Let's speculate Dual class cards
Look. I'm bored. You're bored. It's still about a week until the reveals start. So let'S have some fun speculating about things that probably will end up very differently anyways.
Now the new expansion brings us dual-class cards. We also already know all the 10 dual class combinations. Finally, we also know (basically) that there will be a legendary for each dual class combo which will be one of the teachers at the school.
The question is, how will these dual class cards (especially the legendaries) turn out?
Here's what we got so far:
Wand Thief: a basic minion with a Rogue keyword as the activator and a classic Mage staple of discovering a Mage spell (as opposed to just discovering a spell in general). It demonstrates the core philosophy of these cards of being a combination of two class specific previously established mechanics.
Lightning Bloom: Same principle as before, but even more simplified. They took a previously nerfed card (Innervate) and essentially "rebooted" it with the added caveat of Shaman overload. Not so much a strong combination of effects, but rather a very powerful effect (that previously only Druid had access to) balanced by a downside.
Devolving Missiles: a more interesting example of combining a Shaman staple (Evolve/Devolve) and combining it with a recurring Mage theme of damage being applied through split missiles
Shan'do Wildclaw: finally, our first and so far only dual class legendary. She seems to be a rather unique case because instead of having an effect that combines two aspects from both classes she splits them up by utilizing the Druid-only [Hearthstone Card (Choose one) Not Found] keyword. As a result we're getting the Keleseth-esque deck buff that is (currently) clearly intended for midrange Beast Hunter, while the other option is a 3-mana tribal Faceless Manipulator which, while still useful for Hunter, has some rather obvious synergies with the Big Beasts that Druid keeps getting from time to time (such as Winged Guardian). The interesting part is that while there seems to be a clear divide between the options, there is always the option to add support for either class, making it very well executed concept. Basically it confirms that Beasts will be more relevant for these classes in the future.
So...with all that in mind, where will these dual class cards go mechanically and thematically? Let's speculate:
Demon Hunter/Warlock
It's pretty obviously going to be a Demonology focussed class. The teacher will either be a demon or have demon synergy. Similar things will occur with the other cards. I think there's a decent possibility that some sort of Lifesteal-control tool will be among them. Most definitely some sort of Big Demon support for both DH and Warlock. A self-damage synergy card might be in there as well seeing how DH also has the proclivity of ramming their face into spiky things.
Druid/Hunter
As evidenced by the legendary it will most likely be Beast focussed. Maybe there'll be one of the classic Choose One shapeshifters with a possible Hunter twist. Or we just get some allround beasts (both big and small). Either way it's a great opportunity to support the beast archetype for both these classes without having to print lame neutrals
Hunter/Demon Hunter
now the most obvious overlap here would be sm0rc, but I actually think that's not gonna be the case. I think we're gonna be looking at a more token focussed approach. Both Hunter and DH have synergy with small rushing tokens (and Token DH so far has been quite weak...most likely intentionally). Either way I don't believe they'd just push more aggro cards for two classes that already excel at it. THere's also potential for a weapon somewhere in there.
Mage/Shaman
Missiles aren't really much to go by, but it'S fair to assume that there will be an emphasis on spells. Maybe we'll even get some more Burn Spells (which is a major shared theme), some Overload limited card draw, or just some strong AoE. I think it's a safe bet that they'll be referencing the Freeze Shaman meme one more time....but like...good..
Paladin/Warrior
Really hard to evaluate. There's not a lot of overlap between these classes. Handbuff could make a return, but at this point that mechanic just seems dead anyways. A weapon is probably a safe bet. Maybe there'll be more Armor+Healing interactions like Thekal....or maybe Paladin can finally get a proper boardclear by proxy. Big taunts are also a possibility.
Priest/Paladin
aside from the ultra-obvious healing cards there might also be some stat manipulation going on. Perhaps we even see the return of Reborn by way of a substitute teacher from Uldum or something like that. The classes also occasionally share a Deathrattle theme so maybe there's something here. Honestly I feel like there'S too much similarity to really predict how they'll make interesting combinations, but I assume they wouldn't have paired them up if they didn't have a plan.
Rogue/Mage
Equal possibility for burn spells or single target removal. Spell damage with a twist could also be in there. If I had to guess the legendary it would probably involve something about generating extra value. Maybe there'll be some cool stealth minions for mage. The most obvious combo will be a secret though. Both Mage and Rogue need more Secret support and this can easily take care of both...although how a shared secret would look like is anyone's guess.
