I sabotaged MYSELF to WIN THE GAME???
WORGEN GREASER GOD-DESTROYING COMBO
Odyn has designated YOU to DIE!
Windfury can do WHAT NOW!?
I defeated 100 MILLION HEALTH DIABLO... on TURN 1!
A poor unsuspecting opponent...
NO DRUIDS ALLOWED
Tony, King of Piracy sets up a pirate raid!
Join Magister Dawngrasp in a race against time in the most beautiful Hearthstone OTK combo ever made!
Reno Jackson lights up the board in a barrage of flames, light and destruction! A Hearthstone OTK combo with never before seen interactions featuring new Festival of Legends cards!
The finishing attack of previously unseen proportions! Featuring the new Festival of Legends Legends spell, Climactic Necrotic Explosion!
Ragnaros returns in the new Festival of Legends cards! An OTK combo that will set your opponents ablaze!
Making the impossible possible with the Snowflipper Deathwing Exodia!!
Change your fate with Sylvanas Windrunner!
Deathwing destroys the world... again! In a spectacular display of fireworks and explosions. A combo that will leave your opponent shocked.
Hearthstone OTK combo that shows no matter how small you are, you can be a force to be reckoned with!
Test your APM and accuracy with Hearthstone's first endurance test! Check out the video below:
LATEST COMBO IS UP!
The Anti-Wife Technology OTK
EPISODE 3 IS OUT! The 100k Dust Deck!
LATEST COMBO! The NEGATIVE HEALTH OTK
NEW COMBO IS OUT! ELISE STARSEEKER RETURNS!
EPISODE 2 IS OUT!
Latest video! Happy 2023 <3
EPISODE 1 IS OUT!
Introducing The RAID BOSS Experience: a new series where we explore the limitless potential of the Death Knight class in Hearthstone's highest Legend ranks! With an unlimited budget, we'll be creating the ultimate deck and showcasing its power in epic battles against some of the best players in the world. Tune in to see how we push the boundaries of what's possible with the Death Knight and learn some valuable strategies along the way. Don't miss out on the action - subscribe now and be the first to see The RAID BOSS Experience in action!
Latest video!
The deck thread on Hearthpwn also will have writeups and updates! With more videos and guides added to it soon. So make sure to give it a visit!
Keep up to date with the decklist at:
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I also make convoluted and creative OTKs and Combos! Here's an example:
Check out the whole playlist of 100+ Combos on this link!
If you enjoyed, please consider subscribing! I am working hard on uploading on a regular basis. Any feedback would be greatly appreciated.
1
Why does Leper Pigmy deal damage to your hero? Surely it just negates the damage with its lifesteal...?
Sasshara is a great card... Deathrattle and Reborn being put together is the goal for deathrattle archetypes, but since I don't see anyone else doing Uldum, you've got it on lock. great implementation
Kind of jealous of how well plagues fit into your class. Especially Plague of Plagues, where did you get that art??
Cursed Presence should read "trigger" twice. The quest should have a full stop at the end of the reward (just a foible).
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Apprentice Set part 2
*Commune can be used without minions on the board, and it will restore 1 Health to your hero.
Basic Set (for reference)
First half of Apprentice Set (for reference)
Keyword & Class Strengths
Showcase
Tokens:
Farseer Ba'kora's Prophecies:
(Upgraded Hero Power) ^
Themes
Totems
Totems are explicitly a Shaman-specific tribe, but they've made limited use of them and have basically been a gimmick throughout the class' existence. Spiritwalker will have more powerful specific synergies with totems (nothing about basic Totems), and they will also have more powerful immediate effects.
Deathrattle and Resummon
Possessed Totem may not seem like the best target for deathrattles, seeing as it would continuously reequip a weapon, but it can be summoned from hand with Kindred Spirit, as well as be added back to hand with Soulbind Totem, Free Spirits, and Roots of the Weald.
Summoning/Only minion
In previous sets, cards like Barrens Wanderer and Rite of Solitude were the only specific cards that dealt with 'only-minion' mechanics. The first two examples here allow you to keep a minion in reserve, either without summoning it or having summoned it. In the first half of the class's Apprentice set, I focused (rather heavily) on the Dormant keyword. Lost in the Veil, Shadowlands Guide, and Talar Ghostmane all explicitly use Dormant in their card text. Those cards allow you to set up big minions or preserve them when you're under some other pressure. Other synergies, like Dormant totems, will be set up in the future.
Healing and Health
In the basic and first half of the Apprentice set, cards like Anima Infusion, Soul Seeker, Unyielding Chieftain, and Gift to the Shu'halo were the main health granting and health restoring cards for the class. The three in this half of the Apprentice set further expand on that archetype, specifically for keeping minions on the board and your hero in the game.
