• 1

    posted a message on Custom Class Competition #8 -- Discussion Thread | Week Four

    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).

    Posted in: Fan Creations
  • 2

    posted a message on Custom Class Competition #8 -- Submission Thread | Week Three


    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)

    Capable of channeling ancestral spirits through their body, spirit walkers are revered in tauren and orc societies for the history and wisdom they carry within them.
    More Lore:

    The eyes of a spirit walker are ancient and shine with the light of a thousand souls. Their bodies are vessels, conduits from the realm of the dead to the world of the living. A spirit walker strong enough to bear the weight of so many souls achieves a mystical transcendence, embodying the collective will and experience of the generations that are reaching out to him.

    A spirit walker lives only partially in the mortal world. His mind roams freely, and countless personalities enter his memories and his thoughts. When speaking to a spirit walker one can never be entirely certain that only the spirit walker responds, for they speak with the voices of the ancient ancestors.

      Keyword & Class Strengths 



    Kin and Kin (X) are on a basic level the same keyword. Kin is simply used as shorthand. Example: If Kin (Minion) is listed on a spell, it is written like that. If it is on a minion, it's just Kin. The same applies for weapons and spells.

    The loyalty a spirit walker feels for his community is zealous. The spirits of countless ancestors fill his mind, impressing a powerful need upon their host to guide and safeguard the tribe.

    In not so many words, the kin and kindred of a Spiritwalker are of the upmost importance to them, and empower them to do amazing things, gaining new powers through playing minions or spells in sequence, playing cards of the same or different Cost, or even Attack, Health, and spell school. For the Apprentice set, Kin cards focus on the most essential forms: KinKin (Minion)Kin (Spell), and Kin (Weapon).



    Class Strengths and Mechanics

    Strengths

    1. Single target/lone minions. Handbuffs and board buffs like Power of the Wild or Bloodlust are few and far between for the Spiritwalker. However, this class excels at buffing powerful single minions, keeping them alive, and bringing them back from their untimely demise.

    2. Dormancy and Immunity. A sleeper mechanic that saw more attention in Ashes of Outland, Dormant, is a key focus for the Spiritwalker class. Not all 'dead' things are really dead, and in truth, the spirits are merely waiting to be called upon. At some points, minions under the Spiritwalker's control may phase in and out of the corporeal plane, while still being able to attack, gaining Immune temporarily.

    3. Card draw/generation. To keep up with your opponent, Spiritwalkers need every opportunity they can get to level the playing field, and that means card draw/generation.

    4. Health Restore/Addition. Health restoration and addition is vital for the Spiritwalker to maintain board presence and keep themselves in the game.

    5. Death-based effects. There will be a lot more minion demise related cards (not necessarily deathrattles) in initiate/core sets.

    6. Taunt, and other keywords that significantly obstruct your opponent as you build a tall board.

    Limitations

    1. Low AOE potential. Board clears will usually be conditional and expensive, but they create swing turns to build up big minions.

    2. Limited hard removal. As with AOE, Spiritwalkers don't carry Twisting Nether or Assassinate with them, but under the right circumstances, they can get good value removal.

    Weaknesses

    1. Low burst damage. Spiritwalker isn't inherently a class that rushes to the finish line (even though there is potential for early game snowball), so don't expect much in the way of face damage.

     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 TotemFree 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 InfusionSoul SeekerUnyielding 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 SeekerSoul SunderThunder 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.





     

     
    Posted in: Fan Creations
  • 1

    posted a message on Custom Class Competition #8 -- Submission Thread | Week Two


    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)

    Capable of channeling ancestral spirits through their body, spirit walkers are revered in tauren and orc societies for the history and wisdom they carry within them.

    More Lore:

    The eyes of a spirit walker are ancient and shine with the light of a thousand souls. Their bodies are vessels, conduits from the realm of the dead to the world of the living. A spirit walker strong enough to bear the weight of so many souls achieves a mystical transcendence, embodying the collective will and experience of the generations that are reaching out to him.

    A spirit walker lives only partially in the mortal world. His mind roams freely, and countless personalities enter his memories and his thoughts. When speaking to a spirit walker one can never be entirely certain that only the spirit walker responds, for they speak with the voices of the ancient ancestors.

      Keyword & Class Strengths 



    Kin and Kin (X) are on a basic level the same keyword. Kin is simply used as shorthand. Example: If Kin (Minion) is listed on a spell, it is written like that. If it is on a minion, it's just Kin. The same applies for weapons and spells.

    The loyalty a spirit walker feels for his community is zealous. The spirits of countless ancestors fill his mind, impressing a powerful need upon their host to guide and safeguard the tribe.

    In not so many words, the kin and kindred of a Spiritwalker are of the upmost importance to them, and empower them to do amazing things, gaining new powers through playing minions or spells in sequence, playing cards of the same or different Cost, or even Attack, Health, and spell school. For the Apprentice set, Kin cards focus on the most essential forms: KinKin (Minion)Kin (Spell), and Kin (Weapon).



    Class Strengths and Mechanics

    Strengths

    1. Single target/lone minions. Handbuffs and board buffs like Power of the Wild or Bloodlust are few and far between for the Spiritwalker. However, this class excels at buffing powerful single minions, keeping them alive, and bringing them back from their untimely demise.

    2. Dormancy and Immunity. A sleeper mechanic that saw more attention in Ashes of Outland, Dormant, is a key focus for the Spiritwalker class. Not all 'dead' things are really dead, and in truth, the spirits are merely waiting to be called upon. At some points, minions under the Spiritwalker's control may phase in and out of the corporeal plane, while still being able to attack, gaining Immune temporarily.

    3. Card draw/generation. To keep up with your opponent, Spiritwalkers need every opportunity they can get to level the playing field, and that means card draw/generation.

    4. Health Restore/Addition. While there are some similarities to Priest, healing is a means to an end rather than an archetype for the spiritwalker.
    5. Death-based effects. There will be a lot more minion demise related cards (not necessarily deathrattles) in initiate/core sets.

