I'm still not sure which keyword I'll go with, but I've updated Deputy Instructor to fit the criteria, as you guys pointed out.
Feedback + tooltips for those who don't have one:
linkblade91
It's a shame you can't submit Burden, because it's absolutely brilliant (I remember it from years ago, btw). I don't like the other two
Among your other ideas, I think I prefer Encore. My main issue is the fact you have to submit several cards of the same class to showcase how it would play out, but that also makes it so that we can't see what other classes would do. If you end up going with it, change E.T.C by another card, since they've just announced another version of this character (I don't mind the overlap of expansion themes too much, but another E.T.C. is where I draw the line).
Launch seems to be the preferred option, and I also like it. I agree with Anchorman that Booster Rocket would be more interesting in Rogue (also, it's kinda like a Sap effect, so it still makes sense for the class).
Demonxz95
A pretty cool twist on the Quest formula.
Among your cards, I think Assemble an Army is my least favorite card, but all four are solid.
anchorm4n
The theme of the expansion is very strong, but I'm not a fan of the keyword itself, as needing a minion to survive several turns is very unreliable.
I'd probably make it like a Battlecry that happens some turns later. This would work very well with all your cards except The Prismatic Disk, but you can always change its effect.
AeroJulwin
Now that they've introduced Overheal, Scrap feels like something we might get in the future.
I'm a pretty big fan of the mechanic itself, and both Law of Equivalent Exchange and Oddity Trader are very interesting uses of it (Unstable Void is also good, but not as creative).
My main advice is to use different watermarks to showcase it being evergreen, like Overheal. Of course, LoEE needs to keep the Alchemy watermark, but the other two cards can use different ones.
Also, here's your tooltip :)
Dolphinslayer
I don't know, I think it's a pretty solid keyword. I like the effect of both cards. My main issue would be the art, as the draenei in the Priest card is clearly an Arcane Mage and the Mage card doesn't have a very hearthstone style (also, it feels pretty complex for a common).
Your tooltip:
Matthieu
Welcome abroad!
The effect is pretty cool, but I'd probably change the name, as the new expansion just introduced Harmonic spells, which are a totally different thing.
Deja Vu is a very natural name for such an effect, but you can use Chorus or something similar if you want to keep the music theme. I'd probably go with Deja Vu (which would need to completely change the flavor and art of Pogo-Hip-Hopper, but the other two cards just need a change of name).
CursedParrot
Maddened is interesting, as we've never had a negative keyword, but it's too wordy right now. Also, your Yogg can't participate because it uses token cards, which is a shame because it's the best card.
Thank you all for the feedback! I think I got too carried away on the idea of making minions that stuck around and had a mini-quest attached to them that I ended up making an overly complex keyword. Here's my next idea that should be a lot simpler:
Maddened: This can't attack on your turn. At the start of the opponent's turn, they choose a valid target for this to attack.
I think that Maddened as a mechanic is pretty cool because of how it encourages counterplay and can be used as both a buff and a debuff. Maddened minions attack at the start of the next turn, which essentially gives them a worse version of Rush (or charge if the opponent's board is empty, similarly to how Gnome Muncher works). However, the opponent can play around this by playing either small minions to waste the Maddened attacks or large minions to make unfavorable trades for you. This mechanic would be introduced in an expansion centered around the Old Gods and the forces fighting against them, this time with more of a focus on the elements of mind corruption, which maddened plays into very well. Yogg-Saron, Lord of Insanity exemplifies this theme through giving you Mad Whispers to either drive your own minions insane for a pseudo-rush effect, or giving enemy minions Maddened to force their next attack to target what you want it to (making it a pseudo-silence). My worry is that the card effect might be too weak and that Yogg'Saron itself isn't very flashy, so let me know if you have ideas to fix that problem without using too much card text. Corrupted Ogre is another play on the Maddened mechanic in that it serves as a sticky board-control tool that forces your opponent to trade it into their minions since it can't go face (but it also becomes useless if the opponent has no minions). Maddened Outcast uses the mechanic mainly as a debuff to lock down threatening enemy minions as long as you can keep a few tokens around. He can also be played on an empty board as a 3/2 with pseudo-charge.
What do y'all think of this design? I think it's a lot simpler but it is still somewhat complex and unprecedented since it forces an action on your opponent's turn, but I think it's a plausible keyword in modern Hearthstone and is relatively intuitive (basically the opponent is in charge of the minion's attacks, not you).
