My Time Traveler class was entered into "Deathwing Needs a Friendwing" (Class Creation Competition #4) in December 2017. I ended up 5th place in the competition out of 100 entries. This contest was won by McF4rtson's Sea Witch class. The class is still being updated.
As it should for all classes, the Basic Set introduces you to some of the most important cards of Time Traveler and displays some of its core themes.
The Classic Set expands upon the Basic set and introduces several themes of the class: Elementals, card shuffling, Quick-Time effects, etc. This along with the Basic set make up the core of the class it will stand on through set rotations. Expect some of these cards to be staples of most Time Traveler decks.
The one card from Curse of Naxxramas, plays with recent actions, a theme present in many cards in the class. Rapid Necromancy itself is a card with a skill cap, requiring you to time how you play it, but it can indeed be very powerful if you do so. AoE however might make it a bit unpredictable. I guess this also means Time Traveler technically had resurrection before Priest.
Going against the grain, Goblins vs Gnomes does not have much randomness for Time Traveler, as low amounts of RNG is intended to be a class theme. In this set, the class has a theme of interacting with your opponent. Unlike most of the other classes, Time Traveler does not have any Mech synergy and only has one Mech (Chicken Transmutator).
Blackrock Mountain introduces a bit of Dragons to the set although the class is not intended to be a Dragon class, like Priest for instance. Flashback Dragon utilizes card generation in an interesting way so your opponent may have to think twice about they use to kill it.
In The Grand Tournament, you win or you die, the Quick-Time and top of your deck mechanics are expanded a bit. It gives the class a new AoE, as well as having a counterplay mechanism that still feels fair to both players (Temporal Magician).
League of Explorers similarly uses the Discover mechanic and some of its class mechanics in a new way.
Whispers of the Old Gods adds some new mechanics to the mix as well as utilizing some old ones. The Quick-Time mechanic is expanded in a new way with Power of Yogg-Saron. Have you ever wanted to reduce C'Thun's Cost? There's now a specific support card for it!
The "if the top card of your deck is X" mechanic last used all the way back in the Classic Set returns in the form of Theatre Symphonist. Other than that, nothing too special goes on, but every Karazhan card copies something.
Not being a fan of the Grimy Goons tactics, not wanting to join the Jade Lotus because of a dislike for Jade Idols, and not being able to find other classes to create a new gang, Time Traveler joins The Kabal. Despite their allegiance, Thomas knows that Kazakus is a crime leader, and is very cautious about what could be thrown at him. Their allegiance however allows them to combine The Kabal's potion creation techniques with Thomas's time manipulation abilities.
Some sand elementals from the nearby deserts of Tanaris and Ulduam have wondered into Un'Goro. Do you suppose that's how the Tol'vir got there? Being an Elemental class since its creation, Time Traveler finally gains access to some Elemental synergy in several forms, and the craziest Quest to hit Hearthstone. Fan favorite card Eternos the Time Lord also appears in this set.
Thomas is dead! In this timeline at least, he'll be back to normal by the time K&C comes along. Card creation is a theme in this set, although it's not random like it is for Mages. Some one-off mechanics are also used in this set.
Frozen Soul is the boss card played by The Lich King at the start of his first turn. When he plays it, he limits your card playing abilities as for the rest of the game, you can only play one card on your turn. Doesn't matter how much mana you have, you play one and you can't play another. Time Traveler has lots of cards which draw and generate other cards which can be good to get more cards to play, but also stops you from playing them as you get them. Quick-Time effects become only possible to activate by top-decking those cards.
Upon reaching the Kobold's catacombs, Thomas discovers what resembles an Egyptian crypt. Time Traveler has an Egyptian theme in Kobolds & Catacombs with sphinxes as minions (and a humanoid canine resembling Anubis) and all sorts of pharoah magic. In terms of mechanics, Quick-Time is a big theme for Time Traveler in this expansion, with several cards that either have or interact with Quick-Time effects. Big Time Traveler is also given support with Guild Teleport.
Temporal Flux is the Arena-exclusive card for Time Traveler added in Patch 10.4 alongside cards like Crackling Doom, Polymorph: ???, and Blazing Longsword. Although it might seem weak at first glance, this card could be pretty strong in combination with several copying tools, which is why this is not a Constructed card.
Just as Thomas is about to approach Gilneas, it appears that Toki is already doing his job for him, so he has no worry. Like K&C, Quick-Time is a theme in this expansion. Some new mechanics are used, and the class obtains its first source of pseudo-healing: Reversion.
To join up with Flash Forward, Master of Realities, and Fatecleaver, Infinite Harbinger and Matter Split are Time Traveler's cards of choice for the Taverns of Time.