    6. Taunt, and other keywords that significantly obstruct your opponent as you build a tall board.

    Limitations

    1. Low AOE potential. Board clears will usually be conditional and expensive, but they create swing turns to build up big minions.

    2. Limited hard removal. As with AOE, Spiritwalkers don't carry Twisting Nether or Assassinate with them, but under the right circumstances, they can get good value removal.

    Weaknesses

    1. Low burst damage. Spiritwalker isn't inherently a class that rushes to the finish line (even though there is potential for early game snowball), so don't expect much in the way of face damage.

     Showcase 

    Barrens Wanderer Free Spirits Talar Ghostmane

    A powerful early-game minion that discourages playing more than one minion. This is a strength of the class, and buff spells from the basic set like Rite of Solitude and Anima Infusion reward the player for focusing on a single minion. There are mindgames for both you and your opponent: Do they want to trade into a smaller minion, awakening this one? Or do they go face? You can also 'save' this minion by simply playing another, creating a kind of pseudo Taunt effect.

    Whether it's a wide board or a minion that you've been keeping alive to ward off your opponent's attacks, removal and trading can feel pretty bad. In any other class, this kind of effect might be too powerful; but for the Spiritwalker, it's just what they need. In concert with Rematerialize and Roots of the Weald, Free Spirits is an excellent board-recovery tool, especially when a spell is played before it. (Originally, the spirits really were free - they cost 0 - but that was a little bit too free).

    Trading favourably or unfavourably into your opponent's minions is all a matter of strategy when Talar Ghostmane is in play. You may want to have a specific 6 dormant minions, and the board clear in your hand might give you some 1/1s that you don't want to have cluttering your board. Plan your attacks accordingly! Playing a minion before playing Talar makes your Dormant copies able to attack minions immediately after they awaken!

     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.


     

     
    Posted in: Fan Creations
  • 1

    posted a message on [Year Competition Winner] 1: GREETINGS FROM THE GREAT SEAS

    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

    Quote from Blizzard

    3 Cards from the Classic Set are moving to the Hall of Fame this year.

    Divine Favor (replaced by Crystology)
    Kidnapper (replaced by WANTED!)
    Gadgetzan Auctioneer (replaced by Bone Drake)

    Divine Favor


    Aggressive Paladin decks often make use of Divine Favor to refill their hand, regardless of whether the cards they have played gave them board control or were removed from play. As such, Divine Favor is too much of a constant in Paladin. Crystology from the Boomsday Project will replace it, as it provides card draw with less variance and more potential for class synergies. UPDATE: Looks like Blizzard have buffed Crystology! All the better – now it might be on a more even standing with DF.

    Kidnapper


    Kidnapper is an underused and underpowered card. WANTED! is also a card with little play in Rogue, but we hope that rotating it into Classic will help enable new archetypes as well as allow Rogue to activate its core mechanic, Combo, more easily.

    Gadgetzan Auctioneer


    Gadgetzan Auctioneer, despite its nerfs, is still a powerful card that defines decks like Miracle Rogue. While we don't want to kill that deck and are creating tools to preserve it, leaving Auctioneer in standard would be problematic in the context of future Hearthstone content. For this reason, we are replacing it with a card that helps the new player experience with an element of fun similar to last year's new classic cards (Call of the Void, Tome of Intellect, Pilfer).


    —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!

    New Keyword: Treasure New Keyword: Sail



    Chef Nomi approved!

    Treasure cards are cards with very powerful effects that are placed at the very bottom of your deck whenever they enter it. That means you know what's at the bottom of your deck and what you're going to draw before fatigue sets in. Whenever a Treasure enters your deck, a 'Beach Time' token is also shuffled in. Your opponent can then tell from the start of the game how many Treasures your deck has in it.

    Further Explanation

    Whenever a Treasure enters your deck (at the start of the game, or when you shuffle one into your deck), a Beach Time spell gets shuffled in with it. This is to prevent the problems that a '29 card deck' would otherwise cause, as knowing where a specific card is in your deck would normally make your draws more certain. As Beach Times get shuffled at the start of the game, you can get them in your starting hand or mulligan. As a consequence, your opponent will be able to determine how many Treasures are in your deck just from looking at your deck size at the beginning of the game!
    Multiple Treasures order themselves from lowest cost 'on top' of the stack to highest cost at the very bottom.
    Tied costs are arranged randomly.



    Fond of puns.

    Sail cards can be played from your hand... but they aren't played. Instead, they go on a voyage through space and time and arrive to be played on your next turn! Because you lose tempo for doing 'nothing' on the turn you play a Sail card, they are often overstatted or neutral statted for the effect. For example, Cutty Lass has a vanilla body but also equips a 3 mana weapon.














    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 .

    Opposition research, eldritch monster style.


    Anduin's gone on sabbatical to the island of Kul'Tiras, where Sea Priests turned monsters steal your opponent's thoughts. This card lets you anticipate your opponent's next draws and what they might play to counter your cards, while also taking you further from fatigue.

    It might seem like a nice hotel town, but when you pass by the Theft-o-matic 3000 in the lobby your opinion might change slightly.


    Always looking for the next contract, Hunters want to draw on an empty hand, expanding on a mechanic introduced in Blackrock Mountain. This card can help you reload in a similar manner to Stargazer Luna .

    "I'll do your back. You do mine."


    With Divine Shield as sunscreen and healing as a suntan, the Paladin archetype for this expansion revolves around the sun! But who knows how best to keep your tan? The Bronze Dragons.


    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.

    Pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew!


    An amazing damage spell, but it's certainly not as easy to set up for an OTK and definitely isn't as guaranteed as the Time Warp combo . Spell Damage +1 on this gives you a total of 30 damage—but you'll be hard pressed to get that Spell Damage on the same turn.

    The ultimate sunblock.