Also, I'll give feedback later today when I have time :)
I was gonna go with that one but Rocker Rokara seemed cool. Also, the Azshara "bundle" of packs you can earn did not include a Mage pack, despite her being a Mage skin. Thought that was odd, so I avoided it lol.
While the keyword isn't super exiting, I really like what you did with it. Especially the Priest card is super cool! Two concerns: 1) If Duplicate really replays the whole card, wouldn't that create an infinite loop, even if the tooltip says "one more time"? 2) You're missing a third card ;-)
The intended way for this to work would be like twinspell, where it duplicates exactly once, and then the summoned copy would not have Duplicate. And yeah, I'm not too sold on the keyword anyways, I was working on a few third options that never came to me. I'll probably come around with another keyword soon.
Legacy is an interesting keyword, though I don't know how interesting the design space of the keyword itself would be rather than just whatever weapon it's attached to. I actually think Legacy being a keyword that meant "This always keeps enchantments" could be more interesting if done right, although there's a chance that that ends up being kind of same-y and repetitive too.
Storm is probably the most interesting of the three keywords of your first batch. I think it sets itself apart from manathirst in a really interesting way, as evidenced by rain of arrows. I don't think rain of arrows simply having "Manathirst (7)" would be anywhere near balanced, so I think there is definitely room to explore this space.
Burden does not feel distinct enough from Quests in my opinion. Quests are already designed in a way that including them in your deck/activating them comes at a cost (or, at least the good ones are *cough* stormwind *cough*). That cost being including the card in your deck, having no turn 1 play, and most importantly, filling your deck with OTHER cards that probably wouldn't be there if they weren't included to complete the quest consistently. Burden certainly is different, making the quest essentially "complete" early in the game and dealing with the downside for the remainder of the game instead of for the first part of the game, but that develops different problems. Either the downside is so punishing that you would never want to play the Reward in the first place, or it's meaningless and you just played a 1 mana spell (that I assume starts in your opening hand like a quest? although I could be wrong) that just turns the game into a 1-sided slaughter from turn 1. TL;DR, not unworkable, but I think it would be better to just stick with Quests.
Encore is cool, and very flavorful for a Shaman keyword. A lot of Shaman's "repeat your last/other battlecries this game" cards are really, really good, and sometimes so prohibitively powerful that they limit future design space. We all know which card(s) I'm talking about here LOL. However, Encore is a really nice fix to this problem by limiting which Battlecries can be affected by this new strong but balanced keyword. Nice!
Launch is also very nice, but I think it would be (I don't want to say better, but maybe more interesting) if it was the EXACT opposite of Finale, as in you have to play it and still have remaining mana left in your turn. That way, the bonus effect comes at the cost of disrupting your curve. Otherwise, a lot of these cards don't really feel like the Launch condition is a bonus, it just feels like an extra good card that slots right into your curve. Overall, still an interesting keyword too.
Half of the text in my feedback this week is going to be addressing your keywords! Haha. I love it though, so feel free to keep it coming.
Demonxz95
Objective feels to me like Sidequest with extra steps. I also feel like with how complicated explaining both the setup and the reward are, it's going to be really limited to keep finding interesting/new ways of setting up objectives in only four lines of text on the card. I'm actually impressed by how much you managed to fit on there as is lol.
wailor
Transmute is really good, as we've already seen how popular the Tradeable keyword is, and this is very unique from that at the same time. I think in most cases, this is straight up better than Tradeable too, considering this trades other cards, not just itself. I think there is a lot of design space to explore here, good job.
Gunslinger is also awesome, and as you've said, different than just Divine Shield. I was wondering how Hearthstone would be able to incorporate a "First-strike" like keyword that is different than just "Immune while attacking" and this is a very concise and efficient way of describing exactly that. I do think the keyword, if implemented into Hearthstone, would probably be something less explicitly gun-related (which is a shame, because the flavor on some of your cards is great), but other than that I really like the keyword, especially on The Phantom Ranger.
anchorm4n
That expansion also does sound really badass, not gonna lie lol.
Stamina is pretty interesting for sure, but I think the design space here needs to be pretty specific. Specifically, I think these minions need to have ways of surviving or protecting themselves. As is, for example, The Prismatic Disc has exactly a 0% chance of ever surviving enough turns to get the bonus, as any deck you're up against is immediately going to assume you're a combo deck and use every resource available to kill it, probably. That being said, I do really like the other two Stamina (1) minions, as surviving for 1 turn is a lot more likely. It's just a little complicated, because it would be very boring for every Stamina card to be printed with Stamina (1). Only other thing I can think off the top of my head is I'm pretty sure that the Lunarwing Owl would be worded "Cast 'Moonfire' on each enemy minion." or "on all enemy minions," but yeah, I do like the keyword.
