A mysterious calling, warlocks are as diverse as the locales they come from. Human warlocks have formed the Order of the Nobleborn and consult with the spirits of long-dead kings and knights. Necrotic warlocks are also called Midnight Shepherds and have a fierce command of the undead. Dwarven warlocks are embodiment of destruction, using anything and everything to fuel their lust for annihilation.
Human[edit | edit source]
Human warlocks consult with the spirits of the kings, nobles, and knights who have passed on, even calling for the ghosts of humanity's most courageous dead warriors to assist them in combat. Many of these ghosts have had their former bodies "stolen" by the necrotic, so they are more than willing to battle against them.
Coyotle[edit | edit source]
Coyotle warlocks are also known as “spirit walkers”. They have the closest connection with the spirit world and often use dreamcatchers and totems in their rituals to communicate with the ghosts of the tribe’s ancestors.
Spiritwalkers can actually become ghosts that can travel great distances and even observe the movements and conversations of enemies.
Elf[edit | edit source]
Elf warlocks are wildshapers who can command elements of nature to do their bidding. They are all about using the death and decay of natural things and reforming them into useful magic, such as animating a swamp creature, a puddle of ooze, or a walking tree to fight for them.
Orc[edit | edit source]
Orc warlocks oversee the arena combat system, when and who fights, and what happens to the remains of those that have fallen. They are the servants of the mountain god and responsible for ensuring that the flow of blood never stops. If there is a shortage of blood for their god, they willingly sacrifice from their own numbers to appease it.
Dwarf[edit | edit source]
Dwarf warlocks often carry a cauldron of molten fluid on their back, and drop anything they can find (object or living creature) into it to fuel their sacrifices. A warlock has such dedication to their craft that they can immerse themselves in fire or lava briefly without injury, making them virtuosos of the forge.
Necrotic[edit | edit source]
Necrotic warlocks have a fierce command of the undead. They typically have a squad of zombies, skeletons, and wraiths at their beck and call. Some necrotic warlocks are known as Midnight Shepherds.
Shin'hare[edit | edit source]
Shin’hare warlocks are master alchemists, and are in charge of keeping the Exalted Emperor alive, as well as keeping the Concubunnies fertile.
Warlock acolytes must spend years performing menial tasks that are mostly unpleasant and gruesome, with no assurances that their work will ever be rewarded with full apprenticeship.
They also perform mutation experiments on Shroomkin.
Vennen[edit | edit source]
Vennen warlocks are the Grand Inquisitors of vennen society, and are obsessed with cruelty, horror, and fanaticism to the cause of blood magic. Warlocks will often organize public rituals of torture and execution in the vennen city, where “heretics” are gathered to be sacrificed in painful blood rituals (typically, committing the crime of “heresy” is merely being a non-vennen).
List of Warlock cards[edit | edit source]
When this attacks, choose target troop you control. The next time that troop would be dealt damage this game, prevent it.
When this enters play, if you control an artifact, draw a card.
When this enters play, put target troop you control into your hand.
[BASIC] , [2 CHARGES]: Target troop gets this turn.
[BASIC] , [6 CHARGES]: Reveal the top ten cards of your deck. Create a Rock Elemental with and equal to 3 plus the number of revealed resources and put it into play. Shuffle the revealed cards into your deck.
[BASIC] , [5 CHARGES]: Void two ready troops you control. Create an with equal to 3 plus their combined and equal to 3 plus their combined and put it into play exhausted.
When this troop attacks, each opposing champion buries the top two cards of his deck.
When theis troop is destroyed, put target troop from an opposing graveyard into play under your control.
When this or another troop you control dies, gain 1 health.
When you gain a charge, gain 2 health.
When this dies, choose one at random: Each opposing champion discards a card at random; or search your deck for a troop with Darkspire in its name and put it into your hand.