    Healing and Divine Shield synergy in one card—this acts as sustain in the late game. Divine Shield cards include cards like Argent Protector and Hand of Protection that grant Divine Shields... As well as Giggling Inventor. Basically any card that mentions 'Divine Shield'.

    Swab the decks! Flip the decks!


    The radical solution to not drawing Treasures— flip your entire deck ! The bottom is now the top, all the cards keep their order but you draw cards in reverse, Treasures first ! There is a downside however; your cards are also flipped. Your opponent sees what
    cards you draw
    ! In the story, E'lora is arguably the hero, aiding the protagonists on their journey to Tanaris.


    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.

    Brought this beauty up from Sailgrave. Yours for only 4 mana, no catch! Totally authentic.


    The only Treasure Tutor other than Admiral E'lora, this card makes it possible to fetch your Treasure and use the remaining cards in your hand and deck to enable its synergies, rather than holding all your enablers until you hit fatigue.

    Avast, me hearties! Another vessel be needing our 'help'!


    WANTED!
    Tons of value and support for a new archetype - Coin Rogue. With the rotation of Gadgetzan Auctioneer and the fact that Rogue is getting cards that make using the Coins better than forcing them into a miracle deck, this might be an autoinclude in a Coin Rogue deck to maintain removal options turn after turn.

    He'll REALLY get on it, not like a certain Imp he knows.


    This Piratey Demon has above average stats, but in the early game is still a real disadvantage.


    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.

    There's always a bigger fish.


    A nice deck thinner for +1/+1 on Novice Engineer (let me know if you think vanilla stats are okay on this card).

    Soaring serenely, surfing the seas.


    A nice heal tool and anti-aggro card for cards like Zandalari Templar. 

    Sharp, pointy teeth!


    Very useful utility card that can be played first before you play utility on the same turn – enabling you to drop a combo piece and then get it back.

    Calm eels are much less prone to dealing damage.


    A Forked Lightning effect that can hit face – the only 'fish' with non-2-attack stats. Let me know if 2 attack is actually ok.

     
    —ALL CARDS—

    Neutral 
    Details for cards are at the bottom of each spoiler.

    Commons (9/22)

    TOKENS:

    COMMENTS:

    Barnacled Dweller is a simple removal card that mirrors half a Sea Giant and still focuses on minions in the battlefield.

    Rares (6/9)

    Epics (6/9)


    TOKENS:

    COMMENTS:

    Expert Explorer synergizes well with Treasures, shuffling copies of them or the other cards in your hand, back into your deck to last you longer through fatigue. As a neutral Dead Man's Hand , this couldn't be a Battlecry , Deathrattle , or end of turn effect as your opponent wouldn't be able to stop you and thus every class would become infinite Warrior. Zzz.
    Shimmering Riches is the perfect example of a neutral treasure. While it's a powerful effect, it can be underwhelming in the late game, unless you have a specific way of drawing minions from your deck ( Witchwood Piper , anyone?), or need extra mana on a turn.

    Legendaries (5/5)



    COMMENTS:

    Salvager Grizzlowe
    For the whole album 
    "Kazakus for Hero Cards" - You, probably 
    Really small versions of the images if you don't want to click the link but have a magnifying glass handy 





    Salvager Grizzlowe is a gifted shipbuilder that works at the docks of Booty Bay; he also thinks that the Bay's Clam Chowder is the best anywhere! By using his Hero Power, you can create your own hero card in the form of a ship. You can choose a 4, 7, or 10-Cost vessel; Schooner, Frigate, and Gunship respectively. You then get to choose 2 battlecries and a hero power that are tuned to the mana cost of the card through an interface like Kazakus. With 8 options each for Battlecries and Hero Powers for each kind of ship (48 total options!!), you get 2,024 possible combinations for each vessel. You can fire Cannons at your opponent, clear the board with AOE or establish board control with Pirates! You could give your Pirates Rush for the rest of the game, or give a minion +4/+4 each turn. The possibilities are overwhelming, and Grizzlowe's value is exponential: If he survives until you can use his Hero Power again, you can get another Ship! 


    Druid — Positioning (10/10)

    The Druids of Azeroth are coming together for a midsummer holiday, and their chosen destination is Darkmoon Island! For what else other than Darkmoon Faire ! These Druids are constantly having dance parties in Darkmoon, so it's important to get your steps right. For this expansion, minion positioning and ordering is the Druid's chief concern, and for that reason, is your opponent's concern as well!




    TOKENS:


    Crash the Party is on a similar power level to Deadly Shot , but can be played around by your opponent placing weaker minions further away from the middle of the board.
    Darkmoon Holiday : Everyone's having a big dance! You've got to get your steps right, so every minion gets a partner with the same effect. Here's what it looks like in case you can't visualize it.

    This can help you get past your opponent's Taunt minions to get to their other minions! Destroying the left-most minion changes the dance.
    Galandria, Mooncaller works like chess—with an even number of minions, there are two minions in the middle; with an odd number, there's only one. Choose your positioning wisely! Galandria is best played against a weak enemy board, which makes her to some degree a 'win more' card, but also a way to get pseudo removal for big threats. Keep in mind this affects your opponent's middle-most minions as well, so you'll need to choose what you remove before you play Galandria. In the story, Galandria recommends the protagonists take E'lora's Spear as the vessel to cross the seas with.


               
    Hunter — Empty Hand, Secrets (10/10)

    When vacation season rolls around, the hunt doesn't end. In fact, it just gets a location change. Going from job to job around the islands that make up Azeroth's Great Sea, Rexxar or Alleria go globetrotting to such locations as Zandalar, Booty Bay, and Darnassus to look for work... as bounty hunters. Empty your hand out and then take the next job!