In the Boomsday Lab, Time Travelers study the field of portals and creation thereof, lead by head portal scientist, Sarax, Rift Creator. Rather bizarre however is that Time Travelers are not pushed into any one mechanic in this class, as opposed to what you'd normally see in a class's set in any expansion. Instead, Time Traveler gains a myriad of cards with different effects.
In Rastakhan's Rumble, you are in charge of a new team: Tharon'ja's Serpents, championed by Sul the Sandcrawler. When you have so much time control ability, you have many ways to win. Introduced in this set is something quite rare for Time Traveler: a proper win condition. Up until now, most Time Traveler decks have relied on simply out-valuing your opponent. In the Gurubashi Arena, you have a way to win in form of Tharon'ja the Serpent.
This set is very WoW based. This is very unusual for Time Traveler, which normally is mostly original to Hearthstone with tidbits of WoW sprinkled in.
As Rikkar steps into the Arena, he has pledged himself to Tharon'ja and his team. Who can blame him to be honest? All the cards and power you get seem really cool (*wink, wink*). Victory will overthrow Sul the Sandcrawler as his champion. It's up to you (playing as Rikkar) to win. After his own prophet murdered him behind his back, Tharon'ja has wanted someone new to take that spot for a while.
With 5 returning villains, and only 4 Dalaran defenders, Time Traveler joins the Dalaran defender to make an even 5 and 5, using their cosmic powers. With Year of the Mammoth rotated out, this expansion hopes to fill in some of the holes as a result of the rotation, and to support current archetypes. Tharon'ja decks notably have some support here.
"Slightly mischievous, yet exceptionally intelligent, she is not afraid to kick butt or take names."
Chrona Wilson represents the Time Traveler class in the Dalaran Heist. Whilst at first, she is normally only available during Dalaran Heist, completing Dalaran Heist on Heroic difficulty will unlock her as an alternate hero. Her emotes are the same in both modes.
Be sure to view this class's Dalaran Heist Guide.
Normally the "good" classes would be represented by one of the explorers of LoE. The problem is... there's no fifth explorer. Instead, Classic Legendary Kara Shellen makes a reappearance (as Kara the Fallen) in this set. Lorewise, Kara peeks into a future as to what happens should the League of EVIL succeed, and decides to help the explorers, as well as, you know, saving Uldum. It's kind of in the name. In this set, Time Traveler receives a whopping three new synergies for the first time, one based on reducing the Cost of your cards, one for shuffling cards, as well as the class's first Deathrattle support card (Mummify). Just like Mage Time Traveler is also receiving Highlander support for the second time, after MSoG.
In the Tombs of Terror, you control Kara Shellen, allying wth the League of Explorer's. During her quest to stop the League of EVIL, she ended up falling under some corruption set out by Rafaam, however the corruption failed to manifest properly. Instead of turning her evil, it kept her good, but simply gave her much more aggressive means of attaining her goals. Due to this "half-corrupted" state she is now in, she is slightly more reckless, and also has some "dark" (though not necessarily evil) tactics to achieve (reflected by her use of Time Traveler and Warlock cards), and now balances and utilizes good and bad timelines to her benefit (which in gameplay is reflected by her first Hero Power, Staff of Chronos).
Instead of being corrupted from hero to villain, she was essentially corrupted from hero to anti-hero.
Completing all 4 main chapters will upgrade Jr. Sandmancer into Sr. Sandmancer.
You remember the Basic card, Sandmancer, right? Well, if you don't. Here it is:
With Doom in the Tomb, Cyber Punk and Murozond (from MSoG and WotOG respectively) come back to Standard for the event. Logically, the choice of Murozond could be viewed as foreshadowing Descent of Dragons.
In the new Battlegrounds mode, Chronecromancer from the KotFT set joins the fray.
To be updated. Still waiting on those Spoilers.
No, that's wrong!
July 21st 2019
July 22nd 2019
July 23rd 2019
August 17th 2019
September 15th 2019
September 16th 2019
November 7th 2019
This thread is currently in its most primitive form, due to the lack of Spoilers. As such, features like Dungeon Run/Rumble Run/Dalaran Heist buckets were not added, but they are here.
Here is the HearthPwn thread which has that available.
In a similar vein to Chimera's Basic class guides, I've decided to do the same thing for my class. Just due to laziness, all of the Golden Copy requirements are the exact same as Mage.
Time Travelers are experts at the laws of chronomancy, being everywhere and nowhere at the same time, knowing the winner of the game before it even begins. These crafty chronomancers use several tactics to forward their game, being able to easily go through different dimensions, look and move into different periods of time, and generate things into the current world, all on a whim. They are also experts at rift magic and sand magic, being able to deal damage, summon minions, or even alter very time itself during the game. If all else fails, they are also experts at astral magic, forming black holes and astral storms galore.