Shaman/Druid
Lightning Bloom isn't much to go by. I also doubt they'd just print some powerful single-target or AOE removal for Druid (unless it comes with a heavy overload cost). Healing is a shared theme so maybe there's something to find there. There's also shared token strategies between the two. I feel like a Choose One card with two Shaman effects is a likely outcome.
Warlock/Priest
Healing for Warlock. If they don't give us healing for Warlock via this (even if conditional) I'm gonna lose it. Aside from that there's probably going to be some crazy mixed boardwipe and maybe some "kill own stuff and also rez it" shenanigans.
Warrior/Rogue
Aside from the obvious weapons and pirates (perhaps too obvious), this might be a sneaky way for Rogue to get some sort of lifegain. So far nothing suggests that these dual class cards will undermine class weaknesses, but who knows at this point? They can always just come up with a gimmick to limit its usefulness. Either way we should get some sort of BUrgle support through this.
And that's it. That's all I can come up with, but maybe someone else has even more ideas. Feel free to share.
Leave a Comment
You must be signed in to leave a comment. Sign in here.
Look. I'm bored. You're bored. It's still about a week until the reveals start. So let'S have some fun speculating about things that probably will end up very differently anyways.
Now the new expansion brings us dual-class cards. We also already know all the 10 dual class combinations. Finally, we also know (basically) that there will be a legendary for each dual class combo which will be one of the teachers at the school.
The question is, how will these dual class cards (especially the legendaries) turn out?
Here's what we got so far:
Wand Thief: a basic minion with a Rogue keyword as the activator and a classic Mage staple of discovering a Mage spell (as opposed to just discovering a spell in general). It demonstrates the core philosophy of these cards of being a combination of two class specific previously established mechanics.
Lightning Bloom: Same principle as before, but even more simplified. They took a previously nerfed card (Innervate) and essentially "rebooted" it with the added caveat of Shaman overload. Not so much a strong combination of effects, but rather a very powerful effect (that previously only Druid had access to) balanced by a downside.
Devolving Missiles: a more interesting example of combining a Shaman staple (Evolve/Devolve) and combining it with a recurring Mage theme of damage being applied through split missiles
Shan'do Wildclaw: finally, our first and so far only dual class legendary. She seems to be a rather unique case because instead of having an effect that combines two aspects from both classes she splits them up by utilizing the Druid-only [Hearthstone Card (Choose one) Not Found] keyword. As a result we're getting the Keleseth-esque deck buff that is (currently) clearly intended for midrange Beast Hunter, while the other option is a 3-mana tribal Faceless Manipulator which, while still useful for Hunter, has some rather obvious synergies with the Big Beasts that Druid keeps getting from time to time (such as Winged Guardian). The interesting part is that while there seems to be a clear divide between the options, there is always the option to add support for either class, making it very well executed concept. Basically it confirms that Beasts will be more relevant for these classes in the future.
So...with all that in mind, where will these dual class cards go mechanically and thematically? Let's speculate:
Demon Hunter/Warlock
It's pretty obviously going to be a Demonology focussed class. The teacher will either be a demon or have demon synergy. Similar things will occur with the other cards. I think there's a decent possibility that some sort of Lifesteal-control tool will be among them. Most definitely some sort of Big Demon support for both DH and Warlock. A self-damage synergy card might be in there as well seeing how DH also has the proclivity of ramming their face into spiky things.
Druid/Hunter
As evidenced by the legendary it will most likely be Beast focussed. Maybe there'll be one of the classic Choose One shapeshifters with a possible Hunter twist. Or we just get some allround beasts (both big and small). Either way it's a great opportunity to support the beast archetype for both these classes without having to print lame neutrals
Hunter/Demon Hunter
now the most obvious overlap here would be sm0rc, but I actually think that's not gonna be the case. I think we're gonna be looking at a more token focussed approach. Both Hunter and DH have synergy with small rushing tokens (and Token DH so far has been quite weak...most likely intentionally). Either way I don't believe they'd just push more aggro cards for two classes that already excel at it. THere's also potential for a weapon somewhere in there.
Mage/Shaman
Missiles aren't really much to go by, but it'S fair to assume that there will be an emphasis on spells. Maybe we'll even get some more Burn Spells (which is a major shared theme), some Overload limited card draw, or just some strong AoE. I think it's a safe bet that they'll be referencing the Freeze Shaman meme one more time....but like...good..