    Contract Archer : the encapsulation of a River Crocolisk that found solace with Quick Shot. The exception being that he uses a bow instead of a gun, so he's not quite as deadly.
    Booty Bay Holiday : The best place to trade in all sorts of legitimate goods, Booty Bay... and the best place to look for not-so-legitimate contracts!
    Piercing Shots : The most exciting combo with this is Explosive Trap , as it sets up a two-card (activation dependent) board clear. Hunter doesn't exactly have those. Combos well with cards like Explosive Shot or a number of cheaper options that damage more than 1 enemy (almost all will have rotated by this expansion, but there will be more opportunities for it in the expansions following this). Shandris Feathermoon uses this to destroy Stormsong's undead army.
    Shandris Feathermoon : You can enable your empty hand-synergies by playing Booty Bay Holiday the turn before Shandris (or playing 2 of them), and then hopefully chaining it so you can get lots of synergy goodness from it. Still, she's a 6 mana 7/7 on an empty hand... Would suck if she got silenced when you do have cards though. In the story, Feathermoon comes to the aid of King Mrgl-Mrgl and Murky.


      Mage — Odd, Beasts, Spells (5/10)

    Jaina's heritage means she's got the sea in her veins. While she's been conjuring Water Elementals in the past, she's looking for something a little bit more exciting for her vacation. So she's gotten into training and controlling gigantic sea monsters.


    Abyssal Subjugator is the beefy Fallen Hero that you always wanted. Your opponent will really want to deal with this fast before they get burst down too quick. In the story, the protagonists encounter this and must defeat it.
    Ocean Incantation : The main Mage theme in this expansion is BEASTS! To that end, there are a number of Beast-related cards here, but notice the costs... they're all odd! Fits with Black Cat . Oh. That was HoF'd. My bad.
    Sea Monsters discovers from all classes because it turns out Mage doesn't have all that many beasts!


      Paladin — Divine Shield, Healing, Dragons (10/10)

    Paladins like Uther and Arthas are working on their tan. Fun in the sun! Restore your health when you get a tan! Protect yourself with a divine shield sunscreen! And if you're feeling lazy, who better to consult on a tacky fake tan than the bronze dragons?




    Tan-aris Holiday : It takes time to get a tan! Turns out the result is quite similar to getting some Ancestral Healing . The final destination of the story.
    Bronze Scallywag : Think of this card in reference to the two to the right of it. Justice By Sunlight offers a lot of ways to buff Light of K'ure after you've equipped it. If you have your Bronze Scallywag in hand, you won't get some of the benefits of his passive trigger by virtue of the cost of the spell (you won't get extra attack from restoring health through lifesteal). But by holding it, you instead give your weapon the sudden buff from giving all those minions divine shield . This is a scary combination, and while it requires some setup could encourage Dragon Control Paladin with recently printed cards like Cathedral Gargoyle . In the story, Korisz is the named equivalent of this card.


        Priest — Stealing, Copying, Death (7/10)

    Anduin's gone on sabbatical to work with the Sea Priests of Kul'Tiras. Little does he know, they're a bit flayed in the head.


    Call of the Deep and Kul'Tiras Holiday synergize to produce a Devour Mind type effect with the side effect that you also get to draw a lot more fun cards, and gather information about what your opponent's next draws will be and how to play around them. You can also use Call of the Deep in a deck that contains mostly neutral cards—however priest has a lot of very powerful class cards so finding which ones to throw out in place of neutrals could be very tough.
    K'thir Corruptor is a sad story of a Sea Priest who listened too closely to the whispers of madness. Damaging spells in Priest aren't the most common, but it includes AOE and cards like Mind Blast or Holy Smite , which could be combined with this to get a very dangerous growing threat.
    Lord Stormsong is the chief of the Stormsong family that runs part of Kul'Tiras. Unfortunately, he too has been corrupted by eldritch powers and wants to bring corpses up from the depths of the sea. His confrontation with Feathermoon and the story protagonists leads to his demise.


               
    Rogue — Coins, Pirates (10/10)

    Valeera's the ultimate fun-ruiner. She just wants to freeboot and steal from everybody all the time. Never takes a break! Not even for the summer months.




    TOKENS:


    Bag of Doubloons introduces the Coin Rogue archetype.
    Portside Pilferer keeps thief Rogue alive, but no further synergies are introduced for it in this expansion.
    Time to Collect encourages you to keep your coins in your hand rather than spending them for combos, but there's no denying that coins are powerful enough on their own!
    Cap'n Garvey says another vessel needs your help!... to be boarded and looted. With the Year of  the Gryphon, WANTED! is rotating into standard and Kidnapper is rotating out, so say hello to more coins and more minion removal.
    Not just that, Gadgetzan Auctioneer is being rotated out so you don't get to complain too much about this.


                Shaman — Murlocs, Overload, Damage, Totems! (9/10)

    Thrall's idea of a holiday involves lots of water, lightning, and fish.



    TOKENS:

    Vash'jir Totem is a simple card that does something shamans like, and will often be instantly removed.
    Maelstrom 'Holiday' activates on each Overload instance, not for each crystal overloaded. Think Unbound Elemental .
    Cookie's Stirring Rod is a little like Silver Sword , but with a little Captain Cookie twist. Keep in mind this ISN'T a Mad Hatter effect, so you won't get as much value out of it with fewer than 3 minions. Murky takes this as his own weapon in the story.
    Captain Cookie causes chaos! Bad Food! revives Volcano , while Good Food! acts as its counterpart. While you don't know what your opponent gets, they don't know what you get either. Considering making it "At the end of each turn, give a Cookie's Recipe spell to the current player." This would make the card have more interesting play-around as your opponent would not be so willing to remove it, otherwise they don't get the continued benefit from it and you do. Murky and King Mrgl-Mrgl encounter Captain Cookie in Vashj'ir.


                Warlock —
    Discard, Zoo, Imps, Mana Crystals, and more! (10/10)

    Gul'dan's Gold (Mana Crystals) is a precious commodity and he doesn't want it getting stolen by Pirates! So he destroys his Crystals himself (deposits them in BLB, Burning Legion Bank) so he can send his assailants to the Shadow Realm. Gul'dan doesn't take vacation. He works overtime.



