually try to close games after you've accumulated enough chip damage. Maybe control players have just forgotten that you can actually also win by reducing the face to zero, not just by reducing the threats to 0?

    Exactly. Control decks are able to control the board and react, but the fact that Elysiana is neutral makes it more interesting for control vs. control. Rather than just playing one card a turn and then Hero Powering, they have to actually make proactive plays (i.e. attack your opponent) to stop themselves getting stomped by Elysiana value. It's also interesting because you have to figure out exactly when to play Elysiana, especially because she's also a tech card against Bombs and Bloods and Espionage decks.

    Posted in: General Discussion
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    posted a message on [Class Competition Finalist] - The Enchanter

    I've added two decklists: A token/aggro Enchanter list, and a Mecha'thun list. Guides at bottom of OP.

    Posted in: Fan Creations
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    posted a message on [Class Competition Finalist] - The Enchanter

    Card Change:


    (pocket mana = pocket sand, in case you were wondering)

    The reasoning for this change is to offer Enchanter another 1-Cost spell. Unfortunately, Enchanter doesn't exactly have a lot of 1-Cost spells... with this one, it has exactly 3 (not including the Quest).

    The main reason for this change is this card:

    If I could change Illumination now, it would read "Discover two 1-Cost cards." Alas, I can't, so here we are.

    Posted in: Fan Creations
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    posted a message on Pack's quallity F2P VS Real money

    Packs you buy with real money are the same as packs bought with coins.

    Posted in: General Discussion
  • 0

    posted a message on How will Blizzard inevitably nerf rogue?

    I think going so far as to alter game mechanics so Rogue always goes first is just silly. The coin is meant to even up matchups and taking the coin away from rogue would drastically cut its winrate regardless of what deck it was playing.

    Preparation getting a nerf to (2) less is something I can see happening, and sending Raiding Party up to 4. Miscreant seemed so bad with the statline and the cost at first, but obviously Rogue bounce is very powerful, so sending Miscreant down to 4 mana for a start seems a good first step.

    Waggle Pick also seems like an excessively aggressive card for Rogue, 8 damage over two turns and a bounce on Leeroy for 12 damage. Either it goes up to 5 or goes down to 3 attack.

    Posted in: General Discussion
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    posted a message on Weekly Card Design Competition 9.18 - Submission Topic

    Tokens:

    Fandral Form:

    4 mana 7/7

    Posted in: Fan Creations
  • 0

    posted a message on The Dalaran Heist - Adventure Launches May 16

    So what’s the deal with the friendly encounter? It looks like a really cool interface but it’s also super confusing.

    Posted in: News
  • 0

    posted a message on [Class Competition Finalist] - The Enchanter
    Quote from LingoGames >>

    Does Prophet Kamuhn trigger Phase?

    I love your set so far, the subtle synergy throughout is really nice and you keep to your themes.

    Thanks! Kamuhn doesn’t directly trigger phase, but directly synergizes with Mistveil Drake (7 mana 5/5, the left-most card in your hand costs (3) less), Superposition (2 mana, reduce the cost of the left and right-most cards in your hand by (2)), and Hidden Strategy (2 mana, deal 2 damage choose a bonus effect if it’s the left-most card in your hand). Through those synergy cards and discounts it can trigger phase on other cards.

    Posted in: Fan Creations
  • 2

    posted a message on [Class Competition Finalist] - The Enchanter


    [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

    1. 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.

    2. 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.

    3. 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.

    4. 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.

    5. 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











    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'THUN

    As 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. 💩

    Posted in: Fan Creations
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