Paladin/Warrior
Really hard to evaluate. There's not a lot of overlap between these classes. Handbuff could make a return, but at this point that mechanic just seems dead anyways. A weapon is probably a safe bet. Maybe there'll be more Armor+Healing interactions like Thekal....or maybe Paladin can finally get a proper boardclear by proxy. Big taunts are also a possibility.
Priest/Paladin
aside from the ultra-obvious healing cards there might also be some stat manipulation going on. Perhaps we even see the return of Reborn by way of a substitute teacher from Uldum or something like that. The classes also occasionally share a Deathrattle theme so maybe there's something here. Honestly I feel like there'S too much similarity to really predict how they'll make interesting combinations, but I assume they wouldn't have paired them up if they didn't have a plan.
Rogue/Mage
Equal possibility for burn spells or single target removal. Spell damage with a twist could also be in there. If I had to guess the legendary it would probably involve something about generating extra value. Maybe there'll be some cool stealth minions for mage. The most obvious combo will be a secret though. Both Mage and Rogue need more Secret support and this can easily take care of both...although how a shared secret would look like is anyone's guess.
Shaman/Druid
Lightning Bloom isn't much to go by. I also doubt they'd just print some powerful single-target or AOE removal for Druid (unless it comes with a heavy overload cost). Healing is a shared theme so maybe there's something to find there. There's also shared token strategies between the two. I feel like a Choose One card with two Shaman effects is a likely outcome.
Warlock/Priest
Healing for Warlock. If they don't give us healing for Warlock via this (even if conditional) I'm gonna lose it. Aside from that there's probably going to be some crazy mixed boardwipe and maybe some "kill own stuff and also rez it" shenanigans.
Warrior/Rogue
Aside from the obvious weapons and pirates (perhaps too obvious), this might be a sneaky way for Rogue to get some sort of lifegain. So far nothing suggests that these dual class cards will undermine class weaknesses, but who knows at this point? They can always just come up with a gimmick to limit its usefulness. Either way we should get some sort of BUrgle support through this.
And that's it. That's all I can come up with, but maybe someone else has even more ideas. Feel free to share.
I tried having fun once.
It was awful.
People are saying that Warrior/Rogue might get a weapon, although personally, I think Paladin/Warrior is more likely and makes more sense.
The flavor design of Rogue and Warrior weapons are simply not compatible. Rogue tends to use daggers or very short swords, usually something easy to conceal. Warriors use more "open combat" weapons from swords, maces, axes, really just about anything. Hell, we have an achor and tentacles of all things. I don't see how the two can overlap flavorfully and still make sense.
For Paladin/Warrior though, that'll be no problem since Warrior and Paladin weapons tend to be very similar to each other in terms of their combat flavor.
Priest/Paladin
I guess we'll probably see some Single Target Buffs since that's something that these 2 Classes are supposed to excel at.
I'd say it's very possible that we'll see some Dragon-Suff, since both Pally and Priest share that as a common Theme. Also, both Classes are associated with Dragonflights that manipulate Time, so maybe they'll get a Legendary that could do something like that?
And, yeah, there will be something heal-related, no Doubt.
Priest/Warlock
I can't really think of Game Mechanics that connect these two, but maybe something with Lifesteal? Or maybe a Return of Shadow Priest Stuff that manipulates Healing?
On a thematic level, I guess we could see something that deals with Corruption? Thinking of Things like Cabal Shadow Priest, Shadow Madness, Treachery and, well, Corruption. (Btw: Wasn't there a Caverns of Time Card that was a Priest-Twist on Treachery?)
The only Thing that I'm certain about their Cards, is that they'll be most likely Control oriented... unless the Devs wanna see Zoo Priest lol.
Rogue/Mage
Definitely more Spell-related Things. Most likely some cheap Spells and maybe some Mana Cheat. Spell Damage could be less possible, cause I don't think anyone wants Rogue to have better Burst.
I hope we'll see some more Secret Synergy for Rogue... Though that would mean that Mage gets more Synergies as well...
Rogue/Warrior
YAHARRR, MATEY! THAR BE BOOTY!
... Maybe they'll get some Rush-related Cards.
The probably only Thing that both Classes have in Common that's not Pirates is Weapon Synergy.
Shaman/Mage
I guess we'll see even more Transformation-Stuff, since that's something that both Classes are known for.
It's also possible that we'll see some more big Spells and Cards that synergize with those.
Something Something lul Freeze Shaman Moorabi OP!? Something Something
Shaman/Druid
Token is their strongest Connection and will almost definitely see some Support.