AeroJulwin
Scrap is exactly what you said it is, a much better version of the Discard keyword. The way that a lot of the cards are worded, would the "third" option of the two be to decide not to scrap a card? (Looking at Law of Equivalent Exchange, it seems that the "Scrap a card to draw another" line implies that you could choose NOT to and only get the first effect). If so, that seems even better. I honestly wish that this was the way that Discard worked in Hearthstone, I'd give Discolock a try.
Matthieu
Harmony is interesting for sure. That being said, I think both of the first two cards with it are really, really pushed, and the third one seems unplayable unless like Demon said, Mage's set mechanic is being able to get copies of cards in hand. In that case, it feels like the effect is extremely overpowered if mage is able to do that consistantly. Either way, this keyword definitely has potential, and as an eternal Value Mage player, I would LOVE to see some Harmony cards printed for mage.
CursedParrot
Fatal Flaw seems really cool, if used in moderation. I think it's one of those keywords that should become maybe a rarely used evergreen keyword, like Immune. I disagree with the thought that Millhouse is too powerful. Maybe he's a little under-costed for such a sticky minion, but I love that the effect is symmetrical for both players. Either way, Spell Damage +1 is not a game breaking effect to have for a few turns, unless possibly it's just that you have it so early in the game.
Maybe Fatal Flaw should instead work so that they can be brought down to 1 health but not killed, or maybe so they should die as soon as their Fatal Flaw is met. Either way, probably needs some work, but I like the direction it's headed.
On another note, thanks for your feedback! I'm a little surprised "Stamina" caused confusion. The way it's meant to work is that the effect triggers when the minion with the keyword survives (x) turns, so when The Prismatic Disc survives 2 turns, it gains Spell Damage +2 for example. How do you think could I word the tooltip to make this more clear?
Just phrase the tooltip as "this minion" instead of "a minion".
With the knowledge that the minion itself has to survive that many turns, the keyword itself feels like it's probably weak for the same reason I said Duplicate was also weak. Relying on minions to survive in Hearthstone typically doesn't work out too well. As soon as you play The Prismatic Disc for example, your opponent is just going to kill it as soon as they can and you'll rarely get the Spell Damage from it.
I respect the creativity, but I feel like the mechanic is inherently OP. Also the art is a little all over the place, there's no common ground recognizable for me. Overall not my cup of tea, I'm sorry. (This would translate to 2 stars since all cards are well executed.)
Matthieu
Hey there, welcome to this part of the site! I like your keyword, it's pretty flavorful. That said, I'd like to echo Demon's concerns about the power level of the cards and also invite you to wait a bit longer for feedback before submitting in the future. With the help of a few other contestants you might have found ways to further improve your cards and thus bolster your chances at winning the competition.
linkblade91
I agree with Demon, Launch is the coolest Keyword of yours. All the cards look fun to play and like a great fit for the keyword. The only thing I'd like to question is if Booster Rocket should really be a Paladin card - other than the Anachronos similarity I don't see much support for that argument. I'd prefer it in Rogue where you have to weigh its effect against using other weapons and your Hero Power. Valeera also has stuff like Sap and Vanish which are kinda related.
Dolphinslyaer
While the keyword isn't super exiting, I really like what you did with it. Especially the Priest card is super cool! Two concerns: 1) If Duplicate really replays the whole card, wouldn't that create an infinite loop, even if the tooltip says "one more time"? 2) You're missing a third card ;-)
AeroJulwin
I have only one thing to criticize: I don't like the third option. It's a very cool effect, but I think the power level should be toned down a bit by forcing the player to discard one of the two cards. That way, it's still better than most current discard effects, but it's still a little risky to play them.
Wailor
I very much prefer Gunslinger, it's the most flavorful keyword I've seen so far. If you add a last little bit of polish, you're gonna be my favorite for this week's competition :-) linkblade already pointed out that the Paladin card wouldn't qualify and I have some small flavor issues with the Warrior card. A shotgun typically deals smaller shrapnel AOE damage which doesn't fit the current statline and effect very well. Might easily be solved by changing the name.