Weapons
In this half of the Apprentice set, there's only one weapon-related card. In previous sets, Ghost Iron Halberd and Ethereal Form account for more. Weaponry is not a fixture of the Spiritwalker class, but it offers flexibility for removal that it lacks in other card types.
Card Draw
This was mostly explored in the Basic set. Soul Seeker, Soul Sunder, Thunder Bluff Walker, and Truesight Saber all synergize with card draw. In the Core set, this will not necessarily be a focus, but many of those cards will be included.
All Cards
Token:
More about Commons:
Kindred Spirit: Similar in some ways to Shadow Essence, but without resurrection synergy in the same way. It is effectively meant to activate deathrattles, as well as to create board presence even when your hand is too expensive.
Possessed Totem: This merges two themes in my class; weapons and totems. I think it’s a nice fun card, kind of like Felsteel Elemental that turns into a weapon.
Spirit Link: Can be compared to the new version of Paladin’s Holy Light. This can be used on enemy minions to potentially stop one from trading (since it would heal you, which they don’t want!)
Spirit Link Totem: There will be more synergy for cards like this in the future, but for now it’s a pretty reasonable buff in the uncommon but potentially viable Spiritwalker ‘wide board’ deck. There will be ways to make this work with an only-minion archetype though!
More about Rares:
Natural Reflection: This card gives you plenty to think about when playing it; what do you want out of it? It’s a very good tutor, but you need to have played the opposite type of card to do it. If you’ve been playing minions, you’ll likely want some buff spells to cast on them. Conversely, if you have spells at hand, you’ll want some board presence.
Skyfury Exile: Punish those aggro decks! I hate tokens, don’t you? In a lone-minion Spiritwalker deck, this is a prime target for health buffs (as well as giving it Taunt).
Soulbind Totem: Keep that Skyfury Exile going! A positional, friendly, recurring Seance on a stick.
More about Epics:
Anima Giant: A really good reason to play lone-minion Spiritwalker. Recovery, removal, board presence all in one amazing minion.
Earth Mother's Blessing: If your opponent is chipping away at your minions(s) turn after turn, or if you’re developing a tall or wide board, this ”Trispell” is for you.
More about the Legendary:
Farseer Ba’kora: Much like Demon Hunter, Spiritwalker has a limited-impact hero power that costs 1 mana. With minimal direct synergy in at least this set (healing synergy in the basic set), upgrading your hero power is a powerful effect that fits right into the apprentice set - one that won’t of course remain in the core set. Paying the full 12 mana to upgrade your hero power allows you to:
• Restore 6 health to a minion and your hero per turn, for 0 mana;
• Deal 6 damage to an enemy minion and restore 6 Health to your hero per turn, for 0 mana.
1
Introduced in Ashes of Outland (It's the best place for it!)
*Commune can be used without minions on the board, and it will restore 1 Health to your hero.
Basic Set (for reference)
Keyword & Class Strengths
Showcase
All Cards
Notes:
• Magic Weald Frog attempts to draw the top 3 spells in your deck, rather than reordering your deck to put 3 spells on top of it. This makes it so effects that destroy the top cards of your deck do not work. If you don't have 3 spells to draw, it draws what it can before resorting to normal draw.
• It's difficult to state the effect of Ethereal Form in card shorthand, but it is as follows. If the last card you played was not a weapon, become Immune at the end of the turn. If it was, become Immune right after you play this.
• Gift to the Shu'halo (how the Tauren refer to themselves in their language) is a pseudo-Echo effect that provides sustained health restore on off-turns. It also fulfills the double-digit challenge.
• Roots of the Weald is a Scheme type card, so it also fulfils the other challenge. As card generation goes, this can get very out of hand, but on the other side of it, it's one of the few proper card generation routes that Spiritwalker can take, because this isn't Mage or Priest.
1
I'm opening up a separate thread for this expansion – a part of the winning 'year' for the year creation competition, which challenged competitors to make 3 expansions to make up a coherent year, like the Year of the Raven. By the time the competition ended, Rastakhan's Rumble and Rise of Shadows had not been released. If you see any duplicate/overpowered cards... that might be why. I'm doing this because it's a full 135 card expansion and putting 405 cards in one thread seems a little excessive.
Some cards have changed from the original submission. See the original thread here.
CURRENT CARD TALLY: 102/135
—EXPANSION ONE—
From the beaches of Kul'Tiras and Darkmoon Faire, to the docks of Booty Bay and the whirling Maelstrom, Azerothians are going on summer break! Dancing Druids, Sunbathing Paladins, and Hoarding Warlocks are peculiar sights for tourists on their tour of these Azerothian islands. But while tourists are here for only a few weeks, the Pirates of the Great Seas are much more familiar with these oceans. Hunters, Rogues, and Warriors take advantage of the summer months by fulfilling contracts, stealing and collecting bounties, and raiding resorts!
Holidays & Fun in the Sun!