    TOKENS:


    Homuncularrr has a downside that outweighs Flame Imp significantly. By playing it on turn 1, you permanently set yourself back behind your opponent. However, it ends up close in value to Happy Ghoul when played on turn 10. One of the demons in league with the Garvey Gang.
    Evil Investment has the same downsides, but on a much larger scale. You can play this on turn 1 and still have only the same setback as the previous card, but with a greater overall value. Demons without the mana to play them aren't worth much though—this is a better late game investment; one where you need cards on an empty hand.
    Gul'dan's Locket is a big value generator with your hero power and in fatigue, but is susceptible to weapon removal. This is a real reason for cards like Arms Collector . Cap'n Garvey is in possession of this in the story.
    Shimmering Riches is almost an autoinclude in a deck that uses Evil Investment and Homuncularrr; combined with Witchwood Piper , and the sacrifice of 1-drops (and potentially any other 2-drops) allows you to negate your mana disadvantage and reload your tray while also buffing your board.


                Warrior — Midrange Pirates (6/10)

    Garrosh isn't in the mood for sunbathing or partying. He wants to RAID and do some ROUGH AND TUMBLE on the HIGH SEAS!



    TOKENS:

    Sunken Mariner : 12 or less Health again! A pretty bad 3 drop on its own, this card excels in the late game as a 4/8 Rush for 3. 
    Brashtide Lookout : This is the sort of card that supports a board-control oriented Rush / Pirate hybrid deck.
    Test Your Might! : A pseudo-windfury effect that can be used as a buff, and as removal.
    Gromakk Hookhand : A pretty simple effect that is very scary. As a deathrattle , however, it's quite slow.

    Thanks for taking the time to look at this. Leave your feedback below :)

    Posted in: Fan Creations
  • 4

    posted a message on Custom Class Competition #8 -- Submission Thread | Week One

    imgur album for ease of viewing

    The Spiritwalker

     

    (Hero power can be used without a minion on the board)

    According to Wowpedia:

    Spiritwalkers have a powerful connection to their ancestral heritage. Capable of channeling ancestral spirits through their body, spirit walkers are revered in tauren and orc societies for the history and wisdom they carry within them. The eyes of a spirit walker are ancient and shine with the light of a thousand souls. Their bodies are vessels, conduits from the realm of the dead to the world of the living. Spirit walkers are often looked upon with awe and fear by their brethren. A spirit walker strong enough to bear the weight of so many souls achieves a mystical transcendence, embodying the collective will and experience of the generations that are reaching out to him.

    Class Identity:

    Strengths

    1. Single target/lone minions. The Spiritwalker doesn't do handbuffs or board buffs, but focuses on building up single minions and making sure it has a persistent board presence that can stand against even the widest enemy boards.

    2. Health Restore/Addition. While there are some similarities to Priest, healing is a means to an end rather than an archetype for the spiritwalker.

    3. Slow-burn weapons. A weapon that is better suited to attacking minions than going face is just a taste of the kind of unorthodox board control that Spiritwalker will introduce.

    4. Death-based effects. There will be a lot more minion demise related cards (not necessarily deathrattles) in initiate/core sets.

    5. Card draw/generation. To keep up with your opponent, Spiritwalkers need every opportunity they can get to level the playing field, and that means card draw/generation.

    6. Taunt, and other keywords that significantly obstruct your opponent.

    Limitations

    1. Low AOE potential. Board clears will usually be conditional and expensive, but they create swing turns to build up big minions.

    Weaknesses

    1. Low burst damage. Spiritwalker isn't inherently a class that rushes to the finish line (even though there is potential for early game snowball), so don't expect much in the way of smorc.

    More Lore:

    Tauren and orcs hold spirit walkers in near reverence, yet they also fear them. A spirit walker lives only partially in the mortal world. His mind roams freely, and countless personalities enter his memories and his thoughts. When speaking to a spirit walker one can never be entirely certain that only the spirit walker responds, for they speak with the voices of the ancient ancestors. Elderly spirit walkers sometimes lose all memories of their original selves, slipping from one spirit to the next without warning or control. The stress of handling so many souls turns a spirit walker's pelt or hair snow-white over the years. Some tribes consider a tauren born with a white pelt to be destined to become a spirit walker. Such children sometimes refuse their destiny, but almost all give in eventually. Elder tauren have been known to develop spirit walker powers sometimes only days before their deaths.

    The loyalty a spirit walker feels for his community is zealous. The spirits of countless ancestors fill his mind, impressing a powerful need upon their host to guide and safeguard the tribe. Despite this devotion, a spirit walker is often set apart from his others. He knows his friend not only as his friend, but as the child of a slain warrior spirit, as the grandchild of an elderly spirit, as the parent or sibling of a mournful child spirit. This makes any personal relationships complicated and very difficult. A spirit walker is a loner who sits apart from his others but defends them fanatically in times of peril. The rest of the tribe senses this conflict within a spirit walker, and while they treat their spirit walker with great respect and deference, they will resist forming close relationships with him to avoid further complicating his life. Spirit walkers rarely establish families. They live apart from the tribe they devote themselves to forever.

    The only culture in Azeroth's history known to have brought forth the spirit walkers are the formerly nomadic tauren tribes. However, the orcish people have steadily been returning to the shamanistic practices of their Draenor ancestors, and the far seers of the Horde have taken a growing interest in the mystic phenomenon of spirit walking. Whether orc spirit walkers may have existed in Draenor's ancient past or not is lost to history, but when tauren and orcish shamans established contact with one another the tauren discerned that their orcish peers showed the potential for this level of spiritual awakening. To many of the orc shamans, the path of the spirit walker represents the only means left to them by which to recover the lost wisdom of their forebears.

    Spirit walkers can use tauren halberds and tauren totems.

     


    Showcase Cards

    Have you ever been hit over the head with a tree? This guy hasn't been, but he might know a thing or two about it anyway...

    I'm a lot better at my rites of solitude than my lefts of solitude.  