Demonxz95
I'm a little torn here. While I really like the flexibility your keyword adds by the scaling effects, it's still pretty close to what sidequests do already. A drawback of the scaling effects is that your cards are packed with numbers which doesn't look very nice to me when you see them side by side. Might be better if you see them among other cards of the class without this keyword, but that's unfortunately not the way we'll see them when we vote. Finally, I would go with the initial three and skip the Priest card because it's too close to Priest's Galakrond for my taste.
On another note, thanks for your feedback! I'm a little surprised "Stamina" caused confusion. The way it's meant to work is that the effect triggers when the minion with the keyword survives (x) turns, so when The Prismatic Disc survives 2 turns, it gains Spell Damage +2 for example. How do you think could I word the tooltip to make this more clear?
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Words of Power - Card Design Competition Discussion Thread
I'm still not sure which keyword I'll go with, but I've updated Deputy Instructor to fit the criteria, as you guys pointed out.
Feedback + tooltips for those who don't have one:
Among your other ideas, I think I prefer Encore. My main issue is the fact you have to submit several cards of the same class to showcase how it would play out, but that also makes it so that we can't see what other classes would do. If you end up going with it, change E.T.C by another card, since they've just announced another version of this character (I don't mind the overlap of expansion themes too much, but another E.T.C. is where I draw the line).
Launch seems to be the preferred option, and I also like it. I agree with Anchorman that Booster Rocket would be more interesting in Rogue (also, it's kinda like a Sap effect, so it still makes sense for the class).
Among your cards, I think Assemble an Army is my least favorite card, but all four are solid.
I'd probably make it like a Battlecry that happens some turns later. This would work very well with all your cards except The Prismatic Disk, but you can always change its effect.
I'm a pretty big fan of the mechanic itself, and both Law of Equivalent Exchange and Oddity Trader are very interesting uses of it (Unstable Void is also good, but not as creative).
My main advice is to use different watermarks to showcase it being evergreen, like Overheal. Of course, LoEE needs to keep the Alchemy watermark, but the other two cards can use different ones.
Also, here's your tooltip :)
Your tooltip:
The effect is pretty cool, but I'd probably change the name, as the new expansion just introduced Harmonic spells, which are a totally different thing.
Deja Vu is a very natural name for such an effect, but you can use Chorus or something similar if you want to keep the music theme. I'd probably go with Deja Vu (which would need to completely change the flavor and art of Pogo-Hip-Hopper, but the other two cards just need a change of name).
Like other people, I'm not a fan of Fatal Flaw.
Here are your tooltips:
Words of Power - Card Design Competition Discussion Thread
Thank you all for the feedback! I think I got too carried away on the idea of making minions that stuck around and had a mini-quest attached to them that I ended up making an overly complex keyword. Here's my next idea that should be a lot simpler:
Maddened: This can't attack on your turn. At the start of the opponent's turn, they choose a valid target for this to attack.
I think that Maddened as a mechanic is pretty cool because of how it encourages counterplay and can be used as both a buff and a debuff. Maddened minions attack at the start of the next turn, which essentially gives them a worse version of Rush (or charge if the opponent's board is empty, similarly to how Gnome Muncher works). However, the opponent can play around this by playing either small minions to waste the Maddened attacks or large minions to make unfavorable trades for you. This mechanic would be introduced in an expansion centered around the Old Gods and the forces fighting against them, this time with more of a focus on the elements of mind corruption, which maddened plays into very well. Yogg-Saron, Lord of Insanity exemplifies this theme through giving you Mad Whispers to either drive your own minions insane for a pseudo-rush effect, or giving enemy minions Maddened to force their next attack to target what you want it to (making it a pseudo-silence). My worry is that the card effect might be too weak and that Yogg'Saron itself isn't very flashy, so let me know if you have ideas to fix that problem without using too much card text. Corrupted Ogre is another play on the Maddened mechanic in that it serves as a sticky board-control tool that forces your opponent to trade it into their minions since it can't go face (but it also becomes useless if the opponent has no minions). Maddened Outcast uses the mechanic mainly as a debuff to lock down threatening enemy minions as long as you can keep a few tokens around. He can also be played on an empty board as a 3/2 with pseudo-charge.
What do y'all think of this design? I think it's a lot simpler but it is still somewhat complex and unprecedented since it forces an action on your opponent's turn, but I think it's a plausible keyword in modern Hearthstone and is relatively intuitive (basically the opponent is in charge of the minion's attacks, not you).