Also, like Shaman/Mage, I think it's likely that we'll get a big Spell. And maybe that's a Way for Druid to get some Support for that Archetype.
I doubt that we'll get any Elemental-Stuff. They removed that Tag from Ixlid, Fungal Lord a long Time ago, so I dont think that the Devs want Elementals to be a Part of Druid. But, who knows...
ArtStation | Twitter
I'll just pick a few to comment on.
- Pretty sure they aren't exactly that opposed to print aggro cards for dhunter/hunter. Its just too obvious, and with the recent nerfs so close to a new expansion, I think they understand what is about to happen and dropped the nerf hammer early on dhunters. Other than that, there's not much room between the two classes to be anything but aggro. It can't be card draw, and the next best thing is healing/AoE. The more I think about it, giving stuff like that to hunter...well, I'm not thrilled to say the least.
- Paladin/warrior will likely be handbuff or weapon. Its basically the only thing in common that wouldn't also break how these two classes traditionally play in general. At very least we know its not pirates or murlocs, and thank god for that.
- Warrior/Rogue will be pirates. What else is there? Giving value cards or card draw to warrior is a little risky. Maybe card draw to help out the big warrior archetype?
- shaman/druid. Its not going to be AoE, or single target removal. It takes a while before one understands why Naturalize have been HoF. Imagine spell druid with single target removal. Just plain cancer. Mulch was a flawed card, but because it was at that time the only guarantee removal spell (in those days Naturalize was a bad card) it was basically played throughout its life in standard for a good reason. With Lightning Bloom almost certainly broken, I don't think team5 will risk it.
- Warlock/priest = AoE. Easy healing is a little too much to give to warlock, in my opinion.
I just want to see a priest-rogue card, that revolves around thieving. Both classes share this theme, so it's not far fetched imho.
Even if this is possible, its just a massive no from me.
I don't know about you guys, but I've enough of galakrond priest and would not care to suffer more priest cards taking away my win condition any further.
It is true that paladins are basically warriors + light magic, and so weapons are easier to align here. Indeed I expect there to be a warrior/paladin weapon.
However, rogue has had a cutlass and scimitar before, neither of which are the sort of thing you conceal, and in wider fantasy they are also associated with rapiers, which are notably longer than shortswords. The very concept of a fantasy rogue is so broad that the available weaponry is not limited to daggers and shortswords. Of course they cannot use heavy axes and greatswords effectively, but they can absolutely use 2-handed longswords and anything smaller.
In any case, my overly optimistic hope is that they finally worked out a way to incorporate dual wielding into the game, and the only pair of classes that can both do this in WoW is rogue/warrior. It'll probably never happen, but now would be the perfect time to give it to both the classes that have been hoping for it for years.
Thought I’d mention this since no one has pointed it out that I’ve seen. In the reveal video when the druid/hunter professor gets revealed there are some descriptions of 2 other professors. One was quite unrevealing talking about nature and the elements (druid and shaman obviously) and the other talked about replication. I’d assume this is priest and warlock but who knows. Also wanted to mention how in an interview the devs talked about some kind of soulstealing mechanic that demon hunters and warlocks will have. Cheers
All I know is I want to see Haunting and Ghostly stuff from Warlock/Priest (like Corruption Warlock in WoW), NOT Psychic Madness and not just anonymous Shadow magic but restless Souls too.
ie Drain Soul, The Soularium, etc.
Mage/Shaman could include some Freeze, but more likely it's about Devolving, as per Devolving Missiles, and Elementals.
So, there will be a total of 4 cards for each of the combination (I assume): 1 Legendary, 1 Epic, 1 Rare and 1 Common;
These are my predictions for the Legendaries Professors:
Anyway I would like to see something better than predictable SMOrc firepower. I think that the Mid-range Beast Hunter and Tempo DH would benefit of something different, like the possibility of going for value without losing tempo.
"Battlecry: Craft a Demonic Beast, Outcast: Craft another one." - I'm a dreamer...
Or, just a very unique Demon tribe interaction.
Also, I'm not sure if they would print a Finisher for either classes, but never say never...
Damaged/Undamaged keywords are very likely to be seen in the other 3 cards. Anyway, both Warrior and Rogue have lots of Weapons and Pirates. So I believe that we'll see something that interact with them.
I'm not sure about the first one being a dual-class card, because it seems to be the main character of this expansion and very likely a Neutral Legendary Card.