    Anduin has a patent on 'resurrect' effects.  

    • 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.

     

    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
  • 1

    posted a message on [Year Competition Winner] Year of the Gryphon

    Quote from Blizzard

    3 Cards from the Classic Set are moving to the Hall of Fame this year.

    Divine Favor (replaced by Crystology)
    Kidnapper (replaced by WANTED!)
    Gadgetzan Auctioneer (replaced by Bone Drake)

    Divine Favor


    Aggressive Paladin decks often make use of Divine Favor to refill their hand, regardless of whether the cards they have played gave them board control or were removed from play. As such, Divine Favor is too much of a constant in Paladin. Crystology from the Boomsday Project will replace it, as it provides card draw with less variance and more potential for class synergies. UPDATE: Looks like Blizzard have buffed Crystology! All the better – now it might be on a more even standing with DF.

    Kidnapper


    Kidnapper is an underused and underpowered card. WANTED! is also a card with little play in Rogue, but we hope that rotating it into Classic will help enable new archetypes as well as allow Rogue to activate its core mechanic, Combo, more easily.

    Gadgetzan Auctioneer


    Gadgetzan Auctioneer, despite its nerfs, is still a powerful card that defines decks like Miracle Rogue. While we don't want to kill that deck and are creating tools to preserve it, leaving Auctioneer in standard would be problematic in the context of future Hearthstone content. For this reason, we are replacing it with a card that helps the new player experience with an element of fun similar to last year's new classic cards (Call of the Void, Tome of Intellect, Pilfer).


    —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!

    New Keyword: Treasure Deck Flipping

    Treasure cards are cards with very powerful effects that are placed at the very bottom of your deck whenever they enter it. That means you know what's at the bottom of your deck and what you're going to draw before fatigue sets in. Whenever a Treasure enters your deck, a 'Beach Time' token is also shuffled in. Your opponent can then tell from the start of the game how many Treasures your deck has in it.

    Further Explanation

    Whenever a Treasure enters your deck (at the start of the game, or when you shuffle one into your deck), a Beach Time spell gets shuffled in with it. This is to prevent the problems that a '29 card deck' would otherwise cause, as knowing where a specific card is in your deck would normally make your draws more certain. As Beach Times get shuffled at the start of the game, you can get them in your starting hand or mulligan. As a consequence, your opponent will be able to determine how many Treasures are in your deck just from looking at your deck size at the beginning of the game!
    Multiple Treasures order themselves from lowest cost 'on top' of the stack to highest cost at the very bottom.
    Tied costs are arranged randomly.


    Swab the decks! Flip the decks!

    Admiral E'lora has a crazy effect that changes the game entirely. With your deck flipped, your opponent sees part of the next card you'll draw. Cards you draw are revealed and they go into your hand face-up for your opponent to see. These drawbacks are made up for, however, because you get to draw your Treasures from the bottom (now the top) of your deck!














    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 .

    Opposition research, eldritch monster style.


    Anduin's gone on sabbatical to the island of Kul'Tiras, where Sea Priests turned monsters steal your opponent's thoughts. This card lets you anticipate your opponent's next draws and what they might play to counter your cards, while also taking you further from fatigue.

    It might seem like a nice hotel town, but when you pass by the Theft-o-matic 3000 in the lobby your opinion might change slightly.


    Always looking for the next contract, Hunters want to draw on an empty hand, expanding on a mechanic introduced in Blackrock Mountain. This card can help you reload in a similar manner to Stargazer Luna .

    "I'll do your back. You do mine."


    With Divine Shield as sunscreen and healing as a suntan, the Paladin archetype for this expansion revolves around the sun! But who knows how best to keep your tan? The Bronze Dragons.


    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.

    Pew pew pew pew pew pew pew pew pew pew pew pew pew pew pew!


    An amazing damage spell, but it's certainly not as easy to set up for an OTK and definitely isn't as guaranteed as the Time Warp combo . Spell Damage +1 on this gives you a total of 30 damage—but you'll be hard pressed to get that Spell Damage on the same turn.

    The ultimate sunblock.


    Healing and Divine Shield synergy in one card—this acts as sustain in the late game. Divine Shield cards include cards like Argent Protector and Hand of Protection that grant Divine Shields... As well as Giggling Inventor. Basically any card that mentions 'Divine Shield'.

    Swab the decks! Flip the decks!


    The radical solution to not drawing Treasures— flip your entire deck ! The bottom is now the top, all the cards keep their order but you draw cards in reverse, Treasures first ! There is a downside however; your cards are also flipped. Your opponent sees what
    cards you draw
    ! In the story, E'lora is arguably the hero, aiding the protagonists on their journey to Tanaris.


    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.

    Brought this beauty up from Sailgrave. Yours for only 4 mana, no catch! Totally authentic.


    The only Treasure Tutor other than Admiral E'lora, this card makes it possible to fetch your Treasure and use the remaining cards in your hand and deck to enable its synergies, rather than holding all your enablers until you hit fatigue.

    Avast, me hearties! Another vessel be needing our 'help'!


    WANTED!
    Tons of value and support for a new archetype - Coin Rogue. With the rotation of Gadgetzan Auctioneer and the fact that Rogue is getting cards that make using the Coins better than forcing them into a miracle deck, this might be an autoinclude in a Coin Rogue deck to maintain removal options turn after turn.

    He'll REALLY get on it, not like a certain Imp he knows.


    This Piratey Demon has above average stats, but in the early game is still a real disadvantage.

     
    —THE REST—

    Neutral 
    Details for cards are at the bottom of each spoiler.