Also, I'll give feedback later today when I have time :)
Hearthstone's Next Expansion is Festival of Legends! Finale Keyword, New Priest Keyword, Everyone Gets Weapons
I was gonna go with that one but Rocker Rokara seemed cool. Also, the Azshara "bundle" of packs you can earn did not include a Mage pack, despite her being a Mage skin. Thought that was odd, so I avoided it lol.
Words of Power - Card Design Competition Discussion Thread
Words of Power - Card Design Competition Discussion Thread
Early feedback, will update more as they come in.
Legacy is an interesting keyword, though I don't know how interesting the design space of the keyword itself would be rather than just whatever weapon it's attached to. I actually think Legacy being a keyword that meant "This always keeps enchantments" could be more interesting if done right, although there's a chance that that ends up being kind of same-y and repetitive too.
Storm is probably the most interesting of the three keywords of your first batch. I think it sets itself apart from manathirst in a really interesting way, as evidenced by rain of arrows. I don't think rain of arrows simply having "Manathirst (7)" would be anywhere near balanced, so I think there is definitely room to explore this space.
Burden does not feel distinct enough from Quests in my opinion. Quests are already designed in a way that including them in your deck/activating them comes at a cost (or, at least the good ones are *cough* stormwind *cough*). That cost being including the card in your deck, having no turn 1 play, and most importantly, filling your deck with OTHER cards that probably wouldn't be there if they weren't included to complete the quest consistently. Burden certainly is different, making the quest essentially "complete" early in the game and dealing with the downside for the remainder of the game instead of for the first part of the game, but that develops different problems. Either the downside is so punishing that you would never want to play the Reward in the first place, or it's meaningless and you just played a 1 mana spell (that I assume starts in your opening hand like a quest? although I could be wrong) that just turns the game into a 1-sided slaughter from turn 1.
TL;DR, not unworkable, but I think it would be better to just stick with Quests.
Encore is cool, and very flavorful for a Shaman keyword. A lot of Shaman's "repeat your last/other battlecries this game" cards are really, really good, and sometimes so prohibitively powerful that they limit future design space. We all know which card(s) I'm talking about here LOL. However, Encore is a really nice fix to this problem by limiting which Battlecries can be affected by this new strong but balanced keyword. Nice!
Launch is also very nice, but I think it would be (I don't want to say better, but maybe more interesting) if it was the EXACT opposite of Finale, as in you have to play it and still have remaining mana left in your turn. That way, the bonus effect comes at the cost of disrupting your curve. Otherwise, a lot of these cards don't really feel like the Launch condition is a bonus, it just feels like an extra good card that slots right into your curve. Overall, still an interesting keyword too.
Half of the text in my feedback this week is going to be addressing your keywords! Haha. I love it though, so feel free to keep it coming.
Objective feels to me like Sidequest with extra steps. I also feel like with how complicated explaining both the setup and the reward are, it's going to be really limited to keep finding interesting/new ways of setting up objectives in only four lines of text on the card. I'm actually impressed by how much you managed to fit on there as is lol.
Transmute is really good, as we've already seen how popular the Tradeable keyword is, and this is very unique from that at the same time. I think in most cases, this is straight up better than Tradeable too, considering this trades other cards, not just itself. I think there is a lot of design space to explore here, good job.
Gunslinger is also awesome, and as you've said, different than just Divine Shield. I was wondering how Hearthstone would be able to incorporate a "First-strike" like keyword that is different than just "Immune while attacking" and this is a very concise and efficient way of describing exactly that. I do think the keyword, if implemented into Hearthstone, would probably be something less explicitly gun-related (which is a shame, because the flavor on some of your cards is great), but other than that I really like the keyword, especially on The Phantom Ranger.
That expansion also does sound really badass, not gonna lie lol.
Stamina is pretty interesting for sure, but I think the design space here needs to be pretty specific. Specifically, I think these minions need to have ways of surviving or protecting themselves. As is, for example, The Prismatic Disc has exactly a 0% chance of ever surviving enough turns to get the bonus, as any deck you're up against is immediately going to assume you're a combo deck and use every resource available to kill it, probably. That being said, I do really like the other two Stamina (1) minions, as surviving for 1 turn is a lot more likely. It's just a little complicated, because it would be very boring for every Stamina card to be printed with Stamina (1). Only other thing I can think off the top of my head is I'm pretty sure that the Lunarwing Owl would be worded "Cast 'Moonfire' on each enemy minion." or "on all enemy minions," but yeah, I do like the keyword.