Hello! There's a lot to learn when jumping in to Hearthstone, and the goal of this guide is to package it neatly for you. Additionally, you will find all available heroes for this class, some relevant lore, and the levels at which you unlock cards & their golden versions. Enjoy!
The Time Traveler class can be unlocked by defeating an opponent playing the class. Its identity involves drawing cards, copying cards, knowing the top of your deck, Quick-Time, and Elementals.
You begin with 5 of your class cards available, while the other 5 must be earned through playing that class. An overview of these cards can be found below:
Golden Copies - Levels 32 & 34
Future Sight is one of the most instrumental cards for the class, and at least one copy should be considered for every Time Traveler deck you make.
The card lets you look at the top 4 cards of your deck and rearrange them as you see fit. Although it has the same effect as Glimpse, Future Sight costs no mana allowing you to play it at any time, as well as looking at one extra card. The extra card may not seem like much at first, but it opens a lot of additional opportunities. This effect also has synergy with Quick-Time cards. In short, this is a one-time Glimpse with a huge power spike.
This card is best used:
Golden Copies - Levels 28 & 30
Accelerate Time draws a single card and reduces its Cost by (2) for that turn only, meaning that if you play the card on that turn, it's as if that card was in your hand. The only downside is that the Cost reduction effect is only on that turn. If the card is not played on the same turn you draw it, it will go back to its original Cost. As a result, this card should not be played willy-nilly in the early game, although the more Mana you have, the less risky this becomes. At 10 mana, the risk is nullified completely (except in the case of cards like Molten Giant)
Golden Copies - Levels 15 & 20
Been There adds 2 copies of a friendly minion to your hand. You must control a minion to play the card, and it cannot be played on an empty board (although you'd typically not want to do this anyway).
Golden Copies - Levels 44 & 46
Done That is much like Been There (both flavorfully and mechanically), but unlike the latter, Done That copies spells instead of minions and doesn't require board presence. The effect adds copies of the last 2 spells you cast over the course of the game to your hand. This effect lasts over the course of several turns.
Although not very mana efficient, you can potentially copy one spell infinitely, by going 'Done That -> spell -> Done That' this will add another Done That and the other spell to your hand and casting 'spell -> Done That' will repeat the process.
Golden Copies - Levels 47 & 48
Sand Attack combines damage with draw. It can be strong at removal or cycling, and if you plan your next draws properly, it can accomplish both at the same time very efficiently.
Additional cards are earned ever 2 levels, up to 10. Levels are earned through individual class experience, and that is a product of playing the game!
We will give an overview of these locked class cards, and at which level you can access them:
Unlocked - Level 2
Golden Copies - Levels 40 & 43
Dust Typhoon is a small AoE spell that will affect up to 3 minions. Although 1 damage is very minimal, it can be very effective against token decks. Your opponent may play around it by positioning their minions in a certain way, although this is not a large enough aspect of the game for most people to consider.
This card was created before Shooting Star.
Unlocked - Level 4
Golden Copies - Levels 36 & 38
Sandmancer is the only minion amongst Time Traveler's Basic set. As a 2/3 for 2, it presents acceptable value on curve that can survive your opponent's next turn to use the effect, or the card can be saved for later to optimize combo potential. Its effect reduces the Cost of a card by (1) when you receive it until the end of that turn.
Unlocked - Level 6
Golden Copies - Levels 23 & 26
Quicksand is an efficient removal tool. Because the minion is simply "moved" instead of destroyed, it will not trigger Deathrattles or effects that trigger on minion deaths. Despite this "moving", the minion will go back to its original state. Because the card is placed on top of their deck, your opponent will be guaranteed to draw that card next instead of possibly something more useful.
Quicksand can also target your own minions and move them on top of your deck. Although this is not very efficient in most cases, this can be useful for being able to reuse Battlecries or prevent fatigue damage.
Unlocked - Level 8
Golden Copies - Levels 49 & 50
Crossfire Bolts in contrast to most of Time Traveler, has an effect that revolves mostly around luck, although you can alter the odds in your favor. If your opponent only has 2 minions, the randomness will be negated completely. Similar to Multi-Shot or Cleave, the card cannot be used if your opponent only has 1 minion on the board.
Unlocked - Level 10
Golden Copies - Levels 51 & 52
Banish is an expensive hard removal effect, although it also has a useful effect to go along with it, by generating a copy of whatever you kill to your hand.
Isn't Sand Attack a better Hammer of Wrath?
Quote From happyIsn't Sand Attack a better Hammer of Wrath?