    Barnacled Dweller is a simple removal card that mirrors half a Sea Giant and still focuses on minions in the battlefield.
    Arms Collector discovers cards like Deadly Poison , Acidic Swamp Ooze , Envenom Weapon , Bloodsail Corsair , and Captain Greenskin .
    Expert Explorer synergizes well with Treasures, shuffling copies of them or the other cards in your hand, back into your deck to last you longer through fatigue. As a neutral Dead Man's Hand , this couldn't be a Battlecry , Deathrattle , or end of turn effect as your opponent wouldn't be able to stop you and thus every class would become infinite Warrior. Zzz.
    Shimmering Riches is the perfect example of a neutral treasure. While it's a powerful effect, it can be underwhelming in the late game, unless you have a specific way of drawing minions from your deck ( Witchwood Piper , anyone?), or need extra mana on a turn.

    ⬇︎ CLICK THIS LINK ⬇︎

    Salvager Grizzlowe
    For the whole album
    "Kazakus for Hero Cards" - You, probably

    Really small versions of the images if you don't want to click the link but have a magnifying glass handy




    Salvager Grizzlowe is a gifted shipbuilder that works at the docks of Booty Bay; he also thinks that the Bay's Clam Chowder is the best anywhere! By using his Hero Power, you can create your own hero card in the form of a ship. You can choose a 4, 7, or 10-Cost vessel; Schooner, Frigate, and Gunship respectively. You then get to choose 2 battlecries and a hero power that are tuned to the mana cost of the card through an interface like Kazakus . With 8 options each for Battlecries and Hero Powers for each kind of ship (48 total options!!), you get 2,024 possible combinations for each vessel. You can fire Cannons at your opponent, clear the board with AOE or establish board control with Pirates! You could give your Pirates Rush for the rest of the game, or give a minion +4/+4 each turn. The possibilities are overwhelming, and Grizzlowe's value is exponential: If he survives until you can use his Hero Power again, you can get another Ship!


    Druid — Positioning

    The Druids of Azeroth are coming together for a midsummer holiday, and their chosen destination is Darkmoon Island! For what else other than Darkmoon Faire ! These Druids are constantly having dance parties in Darkmoon, so it's important to get your steps right. For this expansion, minion positioning and ordering is the Druid's chief concern, and for that reason, is your opponent's concern as well!




    Crash the Party is on a similar power level to Deadly Shot , but can be played around by your opponent placing weaker minions further away from the middle of the board.
    Darkmoon Holiday : Everyone's having a big dance! You've got to get your steps right, so every minion gets a partner with the same effect. Here's what it looks like in case you can't visualize it.

    This can help you get past your opponent's Taunt minions to get to their other minions! Destroying the left-most minion changes the dance.
    Party Prowler works similarly to Flobbidinous Floop , except it has the effect a Secret might—your opponent has to choose their moves wisely, attacking with a weak minion before they end their turn.
    Galandria, Mooncaller works like chess—with an even number of minions, there are two minions in the middle; with an odd number, there's only one. Choose your positioning wisely! Galandria is best played against a weak enemy board, which makes her to some degree a 'win more' card, but also a way to get pseudo removal for big threats. Keep in mind this affects your opponent's middle-most minions as well, so you'll need to choose what you remove before you play Galandria. In the story, Galandria recommends the protagonists take E'lora's Spear as the vessel to cross the seas with.


               
    Hunter — Empty Hand, Spells

    When vacation season rolls around, the hunt doesn't end. In fact, it just gets a location change. Going from job to job around the islands that make up Azeroth's Great Sea, Rexxar or Alleria go globetrotting to such locations as Zandalar, Booty Bay, and Darnassus to look for work... as bounty hunters. Empty your hand out and then take the next job!


    Contract Archer : the encapsulation of a River Crocolisk that found solace with Quick Shot . The exception being that he uses a bow instead of a gun, so he's not quite as deadly.
    Booty Bay Holiday : The best place to trade in all sorts of legitimate goods, Booty Bay... and the best place to look for not-so-legitimate contracts!
    Piercing Shots : The most exciting combo with this is Explosive Trap , as it sets up a two-card (activation dependent) board clear. Hunter doesn't exactly have those. Combos well with cards like Explosive Shot or a number of cheaper options that damage more than 1 enemy (almost all will have rotated by this expansion, but there will be more opportunities for it in the expansions following this). Shandris Feathermoon uses this to destroy Stormsong's undead army.
    Shandris Feathermoon : You can enable your empty hand-synergies by playing Booty Bay Holiday the turn before Shandris (or playing 2 of them), and then hopefully chaining it so you can get lots of synergy goodness from it. Still, she's a 6 mana 7/7 on an empty hand... Would suck if she got silenced when you do have cards though. In the story, Feathermoon comes to the aid of King Mrgl-Mrgl and Murky.


      Mage — Odd, Beasts, Spells

    Jaina's heritage means she's got the sea in her veins. While she's been conjuring Water Elementals in the past, she's looking for something a little bit more exciting for her vacation. So she's gotten into training and controlling gigantic sea monsters.


    Abyssal Subjugator is the beefy Fallen Hero that you always wanted. Your opponent will really want to deal with this fast before they get burst down too quick. In the story, the protagonists encounter this and must defeat it.
    Ocean Incantation : The main Mage theme in this expansion is BEASTS! To that end, there are a number of Beast-related cards here, but notice the costs... they're all odd! Fits with Black Cat .
    Sea Monsters discovers from all classes because it turns out Mage doesn't have all that many beasts!


      Paladin — Divine Shield, Healing, Dragons

    Paladins like Uther and Arthas are working on their tan. Fun in the sun! Restore your health when you get a tan! Protect yourself with a divine shield sunscreen! And if you're feeling lazy, who better to consult on a tacky fake tan than the bronze dragons?




    Tan-aris Holiday : It takes time to get a tan! Turns out the result is quite similar to getting some Ancestral Healing . The final destination of the story.
    Bronze Scallywag : Think of this card in reference to the two to the right of it. Justice By Sunlight offers a lot of ways to buff Light of K'ure after you've equipped it. If you have your Bronze Scallywag in hand, you won't get some of the benefits of his passive trigger by virtue of the cost of the spell (you won't get extra attack from restoring health through lifesteal). But by holding it, you instead give your weapon the sudden buff from giving all those minions divine shield . This is a scary combination, and while it requires some setup could encourage Dragon Control Paladin with recently printed cards like Cathedral Gargoyle . In the story, Korisz is the named equivalent of this card.