Holiday cards are a cycle of Rare spells with an 'On your next turn' effect. You have to pack your bags and buy tickets before you take a vacation, so that means you have to pay a little in advance! Holidays are only active on your turn and last until the end of that turn. While you're on holiday, you might as well get some Vitamin D. Be careful to put on your sunscreen though, or you'll get burnt!
There are 5 Holidays on showcase: Darkmoon, Booty Bay, Tanaris, Kul'Tiras, and Maelstrom .
Treasures!
Hidden Treasures sunken to the bottom of your deck, these cards can be weak on their own, but with the right support can be extremely powerful. And while there's a problem with drawing the last card in your deck... There's something that can be done about that.
There are 5 Treasures on showcase; Shimmering Riches ; Gallandria, Mooncaller ; Ultimate Arcana ; Light of K'ure ; and Gul'dan's Locket . Every hero gets a Treasure, whether it be a weapon, spell, or minion. Then they get an additional legendary minion.
Pirates—and Dual Tribes
People hate aggro decks. I do too. Pirates have been stained with the brush of 'this is always aggro', in no small part thanks to the oppressive influence of the many-eyed Patches the Pirate . Have no fear. No scary charge Pirates. Instead, high-cost and midrange Rush Pirates emphasize board control.
FISH
Fish are like Lackeys. 2-Cost common Beasts with Sail that exist across several classes; Mage, Paladin, Rogue, and Shaman. They have useful battlecry effects for a reasonable cost, and are generated by certain neutral cards.
—ALL CARDS—
Thanks for taking the time to look at this. Leave your feedback below :)
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imgur album for ease of viewing
Showcase Cards
• Unyielding Chieftain is a mid to late-game defensive option that packs a punch against token decks, especially when paired with buffs like Rite of Solitude or Anima Infusion. It can also be pulled from Rematerialize.
• Rite of Solitude can be used to establish an early advantage that can stop your opponent developing a wide board (used on Truesight Saber for example) and even put pressure on them.
• Rematerialize can pull that legendary minion your opponent killed, or the taunt that's been keeping you alive. An excellent combo piece/defensive tool.
Remaining Cards
Challenge
If it wasn't evident, the class is directly WoW-related. However, since spirit walkers are unplayable, there are not really any compelling associated spells in the game.
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[CUSTOM CLASS]
imgur album for ease of viewing
Showcase
RASTAKHAN'S RUMBLE
THE BOOMSDAY PROJECT
THE WITCHWOOD
KOBOLDS & CATACOMBS
KNIGHTS OF THE FROZEN THRONE
JOURNEY TO UN'GORO
CLASSIC
BASIC
WILD
DECKBUILDING
Bespoke Enchanter decks
And that's all from me, folks. I hope I can count on your vote. 💩
1
—EXPANSION ONE—
From the beaches of Kul'Tiras and Darkmoon Faire, to the docks of Booty Bay and the whirling Maelstrom, Azerothians are going on summer break! Dancing Druids, Sunbathing Paladins, and Hoarding Warlocks are peculiar sights for tourists on their tour of these Azerothian islands. But while tourists are here for only a few weeks, the Pirates of the Great Seas are much more familiar with these oceans. Hunters, Rogues, and Warriors take advantage of the summer months by fulfilling contracts, stealing and collecting bounties, and raiding resorts!
Holidays & Fun in the Sun!
Holiday cards are a cycle of Rare spells with an 'On your next turn' effect. You have to pack your bags and buy tickets before you take a vacation, so that means you have to pay a little in advance! Holidays are only active on your turn and last until the end of that turn. While you're on holiday, you might as well get some Vitamin D. Be careful to put on your sunscreen though, or you'll get burnt!
There are 5 Holidays on showcase: Darkmoon, Booty Bay, Tanaris, Kul'Tiras, and Maelstrom .
Treasures!
Hidden Treasures sunken to the bottom of your deck, these cards can be weak on their own, but with the right support can be extremely powerful. And while there's a problem with drawing the last card in your deck... There's something that can be done about that.
There are 5 Treasures on showcase; Shimmering Riches ; Gallandria, Mooncaller ; Ultimate Arcana ; Light of K'ure ; and Gul'dan's Locket . Every hero gets a Treasure, whether it be a weapon, spell, or minion. Then they get an additional legendary minion.
Pirates—and Dual Tribes
People hate aggro decks. I do too. Pirates have been stained with the brush of 'this is always aggro', in no small part thanks to the oppressive influence of the many-eyed Patches the Pirate . Have no fear. No scary charge Pirates. Instead, high-cost and midrange Rush Pirates emphasize board control.
—THE REST—
1
2 mana 3/2 Poggers
1
I think the nerfs you're describing are way too harsh. People really hate high class winrates so they think nerfing a card into the ground is justified... I think the nerfs being discussed by HS pros are more appropriate ones, tbh.
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Tokens:
Fandral Form:
4 mana 7/7