It is better but not strictly better since Hammer of Wrath can target face whereas Sand Attack cannot. Hammer of Wrath is not a very good card to begin with, so I thought making it 3 mana with the minions-only restriction was fair.
Just came to realisation you can make Malygos Chronomancer work. At first, play Malygos and Path To Nowhere. Wait until your next turn. Then, cast Chronomantic Arrows onto the enemy hero, play Done That after casting at least two Arrows and keep spamming until the enemy hero is dead.
Hearthcards deck creating enthusiast. Also previously known on Hearthpwn as Cooler39140 and Huoyan.
Quote From NeoguliJust came to realisation you can make Malygos Chronomancer work. At first, play Malygos and Path To Nowhere. Wait until your next turn. Then, cast Chronomantic Arrows onto the enemy hero, play Done That after casting at least two Arrows and keep spamming until the enemy hero is dead.
Not gonna lie, that sounds really neat. The big problem I see with that is that Malygos + Path to Nowhere is a 10 mana combo that does nothing on the turn you play it, so you better hope you've got a clear board or some cost-reduction effects to make that work. If you DO get that to work though, oh boy is that fun. I'm not much of a deckbuilder, but I'm tempted to give it a try for this.
Something I wanted people to do was use their brain and think of some crazy combos to pull off, and you've got the right idea.
There's always a better way to do it in Wild. Play Omega Leader, then Malygos, then Time Twister. Still ensures safety for Maly while temporarily clearing the board.
I'm not going to lie this class is ridiculous OP haha.
Put Your Faith In The Light.
Now added with Saviors of Uldum. Prematurely, yes. Do I care, no.
Now just to hope that I don't another get Chronomantic Arrow situation.
Oh my top graphics. Great design. What a dedication. Love it :-). Migh have some balancing issues ;-) but it´s just gorgeous.
Sense my last post, I have buffed Sense of Spirit from 7 mana to 6. Originally it was 6, but it was nerfed to 7 when people called it out as Ectomancy powercreep and it should be 7. After some chat on Discord though, I changed it back to 6.
The Quest Reward from Legend of the Obelisks has also now been changed, so it's not as complicated. People also mentioned that the Hero Power should be a new effect, and not just a strict upgrade of the base Hero Power.
Well, this is interesting.
Quote From Demonxz95Hmph.
Are you going to change Frozen Reflections? Btw, it's great that you still update this class with new content. Great work :)
Quote From SunnoxPLQuote From Demonxz95Hmph.Are you going to change Frozen Reflections? Btw, it's great that you still update this class with new content. Great work :)
No, probably not. I don't think I'll change cards I made based on cards revealed after I made them, unless I end up misjudging their power level to such a large degree. That's why Dust Typhoon, Parallel Dimensions, Timemage, and Chronomantic Arrow are still there. I may however need to change a card if it becomes broken with a future card, like what happened with Shadowboxer. The recently revealed Mogu Cultist seems to be significantly easier to activate here than all of the existing classes. Frozen Reflections also has better combo potential as well.
I would've gone with Harrison Jones fused with Back to the Future as the legendary explorer of Uldum, because 80s pastiches are always cool.
With the flavor text post now up, I thought I'd share my Uldum flavor texts as well.
I don't know about the rest of you, but I'm glad this card exists.
If anything, it means there might be more "top of deck" interactions in the future, which would have interesting implications for this class.
I think I should be called whenever someone who created a class wants to have a fun deck for it, because I got a motivation to create another one for Chronomancer xd. It's mostly a highlander deck revolving around Da Undatakah + Tharon'ja + Kara the Fallen combo to constantly shuffle Da Undatakah into your deck for massive board clears and slow victory. Might create a decklist soon, but you get the idea.
I can't believe my brain captures ideas for decks so easily. Guess I actually found a way to trigger Mogu Cultist in Standard for your class. Play two Cultists in one turn and cast Been There on each - you'll have four in your hand. Then, summon three Cultists, play Sense of Spirit and play the last Cultist to summon Highkeeper Ra.
Quote From NeoguliI can't believe my brain captures ideas for decks so easily. Guess I actually found a way to trigger Mogu Cultist in Standard for your class. Play two Cultists in one turn and cast Been There on each - you'll have four in your hand. Then, summon three Cultists, play Sense of Spirit and play the last Cultist to summon Highkeeper Ra.
Believe me, there are a LOT of crazy combos that are possible with this class.
I also have a combo First have 3 cards in your deck the last being Shackles of Times. Have a Time Continuum and Thomas Endbringer in your hand.
Play Thomas and Time Continuum then cast Shackles of Time and your Time Continuum will draw you a card which will be Shackles of times and because of Thomas Endbringer it will cost (0) thus allowing infinite damage.
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