        Priest — Stealing, Damaging Spells, Deathrattle

    Anduin's gone on sabbatical to work with the Sea Priests of Kul'Tiras. Little does he know, they're a bit flayed in the head.


    Call of the Deep and Kul'Tiras Holiday synergize to produce a Devour Mind type effect with the side effect that you also get to draw a lot more fun cards, and gather information about what your opponent's next draws will be and how to play around them. You can also use Call of the Deep in a deck that contains mostly neutral cards—however priest has a lot of very powerful class cards so finding which ones to throw out in place of neutrals could be very tough.
    K'thir Corruptor is a sad story of a Sea Priest who listened too closely to the whispers of madness. Damaging spells in Priest aren't the most common, but it includes AOE and cards like Mind Blast or Holy Smite , which could be combined with this to get a very dangerous growing threat.
    Lord Stormsong is the chief of the Stormsong family that runs part of Kul'Tiras. Unfortunately, he too has been corrupted by eldritch powers and wants to bring corpses up from the depths of the sea. His confrontation with Feathermoon and the story protagonists leads to his demise.


               
    Rogue — Coins

    Valeera's the ultimate fun-ruiner. She just wants to freeboot and steal from everybody all the time. Never takes a break! Not even for the summer months.


    Bag of Doubloons introduces the Coin Rogue archetype.
    Portside Pilferer keeps thief Rogue alive, but no further synergies are introduced for it in this expansion.
    Time to Collect encourages you to keep your coins in your hand rather than spending them for combos, but there's no denying that coins are powerful enough on their own!
    Cap'n Garvey says another vessel needs your help!... to be boarded and looted. With the Year of  the Gryphon, WANTED! is rotating into standard and Kidnapper is rotating out, so say hello to more coins and more minion removal.
    Not just that, Gadgetzan Auctioneer is being rotated out so you don't get to complain too much about this.


                Shaman — Overload and Random Buffs

    Thrall's idea of a holiday involves lots of water, lightning, and fish.




    Captain Cookie's Recipes :

    Vash'jir Totem is a simple card that does something shamans like, and will often be instantly removed.
    Maelstrom 'Holiday' activates on each Overload instance, not for each crystal overloaded. Think Unbound Elemental .
    Cookie's Stirring Rod is a little like Silver Sword , but with a little Captain Cookie twist. Keep in mind this ISN'T a Mad Hatter effect, so you won't get as much value out of it with fewer than 3 minions. Murky takes this as his own weapon in the story.
    Seafloor Wanderer has the second effect for some interesting reasons. That's what makes it epic. Electra Stormsurge , spell damage , 'whenever you cast a spell' effects all synergize with this card.
    Captain Cookie causes chaos! Bad Food! revives Volcano , while Good Food! acts as its counterpart. While you don't know what your opponent gets, they don't know what you get either. Considering making it "At the end of each turn, give a Cookie's Recipe spell to the current player." This would make the card have more interesting play-around as your opponent would not be so willing to remove it, otherwise they don't get the continued benefit from it and you do. Murky and King Mrgl-Mrgl encounter Captain Cookie in Vashj'ir.


                Warlock —
    Mana Crystal Destruction, Self-Damage

    Gul'dan's Gold (Mana Crystals) is a precious commodity and he doesn't want it getting stolen by Pirates! So he destroys his Crystals himself (deposits them in BLB, Burning Legion Bank) so he can send his assailants to the Shadow Realm. Gul'dan doesn't take vacation. He works overtime.


     

    Gul'dan's Locket Token:

    Homuncularrr has a downside that outweighs Flame Imp significantly. By playing it on turn 1, you permanently set yourself back behind your opponent. However, it ends up close in value to Happy Ghoul when played on turn 10. One of the demons in league with the Garvey Gang.
    Evil Investment has the same downsides, but on a much larger scale. You can play this on turn 1 and still have only the same setback as the previous card, but with a greater overall value. Demons without the mana to play them aren't worth much though—this is a better late game investment; one where you need cards on an empty hand.
    Seeping Nether : This is the kind of cheap board clear that supports this archetype—you exchange a lack of mana for a removal of enemy threats.
    Gul'dan's Locket is a big value generator with your hero power and in fatigue, but is susceptible to weapon removal. This is a real reason for cards like Arms Collector . Cap'n Garvey is in possession of this in the story.
    Shimmering Riches is almost an autoinclude in a deck that uses Evil Investment and Seeping Nether; combined with Witchwood Piper , and the sacrifice of 1-drops (and potentially any other 2-drops) allows you to negate your mana disadvantage and reload your tray while also buffing your board.


                Warrior — Midrange Pirates

    Garrosh isn't in the mood for sunbathing or partying. He wants to RAID and do some ROUGH AND TUMBLE on the HIGH SEAS!


    Sunken Mariner : 12 or less Health again! A pretty bad 3 drop on its own, this card excels in the late game as a 4/8 Rush for 3. 
    Brashtide Lookout : This is the sort of card that supports a board-control oriented Rush / Pirate hybrid deck.
    Test Your Might! : A pseudo-windfury effect that can be used as a buff, and as removal.
    Gromakk Hookhand : A pretty simple effect that is very scary. As a deathrattle , however, it's quite slow.

    Posted in: Fan Creations
  • 1

    posted a message on Zayle, Shadow Cloak first appearance

    2 mana 3/2 Poggers

    Posted in: General Discussion
  • 1

    posted a message on Required nerfs : Rogue, Hunter and Warrior

    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.

    Posted in: Card Discussion
  • 7

    posted a message on Weekly Card Design Competition 9.18 - Submission Topic

    Tokens:

    Fandral Form:

    4 mana 7/7

    Posted in: Fan Creations
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