Scrap is exactly what you said it is, a much better version of the Discard keyword. The way that a lot of the cards are worded, would the "third" option of the two be to decide not to scrap a card? (Looking at Law of Equivalent Exchange, it seems that the "Scrap a card to draw another" line implies that you could choose NOT to and only get the first effect). If so, that seems even better. I honestly wish that this was the way that Discard worked in Hearthstone, I'd give Discolock a try.
Harmony is interesting for sure. That being said, I think both of the first two cards with it are really, really pushed, and the third one seems unplayable unless like Demon said, Mage's set mechanic is being able to get copies of cards in hand. In that case, it feels like the effect is extremely overpowered if mage is able to do that consistantly. Either way, this keyword definitely has potential, and as an eternal Value Mage player, I would LOVE to see some Harmony cards printed for mage.
Fatal Flaw seems really cool, if used in moderation. I think it's one of those keywords that should become maybe a rarely used evergreen keyword, like Immune. I disagree with the thought that Millhouse is too powerful. Maybe he's a little under-costed for such a sticky minion, but I love that the effect is symmetrical for both players. Either way, Spell Damage +1 is not a game breaking effect to have for a few turns, unless possibly it's just that you have it so early in the game.
Maybe Fatal Flaw should instead work so that they can be brought down to 1 health but not killed, or maybe so they should die as soon as their Fatal Flaw is met. Either way, probably needs some work, but I like the direction it's headed.
Words of Power - Card Design Competition Discussion Thread
Just phrase the tooltip as "this minion" instead of "a minion".
With the knowledge that the minion itself has to survive that many turns, the keyword itself feels like it's probably weak for the same reason I said Duplicate was also weak. Relying on minions to survive in Hearthstone typically doesn't work out too well. As soon as you play The Prismatic Disc for example, your opponent is just going to kill it as soon as they can and you'll rarely get the Spell Damage from it.
Words of Power - Card Design Competition Discussion Thread
Feedback time!
On another note, thanks for your feedback! I'm a little surprised "Stamina" caused confusion. The way it's meant to work is that the effect triggers when the minion with the keyword survives (x) turns, so when The Prismatic Disc survives 2 turns, it gains Spell Damage +2 for example. How do you think could I word the tooltip to make this more clear?
New Warlock Minion - Void Virtuoso
A new Common Warlock Minion, Void Virtuoso, has been revealed!
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New Neutral Minion - The One-Amalgam Band
A new Legendary Neutral Minion, The One-Amalgam Band, has been revealed!
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New Paladin Spell - Starlight Groove
A new Legendary Paladin Spell, Starlight Groove, has been revealed!
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New Death Knight Minion - Screaming Banshee
A new Epic Death Knight Minion, Screaming Banshee, has been revealed!
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New Rogue Weapon - Record Scratcher
A new Epic Rogue Weapon, Record Scratcher, has been revealed!
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New Priest Spell - Power Chord: Synchronize
A new Common Priest Spell, Power Chord: Synchronize, has been revealed!
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New Druid Minion - Peaceful Piper
A new Common Druid Minion, Peaceful Piper, has been revealed!
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New Warlock Minion - Opera Soloist
A new Common Warlock Minion, Opera Soloist, has been revealed!
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New Neutral Minion - Hipster
A new Common Neutral Minion, Hipster, has been revealed!
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New Priest Minion - Heartbreaker Hedanis
A new Legendary Priest Minion, Heartbreaker Hedanis, has been revealed!
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New Death Knight Spell - Harmonic Metal
A new Common Death Knight Spell, Harmonic Metal, has been revealed!
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New Neutral Minion - Ghost Writer
A new Common Neutral Minion, Ghost Writer, has been revealed!
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New Priest Location - Fan Club
A new Common Priest Location, Fan Club, has been revealed!
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New Neutral Minion - E.T.C., Band Manager
A new Legendary Neutral Minion, E.T.C., Band Manager, has been revealed!
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New Death Knight Spell - Climactic Necrotic Explosion
A new Legendary Death Knight Spell, Climactic Necrotic Explosion, has been revealed!
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New Rogue Minion - Beatboxer
A new Rare Rogue Minion, Beatboxer, has been revealed!
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New Death Knight Weapon - Arcanite Ripper
A new Rare Death Knight Weapon, Arcanite Ripper, has been revealed!
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New Shaman Minion - Brass Elemental
A new Rare Shaman Minion, Brass Elemental, has been revealed!
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