So, Jandice is much probably the chosen professor, she will get Stealth (for one turn only) plus high Spell Damage, turning into a very risky combo-enabler.
side question, can this be the first step into creating a different game mode with decks being able to run dual class as in MTG?
I actually thought this the day I realized we're about to receive a new mode for Constructed: maybe we'll get to build decks after choosing two classes. And Ranked mode retains an echo of it with the dual-class cards...
This game sounds fun. I am Wild only player and here are a few concepts that I would like to see added to the game. I generally like to play control, midrange and value decks. I understand that some of the wording won't fit on the standard card but here is what I got.
Mage/Rogue: Mysterious Hall Monitor - Epic minion - 6 mana 6/6 . Battlecry: Shuffle a copy of each secret you have played into your deck.
C'mon Blizzard! You released Glacial Mysteries eons ago and it is still useless. Let's give this card the support it deserves! I want to play some secret control mage not that aggro garbage. Also Shadowjeweler Hanar could use some support in standard with only 2 rogue secrets in standard plus the nerf.
Mage/Shaman: Brain Freezer - Legendary Minion - 10 mana 5/5 . Battlecry: Summon 3 random elementals from your hand that freeze.
Let's kill 3 birds with 1 stone here. 1. Elemental synergy 2. Freeze Synergy 3. Destroy the 10 cost pool. There are some interesting non-battlecry elementals in standard right now and a few more additions could make a card like this work.
Paladin/Priest: Ruler of Thirds - Legendary Minion - 9 mana 6/3 . Taunt. Deathrattle: Set each player's health, armor, and mana to 3, 6, and 9 randomly.
Is anyone else tired of Druid having so much armor in wild? Yeah, me too. Let's hurt the 9 pool while we are at it also. I wanted to give priest a different method to go late game by continually resurrecting this minion through cards such as Embalming Ritual. Paladin could also resurrect this on turn 10 with Redemption. Paladin likes to manipulate mana in strange ways. Synergies with this card such as Jepetto Joybuzz and Nozdormu the Timeless might make it playable.
Rogue/Warrior: Boarding Schooler - Rare minion- 4 mana 1/6 Pirate - Whenever you summon an exact copy of a minion, shuffle a copy into your deck.
We are looking for some control Pirates here or infinite value but Patron warrior is good too! Captain Hooktusk could also benefit.
Rogue/Warrior: Tattletale - Common minion - 5 mana 3/5 - Spellbust: Swap stealth minions to taunt; and vice versa.
Druid/Hunter: Multiple Choice Mascots - Rare minion - 4 mana 4/2 - Choose a deathrattle (Secretly) - Summon 2 3/3 bears. Give them Taunt, Poisonous, or Lifesteal.
It is time to bring back Fatespinner and test it with a class that can put secrets on Heroes and minions. This can also help Heal Druid while giving some support to control Hunter. I hope to see a card like this one in the set.
Priest/Warlock: Shadow Word: Procrastination - Common Spell - 4 mana. Lifesteal. Deal 4 damage to all minions. Destroy 3 mana crystals.
I want to see more mana destruction cards. Priest and Warlock could use a legendary that destroys cards in you opponents deck based on how many mana crystals destroyed throughout the game.
My guess for Paladin/Warriors is... Some big card for Duel! Paladin and recruit/Big/Dimensional Ripper Warrior. This is based on the fact that they showed us already some big Warrior cards, and warrior/paladin share this archetype (somewhat). Maybe they will also give Warrior/paladin some AOE, as both classes need better AOE to survive at least early/mid game for this archetype to actually work.
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
I’m guessing there will be both a Rogue/Warrior and a Warrior/Pal weapon because why not
The Only Constructed Deck Worth Playing:
https://outof.cards/hearthstone/decks/43506-the-only-constructed-deck-worth-playing
Warrior/Rogue:
Rogue actually gets a board clear
No? Anyone?
Okay I'll leave now
rogues can use some mage aoe from Wand Thief
You guys remember Heal Zoo with Happy Ghoul? I'm starting to think that Warlock/Priest might do a bit of that.
Hearthstone in space with custom art! It was a tough challenge, check it out!
Pilgrimage through the Cosmos - 145 card custom set with 100% custom art!
Reddit Link - r/hearthstone
r/customhearthstone
That's true, but it's not anything consistent since you can't guarantee you will get offered an aoe.
A consistent aoe you can depend on for a specific situation and that you can actually include in your deck would be better imo.